Files
vermine2047/module/system/functions.mjs
T
François-Xavier Guillois 848366e05c basis of wound system
2023-09-05 15:04:06 +02:00

132 lines
3.8 KiB
JavaScript

import { VERMINE } from './config.mjs'
/**
* renvoie le score d'une compétence d'un actor existant
* @param {VermineActor}
* @return {number||null} Data for rendering or null
*/
export function getActorSkillScore(actor, skillLabel, property = "value") {
let returnedValue = null;
for(let i in actor.system.skills){
for(let j in actor.system.skills[i].data){
if (actor.system.skills[i].data[j].label == skillLabel){
returnedValue = actor.system.skills[i].data[j][property];
}
}
}
return returnedValue;
}
/**
* met à jour le score d'une compétence d'un actor existant
* @param {VermineActor}
* @return {boolean} bool
*/
export function updateActorSkillScore(selectedActor, skillLabel, property = "value", updatedValue) {
try {
let updated = false;
// on recherche le label parmi les compétences
for (let st in selectedActor.system.skills){
for (let s in selectedActor.system.skills[st].data){
if (selectedActor.system.skills[st].data[s].label == skillLabel){
selectedActor.system.skills[st].data[s][property] = updatedValue; // printing the new value
const systemSkillKey = `system.skills.${st}.data.${s}.${property}`;
selectedActor.update({[systemSkillKey]:updatedValue }); // updating actor's data
updated = true;
}
}
}
return updated;
} catch(e){
return false;
}
}
/**
* renvoie le score de Sang froid (carac mental + social)
* @param {VermineActor}
* @return {number||null} Data for rendering or null
*/
export function setCharacterSelfControl(actor) {
let returnedValue = null;
for(let i in actor.system.abilities){
if (actor.system.abilities[i].category == 'mental' || actor.system.abilities[i].category == 'social'){
returnedValue += actor.system.abilities[i].value;
}
}
/// gestion de l'age
if (actor.system.identity.ageType == 1){
returnedValue--;
}
actor.update({ "system.attributes.self_control.max": returnedValue });
return returnedValue;
}
/**
* renvoie le score d'Effort (carac physical + manual)
* @param {VermineActor}
* @return {number||null} Data for rendering or null
*/
export function setCharacterEffort(actor) {
let returnedValue = null;
for(let i in actor.system.abilities){
if (actor.system.abilities[i].category == 'physical' || actor.system.abilities[i].category == 'manual'){
returnedValue += actor.system.abilities[i].value;
}
}
/// gestion de l'age
if (actor.system.identity.ageType == 1){
returnedValue--;
} else if (actor.system.identity.ageType == 3){
returnedValue -= 2;
}
actor.update({ "system.attributes.effort.max": returnedValue });
return returnedValue;
}
/**
* définis les scores de seuil
* @param {VermineActor}
* @return {number||null} Data for rendering or null
*/
export function setCharacterThresholds(actor) {
const health = actor.system.abilities.health.value;
let returnedValue = null;
actor.update({ "system.minorWound.threshold": health });
actor.update({ "system.majorWound.threshold": health + 3});
actor.update({ "system.deadlyWound.threshold": (health + 7 < 11) ? health + 7 : 10 });
let lightWounds = 4;
let heavyWounds = 3;
let deadlyWounds = 2;
if (actor.system.identity.ageType == 3){
lightWounds--;
heavyWounds--;
deadlyWounds--;
} else if (actor.system.identity.ageType == 1){
deadlyWounds--;
}
actor.update({ "system.minorWound.max": lightWounds });
actor.update({ "system.majorWound.max": heavyWounds });
actor.update({ "system.deadlyWound.max": deadlyWounds });
// console.log('wounds', actor.system.minorWound, actor.system.majorWound, actor.system.deadlyWound);
return returnedValue;
}