import { __ID__ } from "../consts.mjs"; const { Actor } = foundry.documents; const { hasProperty } = foundry.utils; export class TAFActor extends Actor { // #region Lifecycle /** * This makes sure that the actor gets created with the global attributes if * they exist, while still allowing programmatic creation through the API with * specific attributes. */ async _preCreate(data, options, user) { // Assign the defaults from the world setting if they exist const defaults = game.settings.get(__ID__, `actorDefaultAttributes`) ?? {}; if (!hasProperty(data, `system.attr`)) { const value = game.release.generation > 13 ? _replace(defaults) : defaults; this.updateSource({ "system.==attr": value }); }; return super._preCreate(data, options, user); }; /** * This resets the cache of the item groupings whenever a descedant document * gets changed (created, updated, deleted) so that we keep the cache as close * to accurate as can be possible. */ _onEmbeddedDocumentChange(...args) { super._onEmbeddedDocumentChange(...args); this.#sortedTypes = null; }; // #endregion Lifecycle // #region Token Attributes async modifyTokenAttribute(attribute, value, isDelta = false, isBar = true) { const attr = foundry.utils.getProperty(this.system, attribute); const current = isBar ? attr.value : attr; const update = isDelta ? current + value : value; if ( update === current ) { return this; }; // Determine the updates to make to the actor data let updates; if (isBar) { updates = {[`system.${attribute}.value`]: Math.clamp(update, 0, attr.max)}; } else { updates = {[`system.${attribute}`]: update}; }; // Allow a hook to override these changes const allowed = Hooks.call(`modifyTokenAttribute`, {attribute, value, isDelta, isBar}, updates, this); return allowed !== false ? this.update(updates) : this; }; // #endregion Token Attributes // #region Roll Data getRollData() { /* All properties assigned during this phase of the roll data prep can potentially be overridden by users creating attributes of the same key, if users shouldn't be able to override, assign the property before the return of this function. */ const data = { carryCapacity: this.system.carryCapacity ?? null, }; if (`attr` in this.system) { for (const attrID in this.system.attr) { const attr = this.system.attr[attrID]; if (attr.isRange) { data[attrID] = { value: attr.value, max: attr.max, }; } else { data[attrID] = attr.value; }; }; }; return data; }; // #endregion Roll Data // #region Getters #sortedTypes = null; get itemTypes() { if (this.#sortedTypes) return this.#sortedTypes; const types = {}; for (const item of this.items) { if (item.type !== `generic`) { types[item.type] ??= []; types[item.type].push(item); } else { const group = item.system.group?.toLowerCase() ?? `items`; types[group] ??= []; types[group].push(item); }; }; return this.#sortedTypes = types; }; // #endregion Getters };