implement basic active effects

This commit is contained in:
Johannes Loher 2021-01-25 01:09:51 +01:00
parent 2c8878bd94
commit 85ec5faec2
4 changed files with 123 additions and 3 deletions

2
package-lock.json generated
View file

@ -2718,7 +2718,7 @@
}
},
"foundry-pc-types": {
"version": "git+https://git.f3l.de/dungeonslayers/foundry-pc-types.git#ac45653fdec5fb935bf7db72889cb40cd6b80b20",
"version": "git+https://git.f3l.de/dungeonslayers/foundry-pc-types.git#3779bbbd30dbb04fa8f18615496882d6c66e1af4",
"from": "git+https://git.f3l.de/dungeonslayers/foundry-pc-types.git#f3l-fixes",
"dev": true,
"requires": {

View file

@ -1,9 +1,64 @@
import { ModifiableData } from "../common/common-data";
import { DS4 } from "../config";
import { DS4Item } from "../item/item";
import { DS4Armor, DS4ItemDataType, DS4Shield, ItemType } from "../item/item-data";
import { DS4Armor, DS4EquippableItemDataType, DS4ItemDataType, DS4Shield, ItemType } from "../item/item-data";
import { DS4ActorDataType } from "./actor-data";
type DS4ActiveEffect = ActiveEffect<DS4ActorDataType, DS4ItemDataType, DS4Actor, DS4Item>;
export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item> {
/** @override */
prepareData(): void {
this.data = duplicate(this._data);
if (!this.data.img) this.data.img = CONST.DEFAULT_TOKEN;
if (!this.data.name) this.data.name = "New " + this.entity;
this.prepareBaseData();
this.prepareEmbeddedEntities();
this.applyActiveEffectsToNonDerivedData();
this.prepareDerivedData();
this.applyActiveEffectsToDerivedData();
}
applyActiveEffectsToNonDerivedData(): void {
this.applyActiveEffectsFiltered((change) => !this.derivedDataProperties.includes(change.key));
}
applyActiveEffectsToDerivedData(): void {
this.applyActiveEffectsFiltered((change) => this.derivedDataProperties.includes(change.key));
}
/**
* Apply ActiveEffectChanges to the Actor data which are caused by ActiveEffects and satisfy the given predicate.
*
* @param predicate The predicate that ActiveEffectChanges need to satisfy in order to be applied
*/
applyActiveEffectsFiltered(predicate: (change: ActiveEffectChange) => boolean): void {
const overrides = {};
// Organize non-disabled effects by their application priority
const changes = this.effects.reduce((changes: Array<ActiveEffectChange & { effect: DS4ActiveEffect }>, e) => {
if (e.data.disabled) return changes;
return changes.concat(
e.data.changes.filter(predicate).map((c) => {
c = duplicate(c);
c.priority = c.priority ?? c.mode * 10;
return { ...c, effect: e };
}),
);
}, []);
changes.sort((a, b) => a.priority - b.priority);
// Apply all changes
for (const change of changes) {
const result = change.effect.apply(this, change);
if (result !== null) overrides[change.key] = result;
}
// Expand the set of final overrides
this["overrides"] = expandObject({ ...flattenObject(this["overrides"] ?? {}), ...overrides });
}
/** @override */
prepareDerivedData(): void {
const data = this.data;
@ -18,6 +73,13 @@ export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item>
this._prepareCombatValues();
}
/** The list of properties that are dericed, in dot notation */
get derivedDataProperties(): Array<string> {
return Object.keys(DS4.combatValues)
.map((combatValue) => `data.combatValues.${combatValue}.base`)
.concat("data.combatValues.hitPoints.max");
}
/**
* The list of item types that can be owned by this actor.
*/
@ -113,4 +175,61 @@ export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item>
const allowed = Hooks.call("modifyTokenAttribute", { attribute, value, isDelta, isBar }, updates);
return allowed !== false ? this.update(updates) : this;
}
/** @override */
createEmbeddedEntity(
embeddedName: string,
createData: Record<string, unknown> | Array<Record<string, unknown>>,
options?: Record<string, unknown>,
): Promise<this> {
if (embeddedName === "OwnedItem") {
this._preCreateOwnedItem((createData as unknown) as ItemData<DS4ItemDataType>);
}
return super.createEmbeddedEntity(embeddedName, createData, options);
}
/**
* If the item that is going to be created is equippable, set it to be non equipped and disable all ActiveEffects
* contained in the item
* @param itemData The data of the item to be created
*/
private _preCreateOwnedItem(itemData: ItemData<DS4ItemDataType>): void {
if ("equipped" in itemData.data) {
itemData.effects = itemData.effects.map((effect) => ({ ...effect, disabled: true }));
const equippableUpdateData = itemData as ItemData<DS4EquippableItemDataType>;
equippableUpdateData.data.equipped = false;
}
}
/** @override */
updateEmbeddedEntity(
embeddedName: string,
updateData: Record<string, unknown> | Array<Record<string, unknown>>,
options?: Record<string, unknown>,
): Promise<this> {
if (embeddedName === "OwnedItem") {
this._preUpdateOwnedItem(updateData as Partial<ItemData<DS4ItemDataType>>);
}
return super.updateEmbeddedEntity(embeddedName, updateData, options);
}
/**
* If the equipped flag of an item changed, update all ActiveEffects originating from that item accordingly.
* @param updateData The change that is going to be applied to the owned item
*/
private _preUpdateOwnedItem(updateData: Partial<ItemData<DS4ItemDataType>>): void {
if ("equipped" in updateData.data) {
const equippableUpdateData = updateData as Partial<ItemData<DS4EquippableItemDataType>>;
const origin = `Actor.${this.id}.OwnedItem.${updateData._id}`;
const effects = this.effects
.filter((e) => e.data.origin === origin)
.map((e) => {
const data = duplicate(e.data);
data.disabled = !equippableUpdateData.data.equipped;
return data;
});
if (effects.length > 0)
this.updateEmbeddedEntity("ActiveEffect", (effects as unknown) as Record<string, unknown>);
}
}
}

View file

@ -16,6 +16,8 @@ export type DS4ItemDataType =
| DS4Alphabet
| DS4SpecialCreatureAbility;
export type DS4EquippableItemDataType = DS4Weapon | DS4Armor | DS4Shield | DS4Trinket;
// types
interface DS4Weapon extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable {

View file

@ -34,7 +34,6 @@ export class DS4ItemSheet extends ItemSheet<DS4ItemDataType, DS4Item> {
actor: this.item.actor,
isPhysical: isDS4ItemDataTypePhysical(this.item.data.data),
};
console.log(data);
return data;
}