Update Core to 1.4.1

Update Core to 1.4.1 and internal Version to 1.4.1.R1-A8
This commit is contained in:
supervj 2021-08-06 16:38:15 -04:00
parent f16383841b
commit 5bb253d9c3
56 changed files with 5440 additions and 3827 deletions

View file

@ -27,7 +27,7 @@ export default class Actor5e extends Actor {
*/
get classes() {
if (this._classes !== undefined) return this._classes;
if (this.data.type !== "character") return (this._classes = {});
if (!["character", "npc"].includes(this.data.type)) return (this._classes = {});
return (this._classes = this.items
.filter((item) => item.type === "class")
.reduce((obj, cls) => {
@ -52,6 +52,7 @@ export default class Actor5e extends Actor {
/** @override */
prepareData() {
this._preparationWarnings = [];
super.prepareData();
// iterate over owned items and recompute attributes that depend on prepared actor data
@ -62,6 +63,7 @@ export default class Actor5e extends Actor {
/** @override */
prepareBaseData() {
this._prepareBaseArmorClass(this.data);
switch (this.data.type) {
case "character":
return this._prepareCharacterData(this.data);
@ -74,6 +76,16 @@ export default class Actor5e extends Actor {
}
}
/* --------------------------------------------- */
/** @override */
applyActiveEffects() {
// The Active Effects do not have access to their parent at preparation time so we wait until this stage to
// determine whether they are suppressed or not.
this.effects.forEach((e) => e.determineSuppression());
return super.applyActiveEffects();
}
/* -------------------------------------------- */
/** @override */
@ -146,6 +158,12 @@ export default class Actor5e extends Actor {
// Prepare power-casting data
this._computeDerivedPowercasting(this.data);
// Prepare armor class data
const ac = this._computeArmorClass(data);
this.armor = ac.equippedArmor || null;
this.shield = ac.equippedShield || null;
if (ac.warnings) this._preparationWarnings.push(...ac.warnings);
}
/* -------------------------------------------- */
@ -425,6 +443,21 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */
/**
* Initialize derived AC fields for Active Effects to target.
* @param actorData
* @private
*/
_prepareBaseArmorClass(actorData) {
const ac = actorData.data.attributes.ac;
ac.base = 10;
ac.shield = ac.bonus = ac.cover = 0;
this.armor = null;
this.shield = null;
}
/* -------------------------------------------- */
/**
* Prepare data related to the power-casting capabilities of the Actor
* @private
@ -658,6 +691,103 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */
/**
* Determine a character's AC value from their equipped armor and shield.
* @param {object} data Note that this object will be mutated.
* @return {{
* calc: string,
* value: number,
* base: number,
* shield: number,
* bonus: number,
* cover: number,
* flat: number,
* equippedArmor: Item5e,
* equippedShield: Item5e,
* warnings: string[]
* }}
* @private
*/
_computeArmorClass(data) {
// Get AC configuration and apply automatic migrations for older data structures
const ac = data.attributes.ac;
ac.warnings = [];
let cfg = CONFIG.SW5E.armorClasses[ac.calc];
if (!cfg) {
ac.calc = "flat";
if (Number.isNumeric(ac.value)) ac.flat = Number(ac.value);
cfg = CONFIG.SW5E.armorClasses.flat;
}
// Identify Equipped Items
const armorTypes = new Set(Object.keys(CONFIG.SW5E.armorTypes));
const {armors, shields} = this.itemTypes.equipment.reduce(
(obj, equip) => {
const armor = equip.data.data.armor;
if (!equip.data.data.equipped || !armorTypes.has(armor?.type)) return obj;
if (armor.type === "shield") obj.shields.push(equip);
else obj.armors.push(equip);
return obj;
},
{armors: [], shields: []}
);
// Determine base AC
switch (ac.calc) {
// Flat AC (no additional bonuses)
case "flat":
ac.value = ac.flat;
return ac;
// Natural AC (includes bonuses)
case "natural":
ac.base = ac.flat;
break;
// Equipment-based AC
case "default":
if (armors.length) {
if (armors.length > 1) ac.warnings.push("SW5E.WarnMultipleArmor");
const armorData = armors[0].data.data.armor;
const isHeavy = armorData.type === "heavy";
ac.dex = isHeavy ? 0 : Math.min(armorData.dex ?? Infinity, data.abilities.dex.mod);
ac.base = (armorData.value ?? 0) + ac.dex;
ac.equippedArmor = armors[0];
} else {
ac.dex = data.abilities.dex.mod;
ac.base = 10 + ac.dex;
}
break;
// Formula-based AC
default:
let formula = ac.calc === "custom" ? ac.formula : cfg.formula;
const rollData = this.getRollData();
try {
const replaced = Roll.replaceFormulaData(formula, rollData);
ac.base = Roll.safeEval(replaced);
} catch (err) {
ac.warnings.push("SW5E.WarnBadACFormula");
const replaced = Roll.replaceFormulaData(CONFIG.SW5E.armorClasses.default.formula, rollData);
ac.base = Roll.safeEval(replaced);
}
break;
}
// Equipped Shield
if (shields.length) {
if (shields.length > 1) ac.warnings.push("SW5E.WarnMultipleShields");
ac.shield = shields[0].data.data.armor.value ?? 0;
ac.equippedShield = shields[0];
}
// Compute total AC and return
ac.value = ac.base + ac.shield + ac.bonus + ac.cover;
return ac;
}
/* -------------------------------------------- */
/**
* Prepare data related to the power-casting capabilities of the Actor
* @private
@ -712,7 +842,12 @@ export default class Actor5e extends Actor {
if (game.settings.get("sw5e", "currencyWeight") && actorData.data.currency) {
const currency = actorData.data.currency;
const numCoins = Object.values(currency).reduce((val, denom) => (val += Math.max(denom, 0)), 0);
weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
const currencyPerWeight = game.settings.get("sw5e", "metricWeightUnits")
? CONFIG.SW5E.encumbrance.currencyPerWeight.metric
: CONFIG.SW5E.encumbrance.currencyPerWeight.imperial;
weight += numCoins / currencyPerWeight;
}
// Determine the encumbrance size class
@ -729,9 +864,14 @@ export default class Actor5e extends Actor {
// Compute Encumbrance percentage
weight = weight.toNearest(0.1);
const max = actorData.data.abilities.str.value * CONFIG.SW5E.encumbrance.strMultiplier * mod;
const strengthMultiplier = game.settings.get("sw5e", "metricWeightUnits")
? CONFIG.SW5E.encumbrance.strMultiplier.metric
: CONFIG.SW5E.encumbrance.strMultiplier.imperial;
const max = (actorData.data.abilities.str.value * strengthMultiplier * mod).toNearest(0.1);
const pct = Math.clamped((weight * 100) / max, 0, 100);
return {value: weight.toNearest(0.1), max, pct, encumbered: pct > 2 / 3};
return {value: weight.toNearest(0.1), max, pct, encumbered: pct > 200 / 3};
}
/* -------------------------------------------- */
@ -741,7 +881,10 @@ export default class Actor5e extends Actor {
/** @inheritdoc */
async _preCreate(data, options, user) {
await super._preCreate(data, options, user);
const sourceId = this.getFlag("core", "sourceId");
if (sourceId?.startsWith("Compendium.")) return;
// Some sensible defaults for convenience
// Token size category
const s = CONFIG.SW5E.tokenSizes[this.data.data.traits.size || "med"];
this.data.token.update({width: s, height: s});
@ -1044,6 +1187,7 @@ export default class Actor5e extends Actor {
// Evaluate a global saving throw bonus
const parts = [];
const data = {};
const speaker = options.speaker || ChatMessage.getSpeaker({actor: this});
// Include a global actor ability save bonus
const bonuses = foundry.utils.getProperty(this.data.data, "bonuses.abilities") || {};
@ -1060,7 +1204,7 @@ export default class Actor5e extends Actor {
halflingLucky: this.getFlag("sw5e", "halflingLucky"),
targetValue: 10,
messageData: {
"speaker": options.speaker || ChatMessage.getSpeaker({actor: this}),
"speaker": speaker,
"flags.sw5e.roll": {type: "death"}
}
});
@ -1192,6 +1336,7 @@ export default class Actor5e extends Actor {
* @property {number} dhd Hit dice recovered or spent during the rest.
* @property {object} updateData Updates applied to the actor.
* @property {Array.<object>} updateItems Updates applied to actor's items.
* @property {boolean} longRest Whether the rest type was a long rest.
* @property {boolean} newDay Whether a new day occurred during the rest.
*/
@ -1316,7 +1461,8 @@ export default class Actor5e extends Actor {
...hitDiceUpdates,
...this._getRestItemUsesRecovery({recoverLongRestUses: longRest, recoverDailyUses: newDay})
],
newDay: newDay
longRest,
newDay
};
// Perform updates
@ -1326,6 +1472,9 @@ export default class Actor5e extends Actor {
// Display a Chat Message summarizing the rest effects
if (chat) await this._displayRestResultMessage(result, longRest);
// Call restCompleted hook so that modules can easily perform actions when actors finish a rest
Hooks.callAll("restCompleted", this, result);
// Return data summarizing the rest effects
return result;
}
@ -1364,13 +1513,13 @@ export default class Actor5e extends Actor {
// Determine the chat message to display
if (longRest) {
message = "SW5E.LongRestResult";
if (dhp !== 0) message += "HP";
if (healthRestored) message += "HP";
if (dfp !== 0) message += "FP";
if (dtp !== 0) message += "TP";
if (dhd !== 0) message += "HD";
if (diceRestored) message += "HD";
} else {
message = "SW5E.ShortRestResultShort";
if (dhd !== 0 && dhp !== 0) {
if (diceRestored && healthRestored) {
if (dtp !== 0) {
message = "SW5E.ShortRestResultWithTech";
} else {
@ -1581,19 +1730,19 @@ export default class Actor5e extends Actor {
/**
* Transform this Actor into another one.
*
* @param {Actor} target The target Actor.
* @param {boolean} [keepPhysical] Keep physical abilities (str, dex, con)
* @param {boolean} [keepMental] Keep mental abilities (int, wis, cha)
* @param {boolean} [keepSaves] Keep saving throw proficiencies
* @param {boolean} [keepSkills] Keep skill proficiencies
* @param {boolean} [mergeSaves] Take the maximum of the save proficiencies
* @param {boolean} [mergeSkills] Take the maximum of the skill proficiencies
* @param {boolean} [keepClass] Keep proficiency bonus
* @param {boolean} [keepFeats] Keep features
* @param {boolean} [keepPowers] Keep powers
* @param {boolean} [keepItems] Keep items
* @param {boolean} [keepBio] Keep biography
* @param {boolean} [keepVision] Keep vision
* @param {Actor5e} target The target Actor.
* @param {boolean} [keepPhysical] Keep physical abilities (str, dex, con)
* @param {boolean} [keepMental] Keep mental abilities (int, wis, cha)
* @param {boolean} [keepSaves] Keep saving throw proficiencies
* @param {boolean} [keepSkills] Keep skill proficiencies
* @param {boolean} [mergeSaves] Take the maximum of the save proficiencies
* @param {boolean} [mergeSkills] Take the maximum of the skill proficiencies
* @param {boolean} [keepClass] Keep proficiency bonus
* @param {boolean} [keepFeats] Keep features
* @param {boolean} [keepPowers] Keep powers
* @param {boolean} [keepItems] Keep items
* @param {boolean} [keepBio] Keep biography
* @param {boolean} [keepVision] Keep vision
* @param {boolean} [transformTokens] Transform linked tokens too
*/
async transformInto(
@ -1649,16 +1798,16 @@ export default class Actor5e extends Actor {
d.data.attributes.exhaustion = o.data.attributes.exhaustion; // Keep your prior exhaustion level
d.data.attributes.inspiration = o.data.attributes.inspiration; // Keep inspiration
d.data.powers = o.data.powers; // Keep power slots
d.data.attributes.ac.flat = target.data.data.attributes.ac.value; // Override AC
// Token appearance updates
d.token = {name: d.name};
for (let k of ["width", "height", "scale", "img", "mirrorX", "mirrorY", "tint", "alpha", "lockRotation"]) {
d.token[k] = source.token[k];
}
if (!keepVision) {
for (let k of ["dimSight", "brightSight", "dimLight", "brightLight", "vision", "sightAngle"]) {
d.token[k] = source.token[k];
}
const vision = keepVision ? o.token : source.token;
for (let k of ["dimSight", "brightSight", "dimLight", "brightLight", "vision", "sightAngle"]) {
d.token[k] = vision[k];
}
if (source.token.randomImg) {
const images = await target.getTokenImages();
@ -1745,9 +1894,9 @@ export default class Actor5e extends Actor {
const tokens = this.getActiveTokens(true);
const updates = tokens.map((t) => {
const newTokenData = foundry.utils.deepClone(d.token);
if (!t.data.actorLink) newTokenData.actorData = newActor.data;
newTokenData._id = t.data._id;
newTokenData.actorId = newActor.id;
newTokenData.actorLink = true;
return newTokenData;
});
return canvas.scene?.updateEmbeddedDocuments("Token", updates);
@ -1771,10 +1920,25 @@ export default class Actor5e extends Actor {
const baseActor = game.actors.get(this.token.data.actorId);
const prototypeTokenData = await baseActor.getTokenData();
const tokenUpdate = {actorData: {}};
for (let k of ["width", "height", "scale", "img", "mirrorX", "mirrorY", "tint", "alpha", "lockRotation"]) {
for (let k of [
"width",
"height",
"scale",
"img",
"mirrorX",
"mirrorY",
"tint",
"alpha",
"lockRotation",
"name"
]) {
tokenUpdate[k] = prototypeTokenData[k];
}
return this.token.update(tokenUpdate, {recursive: false});
await this.token.update(tokenUpdate, {recursive: false});
await this.sheet.close();
const actor = this.token.getActor();
actor.sheet.render(true);
return actor;
}
// Obtain a reference to the original actor
@ -1854,6 +2018,45 @@ export default class Actor5e extends Actor {
return type;
}
/* -------------------------------------------- */
/**
* Populate a proficiency object with a `selected` field containing a combination of
* localizable group & individual proficiencies from `value` and the contents of `custom`.
*
* @param {object} data Object containing proficiency data
* @param {Array.<string>} data.value Array of standard proficiency keys
* @param {string} data.custom Semicolon-separated string of custom proficiencies
* @param {string} type "armor", "weapon", or "tool"
*/
static prepareProficiencies(data, type) {
const profs = CONFIG.SW5E[`${type}Proficiencies`];
const itemTypes = CONFIG.SW5E[`${type}Ids`];
let values = [];
if (data.value) {
values = data.value instanceof Array ? data.value : [data.value];
}
data.selected = {};
const pack = game.packs.get(CONFIG.SW5E.sourcePacks.ITEMS);
for (const key of values) {
if (profs[key]) {
data.selected[key] = profs[key];
} else if (itemTypes && itemTypes[key]) {
const item = pack.index.get(itemTypes[key]);
data.selected[key] = item.name;
} else if (type === "tool" && CONFIG.SW5E.vehicleTypes[key]) {
data.selected[key] = CONFIG.SW5E.vehicleTypes[key];
}
}
// Add custom entries
if (data.custom) {
data.custom.split(";").forEach((c, i) => (data.selected[`custom${i + 1}`] = c.trim()));
}
}
/* -------------------------------------------- */
/* DEPRECATED METHODS */
/* -------------------------------------------- */