import { ModifiableDataBaseTotal } from "../common/common-data"; import { DS4 } from "../config"; import { DS4Item } from "../item/item"; import { ItemType } from "../item/item-data"; import { createCheckRoll } from "../rolls/check-factory"; import { DS4ActorData } from "./actor-data"; import { Check, DS4ActorPreparedData } from "./actor-prepared-data"; /** * The Actor class for DS4 */ export class DS4Actor extends Actor { /** @override */ prepareData(): void { this.data = duplicate(this._data) as DS4ActorPreparedData; 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.applyActiveEffectsToBaseData(); this.prepareDerivedData(); this.applyActiveEffectsToDerivedData(); this.prepareFinalDerivedData(); } /** @override */ prepareBaseData(): void { const data = this.data; data.data.rolling = { minimumFumbleResult: 20, maximumCoupResult: 1, }; const attributes = data.data.attributes; Object.values(attributes).forEach( (attribute: ModifiableDataBaseTotal) => (attribute.total = attribute.base + attribute.mod), ); const traits = data.data.traits; Object.values(traits).forEach( (trait: ModifiableDataBaseTotal) => (trait.total = trait.base + trait.mod), ); } applyActiveEffectsToBaseData(): void { // reset overrides because our variant of applying active effects does not set them, it only adds overrides this.overrides = {}; this.applyActiveEffectsFiltered( (change) => !this.derivedDataProperties.includes(change.key) && !this.finalDerivedDataProperties.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: Record = {}; // Organize non-disabled effects by their application priority const changes = this.effects.reduce( (changes: Array }>, e) => { if (e.data.disabled) return changes; const item = this._getOriginatingItemOfActiveEffect(e); if (item?.isNonEquippedEuipable()) return changes; const factor = item?.activeEffectFactor ?? 1; return changes.concat( e.data.changes.filter(predicate).flatMap((c) => { const duplicatedChange = duplicate(c); duplicatedChange.priority = duplicatedChange.priority ?? duplicatedChange.mode * 10; return Array(factor).fill({ ...duplicatedChange, 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 }); } protected _getOriginatingItemOfActiveEffect(effect: ActiveEffect): DS4Item | undefined { return this.items.find((item) => item.uuid === effect.data.origin) ?? undefined; } /** * Apply transformations to the Actor data after effects have been applied to the base data. * @override */ prepareDerivedData(): void { this._prepareCombatValues(); this._prepareChecks(); } /** * The list of properties that are derived from others, given in dot notation. */ get derivedDataProperties(): Array { return Object.keys(DS4.i18n.combatValues) .map((combatValue) => `data.combatValues.${combatValue}.total`) .concat( Object.keys(DS4.i18n.checks) .filter((check) => check !== "defend") .map((check) => `data.checks.${check}`), ); } /** * Apply final transformations to the Actor data after all effects have been applied. */ prepareFinalDerivedData(): void { this.data.data.combatValues.hitPoints.max = this.data.data.combatValues.hitPoints.total; this.data.data.checks.defend = this.data.data.combatValues.defense.total; } /** * The list of properties that are completely derived (i.e. {@link ActiveEffect}s cannot be applied to them), * given in dot notation. */ get finalDerivedDataProperties(): string[] { return ["data.combatValues.hitPoints.max", "data.checks.defend"]; } /** * 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", "equipment", "loot", "spell", "talent", "racialAbility", "language", "alphabet", ]; case "creature": return ["weapon", "armor", "shield", "equipment", "loot", "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. */ protected _prepareCombatValues(): void { const data = this.data.data; const armorValueOfEquippedItems = this._calculateArmorValueOfEquippedItems(); data.combatValues.hitPoints.base = data.attributes.body.total + data.traits.constitution.total + 10; data.combatValues.defense.base = data.attributes.body.total + data.traits.constitution.total + armorValueOfEquippedItems; data.combatValues.initiative.base = data.attributes.mobility.total + data.traits.agility.total; data.combatValues.movement.base = data.attributes.mobility.total / 2 + 1; data.combatValues.meleeAttack.base = data.attributes.body.total + data.traits.strength.total; data.combatValues.rangedAttack.base = data.attributes.mobility.total + data.traits.dexterity.total; data.combatValues.spellcasting.base = data.attributes.mind.total + data.traits.aura.total - armorValueOfEquippedItems; data.combatValues.targetedSpellcasting.base = data.attributes.mind.total + data.traits.dexterity.total - armorValueOfEquippedItems; Object.values(data.combatValues).forEach( (combatValue: ModifiableDataBaseTotal) => (combatValue.total = combatValue.base + combatValue.mod), ); } /** * Calculates the total armor value of all equipped items. */ protected _calculateArmorValueOfEquippedItems(): number { return this.items .map((item) => { if (item.data.type === "armor" || item.data.type === "shield") { return item.data.data.equipped ? item.data.data.armorValue : 0; } else { return 0; } }) .reduce((a, b) => a + b, 0); } /** * Prepares the check target numbers of checks for the actor. */ protected _prepareChecks(): void { const data = this.data.data; data.checks = { appraise: data.attributes.mind.total + data.traits.intellect.total, changeSpell: data.attributes.mind.total + data.traits.intellect.total, climb: data.attributes.mobility.total + data.traits.strength.total, communicate: data.attributes.mind.total + data.traits.dexterity.total, decipherScript: data.attributes.mind.total + data.traits.intellect.total, defend: 0, // assigned in prepareFinalDerivedData as it must always match data.combatValues.defense.total and is not changeable by effects defyPoison: data.attributes.body.total + data.traits.constitution.total, disableTraps: data.attributes.mind.total + data.traits.dexterity.total, featOfStrength: data.attributes.body.total + data.traits.strength.total, flirt: data.attributes.mind.total + data.traits.aura.total, haggle: data.attributes.mind.total + Math.max(data.traits.intellect.total, data.traits.intellect.total), hide: data.attributes.mobility.total + data.traits.agility.total, jump: data.attributes.mobility.total + data.traits.agility.total, knowledge: data.attributes.mind.total + data.traits.intellect.total, openLock: data.attributes.mind.total + data.traits.dexterity.total, perception: Math.max(data.attributes.mind.total + data.traits.intellect.total, 8), pickPocket: data.attributes.mobility.total + data.traits.dexterity.total, readTracks: data.attributes.mind.total + data.traits.intellect.total, resistDisease: data.attributes.body.total + data.traits.constitution.total, ride: data.attributes.mobility.total + Math.max(data.traits.agility.total, data.traits.aura.total), search: Math.max(data.attributes.mind.total + data.traits.intellect.total, 8), sneak: data.attributes.mobility.total + data.traits.agility.total, startFire: data.attributes.mind.total + data.traits.dexterity.total, swim: data.attributes.mobility.total + data.traits.strength.total, wakeUp: data.attributes.mind.total + data.traits.intellect.total, workMechanism: data.attributes.mind.total + Math.max(data.traits.dexterity.total, data.traits.intellect.total), }; } /** * 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; } /** * Roll for a given check. * @param check The check to perform */ async rollCheck(check: Check): Promise { await createCheckRoll(this.data.data.checks[check], { rollMode: game.settings.get("core", "rollMode") as Const.DiceRollMode, // TODO(types): Type this setting in upstream maximumCoupResult: this.data.data.rolling.maximumCoupResult, minimumFumbleResult: this.data.data.rolling.minimumFumbleResult, flavor: game.i18n.format("DS4.ActorCheckFlavor", { actor: this.name, check: DS4.i18n.checks[check] }), }); } }