Files
foundry-Slamother/module/actor/actor.js
T
2020-11-22 08:19:22 -07:00

441 lines
13 KiB
JavaScript

/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class MothershipActor extends Actor {
/**
* Augment the basic actor data with additional dynamic data.
*/
prepareData() {
super.prepareData();
const actorData = this.data;
const data = actorData.data;
const flags = actorData.flags;
// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
if (actorData.type === 'character') this._prepareCharacterData(actorData);
else if (actorData.type === 'creature') this._prepareCreatureData(actorData);
else if (actorData.type === 'ship') this._prepareShipData(actorData);
}
/**
* Prepare Character type specific data
*/
_prepareCharacterData(actorData) {
const data = actorData.data;
// Make modifications to data here. For example:
// Loop through ability scores, and add their modifiers to our sheet output.
// for (let [key, stat] of Object.entries(data.stats)) {
// // Calculate the modifier using d20 rules.
// //stats.mod = Math.floor((stats.value - 10) / 2);
// stat.label = key.toUpperCase();
// }
let armorBonus = 0;
const armors = this.getEmbeddedCollection("OwnedItem").filter(e => "armor" === e.type);
for (let armor of armors) {
if (armor.data.equipped) {
armorBonus += armor.data.bonus;
}
}
data.stats.armor.mod = armorBonus;
}
/**
* Prepare Character type specific data
*/
_prepareCreatureData(actorData) {
const data = actorData.data;
}
_prepareShipData(actorData) {
const data = actorData.data;
}
rollStat(attribute) {
let attLabel = attribute.label?.charAt(0).toUpperCase() + attribute.label?.toLowerCase().slice(1);
if (!attribute.label && isNaN(attLabel))
attLabel = attribute.charAt(0)?.toUpperCase() + attribute.toLowerCase().slice(1);
//this.rollAttribute(attribute, "none");
let d = new Dialog({
title: "Select Roll Type",
content: "<h2> Advantages/Disadvantage </h2> <select style='margin-bottom:10px;'name='advantage' id='advantage'> <option value='none'>None</option> <option value='advantage'>Advantage/Disadvantage</option></select> <br/>",
buttons: {
roll: {
icon: '<i class="fas fa-check"></i>',
label: "Roll",
callback: (html) => this.rollAttribute(attribute, html.find('[id=\"advantage\"]')[0].value)
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: () => { }
}
},
default: "roll",
close: () => { }
});
d.render(true);
}
rollStress(attribute) {
//this.rollAttribute(attribute, "none");
let rollOver = true;
if(attribute.label == "Calm")
rollOver = false;
let attLabel = attribute.label?.charAt(0).toUpperCase() + attribute.label?.toLowerCase().slice(1);
if (!attribute.label && isNaN(attLabel))
attLabel = attribute.charAt(0)?.toUpperCase() + attribute.toLowerCase().slice(1);
let d = new Dialog({
title: "Select Roll Type",
content: "<h2> Advantages/Disadvantage </h2> <select style='margin-bottom:10px;'name='advantage' id='advantage'> <option value='none'>None</option> <option value='advantage'>Advantage/Disadvantage</option></select> <br/>",
buttons: {
roll: {
icon: '<i class="fas fa-check"></i>',
label: "Roll",
callback: (html) => this.rollAttribute(attribute, html.find('[id=\"advantage\"]')[0].value, '', rollOver)
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: () => { }
}
},
default: "roll",
close: () => { }
});
d.render(true);
}
rollWeapon(itemId, options = { event: null }) {
let item = duplicate(this.getEmbeddedEntity("OwnedItem", itemId));
console.log(item);
if (item.data.useAmmo == true || item.data.shots > 0) {
if (item.data.shots == 0) {
if (item.data.ammo > 0) {
item.data.ammo -= 1;
this.updateEmbeddedEntity('OwnedItem', item);
} else {
return;
}
} else {
if (item.data.curShots > 0) {
let subAmount = Math.max(item.data.shotsPerFire, 1);
item.data.curShots = Math.max(item.data.curShots-subAmount, 0);
console.log("Unloading Shots");
this.updateEmbeddedEntity('OwnedItem', item);
}
else {
let actor = this;
let speaker = ChatMessage.getSpeaker({ actor });
ChatMessage.create({
speaker,
content: item.data.ammo > 0 ? `I need to reload my ` + item.name + "!" : "I'm out of ammo!",
type: CHAT_MESSAGE_TYPES.EMOTE
},
{ chatBubble: true });
return;
}
}
}
//Select the stat of the roll.
let t = new Dialog({
title: "Select Stat",
content: "<h2> Advantage/Disadvantage </h2> <select style='margin-bottom:10px;'name='advantage' id='advantage'>\
<option value='none'>None</option>\
<option value='advantage'>Advantage/Disadvantage</option>\
</select> <br/>",
buttons: {
roll: {
icon: '<i class="fas fa-check"></i>',
label: "Roll",
callback: (html) => this.rollAttribute(this.data.data.stats["combat"], html.find('[id=\"advantage\"]')[0].value, item)
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: () => { }
}
},
default: "roll",
close: () => { }
});
t.render(true);
}
printDescription(itemId, options = { event: null }) {
let item = duplicate(this.getEmbeddedEntity("OwnedItem", itemId));
this.chatDesc(item);
}
rollSkill(itemId, options = { event: null }) {
let item = duplicate(this.getEmbeddedEntity("OwnedItem", itemId));
// let attLabel = skill.label?.charAt(0).toUpperCase() + skill.label?.toLowerCase().slice(1);
// if (!skill.label && isNaN(attLabel))
// attLabel = skill.charAt(0)?.toUpperCase() + item.name.toLowerCase().slice(1);
//this.rollAttribute(attribute, "none");
//Select the stat of the roll.
let t = new Dialog({
title: "Select Stat",
content: "<h2> Stat </h2> <select style='margin-bottom:10px;'name='stat' id='stat'>\
<option value='strength'>Strength</option>\
<option value='speed'>Speed</option>\
<option value='intellect'>Intellect</option>\
<option value='combat'>Combat</option>\
</select> <br/>\
<h2> Advantage/Disadvantage </h2> <select style='margin-bottom:10px;'name='advantage' id='advantage'>\
<option value='none'>None</option>\
<option value='advantage'>Advantage/Disadvantage</option>\
</select> <br/>",
buttons: {
roll: {
icon: '<i class="fas fa-check"></i>',
label: "Roll",
callback: (html) => this.rollAttribute(this.data.data.stats[html.find('[id=\"stat\"]')[0].value], html.find('[id=\"advantage\"]')[0].value, item)
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: () => { }
}
},
default: "roll",
close: () => { }
});
t.render(true);
}
rollAttribute(attribute, advantage, item = "", rollOver = false) {
let attributeName = attribute.label?.charAt(0).toUpperCase() + attribute.label?.toLowerCase().slice(1);
if (!attribute.label && isNaN(attributeName))
attributeName = attribute.charAt(0)?.toUpperCase() + attribute.toLowerCase().slice(1);
console.log("Got here baybee");
// Roll
let diceformular = "1d100-1";
console.log(attribute);
// if (advantage != undefined && advantage != NaN && advantage != 0) {
// diceformular = diceformular + "+" + advantage + "d6kh";
// }
let r = new Roll(diceformular, {});
r.roll();
console.log(r);
//Advantage roll
let a = new Roll(diceformular, {});
a.roll();
let damageRoll = 0;
if (item.type == "weapon") {
damageRoll = new Roll(item.data.damage);
damageRoll.roll();
console.log(damageRoll);
}
// Format Dice
const diceData = this.formatDice(r);
let mod = 0;
if (attribute.mod > 0) mod = attribute.mod;
let targetValue = attribute.value + mod + (item == "" ? 0 : item.data.bonus);
//Here's where we handle the result text.
let resultText = (r._total < targetValue ? "Success" : "Failure");
if(rollOver == true)
resultText = (r._total > targetValue ? "Success" : "Failure");
console.log(attribute.value + attribute.mod);
var templateData = {
actor: this,
stat: {
name: attributeName.toUpperCase()
},
data: {
diceTotal: {
value: r._total,
advantageValue: a._total,
damageValue: damageRoll._total,
damageRoll: damageRoll
},
resultText: {
value: resultText
},
isCreature: {
value: this.data.type == "creature" ? true : false
}
},
target: attribute.value,
mod: mod,
item: item,
targetValue: targetValue,
useSkill: item.type == "skill" ? true : false,
isWeapon: item.type == "weapon" ? true : false,
advantage: advantage == "advantage" ? true : false,
diceData
};
let chatData = {
user: game.user._id,
speaker: {
actor: this._id,
token: this.token,
alias: this.name
}
};
let rollMode = game.settings.get("core", "rollMode");
if (["gmroll", "blindroll"].includes(rollMode)) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM");
/*
if (this.data.type == "creature") {
chatData.whisper = game.user._id;
}
*/
let template = 'systems/mosh/templates/chat/statroll.html';
renderTemplate(template, templateData).then(content => {
chatData.content = content;
if (game.dice3d) {
game.dice3d.showForRoll(r, game.user, true, chatData.whisper, chatData.blind).then(displayed => ChatMessage.create(chatData));
} else {
chatData.sound = CONFIG.sounds.dice;
ChatMessage.create(chatData);
}
});
}
formatDice(diceRoll) {
let diceData = { dice: [] };
if (diceRoll != null) {
let pushDice = (diceData, total, faces, color) => {
let img = null;
if ([4, 6, 8, 10, 12, 20].indexOf(faces) > -1) {
img = `../icons/svg/d${faces}-grey.svg`;
}
diceData.dice.push({
img: img,
result: total,
dice: true,
color: color
});
};
for (let i = 0; i < diceRoll.terms.length; i++) {
if (diceRoll.terms[i] instanceof Die) {
let pool = diceRoll.terms[i].results;
let faces = diceRoll.terms[i].faces;
pool.forEach((pooldie) => {
if (pooldie.discarded) {
pushDice(diceData, pooldie.result, faces, "#777");
} else {
pushDice(diceData, pooldie.result, faces, "white");
}
});
} else if (typeof diceRoll.terms[i] == 'string') {
const parsed = parseInt(diceRoll.terms[i]);
if (!isNaN(parsed)) {
diceData.dice.push({
img: null,
result: parsed,
dice: false,
color: 'white'
});
} else {
diceData.dice.push({
img: null,
result: diceRoll.terms[i],
dice: false
});
}
}
else if (typeof diceRoll.terms[i] == 'number') {
const parsed = parseInt(diceRoll.terms[i]);
if (!isNaN(parsed)) {
diceData.dice.push({
img: null,
result: parsed,
dice: false,
color: 'white'
});
} else {
diceData.dice.push({
img: null,
result: diceRoll.terms[i],
dice: false
});
}
}
}
}
return diceData;
}
// Print the item description into the chat.
chatDesc(item) {
let itemName = item.name?.charAt(0).toUpperCase() + item.name?.toLowerCase().slice(1);
if (!item.name && isNaN(itemName))
itemName = item.charAt(0)?.toUpperCase() + item.toLowerCase().slice(1);
var templateData = {
actor: this,
stat: {
name: itemName.toUpperCase()
},
item: item,
onlyDesc: true,
};
let chatData = {
user: game.user._id,
speaker: {
actor: this._id,
token: this.token,
alias: this.name
}
};
let rollMode = game.settings.get("core", "rollMode");
if (["gmroll", "blindroll"].includes(rollMode)) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM");
/*
if (this.data.type == "creature") {
chatData.whisper = game.user._id;
}
*/
let template = 'systems/mosh/templates/chat/statroll.html';
renderTemplate(template, templateData).then(content => {
chatData.content = content;
ChatMessage.create(chatData);
});
}
}