daggerheart/module/documents/actor.mjs
2025-05-22 16:53:39 +02:00

349 lines
No EOL
13 KiB
JavaScript

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[`-=${x}`] = null;
}
return acc;
}, {});
changed.system.attributes = Object.keys(this.system.attributes).reduce((acc, key) => {
acc[key] = { levelMarks: this.system.attributes[key].levelMarks.filter(x => x <= changed.system.levelData.currentLevel) };
return acc;
}, {});
changed.system.experiences = this.system.experiences.filter(x => x.level <= changed.system.levelData.currentLevel);
if(this.system.multiclass && this.system.multiclass.system.multiclass > changed.system.levelData.changedLevel){
const multiclassFeatures = this.items.filter(x => x.system.multiclass);
for(var feature of multiclassFeatures){
await feature.delete();
}
}
}
super._preUpdate(changed, options, user);
}
async diceRoll(modifier, shiftKey) {
if(this.type === 'pc'){
return await this.dualityRoll(modifier, shiftKey);
}
else {
return await this.npcRoll(modifier, shiftKey);
}
}
async npcRoll(modifier, shiftKey) {
let nrDice = 1;
let advantage = null;
const modifiers = [
{
value: Number.parseInt(modifier.value),
label: modifier.value >= 0 ? `+${modifier.value}` : `-${modifier.value}`,
title: modifier.title,
}
];
if(!shiftKey) {
const dialogClosed = new Promise((resolve, _) => {
new NpcRollSelectionDialog(this.system.experiences, resolve).render(true);
});
const result = await dialogClosed;
nrDice = result.nrDice;
advantage = result.advantage;
result.experiences.forEach(x => modifiers.push({ value: x.value, label: x.value >= 0 ? `+${x.value}` : `-${x.value}`, title: x.description }))
}
const roll = new Roll(`${nrDice}d20${advantage === true ? 'kh' : advantage === false ? 'kl': ''} ${modifiers.map(x => `+ ${x.value}`).join(' ')}`);
let rollResult = await roll.evaluate();
const diceResults = rollResult.dice.flatMap(x => x.results.flatMap(result => ({ value: result.result })));
return { roll, diceResults: diceResults, modifiers: modifiers };
}
async dualityRoll(modifier, shiftKey, bonusDamage=[]){
let hopeDice = 'd12', fearDice = 'd12', advantageDice = null, disadvantageDice = null, bonusDamageString = "";
const modifiers = [
{
value: Number.parseInt(modifier.value),
label: modifier.value >= 0 ? `+${modifier.value}` : `-${modifier.value}`,
title: modifier.title,
}
];
if(!shiftKey) {
const dialogClosed = new Promise((resolve, _) => {
new RollSelectionDialog(this.system.experiences, bonusDamage, this.system.resources.hope.value, resolve).render(true);
});
const result = await dialogClosed;
hopeDice = result.hope, fearDice = result.fear, advantageDice = result.advantage, disadvantageDice = result.disadvantage;
result.experiences.forEach(x => modifiers.push({ value: x.value, label: x.value >= 0 ? `+${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 advantage = advantageDice ? rollResult.dice[1].results[0].result : null;
const disadvantage = disadvantageDice ? rollResult.dice[1].results[0].result : null;
const fear = advantage || disadvantage ? rollResult.dice[2].results[0].result : rollResult.dice[1].results[0].result;
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(damage, shiftKey){
let rollString = damage.value;
let bonusDamage = damage.bonusDamage?.filter(x => x.initiallySelected) ?? [];
if(!shiftKey) {
const dialogClosed = new Promise((resolve, _) => {
new DamageSelectionDialog(rollString, bonusDamage, this.system.resources.hope.value, 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}`, value: term.total});
}
else if (term.operator){
}
else if(term.number){
const operator = i === 0 ? '' : rollResult.terms[i-1].operator;
modifiers.push(`${operator}${term.number}`);
}
}
const cls = getDocumentClass("ChatMessage");
const msg = new cls({
user: game.user.id,
content: await renderTemplate("systems/daggerheart/templates/chat/damage-roll.hbs", {
roll: rollString,
total: rollResult.total,
dice: dice,
modifiers: modifiers
}),
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());
}
}
}