2021-03-22 10:18:43 +01:00
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import { ModifiableDataBaseTotal } from "../common/common-data";
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2021-01-25 01:09:51 +01:00
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import { DS4 } from "../config";
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2020-12-29 00:33:43 +01:00
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import { DS4Item } from "../item/item";
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2021-02-16 03:26:26 +01:00
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import { ItemType } from "../item/item-data";
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2021-03-24 09:19:26 +01:00
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import { createCheckRoll } from "../rolls/check-factory";
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2021-01-26 03:55:18 +01:00
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import { DS4ActorData } from "./actor-data";
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import { Check, DS4ActorPreparedData } from "./actor-prepared-data";
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2020-12-23 18:23:26 +01:00
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2021-02-07 11:51:36 +01:00
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/**
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* The Actor class for DS4
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*/
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2021-03-22 10:18:43 +01:00
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export class DS4Actor extends Actor<DS4ActorData, DS4Item, DS4ActorPreparedData> {
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2021-01-25 01:09:51 +01:00
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/** @override */
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prepareData(): void {
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this.data = duplicate(this._data) as DS4ActorPreparedData;
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if (!this.data.img) this.data.img = CONST.DEFAULT_TOKEN;
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if (!this.data.name) this.data.name = "New " + this.entity;
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this.prepareBaseData();
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this.prepareEmbeddedEntities();
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this.applyActiveEffectsToBaseData();
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this.prepareDerivedData();
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this.applyActiveEffectsToDerivedData();
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this.prepareFinalDerivedData();
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2021-01-25 01:09:51 +01:00
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}
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2021-01-25 10:32:13 +01:00
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/** @override */
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prepareBaseData(): void {
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const data = this.data;
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2021-02-16 16:34:23 +01:00
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2021-03-04 00:54:41 +01:00
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data.data.rolling = {
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minimumFumbleResult: 20,
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maximumCoupResult: 1,
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};
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2021-03-04 00:41:57 +01:00
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2021-01-25 10:32:13 +01:00
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const attributes = data.data.attributes;
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Object.values(attributes).forEach(
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2021-03-22 10:18:43 +01:00
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(attribute: ModifiableDataBaseTotal<number>) => (attribute.total = attribute.base + attribute.mod),
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2021-01-25 10:32:13 +01:00
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);
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const traits = data.data.traits;
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2021-03-22 10:18:43 +01:00
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Object.values(traits).forEach(
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(trait: ModifiableDataBaseTotal<number>) => (trait.total = trait.base + trait.mod),
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);
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2021-01-25 10:32:13 +01:00
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}
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2021-02-16 16:34:23 +01:00
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applyActiveEffectsToBaseData(): void {
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2021-02-18 13:24:52 +01:00
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// reset overrides because our variant of applying active effects does not set them, it only adds overrides
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this.overrides = {};
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this.applyActiveEffectsFiltered(
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(change) =>
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!this.derivedDataProperties.includes(change.key) &&
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!this.finalDerivedDataProperties.includes(change.key),
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);
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}
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applyActiveEffectsToDerivedData(): void {
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2021-02-18 13:42:59 +01:00
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this.applyActiveEffectsFiltered((change) => this.derivedDataProperties.includes(change.key));
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2021-01-25 01:09:51 +01:00
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}
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/**
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* Apply ActiveEffectChanges to the Actor data which are caused by ActiveEffects and satisfy the given predicate.
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*
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* @param predicate - The predicate that ActiveEffectChanges need to satisfy in order to be applied
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*/
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applyActiveEffectsFiltered(predicate: (change: ActiveEffectChange) => boolean): void {
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const overrides: Record<string, unknown> = {};
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// Organize non-disabled effects by their application priority
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const changes = this.effects.reduce(
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(changes: Array<ActiveEffectChange & { effect: ActiveEffect<DS4Actor> }>, e) => {
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if (e.data.disabled) return changes;
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2021-02-16 03:26:26 +01:00
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const item = this._getOriginatingItemOfActiveEffect(e);
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if (item?.isNonEquippedEuipable()) return changes;
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const factor = item?.activeEffectFactor ?? 1;
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return changes.concat(
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e.data.changes.filter(predicate).flatMap((c) => {
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const duplicatedChange = duplicate(c);
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duplicatedChange.priority = duplicatedChange.priority ?? duplicatedChange.mode * 10;
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return Array(factor).fill({
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...duplicatedChange,
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effect: e,
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});
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2021-02-08 03:24:36 +01:00
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}),
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);
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},
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[],
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);
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2021-01-25 01:09:51 +01:00
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changes.sort((a, b) => a.priority - b.priority);
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// Apply all changes
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for (const change of changes) {
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const result = change.effect.apply(this, change);
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if (result !== null) overrides[change.key] = result;
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}
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// Expand the set of final overrides
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this.overrides = expandObject({ ...flattenObject(this.overrides), ...overrides });
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}
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2021-02-16 03:26:26 +01:00
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protected _getOriginatingItemOfActiveEffect(effect: ActiveEffect<DS4Actor>): DS4Item | undefined {
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return this.items.find((item) => item.uuid === effect.data.origin) ?? undefined;
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2021-02-16 03:26:26 +01:00
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}
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2021-02-16 15:39:18 +01:00
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/**
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* Apply transformations to the Actor data after effects have been applied to the base data.
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* @override
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*/
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2020-12-23 18:23:26 +01:00
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prepareDerivedData(): void {
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2021-01-19 03:31:40 +01:00
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this._prepareCombatValues();
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2021-03-24 09:19:26 +01:00
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this._prepareChecks();
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2020-12-23 16:52:20 +01:00
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}
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2021-01-11 00:55:49 +01:00
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2021-02-16 15:39:18 +01:00
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/**
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* The list of properties that are derived from others, given in dot notation.
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*/
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get derivedDataProperties(): Array<string> {
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return Object.keys(DS4.i18n.combatValues)
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.map((combatValue) => `data.combatValues.${combatValue}.total`)
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.concat(
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Object.keys(DS4.i18n.checks)
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.filter((check) => check !== "defend")
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.map((check) => `data.checks.${check}`),
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);
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2021-01-25 01:09:51 +01:00
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}
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2021-02-16 15:39:18 +01:00
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/**
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* Apply final transformations to the Actor data after all effects have been applied.
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*/
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prepareFinalDerivedData(): void {
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this.data.data.combatValues.hitPoints.max = this.data.data.combatValues.hitPoints.total;
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this.data.data.checks.defend = this.data.data.combatValues.defense.total;
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}
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/**
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* The list of properties that are completely derived (i.e. {@link ActiveEffect}s cannot be applied to them),
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* given in dot notation.
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*/
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get finalDerivedDataProperties(): string[] {
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return ["data.combatValues.hitPoints.max", "data.checks.defend"];
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2021-02-16 15:39:18 +01:00
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}
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2021-01-11 00:55:49 +01:00
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/**
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* The list of item types that can be owned by this actor.
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*/
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get ownableItemTypes(): Array<ItemType> {
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switch (this.data.type) {
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case "character":
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return [
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"weapon",
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"armor",
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"shield",
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"equipment",
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2021-02-21 03:40:54 +01:00
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"loot",
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2021-01-13 17:20:25 +01:00
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"spell",
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"talent",
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"racialAbility",
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"language",
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"alphabet",
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];
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case "creature":
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return ["weapon", "armor", "shield", "equipment", "loot", "spell", "specialCreatureAbility"];
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default:
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return [];
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}
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}
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/**
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* Checks whether or not the given item type can be owned by the actor.
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2021-02-07 11:51:36 +01:00
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* @param itemType - The item type to check
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2021-01-11 00:55:49 +01:00
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*/
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canOwnItemType(itemType: ItemType): boolean {
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return this.ownableItemTypes.includes(itemType);
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}
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2021-01-19 03:31:40 +01:00
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/**
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* Prepares the combat values of the actor.
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*/
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2021-02-16 03:26:26 +01:00
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protected _prepareCombatValues(): void {
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const data = this.data.data;
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const armorValueOfEquippedItems = this._calculateArmorValueOfEquippedItems();
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2021-02-16 16:34:23 +01:00
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2021-03-22 10:28:37 +01:00
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data.combatValues.hitPoints.base = data.attributes.body.total + data.traits.constitution.total + 10;
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2021-01-19 03:31:40 +01:00
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data.combatValues.defense.base =
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data.attributes.body.total + data.traits.constitution.total + armorValueOfEquippedItems;
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data.combatValues.initiative.base = data.attributes.mobility.total + data.traits.agility.total;
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data.combatValues.movement.base = data.attributes.mobility.total / 2 + 1;
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data.combatValues.meleeAttack.base = data.attributes.body.total + data.traits.strength.total;
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data.combatValues.rangedAttack.base = data.attributes.mobility.total + data.traits.dexterity.total;
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2021-01-19 03:31:40 +01:00
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data.combatValues.spellcasting.base =
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data.attributes.mind.total + data.traits.aura.total - armorValueOfEquippedItems;
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2021-01-19 03:31:40 +01:00
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data.combatValues.targetedSpellcasting.base =
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2021-03-22 10:28:37 +01:00
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data.attributes.mind.total + data.traits.dexterity.total - armorValueOfEquippedItems;
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2021-01-19 03:31:40 +01:00
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Object.values(data.combatValues).forEach(
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2021-03-22 10:18:43 +01:00
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(combatValue: ModifiableDataBaseTotal<number>) => (combatValue.total = combatValue.base + combatValue.mod),
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2021-01-19 03:31:40 +01:00
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);
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}
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/**
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* Calculates the total armor value of all equipped items.
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*/
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2021-02-16 03:26:26 +01:00
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protected _calculateArmorValueOfEquippedItems(): number {
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return this.items
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2021-02-05 03:42:42 +01:00
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.map((item) => {
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if (item.data.type === "armor" || item.data.type === "shield") {
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return item.data.data.equipped ? item.data.data.armorValue : 0;
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} else {
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return 0;
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}
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})
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2021-01-19 03:31:40 +01:00
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.reduce((a, b) => a + b, 0);
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}
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2021-01-23 23:51:21 +01:00
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2021-03-24 09:19:26 +01:00
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/**
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* Prepares the check target numbers of checks for the actor.
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*/
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protected _prepareChecks(): void {
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const data = this.data.data;
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data.checks = {
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appraise: data.attributes.mind.total + data.traits.intellect.total,
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changeSpell: data.attributes.mind.total + data.traits.intellect.total,
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climb: data.attributes.mobility.total + data.traits.strength.total,
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communicate: data.attributes.mind.total + data.traits.dexterity.total,
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decipherScript: data.attributes.mind.total + data.traits.intellect.total,
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defend: 0, // assigned in prepareFinalDerivedData as it must always match data.combatValues.defense.total and is not changeable by effects
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defyPoison: data.attributes.body.total + data.traits.constitution.total,
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disableTraps: data.attributes.mind.total + data.traits.dexterity.total,
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featOfStrength: data.attributes.body.total + data.traits.strength.total,
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flirt: data.attributes.mind.total + data.traits.aura.total,
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haggle: data.attributes.mind.total + Math.max(data.traits.intellect.total, data.traits.intellect.total),
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hide: data.attributes.mobility.total + data.traits.agility.total,
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jump: data.attributes.mobility.total + data.traits.agility.total,
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knowledge: data.attributes.mind.total + data.traits.intellect.total,
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openLock: data.attributes.mind.total + data.traits.dexterity.total,
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perception: Math.max(data.attributes.mind.total + data.traits.intellect.total, 8),
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pickPocket: data.attributes.mobility.total + data.traits.dexterity.total,
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readTracks: data.attributes.mind.total + data.traits.intellect.total,
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resistDisease: data.attributes.body.total + data.traits.constitution.total,
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ride: data.attributes.mobility.total + Math.max(data.traits.agility.total, data.traits.aura.total),
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search: Math.max(data.attributes.mind.total + data.traits.intellect.total, 8),
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sneak: data.attributes.mobility.total + data.traits.agility.total,
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startFire: data.attributes.mind.total + data.traits.dexterity.total,
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swim: data.attributes.mobility.total + data.traits.strength.total,
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wakeUp: data.attributes.mind.total + data.traits.intellect.total,
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workMechanism:
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data.attributes.mind.total + Math.max(data.traits.dexterity.total, data.traits.intellect.total),
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};
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}
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2021-01-23 23:51:21 +01:00
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/**
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* Handle how changes to a Token attribute bar are applied to the Actor.
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* This only differs from the base implementation by also allowing negative values.
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* @override
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*/
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2021-01-26 03:55:18 +01:00
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async modifyTokenAttribute(attribute: string, value: number, isDelta = false, isBar = true): Promise<this> {
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2021-01-23 23:51:21 +01:00
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const current = getProperty(this.data.data, attribute);
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// Determine the updates to make to the actor data
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let updates: Record<string, number>;
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if (isBar) {
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if (isDelta) value = Math.min(Number(current.value) + value, current.max);
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updates = { [`data.${attribute}.value`]: value };
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} else {
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if (isDelta) value = Number(current) + value;
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updates = { [`data.${attribute}`]: value };
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}
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// Call a hook to handle token resource bar updates
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const allowed = Hooks.call("modifyTokenAttribute", { attribute, value, isDelta, isBar }, updates);
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return allowed !== false ? this.update(updates) : this;
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}
|
2021-03-24 09:19:26 +01:00
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/**
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* Roll for a given check.
|
2021-03-24 09:24:14 +01:00
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* @param check - The check to perform
|
2021-03-24 09:19:26 +01:00
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*/
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async rollCheck(check: Check): Promise<void> {
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await createCheckRoll(this.data.data.checks[check], {
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rollMode: game.settings.get("core", "rollMode") as Const.DiceRollMode, // TODO(types): Type this setting in upstream
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maximumCoupResult: this.data.data.rolling.maximumCoupResult,
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minimumFumbleResult: this.data.data.rolling.minimumFumbleResult,
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flavor: game.i18n.format("DS4.ActorCheckFlavor", { actor: this.name, check: DS4.i18n.checks[check] }),
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|
|
});
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}
|
2021-02-16 02:07:34 +01:00
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|
}
|