import { ModifiableData } from "../common/common-data"; import { DS4 } from "../config"; import { DS4Item } from "../item/item"; import { DS4Armor, DS4EquippableItemDataType, DS4ItemDataType, DS4Shield, ItemType } from "../item/item-data"; import { DS4ActorDataType } from "./actor-data"; type DS4ActiveEffect = ActiveEffect; export class DS4Actor extends Actor { /** @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(); } /** @override */ prepareBaseData(): void { const data = this.data; const attributes = data.data.attributes; Object.values(attributes).forEach( (attribute: ModifiableData) => (attribute.total = attribute.base + attribute.mod), ); const traits = data.data.traits; Object.values(traits).forEach((trait: ModifiableData) => (trait.total = trait.base + trait.mod)); } 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, 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 { this._prepareCombatValues(); } /** The list of properties that are derived from others, given in dot notation */ get derivedDataProperties(): Array { return Object.keys(DS4.combatValues) .map((combatValue) => `data.combatValues.${combatValue}.total`) .concat("data.combatValues.hitPoints.max"); } /** * The list of item types that can be owned by this actor. */ get ownableItemTypes(): Array { switch (this.data.type) { case "character": return [ "weapon", "armor", "shield", "trinket", "equipment", "spell", "talent", "racialAbility", "language", "alphabet", ]; case "creature": return ["weapon", "armor", "shield", "trinket", "equipment", "spell", "specialCreatureAbility"]; default: return []; } } /** * Checks whether or not the given item type can be owned by the actor. * @param itemType the item type to check */ canOwnItemType(itemType: ItemType): boolean { return this.ownableItemTypes.includes(itemType); } /** * Prepares the combat values of the actor. */ private _prepareCombatValues(): void { const data = this.data.data; const armorValueOfEquippedItems = this._calculateArmorValueOfEquippedItems(); data.combatValues.hitPoints.base = (data.attributes.body.total ?? 0) + (data.traits.constitution.total ?? 0) + 10; data.combatValues.defense.base = (data.attributes.body.total ?? 0) + (data.traits.constitution.total ?? 0) + armorValueOfEquippedItems; data.combatValues.initiative.base = (data.attributes.mobility.total ?? 0) + (data.traits.agility.total ?? 0); data.combatValues.movement.base = (data.attributes.mobility.total ?? 0) / 2 + 1; data.combatValues.meleeAttack.base = (data.attributes.body.total ?? 0) + (data.traits.strength.total ?? 0); data.combatValues.rangedAttack.base = (data.attributes.mobility.total ?? 0) + (data.traits.dexterity.total ?? 0); data.combatValues.spellcasting.base = (data.attributes.mind.total ?? 0) + (data.traits.aura.total ?? 0) - armorValueOfEquippedItems; data.combatValues.targetedSpellcasting.base = (data.attributes.mind.total ?? 0) + (data.traits.dexterity.total ?? 0) - armorValueOfEquippedItems; Object.values(data.combatValues).forEach( (combatValue: ModifiableData) => (combatValue.total = combatValue.base + combatValue.mod), ); data.combatValues.hitPoints.max = data.combatValues.hitPoints.total; } /** * Calculates the total armor value of all equipped items. */ private _calculateArmorValueOfEquippedItems(): number { return this.items .filter((item) => ["armor", "shield"].includes(item.type)) .map((item) => item.data.data as DS4Armor | DS4Shield) .filter((itemData) => itemData.equipped) .map((itemData) => itemData.armorValue) .reduce((a, b) => a + b, 0); } /** * Handle how changes to a Token attribute bar are applied to the Actor. * This only differs from the base implementation by also allowing negative values. * @override */ async modifyTokenAttribute(attribute: string, value: number, isDelta = false, isBar = true): Promise { const current = getProperty(this.data.data, attribute); // Determine the updates to make to the actor data let updates: Record; if (isBar) { if (isDelta) value = Math.min(Number(current.value) + value, current.max); updates = { [`data.${attribute}.value`]: value }; } else { if (isDelta) value = Number(current) + value; updates = { [`data.${attribute}`]: value }; } // Call a hook to handle token resource bar updates const allowed = Hooks.call("modifyTokenAttribute", { attribute, value, isDelta, isBar }, updates); return allowed !== false ? this.update(updates) : this; } /** @override */ createEmbeddedEntity( embeddedName: string, createData: Record | Array>, options?: Record, ): Promise { if (embeddedName === "OwnedItem") { this._preCreateOwnedItem((createData as unknown) as ItemData); } return super.createEmbeddedEntity(embeddedName, createData, options); } /** * If the item that is going to be created is equippable, set it to be non equipped and disable all ActiveEffects * contained in the item * @param itemData The data of the item to be created */ private _preCreateOwnedItem(itemData: ItemData): void { if ("equipped" in itemData.data) { itemData.effects = itemData.effects.map((effect) => ({ ...effect, disabled: true })); const equippableUpdateData = itemData as ItemData; equippableUpdateData.data.equipped = false; } } /** @override */ updateEmbeddedEntity( embeddedName: string, updateData: Record | Array>, options?: Record, ): Promise { if (embeddedName === "OwnedItem") { this._preUpdateOwnedItem(updateData as Partial>); } return super.updateEmbeddedEntity(embeddedName, updateData, options); } /** * If the equipped flag of an item changed, update all ActiveEffects originating from that item accordingly. * @param updateData The change that is going to be applied to the owned item */ private _preUpdateOwnedItem(updateData: Partial>): void { if ("equipped" in updateData.data) { const equippableUpdateData = updateData as Partial>; const origin = `Actor.${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); } } }