import DamageSelectionDialog from '../applications/damageSelectionDialog.mjs'; import NpcRollSelectionDialog from '../applications/npcRollSelectionDialog.mjs'; import RollSelectionDialog from '../applications/rollSelectionDialog.mjs'; import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs'; export default class DhpActor extends Actor { _preCreate(data, changes, user) { if (data.type === 'pc') { data.prototypeToken = { actorLink: true, disposition: 1, sight: { enabled: true } }; } super._preCreate(data, changes, user); } prepareData() { super.prepareData(); } async _preUpdate(changed, options, user) { //Level Down if ( changed.system?.levelData?.changedLevel && this.system.levelData.currentLevel > changed.system.levelData.changedLevel ) { changed.system.levelData.currentLevel = changed.system.levelData.changedLevel; changed.system.levelData.levelups = Object.keys(this.system.levelData.levelups).reduce((acc, x) => { if (x > changed.system.levelData.currentLevel) { acc[`-=${x}`] = null; } return acc; }, {}); changed.system.attributes = Object.keys(this.system.attributes).reduce((acc, key) => { acc[key] = { levelMarks: this.system.attributes[key].levelMarks.filter( x => x <= changed.system.levelData.currentLevel ) }; return acc; }, {}); changed.system.experiences = this.system.experiences.filter( x => x.level <= changed.system.levelData.currentLevel ); if ( this.system.multiclass && this.system.multiclass.system.multiclass > changed.system.levelData.changedLevel ) { const multiclassFeatures = this.items.filter(x => x.system.multiclass); for (var feature of multiclassFeatures) { await feature.delete(); } } } super._preUpdate(changed, options, user); } async diceRoll(modifier, shiftKey) { if (this.type === 'pc') { return await this.dualityRoll(modifier, shiftKey); } else { return await this.npcRoll(modifier, shiftKey); } } async npcRoll(modifier, shiftKey) { let advantage = null; const modifiers = [ { value: Number.parseInt(modifier.value), label: modifier.value >= 0 ? `+${modifier.value}` : `-${modifier.value}`, title: modifier.title } ]; if (!shiftKey) { const dialogClosed = new Promise((resolve, _) => { new NpcRollSelectionDialog(this.system.experiences, resolve).render(true); }); const result = await dialogClosed; advantage = result.advantage; result.experiences.forEach(x => modifiers.push({ value: x.value, label: x.value >= 0 ? `+${x.value}` : `-${x.value}`, title: x.description }) ); } const roll = Roll.create( `${advantage === true || advantage === false ? 2 : 1}d20${advantage === true ? 'kh' : advantage === false ? 'kl' : ''} ${modifiers.map(x => `+ ${x.value}`).join(' ')}` ); let rollResult = await roll.evaluate(); const dice = []; for (var i = 0; i < rollResult.terms.length; i++) { const term = rollResult.terms[i]; if (term.faces) { dice.push({ type: `d${term.faces}`, rolls: term.results.map(x => ({ value: x.result })) }); } } // There is Only ever one dice term here return { roll, dice: dice[0], modifiers, advantageState: advantage === true ? 1 : advantage === false ? 2 : 0 }; } async dualityRoll(modifier, shiftKey, bonusDamage = []) { let hopeDice = 'd12', fearDice = 'd12', advantageDice = null, disadvantageDice = null, bonusDamageString = ''; const modifiers = [ { value: modifier.value ? Number.parseInt(modifier.value) : 0, label: modifier.value >= 0 ? `${modifier.title} +${modifier.value}` : `${modifier.title} -${modifier.value}`, title: modifier.title } ]; if (!shiftKey) { const dialogClosed = new Promise((resolve, _) => { new RollSelectionDialog( this.system.experiences, bonusDamage, this.system.resources.hope.value, resolve ).render(true); }); const result = await dialogClosed; (hopeDice = result.hope), (fearDice = result.fear), (advantageDice = result.advantage), (disadvantageDice = result.disadvantage); result.experiences.forEach(x => modifiers.push({ value: x.value, label: x.value >= 0 ? `+${x.value}` : `-${x.value}`, title: x.description }) ); bonusDamageString = result.bonusDamage; const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope); if (automateHope && result.hopeUsed) { await this.update({ 'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed }); } } const roll = new Roll( `1${hopeDice} + 1${fearDice}${advantageDice ? ` + 1${advantageDice}` : disadvantageDice ? ` - 1${disadvantageDice}` : ''} ${modifiers.map(x => `+ ${x.value}`).join(' ')}` ); let rollResult = await roll.evaluate(); rollResult.dice[0].options.appearance = { colorset: 'inspired', foreground: '#FFFFFF', background: '#008080', outline: '#000000', edge: '#806400', texture: 'bloodmoon', material: 'metal', font: 'Arial Black', system: 'standard' }; if (advantageDice || disadvantageDice) { rollResult.dice[1].options.appearance = { colorset: 'inspired', foreground: disadvantageDice ? '#b30000' : '#FFFFFF', background: '#008080', outline: disadvantageDice ? '#000000' : '#000000', edge: '#806400', texture: 'bloodmoon', material: 'metal', font: 'Arial Black', system: 'standard' }; rollResult.dice[2].options.appearance = { colorset: 'bloodmoon', foreground: '#000000', background: '#430070', outline: '#b30000', edge: '#000000', texture: 'bloodmoon', material: 'metal', font: 'Arial Black', system: 'standard' }; } else { rollResult.dice[1].options.appearance = { colorset: 'bloodmoon', foreground: '#000000', background: '#430070', outline: '#b30000', edge: '#000000', texture: 'bloodmoon', material: 'metal', font: 'Arial Black', system: 'standard' }; } const hope = rollResult.dice[0].results[0].result; const fear = rollResult.dice[1].results[0].result; const advantage = advantageDice ? rollResult.dice[2].results[0].result : null; const disadvantage = disadvantageDice ? rollResult.dice[2].results[0].result : null; if (disadvantage) { rollResult = { ...rollResult, total: rollResult.total - Math.max(hope, disadvantage) }; } if (advantage) { rollResult = { ...rollResult, total: 'Select Hope Die' }; } const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope); if (automateHope && hope > fear) { await this.update({ 'system.resources.hope.value': Math.min( this.system.resources.hope.value + 1, this.system.resources.hope.max ) }); } if (automateHope && hope === fear) { await this.update({ 'system.resources': { 'hope.value': Math.min(this.system.resources.hope.value + 1, this.system.resources.hope.max), 'stress.value': Math.max(this.system.resources.stress.value - 1, 0) } }); } return { roll, rollResult, hope: { dice: hopeDice, value: hope }, fear: { dice: fearDice, value: fear }, advantage: { dice: advantageDice, value: advantage }, disadvantage: { dice: disadvantageDice, value: disadvantage }, modifiers: modifiers, bonusDamageString }; } async damageRoll(title, damage, targets, shiftKey) { let rollString = damage.value; let bonusDamage = damage.bonusDamage?.filter(x => x.initiallySelected) ?? []; if (!shiftKey) { const dialogClosed = new Promise((resolve, _) => { new DamageSelectionDialog(rollString, bonusDamage, resolve).render(true); }); const result = await dialogClosed; bonusDamage = result.bonusDamage; rollString = result.rollString; const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope); if (automateHope && result.hopeUsed) { await this.update({ 'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed }); } } const roll = new Roll(rollString); let rollResult = await roll.evaluate(); const dice = []; const modifiers = []; for (var i = 0; i < rollResult.terms.length; i++) { const term = rollResult.terms[i]; if (term.faces) { dice.push({ type: `d${term.faces}`, rolls: term.results.map(x => x.result) }); } else if (term.operator) { } else if (term.number) { const operator = i === 0 ? '' : rollResult.terms[i - 1].operator; modifiers.push({ value: term.number, operator: operator }); } } const cls = getDocumentClass('ChatMessage'); const msg = new cls({ type: 'damageRoll', user: game.user.id, sound: CONFIG.sounds.dice, system: { title: game.i18n.format('DAGGERHEART.Chat.DamageRoll.Title', { damage: title }), roll: rollString, damage: { total: rollResult.total, type: damage.type }, dice: dice, modifiers: modifiers, targets: targets }, content: 'systems/daggerheart/templates/chat/damage-roll.hbs', rolls: [roll] }); cls.create(msg.toObject()); } async takeDamage(damage, type) { const hpDamage = damage >= this.system.damageThresholds.severe ? 3 : damage >= this.system.damageThresholds.major ? 2 : damage >= this.system.damageThresholds.minor ? 1 : 0; const update = { 'system.resources.health.value': Math.min( this.system.resources.health.value + hpDamage, this.system.resources.health.max ) }; if (game.user.isGM) { await this.update(update); } else { await game.socket.emit(`system.${SYSTEM.id}`, { action: socketEvent.GMUpdate, data: { action: GMUpdateEvent.UpdateDocument, uuid: this.uuid, update: update } }); } } async takeHealing(healing, type) { let update = {}; switch (type) { case SYSTEM.GENERAL.healingTypes.health.id: update = { 'system.resources.health.value': Math.max(this.system.resources.health.value - healing, 0) }; break; case SYSTEM.GENERAL.healingTypes.stress.id: update = { 'system.resources.stress.value': Math.max(this.system.resources.stress.value - healing, 0) }; break; } if (game.user.isGM) { await this.update(update); } else { await game.socket.emit(`system.${SYSTEM.id}`, { action: socketEvent.GMUpdate, data: { action: GMUpdateEvent.UpdateDocument, uuid: this.uuid, update: update } }); } } async emulateItemDrop(data) { const event = new DragEvent('drop', { altKey: game.keyboard.isModifierActive('Alt') }); return this.sheet._onDropItem(event, { data: data }); } //Move to action-scope? async useAction(action) { const userTargets = Array.from(game.user.targets); const otherTarget = action.target.type === SYSTEM.ACTIONS.targetTypes.other.id; if (otherTarget && userTargets.length === 0) { ui.notifications.error(game.i18n.localize('DAGGERHEART.Notification.Error.ActionRequiresTarget')); return; } if (action.cost.type != null && action.cost.value != null) { if (this.system.resources[action.cost.type].value < action.cost.value - 1) { ui.notifications.error(game.i18n.localize(`Insufficient ${action.cost.type} to use this ability`)); return; } } // const targets = otherTarget ? userTargets : [game.user.character]; if (action.damage.type) { let roll = { formula: action.damage.value, result: action.damage.value }; if (Number.isNaN(Number.parseInt(action.damage.value))) { roll = await new Roll(`1${action.damage.value}`).evaluate(); } const cls = getDocumentClass('ChatMessage'); const msg = new cls({ user: game.user.id, content: await renderTemplate('systems/daggerheart/templates/chat/damage-roll.hbs', { roll: roll.formula, total: roll.result, type: action.damage.type }) }); cls.create(msg.toObject()); } if (action.healing.type) { let roll = { formula: action.healing.value, result: action.healing.value }; if (Number.isNaN(Number.parseInt(action.healing.value))) { roll = await new Roll(`1${action.healing.value}`).evaluate(); } const cls = getDocumentClass('ChatMessage'); const msg = new cls({ user: game.user.id, content: await renderTemplate('systems/daggerheart/templates/chat/healing-roll.hbs', { roll: roll.formula, total: roll.result, type: action.healing.type }) }); cls.create(msg.toObject()); } } }