forked from GitHub-Mirrors/foundry-sw5e
1427 lines
51 KiB
JavaScript
1427 lines
51 KiB
JavaScript
import { d20Roll, damageRoll } from "../dice.js";
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import ShortRestDialog from "../apps/short-rest.js";
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import LongRestDialog from "../apps/long-rest.js";
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import {SW5E} from '../config.js';
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/**
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* Extend the base Actor class to implement additional system-specific logic for SW5e.
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*/
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export default class Actor5e extends Actor {
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/**
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* Is this Actor currently polymorphed into some other creature?
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* @return {boolean}
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*/
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get isPolymorphed() {
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return this.getFlag("sw5e", "isPolymorphed") || false;
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}
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/* -------------------------------------------- */
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/** @override */
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prepareBaseData() {
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switch ( this.data.type ) {
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case "character":
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return this._prepareCharacterData(this.data);
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case "npc":
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return this._prepareNPCData(this.data);
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case "vehicle":
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return this._prepareVehicleData(this.data);
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}
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}
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/* -------------------------------------------- */
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/** @override */
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prepareDerivedData() {
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const actorData = this.data;
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const data = actorData.data;
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const flags = actorData.flags.sw5e || {};
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const bonuses = getProperty(data, "bonuses.abilities") || {};
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// Retrieve data for polymorphed actors
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let originalSaves = null;
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let originalSkills = null;
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if (this.isPolymorphed) {
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const transformOptions = this.getFlag('sw5e', 'transformOptions');
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const original = game.actors?.get(this.getFlag('sw5e', 'originalActor'));
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if (original) {
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if (transformOptions.mergeSaves) {
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originalSaves = original.data.data.abilities;
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}
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if (transformOptions.mergeSkills) {
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originalSkills = original.data.data.skills;
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}
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}
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}
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// Ability modifiers and saves
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const dcBonus = Number.isNumeric(data.bonuses?.power?.dc) ? parseInt(data.bonuses.power.dc) : 0;
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const saveBonus = Number.isNumeric(bonuses.save) ? parseInt(bonuses.save) : 0;
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const checkBonus = Number.isNumeric(bonuses.check) ? parseInt(bonuses.check) : 0;
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for (let [id, abl] of Object.entries(data.abilities)) {
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abl.mod = Math.floor((abl.value - 10) / 2);
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abl.prof = (abl.proficient || 0) * data.attributes.prof;
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abl.saveBonus = saveBonus;
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abl.checkBonus = checkBonus;
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abl.save = abl.mod + abl.prof + abl.saveBonus;
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abl.dc = 8 + abl.mod + data.attributes.prof + dcBonus;
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// If we merged saves when transforming, take the highest bonus here.
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if (originalSaves && abl.proficient) {
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abl.save = Math.max(abl.save, originalSaves[id].save);
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}
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}
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// Inventory encumbrance
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data.attributes.encumbrance = this._computeEncumbrance(actorData);
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// Prepare skills
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this._prepareSkills(actorData, bonuses, checkBonus, originalSkills);
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// Determine Initiative Modifier
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const init = data.attributes.init;
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const athlete = flags.remarkableAthlete;
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const joat = flags.jackOfAllTrades;
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init.mod = data.abilities.dex.mod;
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if ( joat ) init.prof = Math.floor(0.5 * data.attributes.prof);
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else if ( athlete ) init.prof = Math.ceil(0.5 * data.attributes.prof);
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else init.prof = 0;
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init.value = init.value ?? 0;
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init.bonus = init.value + (flags.initiativeAlert ? 5 : 0);
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init.total = init.mod + init.prof + init.bonus;
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// Prepare power-casting data
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data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10;
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this._computePowercastingProgression(this.data);
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// Compute owned item attributes which depend on prepared Actor data
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this.items.forEach(item => {
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item.getSaveDC();
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item.getAttackToHit();
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});
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}
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/* -------------------------------------------- */
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/**
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* Return the amount of experience required to gain a certain character level.
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* @param level {Number} The desired level
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* @return {Number} The XP required
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*/
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getLevelExp(level) {
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const levels = CONFIG.SW5E.CHARACTER_EXP_LEVELS;
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return levels[Math.min(level, levels.length - 1)];
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}
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/* -------------------------------------------- */
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/**
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* Return the amount of experience granted by killing a creature of a certain CR.
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* @param cr {Number} The creature's challenge rating
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* @return {Number} The amount of experience granted per kill
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*/
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getCRExp(cr) {
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if (cr < 1.0) return Math.max(200 * cr, 10);
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return CONFIG.SW5E.CR_EXP_LEVELS[cr];
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}
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/* -------------------------------------------- */
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/** @override */
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getRollData() {
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const data = super.getRollData();
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data.classes = this.data.items.reduce((obj, i) => {
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if ( i.type === "class" ) {
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obj[i.name.slugify({strict: true})] = i.data;
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}
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return obj;
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}, {});
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data.prof = this.data.data.attributes.prof || 0;
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return data;
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}
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/* -------------------------------------------- */
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/**
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* Return the features which a character is awarded for each class level
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* @param {string} className The class name being added
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* @param {string} archetypeName The archetype of the class being added, if any
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* @param {number} level The number of levels in the added class
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* @param {number} priorLevel The previous level of the added class
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* @return {Promise<Item5e[]>} Array of Item5e entities
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*/
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static async getClassFeatures({className="", archetypeName="", level=1, priorLevel=0}={}) {
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className = className.toLowerCase();
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archetypeName = archetypeName.slugify();
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// Get the configuration of features which may be added
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const clsConfig = CONFIG.SW5E.classFeatures[className];
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if (!clsConfig) return [];
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// Acquire class features
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let ids = [];
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for ( let [l, f] of Object.entries(clsConfig.features || {}) ) {
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l = parseInt(l);
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if ( (l <= level) && (l > priorLevel) ) ids = ids.concat(f);
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}
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// Acquire archetype features
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const archConfig = clsConfig.archetypes[archetypeName] || {};
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for ( let [l, f] of Object.entries(archConfig.features || {}) ) {
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l = parseInt(l);
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if ( (l <= level) && (l > priorLevel) ) ids = ids.concat(f);
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}
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// Load item data for all identified features
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const features = [];
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for ( let id of ids ) {
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features.push(await fromUuid(id));
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}
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// Class powers should always be prepared
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for ( const feature of features ) {
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if ( feature.type === "power" ) {
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const preparation = feature.data.data.preparation;
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preparation.mode = "always";
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preparation.prepared = true;
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}
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}
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return features;
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}
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/* -------------------------------------------- */
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/** @override */
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async updateEmbeddedEntity(embeddedName, data, options={}) {
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const createItems = embeddedName === "OwnedItem" ? await this._createClassFeatures(data) : [];
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let updated = await super.updateEmbeddedEntity(embeddedName, data, options);
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if ( createItems.length ) await this.createEmbeddedEntity("OwnedItem", createItems);
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return updated;
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}
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/* -------------------------------------------- */
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/**
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* Create additional class features in the Actor when a class item is updated.
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* @private
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*/
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async _createClassFeatures(updated) {
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let toCreate = [];
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for (let u of updated instanceof Array ? updated : [updated]) {
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const item = this.items.get(u._id);
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if (!item || (item.data.type !== "class")) continue;
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const updateData = expandObject(u);
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const config = {
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className: updateData.name || item.data.name,
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archetypeName: getProperty(updateData, "data.archetype") || item.data.data.archetype,
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level: getProperty(updateData, "data.levels"),
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priorLevel: item ? item.data.data.levels : 0
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}
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// Get and create features for an increased class level
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let changed = false;
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if ( config.level && (config.level > config.priorLevel)) changed = true;
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if ( config.archetypeName !== item.data.data.archetype ) changed = true;
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// Get features to create
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if ( changed ) {
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const existing = new Set(this.items.map(i => i.name));
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const features = await Actor5e.getClassFeatures(config);
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for ( let f of features ) {
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if ( !existing.has(f.name) ) toCreate.push(f);
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}
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}
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}
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return toCreate
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}
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/* -------------------------------------------- */
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/* Data Preparation Helpers */
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/* -------------------------------------------- */
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/**
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* Prepare Character type specific data
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*/
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_prepareCharacterData(actorData) {
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const data = actorData.data;
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// Determine character level and available hit dice based on owned Class items
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const [level, hd] = actorData.items.reduce((arr, item) => {
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if ( item.type === "class" ) {
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const classLevels = parseInt(item.data.levels) || 1;
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arr[0] += classLevels;
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arr[1] += classLevels - (parseInt(item.data.hitDiceUsed) || 0);
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}
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return arr;
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}, [0, 0]);
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data.details.level = level;
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data.attributes.hd = hd;
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// Character proficiency bonus
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data.attributes.prof = Math.floor((level + 7) / 4);
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// Experience required for next level
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const xp = data.details.xp;
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xp.max = this.getLevelExp(level || 1);
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const prior = this.getLevelExp(level - 1 || 0);
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const required = xp.max - prior;
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const pct = Math.round((xp.value - prior) * 100 / required);
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xp.pct = Math.clamped(pct, 0, 100);
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}
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/* -------------------------------------------- */
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/**
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* Prepare NPC type specific data
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*/
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_prepareNPCData(actorData) {
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const data = actorData.data;
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// Kill Experience
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data.details.xp.value = this.getCRExp(data.details.cr);
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// Proficiency
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data.attributes.prof = Math.floor((Math.max(data.details.cr, 1) + 7) / 4);
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// Powercaster Level
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if ( data.attributes.powercasting && !Number.isNumeric(data.details.powerLevel) ) {
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data.details.powerLevel = Math.max(data.details.cr, 1);
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}
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}
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/* -------------------------------------------- */
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/**
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* Prepare vehicle type-specific data
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* @param actorData
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* @private
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*/
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_prepareVehicleData(actorData) {}
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/* -------------------------------------------- */
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/**
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* Prepare skill checks.
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* @param actorData
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* @param bonuses Global bonus data.
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* @param checkBonus Ability check specific bonus.
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* @param originalSkills A transformed actor's original actor's skills.
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* @private
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*/
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_prepareSkills(actorData, bonuses, checkBonus, originalSkills) {
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if (actorData.type === 'vehicle') return;
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const data = actorData.data;
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const flags = actorData.flags.sw5e || {};
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// Skill modifiers
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const feats = SW5E.characterFlags;
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const athlete = flags.remarkableAthlete;
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const joat = flags.jackOfAllTrades;
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const observant = flags.observantFeat;
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const skillBonus = Number.isNumeric(bonuses.skill) ? parseInt(bonuses.skill) : 0;
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for (let [id, skl] of Object.entries(data.skills)) {
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skl.value = Math.clamped(Number(skl.value).toNearest(0.5), 0, 2) ?? 0;
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let round = Math.floor;
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// Remarkable
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if ( athlete && (skl.value < 0.5) && feats.remarkableAthlete.abilities.includes(skl.ability) ) {
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skl.value = 0.5;
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round = Math.ceil;
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}
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// Jack of All Trades
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if ( joat && (skl.value < 0.5) ) {
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skl.value = 0.5;
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}
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// Polymorph Skill Proficiencies
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if ( originalSkills ) {
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skl.value = Math.max(skl.value, originalSkills[id].value);
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}
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// Compute modifier
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skl.bonus = checkBonus + skillBonus;
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skl.mod = data.abilities[skl.ability].mod;
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skl.prof = round(skl.value * data.attributes.prof);
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skl.total = skl.mod + skl.prof + skl.bonus;
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// Compute passive bonus
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const passive = observant && (feats.observantFeat.skills.includes(id)) ? 5 : 0;
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skl.passive = 10 + skl.total + passive;
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}
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}
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/* -------------------------------------------- */
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/**
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* Prepare data related to the power-casting capabilities of the Actor
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* @private
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*/
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_computePowercastingProgression (actorData) {
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if (actorData.type === 'vehicle') return;
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const powers = actorData.data.powers;
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const isNPC = actorData.type === 'npc';
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// Translate the list of classes into power-casting progression
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const progression = {
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total: 0,
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slot: 0,
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pact: 0
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};
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// Keep track of the last seen caster in case we're in a single-caster situation.
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let caster = null;
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// Tabulate the total power-casting progression
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const classes = this.data.items.filter(i => i.type === "class");
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for ( let cls of classes ) {
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const d = cls.data;
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if ( d.powercasting === "none" ) continue;
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const levels = d.levels;
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const prog = d.powercasting;
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// Accumulate levels
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if ( prog !== "pact" ) {
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caster = cls;
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progression.total++;
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}
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switch (prog) {
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case 'third': progression.slot += Math.floor(levels / 3); break;
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case 'half': progression.slot += Math.floor(levels / 2); break;
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case 'full': progression.slot += levels; break;
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case 'artificer': progression.slot += Math.ceil(levels / 2); break;
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case 'pact': progression.pact += levels; break;
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}
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}
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// EXCEPTION: single-classed non-full progression rounds up, rather than down
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const isSingleClass = (progression.total === 1) && (progression.slot > 0);
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if (!isNPC && isSingleClass && ['half', 'third'].includes(caster.data.powercasting) ) {
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const denom = caster.data.powercasting === 'third' ? 3 : 2;
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progression.slot = Math.ceil(caster.data.levels / denom);
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}
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// EXCEPTION: NPC with an explicit power-caster level
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if (isNPC && actorData.data.details.powerLevel) {
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progression.slot = actorData.data.details.powerLevel;
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}
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// Look up the number of slots per level from the progression table
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const levels = Math.clamped(progression.slot, 0, 20);
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const slots = SW5E.SPELL_SLOT_TABLE[levels - 1] || [];
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for ( let [n, lvl] of Object.entries(powers) ) {
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let i = parseInt(n.slice(-1));
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if ( Number.isNaN(i) ) continue;
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if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0);
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else lvl.max = slots[i-1] || 0;
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lvl.value = parseInt(lvl.value);
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}
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// Determine the Actor's pact magic level (if any)
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let pl = Math.clamped(progression.pact, 0, 20);
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powers.pact = powers.pact || {};
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if ( (pl === 0) && isNPC && Number.isNumeric(powers.pact.override) ) pl = actorData.data.details.powerLevel;
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// Determine the number of Warlock pact slots per level
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if ( pl > 0) {
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powers.pact.level = Math.ceil(Math.min(10, pl) / 2);
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if ( Number.isNumeric(powers.pact.override) ) powers.pact.max = Math.max(parseInt(powers.pact.override), 1);
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else powers.pact.max = Math.max(1, Math.min(pl, 2), Math.min(pl - 8, 3), Math.min(pl - 13, 4));
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powers.pact.value = Math.min(powers.pact.value, powers.pact.max);
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} else {
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powers.pact.max = parseInt(powers.pact.override) || 0
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powers.pact.level = powers.pact.max > 0 ? 1 : 0;
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}
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}
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/* -------------------------------------------- */
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/**
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* Compute the level and percentage of encumbrance for an Actor.
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*
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* Optionally include the weight of carried currency across all denominations by applying the standard rule
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* from the PHB pg. 143
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* @param {Object} actorData The data object for the Actor being rendered
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* @returns {{max: number, value: number, pct: number}} An object describing the character's encumbrance level
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* @private
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*/
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_computeEncumbrance(actorData) {
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// Get the total weight from items
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const physicalItems = ["weapon", "equipment", "consumable", "tool", "backpack", "loot"];
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let weight = actorData.items.reduce((weight, i) => {
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if ( !physicalItems.includes(i.type) ) return weight;
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const q = i.data.quantity || 0;
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const w = i.data.weight || 0;
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return weight + (q * w);
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}, 0);
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// [Optional] add Currency Weight
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if ( game.settings.get("sw5e", "currencyWeight") ) {
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const currency = actorData.data.currency;
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const numCoins = Object.values(currency).reduce((val, denom) => val += Math.max(denom, 0), 0);
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weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
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}
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// Determine the encumbrance size class
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let mod = {
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tiny: 0.5,
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sm: 1,
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med: 1,
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lg: 2,
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huge: 4,
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grg: 8
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}[actorData.data.traits.size] || 1;
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if ( this.getFlag("sw5e", "powerfulBuild") ) mod = Math.min(mod * 2, 8);
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// Compute Encumbrance percentage
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weight = weight.toNearest(0.1);
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const max = actorData.data.abilities.str.value * CONFIG.SW5E.encumbrance.strMultiplier * mod;
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const pct = Math.clamped((weight * 100) / max, 0, 100);
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return { value: weight.toNearest(0.1), max, pct, encumbered: pct > (2/3) };
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}
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/* -------------------------------------------- */
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/* Socket Listeners and Handlers
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/* -------------------------------------------- */
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/** @override */
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static async create(data, options={}) {
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data.token = data.token || {};
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|
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<Actor>} 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<Roll>} 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: `<p>${game.i18n.format("SW5E.AbilityPromptText", {ability: label})}</p>`,
|
|
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<Roll>} 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<Roll>} 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<Roll|null>} 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<Roll|null>} 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: '<i class="fas fa-backward"></i>',
|
|
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();
|
|
}
|
|
}
|