foundry-sw5e/module/item/entity.js
Professor Bunbury 18a28217c1 0.7.x Updates for Archetypes, Backgrounds, Classes, Lightsaber Forms, and Species
Tons of updates to relect recent changes to PHB and EC source materials.
AC minimum for "Hide" species trait currently does not working using DAE.
2020-10-29 20:30:50 -04:00

1236 lines
41 KiB
JavaScript

import {d20Roll, damageRoll} from "../dice.js";
import AbilityUseDialog from "../apps/ability-use-dialog.js";
import AbilityTemplate from "../pixi/ability-template.js";
/**
* Override and extend the basic :class:`Item` implementation
*/
export default class Item5e extends Item {
/* -------------------------------------------- */
/* Item Properties */
/* -------------------------------------------- */
/**
* Determine which ability score modifier is used by this item
* @type {string|null}
*/
get abilityMod() {
const itemData = this.data.data;
if (!("ability" in itemData)) return null;
// Case 1 - defined directly by the item
if (itemData.ability) return itemData.ability;
// Case 2 - inferred from a parent actor
else if (this.actor) {
const actorData = this.actor.data.data;
// Powers - Use Actor powercasting modifier
if (this.data.type === "power") return actorData.attributes.powercasting || "int";
// Tools - default to Intelligence
else if (this.data.type === "tool") return "int";
// Weapons
else if (this.data.type === "weapon") {
const wt = itemData.weaponType;
// Melee weapons - Str or Dex if Finesse (PHB pg. 147)
if ( ["simpleVW", "martialVW", "simpleLW", "martialLW"].includes(wt) ) {
if (itemData.properties.fin === true) { // Finesse weapons
return (actorData.abilities["dex"].mod >= actorData.abilities["str"].mod) ? "dex" : "str";
}
return "str";
}
// Ranged weapons - Dex (PH p.194)
else if ( ["simpleB", "martialB"].includes(wt) ) return "dex";
}
return "str";
}
// Case 3 - unknown
return null
}
/* -------------------------------------------- */
/**
* Does the Item implement an attack roll as part of its usage
* @type {boolean}
*/
get hasAttack() {
return ["mwak", "rwak", "mpak", "rpak"].includes(this.data.data.actionType);
}
/* -------------------------------------------- */
/**
* Does the Item implement a damage roll as part of its usage
* @type {boolean}
*/
get hasDamage() {
return !!(this.data.data.damage && this.data.data.damage.parts.length);
}
/* -------------------------------------------- */
/**
* Does the Item implement a versatile damage roll as part of its usage
* @type {boolean}
*/
get isVersatile() {
return !!(this.hasDamage && this.data.data.damage.versatile);
}
/* -------------------------------------------- */
/**
* Does the item provide an amount of healing instead of conventional damage?
* @return {boolean}
*/
get isHealing() {
return (this.data.data.actionType === "heal") && this.data.data.damage.parts.length;
}
/* -------------------------------------------- */
/**
* Does the Item implement a saving throw as part of its usage
* @type {boolean}
*/
get hasSave() {
return !!(this.data.data.save && this.data.data.save.ability);
}
/* -------------------------------------------- */
/**
* Does the Item have a target
* @type {boolean}
*/
get hasTarget() {
const target = this.data.data.target;
return target && !["none",""].includes(target.type);
}
/* -------------------------------------------- */
/**
* Does the Item have an area of effect target
* @type {boolean}
*/
get hasAreaTarget() {
const target = this.data.data.target;
return target && (target.type in CONFIG.SW5E.areaTargetTypes);
}
/* -------------------------------------------- */
/**
* A flag for whether this Item is limited in it's ability to be used by charges or by recharge.
* @type {boolean}
*/
get hasLimitedUses() {
let chg = this.data.data.recharge || {};
let uses = this.data.data.uses || {};
return !!chg.value || (!!uses.per && (uses.max > 0));
}
/* -------------------------------------------- */
/* Data Preparation */
/* -------------------------------------------- */
/**
* Augment the basic Item data model with additional dynamic data.
*/
prepareData() {
super.prepareData();
// Get the Item's data
const itemData = this.data;
const data = itemData.data;
const C = CONFIG.SW5E;
const labels = {};
// Classes
if ( itemData.type === "class" ) {
data.levels = Math.clamped(data.levels, 1, 20);
}
// Power Level, School, and Components
if ( itemData.type === "power" ) {
labels.level = C.powerLevels[data.level];
labels.school = C.powerSchools[data.school];
labels.components = Object.entries(data.components).reduce((arr, c) => {
if ( c[1] !== true ) return arr;
arr.push(c[0].titleCase().slice(0, 1));
return arr;
}, []);
labels.materials = data?.materials?.value ?? null;
}
// Feat Items
else if ( itemData.type === "feat" ) {
const act = data.activation;
if ( act && (act.type === C.abilityActivationTypes.legendary) ) labels.featType = game.i18n.localize("SW5E.LegendaryActionLabel");
else if ( act && (act.type === C.abilityActivationTypes.lair) ) labels.featType = game.i18n.localize("SW5E.LairActionLabel");
else if ( act && act.type ) labels.featType = game.i18n.localize(data.damage.length ? "SW5E.Attack" : "SW5E.Action");
else labels.featType = game.i18n.localize("SW5E.Passive");
}
// Species Items
else if ( itemData.type === "species" ) {
// labels.species = C.species[data.species];
}
// Archetype Items
else if ( itemData.type === "archetype" ) {
// labels.archetype = C.archetype[data.archetype];
}
// Background Items
else if ( itemData.type === "background" ) {
}
// Class Feature Items
else if ( itemData.type === "classfeature" ) {
}
// Lightsaber Form Items
else if ( itemData.type === "lightsaberform" ) {
}
// Equipment Items
else if ( itemData.type === "equipment" ) {
labels.armor = data.armor.value ? `${data.armor.value} ${game.i18n.localize("SW5E.AC")}` : "";
}
// Activated Items
if ( data.hasOwnProperty("activation") ) {
// Ability Activation Label
let act = data.activation || {};
if ( act ) labels.activation = [act.cost, C.abilityActivationTypes[act.type]].filterJoin(" ");
// Target Label
let tgt = data.target || {};
if (["none", "touch", "self"].includes(tgt.units)) tgt.value = null;
if (["none", "self"].includes(tgt.type)) {
tgt.value = null;
tgt.units = null;
}
labels.target = [tgt.value, C.distanceUnits[tgt.units], C.targetTypes[tgt.type]].filterJoin(" ");
// Range Label
let rng = data.range || {};
if (["none", "touch", "self"].includes(rng.units) || (rng.value === 0)) {
rng.value = null;
rng.long = null;
}
labels.range = [rng.value, rng.long ? `/ ${rng.long}` : null, C.distanceUnits[rng.units]].filterJoin(" ");
// Duration Label
let dur = data.duration || {};
if (["inst", "perm"].includes(dur.units)) dur.value = null;
labels.duration = [dur.value, C.timePeriods[dur.units]].filterJoin(" ");
// Recharge Label
let chg = data.recharge || {};
labels.recharge = `${game.i18n.localize("SW5E.Recharge")} [${chg.value}${parseInt(chg.value) < 6 ? "+" : ""}]`;
}
// Item Actions
if ( data.hasOwnProperty("actionType") ) {
// Saving throws for unowned items
const save = data.save;
if ( save?.ability && !this.isOwned ) {
if ( save.scaling !== "flat" ) save.dc = null;
labels.save = game.i18n.format("SW5E.SaveDC", {dc: save.dc || "", ability: C.abilities[save.ability]});
}
// Damage
let dam = data.damage || {};
if ( dam.parts ) {
labels.damage = dam.parts.map(d => d[0]).join(" + ").replace(/\+ -/g, "- ");
labels.damageTypes = dam.parts.map(d => C.damageTypes[d[1]]).join(", ");
}
}
// Assign labels
this.labels = labels;
}
/* -------------------------------------------- */
/**
* Roll the item to Chat, creating a chat card which contains follow up attack or damage roll options
* @param {boolean} [configureDialog] Display a configuration dialog for the item roll, if applicable?
* @param {string} [rollMode] The roll display mode with which to display (or not) the card
* @param {boolean} [createMessage] Whether to automatically create a chat message (if true) or simply return
* the prepared chat message data (if false).
* @return {Promise}
*/
async roll({configureDialog=true, rollMode=null, createMessage=true}={}) {
// Basic template rendering data
const token = this.actor.token;
const templateData = {
actor: this.actor,
tokenId: token ? `${token.scene._id}.${token.id}` : null,
item: this.data,
data: this.getChatData(),
labels: this.labels,
hasAttack: this.hasAttack,
isHealing: this.isHealing,
hasDamage: this.hasDamage,
isVersatile: this.isVersatile,
isPower: this.data.type === "power",
hasSave: this.hasSave,
hasAreaTarget: this.hasAreaTarget
};
// For feature items, optionally show an ability usage dialog
if (this.data.type === "feat") {
let configured = await this._rollFeat(configureDialog);
if ( configured === false ) return;
} else if ( this.data.type === "consumable" ) {
let configured = await this._rollConsumable(configureDialog);
if ( configured === false ) return;
}
// For items which consume a resource, handle that here
const allowed = await this._handleResourceConsumption({isCard: true, isAttack: false});
if ( allowed === false ) return;
// Render the chat card template
const templateType = ["tool"].includes(this.data.type) ? this.data.type : "item";
const template = `systems/sw5e/templates/chat/${templateType}-card.html`;
const html = await renderTemplate(template, templateData);
// Basic chat message data
const chatData = {
user: game.user._id,
type: CONST.CHAT_MESSAGE_TYPES.OTHER,
content: html,
flavor: this.name,
speaker: {
actor: this.actor._id,
token: this.actor.token,
alias: this.actor.name
},
flags: {"core.canPopout": true}
};
// If the consumable was destroyed in the process - embed the item data in the surviving message
if ( (this.data.type === "consumable") && !this.actor.items.has(this.id) ) {
chatData.flags["sw5e.itemData"] = this.data;
}
// Toggle default roll mode
rollMode = rollMode || game.settings.get("core", "rollMode");
if ( ["gmroll", "blindroll"].includes(rollMode) ) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM");
if ( rollMode === "blindroll" ) chatData["blind"] = true;
// Create the chat message
if ( createMessage ) return ChatMessage.create(chatData);
else return chatData;
}
/* -------------------------------------------- */
/**
* For items which consume a resource, handle the consumption of that resource when the item is used.
* There are four types of ability consumptions which are handled:
* 1. Ammunition (on attack rolls)
* 2. Attributes (on card usage)
* 3. Materials (on card usage)
* 4. Item Charges (on card usage)
*
* @param {boolean} isCard Is the item card being played?
* @param {boolean} isAttack Is an attack roll being made?
* @return {Promise<boolean>} Can the item card or attack roll be allowed to proceed?
* @private
*/
async _handleResourceConsumption({isCard=false, isAttack=false}={}) {
const itemData = this.data.data;
const consume = itemData.consume || {};
if ( !consume.type ) return true;
const actor = this.actor;
const typeLabel = CONFIG.SW5E.abilityConsumptionTypes[consume.type];
const amount = parseInt(consume.amount || 1);
// Only handle certain types for certain actions
if ( ((consume.type === "ammo") && !isAttack ) || ((consume.type !== "ammo") && !isCard) ) return true;
// No consumed target set
if ( !consume.target ) {
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel}));
return false;
}
// Identify the consumed resource and it's quantity
let consumed = null;
let quantity = 0;
switch ( consume.type ) {
case "attribute":
consumed = getProperty(actor.data.data, consume.target);
quantity = consumed || 0;
break;
case "ammo":
case "material":
consumed = actor.items.get(consume.target);
quantity = consumed ? consumed.data.data.quantity : 0;
break;
case "charges":
consumed = actor.items.get(consume.target);
quantity = consumed ? consumed.data.data.uses.value : 0;
break;
}
// Verify that the consumed resource is available
if ( [null, undefined].includes(consumed) ) {
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoSource", {name: this.name, type: typeLabel}));
return false;
}
let remaining = quantity - amount;
if ( remaining < 0) {
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel}));
return false;
}
// Update the consumed resource
switch ( consume.type ) {
case "attribute":
await this.actor.update({[`data.${consume.target}`]: remaining});
break;
case "ammo":
case "material":
await consumed.update({"data.quantity": remaining});
break;
case "charges":
await consumed.update({"data.uses.value": remaining});
}
return true;
}
/* -------------------------------------------- */
/**
* Additional rolling steps when rolling a feat-type item
* @private
* @return {boolean} whether the roll should be prevented
*/
async _rollFeat(configureDialog) {
if ( this.data.type !== "feat" ) throw new Error("Wrong Item type");
// Configure whether to consume a limited use or to place a template
const charge = this.data.data.recharge;
const uses = this.data.data.uses;
let usesCharges = !!uses.per && (uses.max > 0);
let placeTemplate = false;
let consume = charge.value || usesCharges;
// Determine whether the feat uses charges
configureDialog = configureDialog && (consume || this.hasAreaTarget);
if ( configureDialog ) {
const usage = await AbilityUseDialog.create(this);
if ( usage === null ) return false;
consume = Boolean(usage.get("consumeUse"));
placeTemplate = Boolean(usage.get("placeTemplate"));
}
// Update Item data
const current = getProperty(this.data, "data.uses.value") || 0;
if ( consume && charge.value ) {
if ( !charge.charged ) {
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
return false;
}
else await this.update({"data.recharge.charged": false});
}
else if ( consume && usesCharges ) {
if ( uses.value <= 0 ) {
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
return false;
}
await this.update({"data.uses.value": Math.max(current - 1, 0)});
}
// Maybe initiate template placement workflow
if ( this.hasAreaTarget && placeTemplate ) {
const template = AbilityTemplate.fromItem(this);
if ( template ) template.drawPreview();
if ( this.owner && this.owner.sheet ) this.owner.sheet.minimize();
}
return true;
}
/* -------------------------------------------- */
/* Chat Cards */
/* -------------------------------------------- */
/**
* Prepare an object of chat data used to display a card for the Item in the chat log
* @param {Object} htmlOptions Options used by the TextEditor.enrichHTML function
* @return {Object} An object of chat data to render
*/
getChatData(htmlOptions={}) {
const data = duplicate(this.data.data);
const labels = this.labels;
// Rich text description
data.description.value = TextEditor.enrichHTML(data.description.value, htmlOptions);
// Item type specific properties
const props = [];
const fn = this[`_${this.data.type}ChatData`];
if ( fn ) fn.bind(this)(data, labels, props);
// General equipment properties
if ( data.hasOwnProperty("equipped") && !["loot", "tool"].includes(this.data.type) ) {
props.push(
game.i18n.localize(data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped"),
game.i18n.localize(data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient"),
);
}
// Ability activation properties
if ( data.hasOwnProperty("activation") ) {
props.push(
labels.activation + (data.activation?.condition ? ` (${data.activation.condition})` : ""),
labels.target,
labels.range,
labels.duration
);
}
// Filter properties and return
data.properties = props.filter(p => !!p);
return data;
}
/* -------------------------------------------- */
/**
* Prepare chat card data for equipment type items
* @private
*/
_equipmentChatData(data, labels, props) {
props.push(
CONFIG.SW5E.equipmentTypes[data.armor.type],
labels.armor || null,
data.stealth.value ? game.i18n.localize("SW5E.StealthDisadvantage") : null
);
}
/* -------------------------------------------- */
/**
* Prepare chat card data for weapon type items
* @private
*/
_weaponChatData(data, labels, props) {
props.push(
CONFIG.SW5E.weaponTypes[data.weaponType],
);
}
/* -------------------------------------------- */
/**
* Prepare chat card data for consumable type items
* @private
*/
_consumableChatData(data, labels, props) {
props.push(
CONFIG.SW5E.consumableTypes[data.consumableType],
data.uses.value + "/" + data.uses.max + " " + game.i18n.localize("SW5E.Charges")
);
data.hasCharges = data.uses.value >= 0;
}
/* -------------------------------------------- */
/**
* Prepare chat card data for tool type items
* @private
*/
_toolChatData(data, labels, props) {
props.push(
CONFIG.SW5E.abilities[data.ability] || null,
CONFIG.SW5E.proficiencyLevels[data.proficient || 0]
);
}
/* -------------------------------------------- */
/**
* Prepare chat card data for tool type items
* @private
*/
_lootChatData(data, labels, props) {
props.push(
game.i18n.localize("SW5E.ItemTypeLoot"),
data.weight ? data.weight + " " + game.i18n.localize("SW5E.AbbreviationLbs") : null
);
}
/* -------------------------------------------- */
/**
* Render a chat card for Power type data
* @return {Object}
* @private
*/
_powerChatData(data, labels, props) {
props.push(
labels.level,
labels.components + (labels.materials ? ` (${labels.materials})` : "")
);
}
/* -------------------------------------------- */
/**
* Prepare chat card data for items of the "Feat" type
* @private
*/
_featChatData(data, labels, props) {
props.push(data.requirements);
}
/* -------------------------------------------- */
/* Item Rolls - Attack, Damage, Saves, Checks */
/* -------------------------------------------- */
/**
* Place an attack roll using an item (weapon, feat, power, or equipment)
* Rely upon the d20Roll logic for the core implementation
*
* @param {object} options Roll options which are configured and provided to the d20Roll function
* @return {Promise<Roll|null>} A Promise which resolves to the created Roll instance
*/
async rollAttack(options={}) {
const itemData = this.data.data;
const actorData = this.actor.data.data;
const flags = this.actor.data.flags.sw5e || {};
if ( !this.hasAttack ) {
throw new Error("You may not place an Attack Roll with this Item.");
}
let title = `${this.name} - ${game.i18n.localize("SW5E.AttackRoll")}`;
const rollData = this.getRollData();
// Define Roll bonuses
const parts = [`@mod`];
if ( (this.data.type !== "weapon") || itemData.proficient ) {
parts.push("@prof");
}
// Attack Bonus
const actorBonus = actorData?.bonuses?.[itemData.actionType] || {};
if ( itemData.attackBonus || actorBonus.attack ) {
parts.push("@atk");
rollData["atk"] = [itemData.attackBonus, actorBonus.attack].filterJoin(" + ");
}
// Ammunition Bonus
delete this._ammo;
const consume = itemData.consume;
if ( consume?.type === "ammo" ) {
const ammo = this.actor.items.get(consume.target);
if(ammo?.data){
const q = ammo.data.data.quantity;
const consumeAmount = consume.amount ?? 0;
if ( q && (q - consumeAmount >= 0) ) {
let ammoBonus = ammo.data.data.attackBonus;
if ( ammoBonus ) {
parts.push("@ammo");
rollData["ammo"] = ammoBonus;
title += ` [${ammo.name}]`;
this._ammo = ammo;
}
}
//}else{
// ui.notifications.error(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel}));
}
}
// Compose roll options
const rollConfig = mergeObject({
parts: parts,
actor: this.actor,
data: rollData,
title: title,
speaker: ChatMessage.getSpeaker({actor: this.actor}),
dialogOptions: {
width: 400,
top: options.event ? options.event.clientY - 80 : null,
left: window.innerWidth - 710
},
messageData: {"flags.sw5e.roll": {type: "attack", itemId: this.id }}
}, options);
rollConfig.event = options.event;
// Expanded weapon critical threshold
if (( this.data.type === "weapon" ) && flags.weaponCriticalThreshold) {
rollConfig.critical = parseInt(flags.weaponCriticalThreshold);
}
// Elven Accuracy
if ( ["weapon", "power"].includes(this.data.type) ) {
if (flags.elvenAccuracy && ["dex", "int", "wis", "cha"].includes(this.abilityMod)) {
rollConfig.elvenAccuracy = true;
}
}
// Apply Halfling Lucky
if ( flags.halflingLucky ) rollConfig.halflingLucky = true;
// Invoke the d20 roll helper
const roll = await d20Roll(rollConfig);
if ( roll === false ) return null;
// Handle resource consumption if the attack roll was made
const allowed = await this._handleResourceConsumption({isCard: false, isAttack: true});
if ( allowed === false ) return null;
return roll;
}
/* -------------------------------------------- */
/**
* Place a damage roll using an item (weapon, feat, power, or equipment)
* Rely upon the damageRoll logic for the core implementation
*
* @return {Promise<Roll>} A Promise which resolves to the created Roll instance
*/
rollDamage({event, powerLevel=null, versatile=false}={}) {
const itemData = this.data.data;
const actorData = this.actor.data.data;
if ( !this.hasDamage ) {
throw new Error("You may not make a Damage Roll with this Item.");
}
const messageData = {"flags.sw5e.roll": {type: "damage", itemId: this.id }};
// Get roll data
const rollData = this.getRollData();
if ( powerLevel ) rollData.item.level = powerLevel;
// Get message labels
const title = `${this.name} - ${game.i18n.localize("SW5E.DamageRoll")}`;
let flavor = this.labels.damageTypes.length ? `${title} (${this.labels.damageTypes})` : title;
// Define Roll parts
const parts = itemData.damage.parts.map(d => d[0]);
// Adjust damage from versatile usage
if ( versatile && itemData.damage.versatile ) {
parts[0] = itemData.damage.versatile;
messageData["flags.sw5e.roll"].versatile = true;
}
// Scale damage from up-casting powers
if ( (this.data.type === "power") ) {
if ( (itemData.scaling.mode === "atwill") ) {
const level = this.actor.data.type === "character" ? actorData.details.level : actorData.details.powerLevel;
this._scaleAtWillDamage(parts, itemData.scaling.formula, level, rollData);
}
else if ( powerLevel && (itemData.scaling.mode === "level") && itemData.scaling.formula ) {
const scaling = itemData.scaling.formula;
this._scalePowerDamage(parts, itemData.level, powerLevel, scaling, rollData);
}
}
// Define Roll Data
const actorBonus = getProperty(actorData, `bonuses.${itemData.actionType}`) || {};
if ( actorBonus.damage && parseInt(actorBonus.damage) !== 0 ) {
parts.push("@dmg");
rollData["dmg"] = actorBonus.damage;
}
// Ammunition Damage
if ( this._ammo ) {
parts.push("@ammo");
rollData["ammo"] = this._ammo.data.data.damage.parts.map(p => p[0]).join("+");
flavor += ` [${this._ammo.name}]`;
delete this._ammo;
}
// Call the roll helper utility
return damageRoll({
event: event,
parts: parts,
actor: this.actor,
data: rollData,
title: title,
flavor: flavor,
speaker: ChatMessage.getSpeaker({actor: this.actor}),
dialogOptions: {
width: 400,
top: event ? event.clientY - 80 : null,
left: window.innerWidth - 710
},
messageData
});
}
/* -------------------------------------------- */
/**
* Adjust an at-will damage formula to scale it for higher level characters and monsters
* @private
*/
_scaleAtWillDamage(parts, scale, level, rollData) {
const add = Math.floor((level + 1) / 6);
if ( add === 0 ) return;
// FUTURE SOLUTION - 0.7.0 AND LATER
if (isNewerVersion(game.data.version, "0.6.9")) {
this._scaleDamage(parts, scale || parts.join(" + "), add, rollData)
}
// LEGACY SOLUTION - 0.6.x AND OLDER
// TODO: Deprecate the legacy solution one FVTT 0.7.x is RELEASE
else {
if ( scale && (scale !== parts[0]) ) {
parts[0] = parts[0] + " + " + scale.replace(new RegExp(Roll.diceRgx, "g"), (match, nd, d) => `${add}d${d}`);
} else {
parts[0] = parts[0].replace(new RegExp(Roll.diceRgx, "g"), (match, nd, d) => `${parseInt(nd)+add}d${d}`);
}
}
}
/* -------------------------------------------- */
/**
* Adjust the power damage formula to scale it for power level up-casting
* @param {Array} parts The original damage parts
* @param {number} baseLevel The default power level
* @param {number} powerLevel The casted power level
* @param {string} formula The scaling formula
* @param {object} rollData A data object that should be applied to the scaled damage roll
* @return {string[]} The scaled roll parts
* @private
*/
_scalePowerDamage(parts, baseLevel, powerLevel, formula, rollData) {
const upcastLevels = Math.max(powerLevel - baseLevel, 0);
if ( upcastLevels === 0 ) return parts;
// FUTURE SOLUTION - 0.7.0 AND LATER
if (isNewerVersion(game.data.version, "0.6.9")) {
this._scaleDamage(parts, formula, upcastLevels, rollData);
}
// LEGACY SOLUTION - 0.6.x AND OLDER
// TODO: Deprecate the legacy solution one FVTT 0.7.x is RELEASE
else {
const bonus = new Roll(formula);
bonus.alter(0, upcastLevels);
parts.push(bonus.formula);
}
return parts;
}
/* -------------------------------------------- */
/**
* Scale an array of damage parts according to a provided scaling formula and scaling multiplier
* @param {string[]} parts Initial roll parts
* @param {string} scaling A scaling formula
* @param {number} times A number of times to apply the scaling formula
* @param {object} rollData A data object that should be applied to the scaled damage roll
* @return {string[]} The scaled roll parts
* @private
*/
_scaleDamage(parts, scaling, times, rollData) {
if ( times <= 0 ) return parts;
const p0 = new Roll(parts[0], rollData);
const s = new Roll(scaling, rollData).alter(times);
// Attempt to simplify by combining like dice terms
let simplified = false;
if ( (s.terms[0] instanceof Die) && (s.terms.length === 1) ) {
const d0 = p0.terms[0];
const s0 = s.terms[0];
if ( (d0 instanceof Die) && (d0.faces === s0.faces) && d0.modifiers.equals(s0.modifiers) ) {
d0.number += s0.number;
parts[0] = p0.formula;
simplified = true;
}
}
// Otherwise add to the first part
if ( !simplified ) {
parts[0] = `${parts[0]} + ${s.formula}`;
}
return parts;
}
/* -------------------------------------------- */
/**
* Place an attack roll using an item (weapon, feat, power, or equipment)
* Rely upon the d20Roll logic for the core implementation
*
* @return {Promise<Roll>} A Promise which resolves to the created Roll instance
*/
async rollFormula(options={}) {
if ( !this.data.data.formula ) {
throw new Error("This Item does not have a formula to roll!");
}
// Define Roll Data
const rollData = this.getRollData();
if ( options.powerLevel ) rollData.item.level = options.powerLevel;
const title = `${this.name} - ${game.i18n.localize("SW5E.OtherFormula")}`;
// Invoke the roll and submit it to chat
const roll = new Roll(rollData.item.formula, rollData).roll();
roll.toMessage({
speaker: ChatMessage.getSpeaker({actor: this.actor}),
flavor: this.data.data.chatFlavor || title,
rollMode: game.settings.get("core", "rollMode"),
messageData: {"flags.sw5e.roll": {type: "other", itemId: this.id }}
});
return roll;
}
/* -------------------------------------------- */
/**
* Use a consumable item, deducting from the quantity or charges of the item.
* @param {boolean} configureDialog Whether to show a configuration dialog
* @return {boolean} Whether further execution should be prevented
* @private
*/
async _rollConsumable(configureDialog) {
if ( this.data.type !== "consumable" ) throw new Error("Wrong Item type");
const itemData = this.data.data;
// Determine whether to deduct uses of the item
const uses = itemData.uses || {};
const autoDestroy = uses.autoDestroy;
let usesCharges = !!uses.per && (uses.max > 0);
const recharge = itemData.recharge || {};
const usesRecharge = !!recharge.value;
// Display a configuration dialog to confirm the usage
let placeTemplate = false;
let consume = uses.autoUse || true;
if ( configureDialog ) {
const usage = await AbilityUseDialog.create(this);
if ( usage === null ) return false;
consume = Boolean(usage.get("consumeUse"));
placeTemplate = Boolean(usage.get("placeTemplate"));
}
// Update Item data
if ( consume ) {
const current = uses.value || 0;
const remaining = usesCharges ? Math.max(current - 1, 0) : current;
if ( usesRecharge ) await this.update({"data.recharge.charged": false});
else {
const q = itemData.quantity;
// Case 1, reduce charges
if ( remaining ) {
await this.update({"data.uses.value": remaining});
}
// Case 2, reduce quantity
else if ( q > 1 ) {
await this.update({"data.quantity": q - 1, "data.uses.value": uses.max || 0});
}
// Case 3, destroy the item
else if ( (q <= 1) && autoDestroy ) {
await this.actor.deleteOwnedItem(this.id);
}
// Case 4, reduce item to 0 quantity and 0 charges
else if ( (q === 1) ) {
await this.update({"data.quantity": q - 1, "data.uses.value": 0});
}
// Case 5, item unusable, display warning and do nothing
else {
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
}
}
}
// Maybe initiate template placement workflow
if ( this.hasAreaTarget && placeTemplate ) {
const template = AbilityTemplate.fromItem(this);
if ( template ) template.drawPreview();
if ( this.owner && this.owner.sheet ) this.owner.sheet.minimize();
}
return true;
}
/* -------------------------------------------- */
/**
* Perform an ability recharge test for an item which uses the d6 recharge mechanic
* @return {Promise<Roll>} A Promise which resolves to the created Roll instance
*/
async rollRecharge() {
const data = this.data.data;
if ( !data.recharge.value ) return;
// Roll the check
const roll = new Roll("1d6").roll();
const success = roll.total >= parseInt(data.recharge.value);
// Display a Chat Message
const promises = [roll.toMessage({
flavor: `${game.i18n.format("SW5E.ItemRechargeCheck", {name: this.name})} - ${game.i18n.localize(success ? "SW5E.ItemRechargeSuccess" : "SW5E.ItemRechargeFailure")}`,
speaker: ChatMessage.getSpeaker({actor: this.actor, token: this.actor.token})
})];
// Update the Item data
if ( success ) promises.push(this.update({"data.recharge.charged": true}));
return Promise.all(promises).then(() => roll);
}
/* -------------------------------------------- */
/**
* Roll a Tool Check. Rely upon the d20Roll logic for the core implementation
* @prarm {Object} options Roll configuration options provided to the d20Roll function
* @return {Promise<Roll>} A Promise which resolves to the created Roll instance
*/
rollToolCheck(options={}) {
if ( this.type !== "tool" ) throw "Wrong item type!";
// Prepare roll data
let rollData = this.getRollData();
const parts = [`@mod`, "@prof"];
const title = `${this.name} - ${game.i18n.localize("SW5E.ToolCheck")}`;
// Compose the roll data
const rollConfig = mergeObject({
parts: parts,
data: rollData,
template: "systems/sw5e/templates/chat/tool-roll-dialog.html",
title: title,
speaker: ChatMessage.getSpeaker({actor: this.actor}),
flavor: `${this.name} - ${game.i18n.localize("SW5E.ToolCheck")}`,
dialogOptions: {
width: 400,
top: options.event ? options.event.clientY - 80 : null,
left: window.innerWidth - 710,
},
halflingLucky: this.actor.getFlag("sw5e", "halflingLucky" ) || false,
messageData: {"flags.sw5e.roll": {type: "tool", itemId: this.id }}
}, options);
rollConfig.event = options.event;
// Call the roll helper utility
return d20Roll(rollConfig);
}
/* -------------------------------------------- */
/**
* Prepare a data object which is passed to any Roll formulas which are created related to this Item
* @private
*/
getRollData() {
if ( !this.actor ) return null;
const rollData = this.actor.getRollData();
rollData.item = duplicate(this.data.data);
// Include an ability score modifier if one exists
const abl = this.abilityMod;
if ( abl ) {
const ability = rollData.abilities[abl];
rollData["mod"] = ability.mod || 0;
}
// Include a proficiency score
const prof = "proficient" in rollData.item ? (rollData.item.proficient || 0) : 1;
rollData["prof"] = Math.floor(prof * rollData.attributes.prof);
return rollData;
}
/* -------------------------------------------- */
/* Chat Message Helpers */
/* -------------------------------------------- */
static chatListeners(html) {
html.on('click', '.card-buttons button', this._onChatCardAction.bind(this));
html.on('click', '.item-name', this._onChatCardToggleContent.bind(this));
}
/* -------------------------------------------- */
/**
* Handle execution of a chat card action via a click event on one of the card buttons
* @param {Event} event The originating click event
* @returns {Promise} A promise which resolves once the handler workflow is complete
* @private
*/
static async _onChatCardAction(event) {
event.preventDefault();
// Extract card data
const button = event.currentTarget;
button.disabled = true;
const card = button.closest(".chat-card");
const messageId = card.closest(".message").dataset.messageId;
const message = game.messages.get(messageId);
const action = button.dataset.action;
// Validate permission to proceed with the roll
const isTargetted = action === "save";
if ( !( isTargetted || game.user.isGM || message.isAuthor ) ) return;
// Recover the actor for the chat card
const actor = this._getChatCardActor(card);
if ( !actor ) return;
// Get the Item from stored flag data or by the item ID on the Actor
const storedData = message.getFlag("sw5e", "itemData");
const item = storedData ? this.createOwned(storedData, actor) : actor.getOwnedItem(card.dataset.itemId);
if ( !item ) {
return ui.notifications.error(game.i18n.format("SW5E.ActionWarningNoItem", {item: card.dataset.itemId, name: actor.name}))
}
const powerLevel = parseInt(card.dataset.powerLevel) || null;
// Handle different actions
switch ( action ) {
case "attack":
await item.rollAttack({event}); break;
case "damage":
await item.rollDamage({event, powerLevel}); break;
case "versatile":
await item.rollDamage({event, powerLevel, versatile: true}); break;
case "formula":
await item.rollFormula({event, powerLevel}); break;
case "save":
const targets = this._getChatCardTargets(card);
for ( let token of targets ) {
const speaker = ChatMessage.getSpeaker({scene: canvas.scene, token: token});
await token.actor.rollAbilitySave(button.dataset.ability, { event, speaker });
}
break;
case "toolCheck":
await item.rollToolCheck({event}); break;
case "placeTemplate":
const template = AbilityTemplate.fromItem(item);
if ( template ) template.drawPreview();
break;
}
// Re-enable the button
button.disabled = false;
}
/* -------------------------------------------- */
/**
* Handle toggling the visibility of chat card content when the name is clicked
* @param {Event} event The originating click event
* @private
*/
static _onChatCardToggleContent(event) {
event.preventDefault();
const header = event.currentTarget;
const card = header.closest(".chat-card");
const content = card.querySelector(".card-content");
content.style.display = content.style.display === "none" ? "block" : "none";
}
/* -------------------------------------------- */
/**
* Get the Actor which is the author of a chat card
* @param {HTMLElement} card The chat card being used
* @return {Actor|null} The Actor entity or null
* @private
*/
static _getChatCardActor(card) {
// Case 1 - a synthetic actor from a Token
const tokenKey = card.dataset.tokenId;
if (tokenKey) {
const [sceneId, tokenId] = tokenKey.split(".");
const scene = game.scenes.get(sceneId);
if (!scene) return null;
const tokenData = scene.getEmbeddedEntity("Token", tokenId);
if (!tokenData) return null;
const token = new Token(tokenData);
return token.actor;
}
// Case 2 - use Actor ID directory
const actorId = card.dataset.actorId;
return game.actors.get(actorId) || null;
}
/* -------------------------------------------- */
/**
* Get the Actor which is the author of a chat card
* @param {HTMLElement} card The chat card being used
* @return {Array.<Actor>} An Array of Actor entities, if any
* @private
*/
static _getChatCardTargets(card) {
let targets = canvas.tokens.controlled.filter(t => !!t.actor);
if ( !targets.length && game.user.character ) targets = targets.concat(game.user.character.getActiveTokens());
if ( !targets.length ) ui.notifications.warn(game.i18n.localize("SW5E.ActionWarningNoToken"));
return targets;
}
/* -------------------------------------------- */
/* Factory Methods */
/* -------------------------------------------- */
/**
* Create a consumable power scroll Item from a power Item.
* @param {Item5e} power The power to be made into a scroll
* @return {Item5e} The created scroll consumable item
* @private
*/
static async createScrollFromPower(power) {
// Get power data
const itemData = power instanceof Item5e ? power.data : power;
const {actionType, description, source, activation, duration, target, range, damage, save, level} = itemData.data;
// Get scroll data
const scrollUuid = CONFIG.SW5E.powerScrollIds[level];
const scrollItem = await fromUuid(scrollUuid);
const scrollData = scrollItem.data;
delete scrollData._id;
// Split the scroll description into an intro paragraph and the remaining details
const scrollDescription = scrollData.data.description.value;
const pdel = '</p>';
const scrollIntroEnd = scrollDescription.indexOf(pdel);
const scrollIntro = scrollDescription.slice(0, scrollIntroEnd + pdel.length);
const scrollDetails = scrollDescription.slice(scrollIntroEnd + pdel.length);
// Create a composite description from the scroll description and the power details
const desc = `${scrollIntro}<hr/><h3>${itemData.name} (Level ${level})</h3><hr/>${description.value}<hr/><h3>Scroll Details</h3><hr/>${scrollDetails}`;
// Create the power scroll data
const powerScrollData = mergeObject(scrollData, {
name: `${game.i18n.localize("SW5E.PowerScroll")}: ${itemData.name}`,
img: itemData.img,
data: {
"description.value": desc.trim(),
source,
actionType,
activation,
duration,
target,
range,
damage,
save,
level
}
});
return new this(powerScrollData);
}
}