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