taf/module/documents/Actor.mjs

158 lines
4.6 KiB
JavaScript

import { __ID__ } from "../consts.mjs";
import { clamp } from "../utils/clamp.mjs";
const { Actor } = foundry.documents;
const { deepClone, setProperty } = foundry.utils;
export class TAFActor extends Actor {
// #region Lifecycle
/**
* 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;
};
/**
* This override allows the _preCreate operations to see whether the actor is
* being cloned or created from nothing. This allows for easy one-time operations
* that should be performed during Actor creation but not duplication to occur.
*/
clone(data, context) {
context.cloning = true;
return super.clone(data, context);
};
// #endregion Lifecycle
// #region Token Attributes
/**
* @override
* This override exists in order to support making updates to the Actor's
* embedded attribute Items from the token, or falling back to the default
* handling if it's not one of our attributes.
*/
async modifyTokenAttribute(attribute, value, isDelta = false, isBar = true) {
if (attribute.startsWith(`attr.`)) {
const key = attribute.slice(5);
const attr = this.getAttribute(key);
value = isDelta ? attr.system.value + value : value;
value = clamp(attr.system.min, value, attr.system.max);
const updates = { system: { value } };
const allowed = Hooks.call(
`modifyTokenAttribute`,
{ attribute, value, isDelta, isBar, isEmbedded: true },
updates,
this,
);
return allowed !== false ? await attr.update(updates) : this;
};
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;
};
return super.modifyTokenAttribute(attribute, value, isDelta, isBar);
};
// #endregion Token Attributes
// #region Roll Data
getRollData() {
const data = {
carryCapacity: this.system.carryCapacity ?? null,
...this.system.attr,
};
Hooks.callAll(`taf.getRollData`, data, this);
return data;
};
// #endregion Roll Data
// #region Methods
#sortedTypes = null;
/**
* @override
* This override is intended to allow the "generic" item subtype to instead
* populate the Item types based on their "Group" property, for any other item
* subtype this function operates the same way that the default Foundry
* implementation does.
*/
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;
};
/**
* Retrieves an attribute Item from the actor, used to more easily
*
* @param {string} key The unique identifier of the attribute
* @returns The attribute's Item document, or undefined if not found
*/
getAttribute(key) {
const attrs = this.itemTypes.attribute ?? [];
return attrs.find(attr => attr.system.key === key);
};
/**
* Updates an embedded attribute Item with a new value.
*
* @param {string} key The unique identifier of the attribute
* @param {number} value The value to set the attribute to
*/
async setAttributeValue(key, value) {
const item = this.getAttribute(key);
await item?.update({system: { value }});
};
// #endregion Methods
// #region Data Migration
/**
* This checks and performs all data migrations that the system requires, some
* of these are one-time only migrations, others of them will happen every time
* an Actor is updated.
*/
static migrateData(data, options) {
this.#migrateToAttributeItems(data, options);
return super.migrateData(data, options);
};
/**
* This method handles checking if the Actor has attributes within it's raw
* system data model, which was where attributes were stored originally, if
* it detects the need for a migration, it stores the existing attribute data
* into a flag so that the v3.0.0 migration script can handle creating the
* data and removing the property from the Actor.
*/
static #migrateToAttributeItems(data, options) {
if (options.partial) { return }
const attr = data.system?.attr ?? {};
if (Object.keys(attr).length > 0) {
setProperty(
data,
`flags.${__ID__}.convertAttributesIntoItems`,
deepClone(attr),
);
};
};
// #endregion Data Migration
};