foundryvtt-beam-saber/module/blades-helpers.js
Clément Bonnet 63946298c5
Add resistance roll (#105)
Co-authored-by: megastruktur <astromortis@gmail.com>
2021-04-22 13:30:56 +03:00

219 lines
5.9 KiB
JavaScript

export class BladesHelpers {
/**
* Removes a duplicate item type from charlist.
*
* @param {Object} item_data
* @param {Entity} actor
*/
static removeDuplicatedItemType(item_data, actor) {
let distinct_types = ["crew_reputation", "class", "vice", "background", "heritage"];
let should_be_distinct = distinct_types.includes(item_data.type);
// If the Item has the exact same name - remove it from list.
// Remove Duplicate items from the array.
actor.items.forEach(i => {
let has_double = (item_data.type === i.data.type);
if (i.data.name === item_data.name || (should_be_distinct && has_double)) {
actor.deleteOwnedItem(i.id);
}
});
}
/**
* Add item modification if logic exists.
* @param {Object} item_data
* @param {Entity} entity
*/
static async callItemLogic(item_data, entity) {
if ('logic' in item_data.data && item_data.data.logic !== '') {
let logic = JSON.parse(item_data.data.logic);
// Should be an array to support multiple expressions
if (!Array.isArray(logic)) {
logic = [logic];
}
if (logic) {
let logic_update = { "_id": entity.data._id };
logic.forEach(expression => {
// Different logic behav. dep on operator.
switch (expression.operator) {
// Add when creating.
case "addition":
mergeObject(
logic_update,
{[expression.attribute]: Number(BladesHelpers.getNestedProperty(entity, prefix + expression.attribute)) + expression.value},
{insertKeys: true}
);
break;
// Change name property.
case "attribute_change":
mergeObject(
logic_update,
{[expression.attribute]: expression.value},
{insertKeys: true}
);
break;
}
});
await Actor.update( logic_update );
}
}
}
/**
* Undo Item modifications when item is removed.
* @todo
* - Remove all items and then Add them back to
* sustain the logic mods
* @param {Object} item_data
* @param {Entity} entity
*/
static async undoItemLogic(item_data, entity) {
if ('logic' in item_data.data && item_data.data.logic !== '') {
let logic = JSON.parse(item_data.data.logic)
// Should be an array to support multiple expressions
if (!Array.isArray(logic)) {
logic = [logic];
}
if (logic) {
let logic_update = { "_id": entity.data._id };
var entity_data = entity.data;
logic.forEach(expression => {
// Different logic behav. dep on operator.
switch (expression.operator) {
// Subtract when removing.
case "addition":
mergeObject(
logic_update,
{[expression.attribute]: Number(BladesHelpers.getNestedProperty(entity, prefix + expression.attribute)) - expression.value},
{insertKeys: true}
);
break;
// Change name back to default.
case "attribute_change":
// Get the array path to take data.
let default_expression_attribute_path = expression.attribute + '_default';
let default_name = default_expression_attribute_path.split(".").reduce((o, i) => o[i], entity_data);
mergeObject(
logic_update,
{[expression.attribute]: default_name},
{insertKeys: true}
);
break;
}
});
await Actor.update( logic_update );
}
}
}
/**
* Get a nested dynamic attribute.
* @param {Object} obj
* @param {string} property
*/
static getNestedProperty(obj, property) {
return property.split('.').reduce((r, e) => {
return r[e];
}, obj);
}
/**
* Add item functionality
*/
static _addOwnedItem(event, actor) {
event.preventDefault();
const a = event.currentTarget;
const item_type = a.dataset.itemType;
let data = {
name: randomID(),
type: item_type
};
return actor.createEmbeddedEntity("OwnedItem", data);
}
/**
* Get the list of all available ingame items by Type.
*
* @param {string} item_type
* @param {Object} game
*/
static async getAllItemsByType(item_type, game) {
let list_of_items = [];
let game_items = [];
let compendium_items = [];
game_items = game.items.filter(e => e.type === item_type).map(e => {return e.data});
let pack = game.packs.find(e => e.metadata.name === item_type);
let compendium_content = await pack.getContent();
compendium_items = compendium_content.map(e => {return e.data});
list_of_items = game_items.concat(compendium_items);
return list_of_items;
}
/* -------------------------------------------- */
/**
* Returns the label for attribute.
*
* @param {string} attribute_name
* @returns {string}
*/
static getAttributeLabel(attribute_name) {
let attribute_labels = {};
const attributes = game.system.model.Actor.character.attributes;
for (var attibute_name in attributes) {
attribute_labels[attibute_name] = attributes[attibute_name].label;
for (var skill_name in attributes[attibute_name].skills) {
attribute_labels[skill_name] = attributes[attibute_name].skills[skill_name].label;
}
}
return attribute_labels[attribute_name];
}
/**
* Returns true if the attribute is an action
*
* @param {string} attribute_name
* @returns {bool}
*/
static isAttributeAction(attribute_name) {
let attribute_labels = {};
const attributes = game.system.model.Actor.character.attributes;
return !(attribute_name in attributes);
}
/* -------------------------------------------- */
}