import { d20Roll, damageRoll } from "../dice.js"; import ShortRestDialog from "../apps/short-rest.js"; import LongRestDialog from "../apps/long-rest.js"; import {SW5E} from '../config.js'; /** * Extend the base Actor class to implement additional system-specific logic for SW5e. */ export default class Actor5e extends Actor { /** * Is this Actor currently polymorphed into some other creature? * @return {boolean} */ get isPolymorphed() { return this.getFlag("sw5e", "isPolymorphed") || false; } /* -------------------------------------------- */ /** @override */ prepareBaseData() { switch ( this.data.type ) { case "character": return this._prepareCharacterData(this.data); case "npc": return this._prepareNPCData(this.data); case "vehicle": return this._prepareVehicleData(this.data); } } /* -------------------------------------------- */ /** @override */ prepareDerivedData() { const actorData = this.data; const data = actorData.data; const flags = actorData.flags.sw5e || {}; const bonuses = getProperty(data, "bonuses.abilities") || {}; // Retrieve data for polymorphed actors let originalSaves = null; let originalSkills = null; if (this.isPolymorphed) { const transformOptions = this.getFlag('sw5e', 'transformOptions'); const original = game.actors?.get(this.getFlag('sw5e', 'originalActor')); if (original) { if (transformOptions.mergeSaves) { originalSaves = original.data.data.abilities; } if (transformOptions.mergeSkills) { originalSkills = original.data.data.skills; } } } // Ability modifiers and saves const dcBonus = Number.isNumeric(data.bonuses?.power?.dc) ? parseInt(data.bonuses.power.dc) : 0; const saveBonus = Number.isNumeric(bonuses.save) ? parseInt(bonuses.save) : 0; const checkBonus = Number.isNumeric(bonuses.check) ? parseInt(bonuses.check) : 0; for (let [id, abl] of Object.entries(data.abilities)) { abl.mod = Math.floor((abl.value - 10) / 2); abl.prof = (abl.proficient || 0) * data.attributes.prof; abl.saveBonus = saveBonus; abl.checkBonus = checkBonus; abl.save = abl.mod + abl.prof + abl.saveBonus; abl.dc = 8 + abl.mod + data.attributes.prof + dcBonus; // If we merged saves when transforming, take the highest bonus here. if (originalSaves && abl.proficient) { abl.save = Math.max(abl.save, originalSaves[id].save); } } // Inventory encumbrance data.attributes.encumbrance = this._computeEncumbrance(actorData); // Prepare skills this._prepareSkills(actorData, bonuses, checkBonus, originalSkills); // Determine Initiative Modifier const init = data.attributes.init; const athlete = flags.remarkableAthlete; const joat = flags.jackOfAllTrades; init.mod = data.abilities.dex.mod; if ( joat ) init.prof = Math.floor(0.5 * data.attributes.prof); else if ( athlete ) init.prof = Math.ceil(0.5 * data.attributes.prof); else init.prof = 0; init.value = init.value ?? 0; init.bonus = init.value + (flags.initiativeAlert ? 5 : 0); init.total = init.mod + init.prof + init.bonus; // Prepare power-casting data data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10; this._computePowercastingProgression(this.data); // Compute owned item attributes which depend on prepared Actor data this.items.forEach(item => { item.getSaveDC(); item.getAttackToHit(); }); } /* -------------------------------------------- */ /** * Return the amount of experience required to gain a certain character level. * @param level {Number} The desired level * @return {Number} The XP required */ getLevelExp(level) { const levels = CONFIG.SW5E.CHARACTER_EXP_LEVELS; return levels[Math.min(level, levels.length - 1)]; } /* -------------------------------------------- */ /** * Return the amount of experience granted by killing a creature of a certain CR. * @param cr {Number} The creature's challenge rating * @return {Number} The amount of experience granted per kill */ getCRExp(cr) { if (cr < 1.0) return Math.max(200 * cr, 10); return CONFIG.SW5E.CR_EXP_LEVELS[cr]; } /* -------------------------------------------- */ /** @override */ getRollData() { const data = super.getRollData(); data.classes = this.data.items.reduce((obj, i) => { if ( i.type === "class" ) { obj[i.name.slugify({strict: true})] = i.data; } return obj; }, {}); data.prof = this.data.data.attributes.prof || 0; return data; } /* -------------------------------------------- */ /** * Return the features which a character is awarded for each class level * @param {string} className The class name being added * @param {string} archetypeName The archetype of the class being added, if any * @param {number} level The number of levels in the added class * @param {number} priorLevel The previous level of the added class * @return {Promise} Array of Item5e entities */ static async getClassFeatures({className="", archetypeName="", level=1, priorLevel=0}={}) { className = className.toLowerCase(); archetypeName = archetypeName.slugify(); // Get the configuration of features which may be added const clsConfig = CONFIG.SW5E.classFeatures[className]; if (!clsConfig) return []; // Acquire class features let ids = []; for ( let [l, f] of Object.entries(clsConfig.features || {}) ) { l = parseInt(l); if ( (l <= level) && (l > priorLevel) ) ids = ids.concat(f); } // Acquire archetype features const archConfig = clsConfig.archetypes[archetypeName] || {}; for ( let [l, f] of Object.entries(archConfig.features || {}) ) { l = parseInt(l); if ( (l <= level) && (l > priorLevel) ) ids = ids.concat(f); } // Load item data for all identified features const features = []; for ( let id of ids ) { features.push(await fromUuid(id)); } // Class powers should always be prepared for ( const feature of features ) { if ( feature.type === "power" ) { const preparation = feature.data.data.preparation; preparation.mode = "always"; preparation.prepared = true; } } return features; } /* -------------------------------------------- */ /** @override */ async updateEmbeddedEntity(embeddedName, data, options={}) { const createItems = embeddedName === "OwnedItem" ? await this._createClassFeatures(data) : []; let updated = await super.updateEmbeddedEntity(embeddedName, data, options); if ( createItems.length ) await this.createEmbeddedEntity("OwnedItem", createItems); return updated; } /* -------------------------------------------- */ /** * Create additional class features in the Actor when a class item is updated. * @private */ async _createClassFeatures(updated) { let toCreate = []; for (let u of updated instanceof Array ? updated : [updated]) { const item = this.items.get(u._id); if (!item || (item.data.type !== "class")) continue; const updateData = expandObject(u); const config = { className: updateData.name || item.data.name, archetypeName: getProperty(updateData, "data.archetype") || item.data.data.archetype, level: getProperty(updateData, "data.levels"), priorLevel: item ? item.data.data.levels : 0 } // Get and create features for an increased class level let changed = false; if ( config.level && (config.level > config.priorLevel)) changed = true; if ( config.archetypeName !== item.data.data.archetype ) changed = true; // Get features to create if ( changed ) { const existing = new Set(this.items.map(i => i.name)); const features = await Actor5e.getClassFeatures(config); for ( let f of features ) { if ( !existing.has(f.name) ) toCreate.push(f); } } } return toCreate } /* -------------------------------------------- */ /* Data Preparation Helpers */ /* -------------------------------------------- */ /** * Prepare Character type specific data */ _prepareCharacterData(actorData) { const data = actorData.data; // Determine character level and available hit dice based on owned Class items const [level, hd] = actorData.items.reduce((arr, item) => { if ( item.type === "class" ) { const classLevels = parseInt(item.data.levels) || 1; arr[0] += classLevels; arr[1] += classLevels - (parseInt(item.data.hitDiceUsed) || 0); } return arr; }, [0, 0]); data.details.level = level; data.attributes.hd = hd; // Character proficiency bonus data.attributes.prof = Math.floor((level + 7) / 4); // Experience required for next level const xp = data.details.xp; xp.max = this.getLevelExp(level || 1); const prior = this.getLevelExp(level - 1 || 0); const required = xp.max - prior; const pct = Math.round((xp.value - prior) * 100 / required); xp.pct = Math.clamped(pct, 0, 100); } /* -------------------------------------------- */ /** * Prepare NPC type specific data */ _prepareNPCData(actorData) { const data = actorData.data; // Kill Experience data.details.xp.value = this.getCRExp(data.details.cr); // Proficiency data.attributes.prof = Math.floor((Math.max(data.details.cr, 1) + 7) / 4); // Powercaster Level if ( data.attributes.powercasting && !Number.isNumeric(data.details.powerLevel) ) { data.details.powerLevel = Math.max(data.details.cr, 1); } } /* -------------------------------------------- */ /** * Prepare vehicle type-specific data * @param actorData * @private */ _prepareVehicleData(actorData) {} /* -------------------------------------------- */ /** * Prepare skill checks. * @param actorData * @param bonuses Global bonus data. * @param checkBonus Ability check specific bonus. * @param originalSkills A transformed actor's original actor's skills. * @private */ _prepareSkills(actorData, bonuses, checkBonus, originalSkills) { if (actorData.type === 'vehicle') return; const data = actorData.data; const flags = actorData.flags.sw5e || {}; // Skill modifiers const feats = SW5E.characterFlags; const athlete = flags.remarkableAthlete; const joat = flags.jackOfAllTrades; const observant = flags.observantFeat; const skillBonus = Number.isNumeric(bonuses.skill) ? parseInt(bonuses.skill) : 0; for (let [id, skl] of Object.entries(data.skills)) { skl.value = Math.clamped(Number(skl.value).toNearest(0.5), 0, 2) ?? 0; let round = Math.floor; // Remarkable if ( athlete && (skl.value < 0.5) && feats.remarkableAthlete.abilities.includes(skl.ability) ) { skl.value = 0.5; round = Math.ceil; } // Jack of All Trades if ( joat && (skl.value < 0.5) ) { skl.value = 0.5; } // Polymorph Skill Proficiencies if ( originalSkills ) { skl.value = Math.max(skl.value, originalSkills[id].value); } // Compute modifier skl.bonus = checkBonus + skillBonus; skl.mod = data.abilities[skl.ability].mod; skl.prof = round(skl.value * data.attributes.prof); skl.total = skl.mod + skl.prof + skl.bonus; // Compute passive bonus const passive = observant && (feats.observantFeat.skills.includes(id)) ? 5 : 0; skl.passive = 10 + skl.total + passive; } } /* -------------------------------------------- */ /** * Prepare data related to the power-casting capabilities of the Actor * @private */ _computePowercastingProgression (actorData) { if (actorData.type === 'vehicle') return; const powers = actorData.data.powers; const isNPC = actorData.type === 'npc'; // Translate the list of classes into power-casting progression const progression = { total: 0, slot: 0, pact: 0 }; // Keep track of the last seen caster in case we're in a single-caster situation. let caster = null; // Tabulate the total power-casting progression const classes = this.data.items.filter(i => i.type === "class"); for ( let cls of classes ) { const d = cls.data; if ( d.powercasting === "none" ) continue; const levels = d.levels; const prog = d.powercasting; // Accumulate levels if ( prog !== "pact" ) { caster = cls; progression.total++; } switch (prog) { case 'third': progression.slot += Math.floor(levels / 3); break; case 'half': progression.slot += Math.floor(levels / 2); break; case 'full': progression.slot += levels; break; case 'artificer': progression.slot += Math.ceil(levels / 2); break; case 'pact': progression.pact += levels; break; } } // EXCEPTION: single-classed non-full progression rounds up, rather than down const isSingleClass = (progression.total === 1) && (progression.slot > 0); if (!isNPC && isSingleClass && ['half', 'third'].includes(caster.data.powercasting) ) { const denom = caster.data.powercasting === 'third' ? 3 : 2; progression.slot = Math.ceil(caster.data.levels / denom); } // EXCEPTION: NPC with an explicit power-caster level if (isNPC && actorData.data.details.powerLevel) { progression.slot = actorData.data.details.powerLevel; } // Look up the number of slots per level from the progression table const levels = Math.clamped(progression.slot, 0, 20); const slots = SW5E.SPELL_SLOT_TABLE[levels - 1] || []; for ( let [n, lvl] of Object.entries(powers) ) { let i = parseInt(n.slice(-1)); if ( Number.isNaN(i) ) continue; if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0); else lvl.max = slots[i-1] || 0; lvl.value = parseInt(lvl.value); } // Determine the Actor's pact magic level (if any) let pl = Math.clamped(progression.pact, 0, 20); powers.pact = powers.pact || {}; if ( (pl === 0) && isNPC && Number.isNumeric(powers.pact.override) ) pl = actorData.data.details.powerLevel; // Determine the number of Warlock pact slots per level if ( pl > 0) { powers.pact.level = Math.ceil(Math.min(10, pl) / 2); if ( Number.isNumeric(powers.pact.override) ) powers.pact.max = Math.max(parseInt(powers.pact.override), 1); else powers.pact.max = Math.max(1, Math.min(pl, 2), Math.min(pl - 8, 3), Math.min(pl - 13, 4)); powers.pact.value = Math.min(powers.pact.value, powers.pact.max); } else { powers.pact.max = parseInt(powers.pact.override) || 0 powers.pact.level = powers.pact.max > 0 ? 1 : 0; } } /* -------------------------------------------- */ /** * Compute the level and percentage of encumbrance for an Actor. * * Optionally include the weight of carried currency across all denominations by applying the standard rule * from the PHB pg. 143 * @param {Object} actorData The data object for the Actor being rendered * @returns {{max: number, value: number, pct: number}} An object describing the character's encumbrance level * @private */ _computeEncumbrance(actorData) { // Get the total weight from items const physicalItems = ["weapon", "equipment", "consumable", "tool", "backpack", "loot"]; let weight = actorData.items.reduce((weight, i) => { if ( !physicalItems.includes(i.type) ) return weight; const q = i.data.quantity || 0; const w = i.data.weight || 0; return weight + (q * w); }, 0); // [Optional] add Currency Weight if ( game.settings.get("sw5e", "currencyWeight") ) { 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; } // Determine the encumbrance size class let mod = { tiny: 0.5, sm: 1, med: 1, lg: 2, huge: 4, grg: 8 }[actorData.data.traits.size] || 1; if ( this.getFlag("sw5e", "powerfulBuild") ) mod = Math.min(mod * 2, 8); // Compute Encumbrance percentage weight = weight.toNearest(0.1); const max = actorData.data.abilities.str.value * CONFIG.SW5E.encumbrance.strMultiplier * mod; const pct = Math.clamped((weight * 100) / max, 0, 100); return { value: weight.toNearest(0.1), max, pct, encumbered: pct > (2/3) }; } /* -------------------------------------------- */ /* Socket Listeners and Handlers /* -------------------------------------------- */ /** @override */ static async create(data, options={}) { data.token = data.token || {}; if ( data.type === "character" ) { mergeObject(data.token, { vision: true, dimSight: 30, brightSight: 0, actorLink: true, disposition: 1 }, {overwrite: false}); } return super.create(data, options); } /* -------------------------------------------- */ /** @override */ async update(data, options={}) { // Apply changes in Actor size to Token width/height const newSize = getProperty(data, "data.traits.size"); if ( newSize && (newSize !== getProperty(this.data, "data.traits.size")) ) { let size = CONFIG.SW5E.tokenSizes[newSize]; if ( this.isToken ) this.token.update({height: size, width: size}); else if ( !data["token.width"] && !hasProperty(data, "token.width") ) { data["token.height"] = size; data["token.width"] = size; } } // Reset death save counters if ( (this.data.data.attributes.hp.value <= 0) && (getProperty(data, "data.attributes.hp.value") > 0) ) { setProperty(data, "data.attributes.death.success", 0); setProperty(data, "data.attributes.death.failure", 0); } // Perform the update return super.update(data, options); } /* -------------------------------------------- */ /** @override */ async createEmbeddedEntity(embeddedName, itemData, options={}) { // Pre-creation steps for owned items if ( embeddedName === "OwnedItem" ) this._preCreateOwnedItem(itemData, options); // Standard embedded entity creation return super.createEmbeddedEntity(embeddedName, itemData, options); } /* -------------------------------------------- */ /** * A temporary shim function which will eventually (in core fvtt version 0.8.0+) be migrated to the new abstraction layer * @param itemData * @param options * @private */ _preCreateOwnedItem(itemData, options) { if ( this.data.type === "vehicle" ) return; const isNPC = this.data.type === 'npc'; let initial = {}; switch ( itemData.type ) { case "weapon": initial["data.equipped"] = isNPC; // NPCs automatically equip weapons let hasWeaponProf = isNPC; // NPCs automatically have weapon proficiency if ( !isNPC ) { const weaponProf = { "natural": true, "simpleVW": "sim", "simpleB": "sim", "simpleLW": "sim", "martialVW": "mar", "martialB": "mar", "martialLW": "mar" }[itemData.data?.weaponType]; const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || []; hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf); } initial["data.proficient"] = hasWeaponProf; break; case "equipment": initial["data.equipped"] = isNPC; // NPCs automatically equip equipment let hasEquipmentProf = isNPC; // NPCs automatically have equipment proficiency if ( !isNPC ) { const armorProf = { "natural": true, "clothing": true, "light": "lgt", "medium": "med", "heavy": "hvy", "shield": "shl" }[itemData.data?.armor?.type]; const actorArmorProfs = this.data.data.traits?.armorProf?.value || []; hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf); } initial["data.proficient"] = hasEquipmentProf; break; case "power": initial["data.prepared"] = true; // NPCs automatically prepare powers break; } mergeObject(itemData, initial); } /* -------------------------------------------- */ /* Gameplay Mechanics */ /* -------------------------------------------- */ /** @override */ async modifyTokenAttribute(attribute, value, isDelta, isBar) { if ( attribute === "attributes.hp" ) { const hp = getProperty(this.data.data, attribute); const delta = isDelta ? (-1 * value) : (hp.value + hp.temp) - value; return this.applyDamage(delta); } return super.modifyTokenAttribute(attribute, value, isDelta, isBar); } /* -------------------------------------------- */ /** * Apply a certain amount of damage or healing to the health pool for Actor * @param {number} amount An amount of damage (positive) or healing (negative) to sustain * @param {number} multiplier A multiplier which allows for resistance, vulnerability, or healing * @return {Promise} A Promise which resolves once the damage has been applied */ async applyDamage(amount=0, multiplier=1) { amount = Math.floor(parseInt(amount) * multiplier); const hp = this.data.data.attributes.hp; // Deduct damage from temp HP first const tmp = parseInt(hp.temp) || 0; const dt = amount > 0 ? Math.min(tmp, amount) : 0; // Remaining goes to health const tmpMax = parseInt(hp.tempmax) || 0; const dh = Math.clamped(hp.value - (amount - dt), 0, hp.max + tmpMax); // Update the Actor const updates = { "data.attributes.hp.temp": tmp - dt, "data.attributes.hp.value": dh }; // Delegate damage application to a hook // TODO replace this in the future with a better modifyTokenAttribute function in the core const allowed = Hooks.call("modifyTokenAttribute", { attribute: "attributes.hp", value: amount, isDelta: false, isBar: true }, updates); return allowed !== false ? this.update(updates) : this; } /* -------------------------------------------- */ /** * Roll a Skill Check * Prompt the user for input regarding Advantage/Disadvantage and any Situational Bonus * @param {string} skillId The skill id (e.g. "ins") * @param {Object} options Options which configure how the skill check is rolled * @return {Promise} A Promise which resolves to the created Roll instance */ rollSkill(skillId, options={}) { const skl = this.data.data.skills[skillId]; const bonuses = getProperty(this.data.data, "bonuses.abilities") || {}; // Compose roll parts and data const parts = ["@mod"]; const data = {mod: skl.mod + skl.prof}; // Ability test bonus if ( bonuses.check ) { data["checkBonus"] = bonuses.check; parts.push("@checkBonus"); } // Skill check bonus if ( bonuses.skill ) { data["skillBonus"] = bonuses.skill; parts.push("@skillBonus"); } // Add provided extra roll parts now because they will get clobbered by mergeObject below if (options.parts?.length > 0) { parts.push(...options.parts); } // Reliable Talent applies to any skill check we have full or better proficiency in const reliableTalent = (skl.value >= 1 && this.getFlag("sw5e", "reliableTalent")); // Roll and return const rollData = mergeObject(options, { parts: parts, data: data, title: game.i18n.format("SW5E.SkillPromptTitle", {skill: CONFIG.SW5E.skills[skillId]}), halflingLucky: this.getFlag("sw5e", "halflingLucky"), reliableTalent: reliableTalent, messageData: {"flags.sw5e.roll": {type: "skill", skillId }} }); rollData.speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); return d20Roll(rollData); } /* -------------------------------------------- */ /** * Roll a generic ability test or saving throw. * Prompt the user for input on which variety of roll they want to do. * @param {String}abilityId The ability id (e.g. "str") * @param {Object} options Options which configure how ability tests or saving throws are rolled */ rollAbility(abilityId, options={}) { const label = CONFIG.SW5E.abilities[abilityId]; new Dialog({ title: game.i18n.format("SW5E.AbilityPromptTitle", {ability: label}), content: `

${game.i18n.format("SW5E.AbilityPromptText", {ability: label})}

`, buttons: { test: { label: game.i18n.localize("SW5E.ActionAbil"), callback: () => this.rollAbilityTest(abilityId, options) }, save: { label: game.i18n.localize("SW5E.ActionSave"), callback: () => this.rollAbilitySave(abilityId, options) } } }).render(true); } /* -------------------------------------------- */ /** * Roll an Ability Test * Prompt the user for input regarding Advantage/Disadvantage and any Situational Bonus * @param {String} abilityId The ability ID (e.g. "str") * @param {Object} options Options which configure how ability tests are rolled * @return {Promise} A Promise which resolves to the created Roll instance */ rollAbilityTest(abilityId, options={}) { const label = CONFIG.SW5E.abilities[abilityId]; const abl = this.data.data.abilities[abilityId]; // Construct parts const parts = ["@mod"]; const data = {mod: abl.mod}; // Add feat-related proficiency bonuses const feats = this.data.flags.sw5e || {}; if ( feats.remarkableAthlete && SW5E.characterFlags.remarkableAthlete.abilities.includes(abilityId) ) { parts.push("@proficiency"); data.proficiency = Math.ceil(0.5 * this.data.data.attributes.prof); } else if ( feats.jackOfAllTrades ) { parts.push("@proficiency"); data.proficiency = Math.floor(0.5 * this.data.data.attributes.prof); } // Add global actor bonus const bonuses = getProperty(this.data.data, "bonuses.abilities") || {}; if ( bonuses.check ) { parts.push("@checkBonus"); data.checkBonus = bonuses.check; } // Add provided extra roll parts now because they will get clobbered by mergeObject below if (options.parts?.length > 0) { parts.push(...options.parts); } // Roll and return const rollData = mergeObject(options, { parts: parts, data: data, title: game.i18n.format("SW5E.AbilityPromptTitle", {ability: label}), halflingLucky: feats.halflingLucky, messageData: {"flags.sw5e.roll": {type: "ability", abilityId }} }); rollData.speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); return d20Roll(rollData); } /* -------------------------------------------- */ /** * Roll an Ability Saving Throw * Prompt the user for input regarding Advantage/Disadvantage and any Situational Bonus * @param {String} abilityId The ability ID (e.g. "str") * @param {Object} options Options which configure how ability tests are rolled * @return {Promise} A Promise which resolves to the created Roll instance */ rollAbilitySave(abilityId, options={}) { const label = CONFIG.SW5E.abilities[abilityId]; const abl = this.data.data.abilities[abilityId]; // Construct parts const parts = ["@mod"]; const data = {mod: abl.mod}; // Include proficiency bonus if ( abl.prof > 0 ) { parts.push("@prof"); data.prof = abl.prof; } // Include a global actor ability save bonus const bonuses = getProperty(this.data.data, "bonuses.abilities") || {}; if ( bonuses.save ) { parts.push("@saveBonus"); data.saveBonus = bonuses.save; } // Add provided extra roll parts now because they will get clobbered by mergeObject below if (options.parts?.length > 0) { parts.push(...options.parts); } // Roll and return const rollData = mergeObject(options, { parts: parts, data: data, title: game.i18n.format("SW5E.SavePromptTitle", {ability: label}), halflingLucky: this.getFlag("sw5e", "halflingLucky"), messageData: {"flags.sw5e.roll": {type: "save", abilityId }} }); rollData.speaker = options.speaker || ChatMessage.getSpeaker({actor: this}); return d20Roll(rollData); } /* -------------------------------------------- */ /** * Perform a death saving throw, rolling a d20 plus any global save bonuses * @param {Object} options Additional options which modify the roll * @return {Promise} A Promise which resolves to the Roll instance */ async rollDeathSave(options={}) { // Display a warning if we are not at zero HP or if we already have reached 3 const death = this.data.data.attributes.death; if ( (this.data.data.attributes.hp.value > 0) || (death.failure >= 3) || (death.success >= 3)) { ui.notifications.warn(game.i18n.localize("SW5E.DeathSaveUnnecessary")); return null; } // 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 = getProperty(this.data.data, "bonuses.abilities") || {}; if ( bonuses.save ) { parts.push("@saveBonus"); data.saveBonus = bonuses.save; } // Evaluate the roll const rollData = mergeObject(options, { parts: parts, data: data, title: game.i18n.localize("SW5E.DeathSavingThrow"), speaker: speaker, halflingLucky: this.getFlag("sw5e", "halflingLucky"), targetValue: 10, messageData: {"flags.sw5e.roll": {type: "death"}} }); rollData.speaker = speaker; const roll = await d20Roll(rollData); if ( !roll ) return null; // Take action depending on the result const success = roll.total >= 10; const d20 = roll.dice[0].total; // Save success if ( success ) { let successes = (death.success || 0) + 1; // Critical Success = revive with 1hp if ( d20 === 20 ) { await this.update({ "data.attributes.death.success": 0, "data.attributes.death.failure": 0, "data.attributes.hp.value": 1 }); await ChatMessage.create({content: game.i18n.format("SW5E.DeathSaveCriticalSuccess", {name: this.name}), speaker}); } // 3 Successes = survive and reset checks else if ( successes === 3 ) { await this.update({ "data.attributes.death.success": 0, "data.attributes.death.failure": 0 }); await ChatMessage.create({content: game.i18n.format("SW5E.DeathSaveSuccess", {name: this.name}), speaker}); } // Increment successes else await this.update({"data.attributes.death.success": Math.clamped(successes, 0, 3)}); } // Save failure else { let failures = (death.failure || 0) + (d20 === 1 ? 2 : 1); await this.update({"data.attributes.death.failure": Math.clamped(failures, 0, 3)}); if ( failures >= 3 ) { // 3 Failures = death await ChatMessage.create({content: game.i18n.format("SW5E.DeathSaveFailure", {name: this.name}), speaker}); } } // Return the rolled result return roll; } /* -------------------------------------------- */ /** * Roll a hit die of the appropriate type, gaining hit points equal to the die roll plus your CON modifier * @param {string} [denomination] The hit denomination of hit die to roll. Example "d8". * If no denomination is provided, the first available HD will be used * @param {boolean} [dialog] Show a dialog prompt for configuring the hit die roll? * @return {Promise} The created Roll instance, or null if no hit die was rolled */ async rollHitDie(denomination, {dialog=true}={}) { // If no denomination was provided, choose the first available let cls = null; if ( !denomination ) { cls = this.itemTypes.class.find(c => c.data.data.hitDiceUsed < c.data.data.levels); if ( !cls ) return null; denomination = cls.data.data.hitDice; } // Otherwise locate a class (if any) which has an available hit die of the requested denomination else { cls = this.items.find(i => { const d = i.data.data; return (d.hitDice === denomination) && ((d.hitDiceUsed || 0) < (d.levels || 1)); }); } // If no class is available, display an error notification if ( !cls ) { ui.notifications.error(game.i18n.format("SW5E.HitDiceWarn", {name: this.name, formula: denomination})); return null; } // Prepare roll data const parts = [`1${denomination}`, "@abilities.con.mod"]; const title = game.i18n.localize("SW5E.HitDiceRoll"); const rollData = duplicate(this.data.data); // Call the roll helper utility const roll = await damageRoll({ event: new Event("hitDie"), parts: parts, data: rollData, title: title, speaker: ChatMessage.getSpeaker({actor: this}), allowcritical: false, fastForward: !dialog, dialogOptions: {width: 350}, messageData: {"flags.sw5e.roll": {type: "hitDie"}} }); if ( !roll ) return null; // Adjust actor data await cls.update({"data.hitDiceUsed": cls.data.data.hitDiceUsed + 1}); const hp = this.data.data.attributes.hp; const dhp = Math.min(hp.max + (hp.tempmax ?? 0) - hp.value, roll.total); await this.update({"data.attributes.hp.value": hp.value + dhp}); return roll; } /* -------------------------------------------- */ /** * Cause this Actor to take a Short Rest * During a Short Rest resources and limited item uses may be recovered * @param {boolean} dialog Present a dialog window which allows for rolling hit dice as part of the Short Rest * @param {boolean} chat Summarize the results of the rest workflow as a chat message * @param {boolean} autoHD Automatically spend Hit Dice if you are missing 3 or more hit points * @param {boolean} autoHDThreshold A number of missing hit points which would trigger an automatic HD roll * @return {Promise} A Promise which resolves once the short rest workflow has completed */ async shortRest({dialog=true, chat=true, autoHD=false, autoHDThreshold=3}={}) { // Take note of the initial hit points and number of hit dice the Actor has const hp = this.data.data.attributes.hp; const hd0 = this.data.data.attributes.hd; const hp0 = hp.value; let newDay = false; // Display a Dialog for rolling hit dice if ( dialog ) { try { newDay = await ShortRestDialog.shortRestDialog({actor: this, canRoll: hd0 > 0}); } catch(err) { return; } } // Automatically spend hit dice else if ( autoHD ) { while ( (hp.value + autoHDThreshold) <= hp.max ) { const r = await this.rollHitDie(undefined, {dialog: false}); if ( r === null ) break; } } // Note the change in HP and HD which occurred const dhd = this.data.data.attributes.hd - hd0; const dhp = this.data.data.attributes.hp.value - hp0; // Recover character resources const updateData = {}; for ( let [k, r] of Object.entries(this.data.data.resources) ) { if ( r.max && r.sr ) { updateData[`data.resources.${k}.value`] = r.max; } } // Recover pact slots. const pact = this.data.data.powers.pact; updateData['data.powers.pact.value'] = pact.override || pact.max; await this.update(updateData); // Recover item uses const recovery = newDay ? ["sr", "day"] : ["sr"]; const items = this.items.filter(item => item.data.data.uses && recovery.includes(item.data.data.uses.per)); const updateItems = items.map(item => { return { _id: item._id, "data.uses.value": item.data.data.uses.max }; }); await this.updateEmbeddedEntity("OwnedItem", updateItems); // Display a Chat Message summarizing the rest effects if ( chat ) { // Summarize the rest duration let restFlavor; switch (game.settings.get("sw5e", "restVariant")) { case 'normal': restFlavor = game.i18n.localize("SW5E.ShortRestNormal"); break; case 'gritty': restFlavor = game.i18n.localize(newDay ? "SW5E.ShortRestOvernight" : "SW5E.ShortRestGritty"); break; case 'epic': restFlavor = game.i18n.localize("SW5E.ShortRestEpic"); break; } // Summarize the health effects let srMessage = "SW5E.ShortRestResultShort"; if ((dhd !== 0) && (dhp !== 0)) srMessage = "SW5E.ShortRestResult"; // Create a chat message ChatMessage.create({ user: game.user._id, speaker: {actor: this, alias: this.name}, flavor: restFlavor, content: game.i18n.format(srMessage, {name: this.name, dice: -dhd, health: dhp}) }); } // Return data summarizing the rest effects return { dhd: dhd, dhp: dhp, updateData: updateData, updateItems: updateItems, newDay: newDay } } /* -------------------------------------------- */ /** * Take a long rest, recovering HP, HD, resources, and power slots * @param {boolean} dialog Present a confirmation dialog window whether or not to take a long rest * @param {boolean} chat Summarize the results of the rest workflow as a chat message * @param {boolean} newDay Whether the long rest carries over to a new day * @return {Promise} A Promise which resolves once the long rest workflow has completed */ async longRest({dialog=true, chat=true, newDay=true}={}) { const data = this.data.data; // Maybe present a confirmation dialog if ( dialog ) { try { newDay = await LongRestDialog.longRestDialog({actor: this}); } catch(err) { return; } } // Recover hit points to full, and eliminate any existing temporary HP const dhp = data.attributes.hp.max - data.attributes.hp.value; const updateData = { "data.attributes.hp.value": data.attributes.hp.max, "data.attributes.hp.temp": 0, "data.attributes.hp.tempmax": 0 }; // Recover character resources for ( let [k, r] of Object.entries(data.resources) ) { if ( r.max && (r.sr || r.lr) ) { updateData[`data.resources.${k}.value`] = r.max; } } // Recover power slots for ( let [k, v] of Object.entries(data.powers) ) { updateData[`data.powers.${k}.value`] = !Number.isNaN(v.override) ? v.override : (v.max ?? 0); } // Recover pact slots. const pact = data.powers.pact; updateData['data.powers.pact.value'] = pact.override || pact.max; // Determine the number of hit dice which may be recovered let recoverHD = Math.max(Math.floor(data.details.level / 2), 1); let dhd = 0; // Sort classes which can recover HD, assuming players prefer recovering larger HD first. const updateItems = this.items.filter(item => item.data.type === "class").sort((a, b) => { let da = parseInt(a.data.data.hitDice.slice(1)) || 0; let db = parseInt(b.data.data.hitDice.slice(1)) || 0; return db - da; }).reduce((updates, item) => { const d = item.data.data; if ( (recoverHD > 0) && (d.hitDiceUsed > 0) ) { let delta = Math.min(d.hitDiceUsed || 0, recoverHD); recoverHD -= delta; dhd += delta; updates.push({_id: item.id, "data.hitDiceUsed": d.hitDiceUsed - delta}); } return updates; }, []); // Iterate over owned items, restoring uses per day and recovering Hit Dice const recovery = newDay ? ["sr", "lr", "day"] : ["sr", "lr"]; for ( let item of this.items ) { const d = item.data.data; if ( d.uses && recovery.includes(d.uses.per) ) { updateItems.push({_id: item.id, "data.uses.value": d.uses.max}); } else if ( d.recharge && d.recharge.value ) { updateItems.push({_id: item.id, "data.recharge.charged": true}); } } // Perform the updates await this.update(updateData); if ( updateItems.length ) await this.updateEmbeddedEntity("OwnedItem", updateItems); // Display a Chat Message summarizing the rest effects let restFlavor; switch (game.settings.get("sw5e", "restVariant")) { case 'normal': restFlavor = game.i18n.localize(newDay ? "SW5E.LongRestOvernight" : "SW5E.LongRestNormal"); break; case 'gritty': restFlavor = game.i18n.localize("SW5E.LongRestGritty"); break; case 'epic': restFlavor = game.i18n.localize("SW5E.LongRestEpic"); break; } // Determine the chat message to display if ( chat ) { let lrMessage = "SW5E.LongRestResultShort"; if((dhp !== 0) && (dhd !== 0)) lrMessage = "SW5E.LongRestResult"; else if ((dhp !== 0) && (dhd === 0)) lrMessage = "SW5E.LongRestResultHitPoints"; else if ((dhp === 0) && (dhd !== 0)) lrMessage = "SW5E.LongRestResultHitDice"; ChatMessage.create({ user: game.user._id, speaker: {actor: this, alias: this.name}, flavor: restFlavor, content: game.i18n.format(lrMessage, {name: this.name, health: dhp, dice: dhd}) }); } // Return data summarizing the rest effects return { dhd: dhd, dhp: dhp, updateData: updateData, updateItems: updateItems, newDay: newDay } } /* -------------------------------------------- */ /** * 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 {boolean} [transformTokens] Transform linked tokens too */ async transformInto(target, { keepPhysical=false, keepMental=false, keepSaves=false, keepSkills=false, mergeSaves=false, mergeSkills=false, keepClass=false, keepFeats=false, keepPowers=false, keepItems=false, keepBio=false, keepVision=false, transformTokens=true}={}) { // Ensure the player is allowed to polymorph const allowed = game.settings.get("sw5e", "allowPolymorphing"); if ( !allowed && !game.user.isGM ) { return ui.notifications.warn(game.i18n.localize("SW5E.PolymorphWarn")); } // Get the original Actor data and the new source data const o = this.toJSON(); o.flags.sw5e = o.flags.sw5e || {}; o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves}; const source = target.toJSON(); // Prepare new data to merge from the source const d = { type: o.type, // Remain the same actor type name: `${o.name} (${source.name})`, // Append the new shape to your old name data: source.data, // Get the data model of your new form items: source.items, // Get the items of your new form effects: o.effects.concat(source.effects), // Combine active effects from both forms token: source.token, // New token configuration img: source.img, // New appearance permission: o.permission, // Use the original actor permissions folder: o.folder, // Be displayed in the same sidebar folder flags: o.flags // Use the original actor flags }; // Additional adjustments delete d.data.resources; // Don't change your resource pools delete d.data.currency; // Don't lose currency delete d.data.bonuses; // Don't lose global bonuses delete d.token.actorId; // Don't reference the old actor ID d.token.actorLink = o.token.actorLink; // Keep your actor link d.token.name = d.name; // Token name same as actor name d.data.details.alignment = o.data.details.alignment; // Don't change alignment 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 // Handle wildcard if ( source.token.randomImg ) { const images = await target.getTokenImages(); d.token.img = images[0]; } // Keep Token configurations const tokenConfig = ["displayName", "vision", "actorLink", "disposition", "displayBars", "bar1", "bar2"]; if ( keepVision ) { tokenConfig.push(...['dimSight', 'brightSight', 'dimLight', 'brightLight', 'vision', 'sightAngle']); } for ( let c of tokenConfig ) { d.token[c] = o.token[c]; } // Transfer ability scores const abilities = d.data.abilities; for ( let k of Object.keys(abilities) ) { const oa = o.data.abilities[k]; const prof = abilities[k].proficient; if ( keepPhysical && ["str", "dex", "con"].includes(k) ) abilities[k] = oa; else if ( keepMental && ["int", "wis", "cha"].includes(k) ) abilities[k] = oa; if ( keepSaves ) abilities[k].proficient = oa.proficient; else if ( mergeSaves ) abilities[k].proficient = Math.max(prof, oa.proficient); } // Transfer skills if ( keepSkills ) d.data.skills = o.data.skills; else if ( mergeSkills ) { for ( let [k, s] of Object.entries(d.data.skills) ) { s.value = Math.max(s.value, o.data.skills[k].value); } } // Keep specific items from the original data d.items = d.items.concat(o.items.filter(i => { if ( i.type === "class" ) return keepClass; else if ( i.type === "feat" ) return keepFeats; else if ( i.type === "power" ) return keepPowers; else return keepItems; })); // Transfer classes for NPCs if (!keepClass && d.data.details.cr) { d.items.push({ type: 'class', name: game.i18n.localize('SW5E.PolymorphTmpClass'), data: { levels: d.data.details.cr } }); } // Keep biography if (keepBio) d.data.details.biography = o.data.details.biography; // Keep senses if (keepVision) d.data.traits.senses = o.data.traits.senses; // Set new data flags if ( !this.isPolymorphed || !d.flags.sw5e.originalActor ) d.flags.sw5e.originalActor = this.id; d.flags.sw5e.isPolymorphed = true; // Update unlinked Tokens in place since they can simply be re-dropped from the base actor if (this.isToken) { const tokenData = d.token; tokenData.actorData = d; delete tokenData.actorData.token; return this.token.update(tokenData); } // Update regular Actors by creating a new Actor with the Polymorphed data await this.sheet.close(); Hooks.callAll('sw5e.transformActor', this, target, d, { keepPhysical, keepMental, keepSaves, keepSkills, mergeSaves, mergeSkills, keepClass, keepFeats, keepPowers, keepItems, keepBio, keepVision, transformTokens }); const newActor = await this.constructor.create(d, {renderSheet: true}); // Update placed Token instances if ( !transformTokens ) return; const tokens = this.getActiveTokens(true); const updates = tokens.map(t => { const newTokenData = duplicate(d.token); if ( !t.data.actorLink ) newTokenData.actorData = newActor.data; newTokenData._id = t.data._id; newTokenData.actorId = newActor.id; return newTokenData; }); return canvas.scene.updateEmbeddedEntity("Token", updates); } /* -------------------------------------------- */ /** * If this actor was transformed with transformTokens enabled, then its * active tokens need to be returned to their original state. If not, then * we can safely just delete this actor. */ async revertOriginalForm() { if ( !this.isPolymorphed ) return; if ( !this.owner ) { return ui.notifications.warn(game.i18n.localize("SW5E.PolymorphRevertWarn")); } // If we are reverting an unlinked token, simply replace it with the base actor prototype if ( this.isToken ) { const baseActor = game.actors.get(this.token.data.actorId); const prototypeTokenData = duplicate(baseActor.token); prototypeTokenData.actorData = null; return this.token.update(prototypeTokenData); } // Obtain a reference to the original actor const original = game.actors.get(this.getFlag('sw5e', 'originalActor')); if ( !original ) return; // Get the Tokens which represent this actor if ( canvas.ready ) { const tokens = this.getActiveTokens(true); const tokenUpdates = tokens.map(t => { const tokenData = duplicate(original.data.token); tokenData._id = t.id; tokenData.actorId = original.id; return tokenData; }); canvas.scene.updateEmbeddedEntity("Token", tokenUpdates); } // Delete the polymorphed Actor and maybe re-render the original sheet const isRendered = this.sheet.rendered; if ( game.user.isGM ) await this.delete(); original.sheet.render(isRendered); return original; } /* -------------------------------------------- */ /** * Add additional system-specific sidebar directory context menu options for SW5e Actor entities * @param {jQuery} html The sidebar HTML * @param {Array} entryOptions The default array of context menu options */ static addDirectoryContextOptions(html, entryOptions) { entryOptions.push({ name: 'SW5E.PolymorphRestoreTransformation', icon: '', callback: li => { const actor = game.actors.get(li.data('entityId')); return actor.revertOriginalForm(); }, condition: li => { const allowed = game.settings.get("sw5e", "allowPolymorphing"); if ( !allowed && !game.user.isGM ) return false; const actor = game.actors.get(li.data('entityId')); return actor && actor.isPolymorphed; } }); } /* -------------------------------------------- */ /* DEPRECATED METHODS */ /* -------------------------------------------- */ /** * @deprecated since sw5e 0.97 */ getPowerDC(ability) { console.warn(`The Actor5e#getPowerDC(ability) method has been deprecated in favor of Actor5e#data.data.abilities[ability].dc`); return this.data.data.abilities[ability]?.dc; } /* -------------------------------------------- */ /** * Cast a Power, consuming a power slot of a certain level * @param {Item5e} item The power being cast by the actor * @param {Event} event The originating user interaction which triggered the cast * @deprecated since sw5e 1.2.0 */ async usePower(item, {configureDialog=true}={}) { console.warn(`The Actor5e#usePower method has been deprecated in favor of Item5e#roll`); if ( item.data.type !== "power" ) throw new Error("Wrong Item type"); return item.roll(); } }