2021-01-11 00:55:49 +01:00
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import { ModifiableData } 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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2021-01-25 01:09:51 +01:00
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import { DS4Armor, DS4EquippableItemDataType, DS4ItemDataType, DS4Shield, ItemType } from "../item/item-data";
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2021-01-11 00:55:49 +01:00
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import { DS4ActorDataType } from "./actor-data";
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2020-12-23 18:23:26 +01:00
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2021-01-25 01:09:51 +01:00
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type DS4ActiveEffect = ActiveEffect<DS4ActorDataType, DS4ItemDataType, DS4Actor, DS4Item>;
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2020-12-29 00:33:43 +01:00
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export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item> {
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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);
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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.applyActiveEffectsToNonDerivedData();
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this.prepareDerivedData();
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this.applyActiveEffectsToDerivedData();
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}
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applyActiveEffectsToNonDerivedData(): void {
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this.applyActiveEffectsFiltered((change) => !this.derivedDataProperties.includes(change.key));
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}
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applyActiveEffectsToDerivedData(): void {
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this.applyActiveEffectsFiltered((change) => this.derivedDataProperties.includes(change.key));
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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 = {};
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// Organize non-disabled effects by their application priority
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const changes = this.effects.reduce((changes: Array<ActiveEffectChange & { effect: DS4ActiveEffect }>, e) => {
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if (e.data.disabled) return changes;
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return changes.concat(
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e.data.changes.filter(predicate).map((c) => {
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c = duplicate(c);
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c.priority = c.priority ?? c.mode * 10;
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return { ...c, effect: e };
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}),
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);
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}, []);
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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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2020-12-23 16:52:20 +01:00
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/** @override */
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2020-12-23 18:23:26 +01:00
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prepareDerivedData(): void {
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2020-12-23 16:52:20 +01:00
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const data = this.data;
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2020-12-29 22:44:56 +01:00
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const attributes = data.data.attributes;
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Object.values(attributes).forEach(
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(attribute: ModifiableData<number>) => (attribute.total = attribute.base + attribute.mod),
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2020-12-23 16:52:20 +01:00
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);
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2020-12-29 22:44:56 +01:00
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const traits = data.data.traits;
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Object.values(traits).forEach((trait: ModifiableData<number>) => (trait.total = trait.base + trait.mod));
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2020-12-23 16:52:20 +01:00
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2021-01-19 03:31:40 +01:00
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this._prepareCombatValues();
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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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2021-01-25 01:09:51 +01:00
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/** The list of properties that are dericed, in dot notation */
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get derivedDataProperties(): Array<string> {
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return Object.keys(DS4.combatValues)
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.map((combatValue) => `data.combatValues.${combatValue}.base`)
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.concat("data.combatValues.hitPoints.max");
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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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"trinket",
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"equipment",
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2021-01-13 17:20:25 +01:00
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"spell",
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2021-01-11 00:55:49 +01:00
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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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2021-01-13 17:20:25 +01:00
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return ["weapon", "armor", "shield", "trinket", "equipment", "spell", "specialCreatureAbility"];
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2021-01-11 00:55:49 +01:00
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default:
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2021-01-18 19:03:08 +01:00
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return [];
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2021-01-11 00:55:49 +01:00
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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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* @param itemType the item type to check
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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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private _prepareCombatValues(): void {
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const data = this.data.data;
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const armorValueOfEquippedItems = this._calculateArmorValueOfEquippedItems();
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data.combatValues.hitPoints.base =
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(data.attributes.body.total ?? 0) + (data.traits.constitution.total ?? 0) + 10;
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data.combatValues.defense.base =
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(data.attributes.body.total ?? 0) + (data.traits.constitution.total ?? 0) + armorValueOfEquippedItems;
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data.combatValues.initiative.base = (data.attributes.mobility.total ?? 0) + (data.traits.agility.total ?? 0);
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data.combatValues.movement.base = (data.attributes.mobility.total ?? 0) / 2 + 1;
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data.combatValues.meleeAttack.base = (data.attributes.body.total ?? 0) + (data.traits.strength.total ?? 0);
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data.combatValues.rangedAttack.base =
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(data.attributes.mobility.total ?? 0) + (data.traits.dexterity.total ?? 0);
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data.combatValues.spellcasting.base =
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(data.attributes.mind.total ?? 0) + (data.traits.aura.total ?? 0) - armorValueOfEquippedItems;
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data.combatValues.targetedSpellcasting.base =
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(data.attributes.mind.total ?? 0) + (data.traits.dexterity.total ?? 0) - armorValueOfEquippedItems;
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Object.values(data.combatValues).forEach(
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(combatValue: ModifiableData<number>) => (combatValue.total = combatValue.base + combatValue.mod),
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);
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data.combatValues.hitPoints.max = data.combatValues.hitPoints.total;
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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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private _calculateArmorValueOfEquippedItems(): number {
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return this.items
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.filter((item) => ["armor", "shield"].includes(item.type))
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.map((item) => item.data.data as DS4Armor | DS4Shield)
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.filter((itemData) => itemData.equipped)
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.map((itemData) => itemData.armorValue)
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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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/**
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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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async modifyTokenAttribute(attribute: string, value: number, isDelta = false, isBar = true): Promise<DS4Actor> {
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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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}
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2021-01-25 01:09:51 +01:00
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/** @override */
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createEmbeddedEntity(
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embeddedName: string,
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createData: Record<string, unknown> | Array<Record<string, unknown>>,
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options?: Record<string, unknown>,
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): Promise<this> {
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if (embeddedName === "OwnedItem") {
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this._preCreateOwnedItem((createData as unknown) as ItemData<DS4ItemDataType>);
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}
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return super.createEmbeddedEntity(embeddedName, createData, options);
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}
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/**
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* If the item that is going to be created is equippable, set it to be non equipped and disable all ActiveEffects
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* contained in the item
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* @param itemData The data of the item to be created
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*/
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private _preCreateOwnedItem(itemData: ItemData<DS4ItemDataType>): void {
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if ("equipped" in itemData.data) {
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itemData.effects = itemData.effects.map((effect) => ({ ...effect, disabled: true }));
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const equippableUpdateData = itemData as ItemData<DS4EquippableItemDataType>;
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equippableUpdateData.data.equipped = false;
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}
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}
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/** @override */
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updateEmbeddedEntity(
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embeddedName: string,
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updateData: Record<string, unknown> | Array<Record<string, unknown>>,
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options?: Record<string, unknown>,
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): Promise<this> {
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if (embeddedName === "OwnedItem") {
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this._preUpdateOwnedItem(updateData as Partial<ItemData<DS4ItemDataType>>);
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}
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return super.updateEmbeddedEntity(embeddedName, updateData, options);
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}
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/**
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* If the equipped flag of an item changed, update all ActiveEffects originating from that item accordingly.
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* @param updateData The change that is going to be applied to the owned item
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*/
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private _preUpdateOwnedItem(updateData: Partial<ItemData<DS4ItemDataType>>): void {
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if ("equipped" in updateData.data) {
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const equippableUpdateData = updateData as Partial<ItemData<DS4EquippableItemDataType>>;
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const origin = `Actor.${this.id}.OwnedItem.${updateData._id}`;
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const effects = this.effects
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.filter((e) => e.data.origin === origin)
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.map((e) => {
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const data = duplicate(e.data);
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data.disabled = !equippableUpdateData.data.equipped;
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return data;
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});
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if (effects.length > 0)
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this.updateEmbeddedEntity("ActiveEffect", (effects as unknown) as Record<string, unknown>);
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}
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}
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2020-12-23 16:52:20 +01:00
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}
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