|
|
|
@@ -1,5 +1,8 @@
|
|
|
|
|
import DG, { BASE_TEMPLATE_PATH } from "../config.js";
|
|
|
|
|
import DGActorSheet from "./base-actor-sheet.js";
|
|
|
|
|
|
|
|
|
|
const { renderTemplate } = foundry.applications.handlebars;
|
|
|
|
|
|
|
|
|
|
/** @extends {DGActorSheet} */
|
|
|
|
|
export default class DGAgentSheet extends DGActorSheet {
|
|
|
|
|
/** @override */
|
|
|
|
@@ -9,7 +12,7 @@ export default class DGAgentSheet extends DGActorSheet {
|
|
|
|
|
clearBondDamage: DGAgentSheet._clearBondDamage,
|
|
|
|
|
resetBreakingPoint: DGAgentSheet._resetBreakingPoint,
|
|
|
|
|
// Other actions.
|
|
|
|
|
applySkillImprovements: DGAgentSheet._applySkillImprovements,
|
|
|
|
|
applySkillImprovements: DGAgentSheet._processSkillImprovements,
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
@@ -84,75 +87,6 @@ export default class DGAgentSheet extends DGActorSheet {
|
|
|
|
|
|
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
|
|
|
|
|
|
static _applySkillImprovements(event, target) {
|
|
|
|
|
const failedSkills = Object.entries(this.actor.system.skills).filter(
|
|
|
|
|
(skill) => skill[1].failure,
|
|
|
|
|
);
|
|
|
|
|
const failedTypedSkills = Object.entries(
|
|
|
|
|
this.actor.system.typedSkills,
|
|
|
|
|
).filter((skill) => skill[1].failure);
|
|
|
|
|
if (failedSkills.length === 0 && failedTypedSkills.length === 0) {
|
|
|
|
|
ui.notifications.warn("No Skills to Increase");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let htmlContent = "";
|
|
|
|
|
let failedSkillNames = "";
|
|
|
|
|
failedSkills.forEach(([skill], value) => {
|
|
|
|
|
if (value === 0) {
|
|
|
|
|
failedSkillNames += game.i18n.localize(`DG.Skills.${skill}`);
|
|
|
|
|
} else {
|
|
|
|
|
failedSkillNames += `, ${game.i18n.localize(`DG.Skills.${skill}`)}`;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
failedTypedSkills.forEach(([skillName, skillData], value) => {
|
|
|
|
|
if (value === 0 && failedSkillNames === "") {
|
|
|
|
|
failedSkillNames += `${game.i18n.localize(
|
|
|
|
|
`DG.TypeSkills.${skillData.group.split(" ").join("")}`,
|
|
|
|
|
)} (${skillData.label})`;
|
|
|
|
|
} else {
|
|
|
|
|
failedSkillNames += `, ${game.i18n.localize(
|
|
|
|
|
`DG.TypeSkills.${skillData.group.split(" ").join("")}`,
|
|
|
|
|
)} (${skillData.label})`;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
const baseRollFormula = game.settings.get(
|
|
|
|
|
"deltagreen",
|
|
|
|
|
"skillImprovementFormula",
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
htmlContent += `<div>`;
|
|
|
|
|
htmlContent += ` <label>${game.i18n.localize(
|
|
|
|
|
"DG.Skills.ApplySkillImprovementsDialogLabel",
|
|
|
|
|
)} <b>+${baseRollFormula}%</b></label>`;
|
|
|
|
|
htmlContent += ` <hr>`;
|
|
|
|
|
htmlContent += ` <span> ${game.i18n.localize(
|
|
|
|
|
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing",
|
|
|
|
|
)} <b>${failedSkillNames}</b> </span>`;
|
|
|
|
|
htmlContent += `</div>`;
|
|
|
|
|
|
|
|
|
|
new Dialog({
|
|
|
|
|
content: htmlContent,
|
|
|
|
|
title:
|
|
|
|
|
game.i18n.translations.DG?.Skills?.ApplySkillImprovements ??
|
|
|
|
|
"Apply Skill Improvements",
|
|
|
|
|
default: "add",
|
|
|
|
|
buttons: {
|
|
|
|
|
apply: {
|
|
|
|
|
label: game.i18n.translations.DG?.Skills?.Apply ?? "Apply",
|
|
|
|
|
callback: (btn) => {
|
|
|
|
|
this._applySkillImprovements(
|
|
|
|
|
baseRollFormula,
|
|
|
|
|
failedSkills,
|
|
|
|
|
failedTypedSkills,
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
}).render(true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Resets the actor's current breaking point based on their sanity and POW statistics. */
|
|
|
|
|
static _resetBreakingPoint() {
|
|
|
|
|
const systemData = this.actor.system;
|
|
|
|
@@ -168,115 +102,217 @@ export default class DGAgentSheet extends DGActorSheet {
|
|
|
|
|
_resetBreakingPoint(event) {
|
|
|
|
|
event.preventDefault();
|
|
|
|
|
|
|
|
|
|
let currentBreakingPoint = 0;
|
|
|
|
|
const currentBreakingPoint = Math.max(
|
|
|
|
|
this.actor.system.sanity.value - this.actor.system.statistics.pow.value,
|
|
|
|
|
0,
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
currentBreakingPoint =
|
|
|
|
|
this.actor.system.sanity.value - this.actor.system.statistics.pow.value;
|
|
|
|
|
|
|
|
|
|
if (currentBreakingPoint < 0) {
|
|
|
|
|
currentBreakingPoint = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const updatedData = foundry.utils.duplicate(this.actor.system);
|
|
|
|
|
|
|
|
|
|
updatedData.sanity.currentBreakingPoint = currentBreakingPoint;
|
|
|
|
|
|
|
|
|
|
this.actor.update({ system: updatedData });
|
|
|
|
|
this.actor.update({
|
|
|
|
|
"system.sanity.currentBreakingPoint": currentBreakingPoint,
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// For any skills a user has checked off as failed, roll the improvement and update the agent's skills to their new values
|
|
|
|
|
async _applySkillImprovements(
|
|
|
|
|
baseRollFormula,
|
|
|
|
|
/**
|
|
|
|
|
* Runs through the whole process of improving skills,
|
|
|
|
|
* i.e., prompting the user, rolling, and creating the chat card.
|
|
|
|
|
*
|
|
|
|
|
* @returns {Promise<void>}
|
|
|
|
|
*/
|
|
|
|
|
static async _processSkillImprovements() {
|
|
|
|
|
const { skills, typedSkills } = this.actor.system;
|
|
|
|
|
|
|
|
|
|
const failedSkills = Object.values(skills).filter((skill) => skill.failure);
|
|
|
|
|
const failedTypedSkills = Object.values(typedSkills).filter(
|
|
|
|
|
(skill) => skill.failure,
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
if (failedSkills.length + failedTypedSkills.length === 0) {
|
|
|
|
|
ui.notifications.warn("DG.Skills.ApplySkillImprovements.Warning", {
|
|
|
|
|
localize: true,
|
|
|
|
|
});
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const baseRollFormula = game.settings.get(DG.ID, "skillImprovementFormula");
|
|
|
|
|
|
|
|
|
|
const prompt = await DGAgentSheet._createSkillImprovementDialog(
|
|
|
|
|
baseRollFormula,
|
|
|
|
|
failedSkills,
|
|
|
|
|
failedTypedSkills,
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
if (!prompt) return null;
|
|
|
|
|
|
|
|
|
|
const { roll, resultObj } = await this._createSkillImprovementRolls(
|
|
|
|
|
baseRollFormula,
|
|
|
|
|
failedSkills,
|
|
|
|
|
failedTypedSkills,
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
await this._createSkillImprovementChatCard(
|
|
|
|
|
failedSkills,
|
|
|
|
|
failedTypedSkills,
|
|
|
|
|
roll,
|
|
|
|
|
resultObj,
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
return this._applySkillImprovements(
|
|
|
|
|
failedSkills,
|
|
|
|
|
failedTypedSkills,
|
|
|
|
|
resultObj,
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* A map of skill keys -> number to improve them by
|
|
|
|
|
* @typedef {Object<string, number>} ResultObj
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @typedef {Object} FailedSkill
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @typedef {FailedSkill} FailedTypedSkill
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* The formula used to calculate skill improvements
|
|
|
|
|
* Note. There is not a leading number of dice here, just 1 or dX-Y.
|
|
|
|
|
* @typedef {"1"|"d3"|"d4"|"d4-1"} SkillImprovementFormula
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Creates and displays a dialog to approve applying skill improvements to failed skills.
|
|
|
|
|
*
|
|
|
|
|
* @param {SkillImprovementFormula} baseFormula - The formula used to calculate skill improvements.
|
|
|
|
|
* @param {FailedSkill[]} failedSkills - An array of failed skills.
|
|
|
|
|
* @param {FailedTypedSkill[]} failedTypedSkills - An array of failed typed skills.
|
|
|
|
|
*
|
|
|
|
|
* @returns {Promise<Boolean>} - A promise that resolves to `true` if accepted, `false` otherwise.
|
|
|
|
|
*/
|
|
|
|
|
static async _createSkillImprovementDialog(
|
|
|
|
|
baseFormula,
|
|
|
|
|
failedSkills,
|
|
|
|
|
failedTypedSkills,
|
|
|
|
|
) {
|
|
|
|
|
const actorData = this.actor.system;
|
|
|
|
|
const resultList = [];
|
|
|
|
|
let rollFormula;
|
|
|
|
|
const localizedFailedSkills = failedSkills.map((skill) =>
|
|
|
|
|
game.i18n.localize(`DG.Skills.${skill.key}`),
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
// Define the amount of dice being rolled, if any.
|
|
|
|
|
switch (baseRollFormula) {
|
|
|
|
|
case "1":
|
|
|
|
|
rollFormula = 1;
|
|
|
|
|
break;
|
|
|
|
|
case "1d3":
|
|
|
|
|
rollFormula = `${failedSkills.length + failedTypedSkills.length}d3`;
|
|
|
|
|
break;
|
|
|
|
|
case "1d4":
|
|
|
|
|
case "1d4-1":
|
|
|
|
|
rollFormula = `${failedSkills.length + failedTypedSkills.length}d4`;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
const localizedFailedTypedSkills = failedTypedSkills.map((skill) => {
|
|
|
|
|
const groupKey = `DG.TypeSkills.${skill.group.replace(/\s+/g, "")}`;
|
|
|
|
|
const groupLabel = game.i18n.localize(groupKey);
|
|
|
|
|
return `${groupLabel} (${skill.label})`;
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
const failedSkillNames = [
|
|
|
|
|
...localizedFailedSkills,
|
|
|
|
|
...localizedFailedTypedSkills,
|
|
|
|
|
].join(", ");
|
|
|
|
|
|
|
|
|
|
const content = await renderTemplate(
|
|
|
|
|
`${BASE_TEMPLATE_PATH}/dialog/apply-skill-improvements.html`,
|
|
|
|
|
{
|
|
|
|
|
failedSkillNames,
|
|
|
|
|
baseFormula: `${baseFormula === "1" ? "1" : `1${baseFormula}`}%`,
|
|
|
|
|
},
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
return Dialog.wait({
|
|
|
|
|
content,
|
|
|
|
|
title: game.i18n.localize("DG.Skills.ApplySkillImprovements.Title"),
|
|
|
|
|
default: "apply",
|
|
|
|
|
buttons: {
|
|
|
|
|
apply: {
|
|
|
|
|
label: game.i18n.localize("DG.Skills.Apply"),
|
|
|
|
|
icon: "<i class='fas fa-check'></i>",
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Generates and evaluates the rolls for skill improvements based on failed skills.
|
|
|
|
|
*
|
|
|
|
|
* @param {SkillImprovementFormula} baseFormula - The formula used to calculate skill improvements.
|
|
|
|
|
* @param {FailedSkill[]} failedSkills - An array of failed skills.
|
|
|
|
|
* @param {FailedTypedSkill[]} failedTypedSkills - An array of failed typed skills.
|
|
|
|
|
*
|
|
|
|
|
* @returns {Promise<{roll: Roll|undefined, resultObj: ResultObj}>} - An object containing the roll result and a map of skill keys to improvement values.
|
|
|
|
|
*
|
|
|
|
|
* @throws {Error} - Throws an error if the baseFormula is unknown.
|
|
|
|
|
*/
|
|
|
|
|
async _createSkillImprovementRolls(
|
|
|
|
|
baseFormula,
|
|
|
|
|
failedSkills,
|
|
|
|
|
failedTypedSkills,
|
|
|
|
|
) {
|
|
|
|
|
const totalFailures = failedSkills.length + failedTypedSkills.length;
|
|
|
|
|
|
|
|
|
|
if (!Object.keys(DG.skillImprovementFormulas).includes(baseFormula)) {
|
|
|
|
|
throw new Error(`Unknown roll formula: ${baseFormula}`);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const rollFormula =
|
|
|
|
|
baseFormula === "1" ? "1" : `${totalFailures}${baseFormula}`;
|
|
|
|
|
|
|
|
|
|
let roll;
|
|
|
|
|
if (rollFormula !== 1) {
|
|
|
|
|
roll = new Roll(rollFormula, actorData);
|
|
|
|
|
await roll.evaluate();
|
|
|
|
|
// Put the results into a list.
|
|
|
|
|
roll.terms[0].results.forEach((result) =>
|
|
|
|
|
resultList.push(
|
|
|
|
|
baseRollFormula === "1d4-1" ? result.result - 1 : result.result,
|
|
|
|
|
),
|
|
|
|
|
);
|
|
|
|
|
const resultObj = {};
|
|
|
|
|
if (rollFormula !== "1") {
|
|
|
|
|
roll = await new Roll(rollFormula, this.actor.system).evaluate();
|
|
|
|
|
[...failedSkills, ...failedTypedSkills].forEach((skill, index) => {
|
|
|
|
|
const { result } = roll.terms[0].results[index];
|
|
|
|
|
resultObj[skill.key] = result;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// This will be end up being a list of skills and how much each were improved by. It gets modified in the following loops.
|
|
|
|
|
let improvedSkillList = "";
|
|
|
|
|
return { roll, resultObj };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get copy of current system data, will update this and then apply all changes at once synchronously at the end.
|
|
|
|
|
const updatedData = foundry.utils.duplicate(actorData);
|
|
|
|
|
/**
|
|
|
|
|
* Create a chat card to record skill improvements.
|
|
|
|
|
*
|
|
|
|
|
* @param {FailedSkill[]} failedSkills - array of failed skills
|
|
|
|
|
* @param {FailedTypedSkill[]} failedTypedSkills - array of failed typed skills
|
|
|
|
|
* @param {Roll|undefined} roll - the improvement roll
|
|
|
|
|
* @param {ResultObj} resultObj
|
|
|
|
|
*
|
|
|
|
|
* @returns {Promise<ChatMessage>}
|
|
|
|
|
*/
|
|
|
|
|
_createSkillImprovementChatCard(
|
|
|
|
|
failedSkills,
|
|
|
|
|
failedTypedSkills,
|
|
|
|
|
roll,
|
|
|
|
|
resultObj,
|
|
|
|
|
) {
|
|
|
|
|
const localizeFailedSkills = (skillsArray) => {
|
|
|
|
|
return skillsArray.map((skill) => {
|
|
|
|
|
const increment = resultObj[skill.key] ?? 1;
|
|
|
|
|
const label =
|
|
|
|
|
skill.label ?? game.i18n.localize(`DG.Skills.${skill.key}`); // fallback for regular skills
|
|
|
|
|
const groupLabel = skill.group
|
|
|
|
|
? `${game.i18n.localize(
|
|
|
|
|
`DG.TypeSkills.${skill.group.replace(/\s+/g, "")}`,
|
|
|
|
|
)} (${label})`
|
|
|
|
|
: label;
|
|
|
|
|
|
|
|
|
|
failedSkills.forEach(([skill], value) => {
|
|
|
|
|
updatedData.skills[skill].proficiency += resultList[value] ?? 1; // Increase proficiency by die result or by 1 if there is no dice roll.
|
|
|
|
|
updatedData.skills[skill].failure = false;
|
|
|
|
|
return `${groupLabel}: <b>+${increment}%</b>`;
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// So we can record the regular skills improved and how much they were increased by in chat.
|
|
|
|
|
// The if statement tells us whether to add a comma before the term or not.
|
|
|
|
|
if (value === 0) {
|
|
|
|
|
improvedSkillList += `${game.i18n.localize(
|
|
|
|
|
`DG.Skills.${skill}`,
|
|
|
|
|
)}: <b>+${resultList[value] ?? 1}%</b>`;
|
|
|
|
|
} else {
|
|
|
|
|
improvedSkillList += `, ${game.i18n.localize(
|
|
|
|
|
`DG.Skills.${skill}`,
|
|
|
|
|
)}: <b>+${resultList[value] ?? 1}%</b>`;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
const failedSkillNames = localizeFailedSkills(failedSkills);
|
|
|
|
|
const failedTypedSkillNames = localizeFailedSkills(failedTypedSkills);
|
|
|
|
|
|
|
|
|
|
failedTypedSkills.forEach(([skillName, skillData], value) => {
|
|
|
|
|
// We must increase value in the following line by the length of failedSkills, so that we index the entire resultList.
|
|
|
|
|
// Otherwise we would be adding the same die results to regular skills and typed skills.
|
|
|
|
|
updatedData.typedSkills[skillName].proficiency +=
|
|
|
|
|
resultList[value + failedSkills.length] ?? 1;
|
|
|
|
|
updatedData.typedSkills[skillName].failure = false;
|
|
|
|
|
|
|
|
|
|
// So we can record the typed skills improved and how much they were increased by in chat.
|
|
|
|
|
// The if statement tells us whether to add a comma before the term or not.
|
|
|
|
|
if (value === 0 && improvedSkillList === "") {
|
|
|
|
|
improvedSkillList += `${game.i18n.localize(
|
|
|
|
|
`DG.TypeSkills.${skillData.group.split(" ").join("")}`,
|
|
|
|
|
)} (${skillData.label}): <b>+${
|
|
|
|
|
resultList[value + failedSkills.length] ?? 1
|
|
|
|
|
}%</b>`;
|
|
|
|
|
} else {
|
|
|
|
|
improvedSkillList += `, ${game.i18n.localize(
|
|
|
|
|
`DG.TypeSkills.${skillData.group.split(" ").join("")}`,
|
|
|
|
|
)} (${skillData.label}): <b>+${
|
|
|
|
|
resultList[value + failedSkills.length] ?? 1
|
|
|
|
|
}%</b>`;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Probably not worth triggering the update if the user didn't pick any skills
|
|
|
|
|
if (improvedSkillList !== "") {
|
|
|
|
|
await this.actor.update({ system: updatedData });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let html;
|
|
|
|
|
html = `<div class="dice-roll">`;
|
|
|
|
|
html += ` <div>${improvedSkillList}</div>`;
|
|
|
|
|
html += `</div>`;
|
|
|
|
|
// Prepare chat data
|
|
|
|
|
const content = [...failedSkillNames, ...failedTypedSkillNames].join(", ");
|
|
|
|
|
const flavor = game.i18n.format(
|
|
|
|
|
"DG.Skills.ApplySkillImprovements.ChatFlavor",
|
|
|
|
|
{ formula: `${roll.formula?.replace(/^.*d/, "1d") ?? "1"}%` }, // formula = 1, otherwise 1dX-Y (i.e. 1d3, 1d4, 1d4-1)
|
|
|
|
|
);
|
|
|
|
|
const type = roll
|
|
|
|
|
? CONST.CHAT_MESSAGE_TYPES.ROLL
|
|
|
|
|
: CONST.CHAT_MESSAGE_TYPES.OTHER;
|
|
|
|
|
|
|
|
|
|
const chatData = {
|
|
|
|
|
speaker: ChatMessage.getSpeaker({
|
|
|
|
@@ -284,19 +320,45 @@ export default class DGAgentSheet extends DGActorSheet {
|
|
|
|
|
token: this.token,
|
|
|
|
|
alias: this.actor.name,
|
|
|
|
|
}),
|
|
|
|
|
content: html,
|
|
|
|
|
flavor: `${game.i18n.localize(
|
|
|
|
|
"DG.Skills.ApplySkillImprovementsChatFlavor",
|
|
|
|
|
)} <b>+${baseRollFormula}%</b>:`,
|
|
|
|
|
type: baseRollFormula === "1" ? 0 : 5, // 0 = CHAT_MESSAGE_TYPES.OTHER, 5 = CHAT_MESSAGE_TYPES.ROLL
|
|
|
|
|
rolls: baseRollFormula === "1" ? [] : [roll], // If adding flat +1, there is no roll.
|
|
|
|
|
content,
|
|
|
|
|
flavor,
|
|
|
|
|
type,
|
|
|
|
|
rolls: roll ? [roll] : [],
|
|
|
|
|
rollMode: game.settings.get("core", "rollMode"),
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Create a message from this roll, if there is one.
|
|
|
|
|
if (roll) return roll.toMessage(chatData);
|
|
|
|
|
return ChatMessage.create(chatData);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If no roll, create a chat message directly.
|
|
|
|
|
return ChatMessage.create(chatData, {});
|
|
|
|
|
/**
|
|
|
|
|
* Updates the actor's skills / typed skills with the improvements,
|
|
|
|
|
* persisting the changes to the database.
|
|
|
|
|
*
|
|
|
|
|
* @param {FailedSkill[]} failedSkills - array of failed skills that need to be updated
|
|
|
|
|
* @param {FailedTypedSkill[]} failedTypedSkills - array of failed skills that need to be updated
|
|
|
|
|
* @param {ResultObj} resultObj
|
|
|
|
|
* @returns {Promise<DeltaGreenActor>} - the update promise
|
|
|
|
|
*/
|
|
|
|
|
_applySkillImprovements(failedSkills, failedTypedSkills, resultObj) {
|
|
|
|
|
const updateSkills = (skillsArray, updatedTarget) => {
|
|
|
|
|
skillsArray.forEach((skill) => {
|
|
|
|
|
const increment = resultObj[skill.key] ?? 1;
|
|
|
|
|
updatedTarget[skill.key].proficiency += increment;
|
|
|
|
|
updatedTarget[skill.key].failure = false;
|
|
|
|
|
});
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
const actorData = this.actor.system;
|
|
|
|
|
// Get data and update it.
|
|
|
|
|
const updatedSkills = foundry.utils.duplicate(actorData.skills);
|
|
|
|
|
const updatedTypedSkills = foundry.utils.duplicate(actorData.typedSkills);
|
|
|
|
|
updateSkills(failedSkills, updatedSkills);
|
|
|
|
|
updateSkills(failedTypedSkills, updatedTypedSkills);
|
|
|
|
|
|
|
|
|
|
// Send updates to database.
|
|
|
|
|
return this.actor.update({
|
|
|
|
|
system: { skills: updatedSkills, typedSkills: updatedTypedSkills },
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|