110 lines
3.3 KiB
JavaScript
110 lines
3.3 KiB
JavaScript
import { VERMINE } from './config.mjs'
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/**
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* renvoie le score d'une compétence d'un actor existant
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* @param {VermineActor}
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* @return {number||null} Data for rendering or null
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*/
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export function getActorSkillScore(actor, skillLabel, property = "value") {
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let returnedValue = null;
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for(let i in actor.system.skills){
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for(let j in actor.system.skills[i].data){
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if (actor.system.skills[i].data[j].label == skillLabel){
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returnedValue = actor.system.skills[i].data[j][property];
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}
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}
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}
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if (returnedValue == null){
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for(let i in actor.system.cskills.data){
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if (actor.system.cskills.data[i].label == skillLabel){
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returnedValue = actor.system.cskills.data[i][property];
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}
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}
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}
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return returnedValue;
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}
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/**
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* renvoie le type d'une compétence
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* @param {VermineActor}
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* @return {string||null} Data for rendering or null
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*/
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export function getSkillTypeFromLabel(skillLabel) {
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let returnedValue = null;
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for(let i in VERMINE.skills){
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for(let j in VERMINE.skills[i].data){
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if (VERMINE.skills[i].data[j].label == skillLabel){
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returnedValue = j;
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}
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}
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}
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return returnedValue;
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}
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/**
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* met à jour le score d'une compétence d'un actor existant
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* @param {VermineActor}
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* @return {boolean} bool
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*/
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export function updateActorSkillScore(selectedActor, skillLabel, property = "value", updatedValue) {
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try {
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let updated = false;
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// on recherche le label parmi les compétences
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for (let st in selectedActor.system.skills){
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for (let s in selectedActor.system.skills[st].data){
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if (selectedActor.system.skills[st].data[s].label == skillLabel){
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selectedActor.system.skills[st].data[s][property] = updatedValue; // printing the new value
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const systemSkillKey = `system.skills.${st}.data.${s}.${property}`;
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selectedActor.update({[systemSkillKey]:updatedValue }); // updating actor's data
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updated = true;
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}
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}
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}
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if (updated == false){
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for (let s in selectedActor.system.cskills.data){
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if (selectedActor.system.cskills.data[s].label == skillLabel){
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selectedActor.system.cskills.data[s][property] = updatedValue; // printing the new value
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const systemSkillKey = `system.cskills.data.${s}.${property}`;
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selectedActor.update({[systemSkillKey]:updatedValue }); // updating actor's data
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updated = true;
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}
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}
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}
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return updated;
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} catch(e){
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return false;
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}
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}
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/**
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* réinitialise toutes les dépenses d'usure
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* @param {VermineActor}
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* @return {boolean} bool
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*/
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export function resetActorSkillUsure(selectedActor) {
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try {
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// on recherche les usures des compétences
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for (let st in selectedActor.system.skills){
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for (let s in selectedActor.system.skills[st].data){
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const systemSkillKey = `system.skills.${st}.data.${s}.spent`;
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selectedActor.update({[systemSkillKey]:0 }); // updating actor's data
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}
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}
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// on recherche les usures des compétences céphaliques
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for (let s in selectedActor.system.cskills.data){
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const systemSkillKey = `system.cskills.data.${s}.spent`;
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selectedActor.update({[systemSkillKey]:0 }); // updating actor's data
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}
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return true;
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} catch(e){
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return false;
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}
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}
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