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foundryvtt-beam-saber/module/blades-helpers.js
drewg13 862de62713
Actually fix issue #124 (all rolls labeled as Resolve) (#126)
* Updates for 0.8.x

Updates for 0.8.x

* Fix issue #120 (Load dropdown)

* Fix issue #122 (Faction tracker labels)

* Actually fix issue #124 (all rolls labeled as Resolve)
2021-06-02 15:09:14 +03:00

222 lines
6.1 KiB
JavaScript

export class BladesHelpers {
/**
* Identifies duplicate items by type and returns a array of item ids to remove
*
* @param {Object} item_data
* @param {Document} actor
* @returns {Array}
*
*/
static removeDuplicatedItemType(item_data, actor) {
let dupe_list = [];
let distinct_types = ["crew_reputation", "class", "vice", "background", "heritage"];
let allowed_types = ["item"];
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.name === item_data.name ) || ( should_be_distinct && has_double ) ) && !( allowed_types.includes( item_data.type ) ) && ( item_data._id !== i.id ) ) {
dupe_list.push (i.id);
}
});
return dupe_list;
}
/**
* Add item modification if logic exists.
* @param {Object} item_data
* @param {Document} 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.id };
logic.forEach(expression => {
// Different logic behav. dep on operator.
switch (expression.operator) {
// Add when creating.
case "addition":
foundry.utils.mergeObject(
logic_update,
{[expression.attribute]: Number(BladesHelpers.getNestedProperty(entity, prefix + expression.attribute)) + expression.value},
{insertKeys: true}
);
break;
// Change name property.
case "attribute_change":
foundry.utils.mergeObject(
logic_update,
{[expression.attribute]: expression.value},
{insertKeys: true}
);
break;
}
});
await Actor.updateDocuments( 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 {Document} 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.id };
var entity_data = entity.data;
logic.forEach(expression => {
// Different logic behav. dep on operator.
switch (expression.operator) {
// Subtract when removing.
case "addition":
foundry.utils.mergeObject(
logic_update,
{[expression.attribute]: Number(BladesHelpers.getNestedProperty(entity, 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);
foundry.utils.mergeObject(
logic_update,
{[expression.attribute]: default_name},
{insertKeys: true}
);
break;
}
});
await Actor.updateDocuments( 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.createEmbeddedDocuments("Item", [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.getDocuments();
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 (const att_name in attributes) {
attribute_labels[att_name] = attributes[att_name].label;
for (const skill_name in attributes[att_name].skills) {
attribute_labels[skill_name] = attributes[att_name].skills[skill_name].label;
}
}
return attribute_labels[attribute_name];
}
/**
* Returns true if the attribute is an action
*
* @param {string} attribute_name
* @returns {Boolean}
*/
static isAttributeAction(attribute_name) {
const attributes = game.system.model.Actor.character.attributes;
return !(attribute_name in attributes);
}
/* -------------------------------------------- */
}