import { bladesRoll } from "./blades-roll.js";
import { BladesHelpers } from "./blades-helpers.js";
/**
* Extend the basic Actor
* @extends {Actor}
*/
export class BladesActor extends Actor {
/** @override */
getRollData() {
const data = super.getRollData();
data.dice_amount = this.getAttributeDiceToThrow();
return data;
}
/* -------------------------------------------- */
/**
* Calculate Attribute Dice to throw.
*/
getAttributeDiceToThrow() {
// Calculate Dice to throw.
let dice_amount = {};
for (var attibute_name in this.data.data.attributes) {
dice_amount[attibute_name] = 0;
for (var skill_name in this.data.data.attributes[attibute_name].skills) {
dice_amount[skill_name] = parseInt(this.data.data.attributes[attibute_name].skills[skill_name]['value'][0])
// We add a +1d for every skill higher than 0.
if (dice_amount[skill_name] > 0) {
dice_amount[attibute_name]++;
}
}
}
return dice_amount;
}
/* -------------------------------------------- */
rollAttributePopup(attribute_name) {
// const roll = new Roll("1d20 + @abilities.wis.mod", actor.getRollData());
let attribute_label = BladesHelpers.getAttributeLabel(attribute_name);
new Dialog({
title: `${game.i18n.localize('BITD.Roll')} ${game.i18n.localize(attribute_label)}`,
content: `
${game.i18n.localize('BITD.Roll')} ${game.i18n.localize(attribute_label)}
`,
buttons: {
yes: {
icon: "",
label: game.i18n.localize('BITD.Roll'),
callback: (html) => {
let modifier = parseInt(html.find('[name="mod"]')[0].value);
let position = html.find('[name="pos"]')[0].value;
let effect = html.find('[name="fx"]')[0].value;
this.rollAttribute(attribute_name, modifier, position, effect);
}
},
no: {
icon: "",
label: game.i18n.localize('Close'),
},
},
default: "yes",
}).render(true);
}
/* -------------------------------------------- */
rollAttribute(attribute_name = "", additional_dice_amount = 0, position, effect) {
let dice_amount = 0;
if (attribute_name !== "") {
let roll_data = this.getRollData();
dice_amount += roll_data.dice_amount[attribute_name];
}
else {
dice_amount = 1;
}
dice_amount += additional_dice_amount;
bladesRoll(dice_amount, attribute_name, position, effect);
}
/* -------------------------------------------- */
/**
* Create for available actions
* which can be performed.
*/
createListOfActions() {
let text, attribute, skill;
let attributes = this.data.data.attributes;
for ( attribute in attributes ) {
var skills = attributes[attribute].skills;
text += ``;
}
return text;
}
/* -------------------------------------------- */
/**
* Creates modifiers for dice roll.
*
* @param {int} rs
* Min die modifier
* @param {int} re
* Max die modifier
* @param {int} s
* Selected die
*/
createListOfDiceMods(rs, re, s) {
var text = ``;
var i = 0;
if ( s == "" ) {
s = 0;
}
for ( i = rs; i <= re; i++ ) {
var plus = "";
if ( i >= 0 ) { plus = "+" };
text += ``;
}
return text;
}
/* -------------------------------------------- */
}