196 lines
5.6 KiB
JavaScript
196 lines
5.6 KiB
JavaScript
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/**
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* Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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export class VermineActor extends Actor {
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/** @override */
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prepareData() {
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// Prepare data for the actor. Calling the super version of this executes
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// the following, in order: data reset (to clear active effects),
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// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
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// prepareDerivedData().
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super.prepareData();
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}
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/** @override */
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prepareBaseData() {
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// Data modifications in this step occur before processing embedded
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// documents or derived data.
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if (this.type == 'character') {
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}
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}
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/**
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* @override
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* Augment the basic actor data with additional dynamic data. Typically,
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* you'll want to handle most of your calculated/derived data in this step.
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* Data calculated in this step should generally not exist in template.json
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* (such as ability modifiers rather than ability scores) and should be
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* available both inside and outside of character sheets (such as if an actor
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* is queried and has a roll executed directly from it).
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*/
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prepareDerivedData() {
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const actorData = this;
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const systemData = actorData.system;
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const flags = actorData.flags.vermine2047 || {};
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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switch (this.type) {
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case "character":
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this._prepareCharacterData(actorData);
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break;
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case "npc":
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this._prepareNpcData(actorData);
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break;
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}
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}
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/**
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* Prepare Character type specific data
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*/
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_prepareCharacterData(actorData) {
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if (actorData.type !== 'character') return;
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this._setAgeType();
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this._setCharacterEffort();
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this._setCharacterSelfControl();
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this._setCharacterThresholds();
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// Make modifications to data here. For example:
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const systemData = actorData.system;
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// Loop through ability scores, and add their modifiers to our sheet output.
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for (let [key, ability] of Object.entries(systemData.abilities)) {
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// Calculate the modifier using d20 rules.
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ability.mod = Math.floor((ability.value - 10) / 2);
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}
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this.prepareCombatStatus();
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}
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prepareCombatStatus() {
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//combat initiative reaction difficulty
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switch (parseInt(this.system.combatStatus.difficulty)) {
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case 5: this.system.combatStatus.label = "Offensif";
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break;
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case 7: this.system.combatStatus.label = "Actif";
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break;
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case 9: this.system.combatStatus.label = "Passif";
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break;
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default:
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this.system.combatStatus.label = "Passif";
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this.system.combatStatus.difficulty = "9";
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break;
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}
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}
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/**
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* Prepare NPC type specific data.
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*/
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_prepareNpcData(actorData) {
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if (actorData.type !== 'npc') return;
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// Make modifications to data here. For example:
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const systemData = actorData.system;
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systemData.xp = (systemData.cr * systemData.cr) * 100;
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this.prepareCombatStatus()
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}
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/**
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* Override getRollData() that's supplied to rolls.
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*/
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getRollData() {
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const data = super.getRollData();
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// Prepare character roll data.
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this._getCharacterRollData(data);
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this._getNpcRollData(data);
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return data;
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}
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/**
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* Prepare character roll data.
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*/
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_getCharacterRollData(data) {
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if (this.type !== 'character') return;
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// Copy the ability scores to the top level, so that rolls can use
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// formulas like `@str.mod + 4`.
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if (data.abilities) {
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for (let [k, v] of Object.entries(data.abilities)) {
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data[k] = foundry.utils.deepClone(v);
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}
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}
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// Add level for easier access, or fall back to 0.
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if (data.attributes.level) {
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data.lvl = data.attributes.level.value ?? 0;
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}
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}
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/**
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* Prepare NPC roll data.
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*/
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_getNpcRollData(data) {
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if (this.type !== 'npc') return;
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// Process additional NPC data here.
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}
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_setCharacterSelfControl() {
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this.system.attributes.self_control.max = 0 + Object.values(this.system.abilities).filter(i => i.category === "mental" || i.category === "social").map((i) => i.value).reduce((acc, curr) => acc + curr, 0) + this.modFromAgeSelfControl;
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}
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_setCharacterEffort() {
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this.system.attributes.effort.max = 0 + Object.values(this.system.abilities).filter(i => i.category === "physical" || i.category === "manual").map((i) => i.value).reduce((acc, curr) => acc + curr, 0) + this.modFromAgeEffort;
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}
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_setCharacterThresholds() {
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const health = this.system.abilities.health.value;
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this.system.minorWound.threshold = health;
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this.system.majorWound.threshold = health + 3;
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this.system.deadlyWound.threshold = (health + 7 < 11) ? health + 7 : 10;
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this.system.minorWound.max = 4 + this.modFromAgeWounds.l;
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this.system.majorWound.max = 3 + this.modFromAgeWounds.h;
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this.system.deadlyWound.max = 2 + this.modFromAgeWounds.d;
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}
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_setAgeType() {
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Object.keys(CONFIG.VERMINE.AgeTypes).forEach((type) => {
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if (this.system.identity.age >= parseInt(CONFIG.VERMINE.AgeTypes[type].beginning, 10)) {
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this.system.identity.ageType = type;
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}
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});
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}
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get ageType() {
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return this.system.identity.ageType;
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}
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get modFromAgeSelfControl() {
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return this.ageType == 1 ? -1 : 0;
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}
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get modFromAgeEffort() {
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if (this.ageType == 1) return -1;
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if (this.ageType == 3) return -2;
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return 0;
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}
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get modFromAgeWounds() {
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if (this.ageType == 1) return { l: 0, h: 0, d: -1 };
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if (this.ageType == 3) return { l: -1, h: -1, d: -1 };
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return { l: 0, h: 0, d: 0 };
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}
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} |