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vermine2047/module/documents/actor.mjs
T
François-Xavier Guillois c376055bf3 refactoring 1
2023-09-05 18:47:36 +02:00

179 lines
4.9 KiB
JavaScript

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