Module: Natural20::Entity
- Includes:
- EntityStateEvaluator
- Included in:
- ItemLibrary::Object, Npc, PlayerCharacter
- Defined in:
- lib/natural_20/concerns/entity.rb
Constant Summary collapse
- ATTRIBUTE_TYPES =
%w[strength dexterity constitution intelligence wisdom charisma].freeze
- ATTRIBUTE_TYPES_ABBV =
%w[str dex con int wis cha].freeze
- ALL_SKILLS =
i[acrobatics animal_handling arcana athletics deception history insight intimidation investigation medicine nature perception performance persuasion religion sleight_of_hand stealth survival]
- SKILL_AND_ABILITY_MAP =
{ dex: i[acrobatics sleight_of_hand stealth], wis: i[animal_handling insight medicine perception survival], int: i[arcana history investigation nature religion], con: [], str: [:athletics], cha: i[deception intimidation performance persuasion] }
Instance Attribute Summary collapse
-
#casted_effects ⇒ Object
readonly
Returns the value of attribute casted_effects.
-
#color ⇒ Object
Returns the value of attribute color.
-
#current_hit_die ⇒ Object
Returns the value of attribute current_hit_die.
-
#death_fails ⇒ Object
Returns the value of attribute death_fails.
-
#death_saves ⇒ Object
Returns the value of attribute death_saves.
-
#effects ⇒ Object
Returns the value of attribute effects.
-
#entity_event_hooks ⇒ Object
Returns the value of attribute entity_event_hooks.
-
#entity_uid ⇒ Object
Returns the value of attribute entity_uid.
-
#max_hit_die ⇒ Object
Returns the value of attribute max_hit_die.
-
#session ⇒ Object
Returns the value of attribute session.
-
#statuses ⇒ Object
Returns the value of attribute statuses.
Instance Method Summary collapse
- #ability_mod(type) ⇒ Object
- #acrobatics_proficient? ⇒ Boolean
-
#action?(battle = nil) ⇒ Boolean
Checks if an entity still has an action available.
- #active_effects ⇒ Object
- #add_casted_effect(effect) ⇒ Object
-
#add_item(ammo_type, amount = 1, source_item = nil) ⇒ Object
Adds an item to your inventory.
- #all_ability_mods ⇒ Object
- #all_ability_scores ⇒ Object
-
#any_class_feature?(features) ⇒ Boolean
checks if at least one class feature matches.
- #athletics_proficient? ⇒ Boolean
- #attach_handler(event_name, object, callback) ⇒ Object
- #attack_ability_mod(weapon) ⇒ Object
- #attack_roll_mod(weapon) ⇒ Object
- #available_movement(battle) ⇒ Integer
- #available_spells ⇒ Object
- #break_stealth!(battle) ⇒ Object
-
#can_see?(cur_pos_x, cur_pos_y, _target_entity, pos_x, pos_y, battle) ⇒ Boolean
check if current entity can see target at a certain location.
-
#carry_capacity ⇒ Float
returns the carrying capacity of an entity in lbs.
- #cha_mod ⇒ Object
-
#check_equip(item_name) ⇒ Symbol
Checks if item can be equipped.
- #class_feature?(feature) ⇒ Boolean
- #con_mod ⇒ Object
- #conscious! ⇒ Object
- #conscious? ⇒ Boolean
- #darkvision?(distance) ⇒ Boolean
- #dead! ⇒ Object
- #dead? ⇒ Boolean
-
#death_saving_throw!(battle = nil) ⇒ Object
Perform a death saving throw.
-
#deduct_item(ammo_type, amount = 1) ⇒ OpenStruct
Removes Item from inventory.
- #description ⇒ Object
- #dex_mod ⇒ Object
- #dexterity_check!(bonus = 0, battle: nil, description: nil) ⇒ Object
- #disengage!(battle) ⇒ Object
- #disengage?(battle) ⇒ Boolean
- #dismiss_effect!(effect) ⇒ Object
- #dodge?(battle) ⇒ Boolean
- #dodging!(battle) ⇒ Object
- #drop_grapple! ⇒ Object
- #drop_items!(battle, item_and_counts = []) ⇒ Object
-
#entered_melee?(map, entity, pos_x, pos_y) ⇒ Boolean
convenience method used to determine if a creature entered or is at melee range of another.
-
#equip(item_name, ignore_inventory: false) ⇒ Object
Equips an item.
-
#equipped?(item_name) ⇒ Boolean
Checks if an item is equipped.
-
#equipped_items ⇒ Array<OpenStruct>
returns equipped items.
- #equipped_weapons ⇒ Object
- #escape_grapple_from!(grappler) ⇒ Object
- #expertise ⇒ Object
- #expertise?(prof) ⇒ Boolean
- #free_object_interaction?(battle) ⇒ Boolean
- #grappled? ⇒ Boolean
- #grappled_by!(grappler) ⇒ Object
- #grapples ⇒ Object
- #grappling(target) ⇒ Object
- #grappling? ⇒ Boolean
- #grappling_targets ⇒ Object
- #hand_slots_required(item) ⇒ Object
- #has_reaction?(battle) ⇒ Boolean
- #has_spell_effect?(spell) ⇒ Boolean
- #has_spells? ⇒ Boolean
- #heal!(amt) ⇒ Object
- #help!(battle, target) ⇒ Object
- #help?(battle, target) ⇒ Boolean
- #hiding!(battle, stealth) ⇒ Object
- #hiding?(battle) ⇒ Boolean
-
#hit_die ⇒ Hash<Integer,Integer>
Returns the character hit die.
- #incapacitated? ⇒ Boolean
- #initiative!(battle = nil) ⇒ Object
- #insight_proficient? ⇒ Boolean
- #int_mod ⇒ Object
-
#inventory ⇒ Array
Returns items in the “backpack” of the entity.
- #inventory_count ⇒ Object
-
#inventory_weight ⇒ Float
returns in lbs the weight of all items in the inventory.
- #investigation_proficient? ⇒ Boolean
-
#item_count(inventory_type) ⇒ Integer
Retrieves the item count of an item in the entities inventory.
- #items_label ⇒ Object
- #label ⇒ Object
- #languages ⇒ Object
- #light_properties ⇒ Object
- #locate_melee_positions(map, target_position, battle = nil) ⇒ Object
- #lockpick!(battle = nil) ⇒ Object
- #long_jump_distance ⇒ Object
- #max_spell_slots(_level) ⇒ Object
- #medicine_check!(battle = nil, description: nil) ⇒ Object
- #medicine_proficient? ⇒ Boolean
- #melee_distance ⇒ Object
- #melee_squares(map, target_position: nil, adjacent_only: false) ⇒ Object
- #npc? ⇒ Boolean
- #object? ⇒ Boolean
- #opened? ⇒ Boolean
- #passive_perception ⇒ Object
- #pc? ⇒ Boolean
- #perception_proficient? ⇒ Boolean
-
#proficiency_bonus ⇒ Integer
Returns tghe proficiency bonus of this entity.
- #proficient?(prof) ⇒ Boolean
- #proficient_with_armor?(item) ⇒ Boolean
- #proficient_with_equipped_armor? ⇒ Boolean
- #proficient_with_weapon?(weapon) ⇒ Boolean
- #prone! ⇒ Object
- #prone? ⇒ Boolean
- #push_from(map, pos_x, pos_y, distance = 5) ⇒ Object
- #race ⇒ Object
- #ranged_spell_attack!(battle, spell, advantage: false, disadvantage: false) ⇒ Object
- #register_effect(effect_type, handler, method_name = nil, effect: nil, source: nil, duration: nil) ⇒ Object
- #register_event_hook(event_type, handler, method_name = nil, source: nil, effect: nil, duration: nil) ⇒ Object
- #reset_turn!(battle) ⇒ Hash
- #resistant_to?(damage_type) ⇒ Boolean
- #saving_throw!(save_type, battle: nil) ⇒ Object
- #sentient? ⇒ Boolean
- #shield_equipped? ⇒ Boolean
- #short_rest!(battle, prompt: false) ⇒ Object
- #size_identifier ⇒ Object
- #speed ⇒ Object
- #spell_slots(_level) ⇒ Object
- #squeezed! ⇒ Object
- #squeezed? ⇒ Boolean
- #stable! ⇒ Object
- #stable? ⇒ Boolean
- #stand! ⇒ Object
- #standing_jump_distance ⇒ Object
- #stealth_proficient? ⇒ Boolean
- #str_mod ⇒ Object
- #strength_check!(bonus = 0, battle: nil, description: nil) ⇒ Object
- #take_damage!(damage_params, battle = nil) ⇒ Object
- #to_item(k, item) ⇒ Object
- #token_size ⇒ Object
- #total_actions(battle) ⇒ Object
- #total_bonus_actions(battle) ⇒ Object
- #total_reactions(battle) ⇒ Object
- #trigger_event(event_name, battle, session, map, event) ⇒ Object
- #unconscious! ⇒ Object
- #unconscious? ⇒ Boolean
-
#unequip(item_name, transfer_inventory: true) ⇒ Object
Unequips a weapon.
-
#unequip_all ⇒ Object
removes all equiped.
- #ungrapple(target) ⇒ Object
- #unsqueeze ⇒ Object
- #usable_items ⇒ Object
-
#usable_objects(map, battle) ⇒ Array
Show usable objects near the entity.
- #use_hit_die!(die_type, battle: nil) ⇒ Object
- #used_hand_slots(weapon_only: false) ⇒ Object
- #wearing_armor? ⇒ Boolean
- #wis_mod ⇒ Object
- #wisdom_check!(bonus = 0, battle: nil, description: nil) ⇒ Object
Methods included from EntityStateEvaluator
Instance Attribute Details
#casted_effects ⇒ Object (readonly)
Returns the value of attribute casted_effects.
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# File 'lib/natural_20/concerns/entity.rb', line 8 def casted_effects @casted_effects end |
#color ⇒ Object
Returns the value of attribute color.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def color @color end |
#current_hit_die ⇒ Object
Returns the value of attribute current_hit_die.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def current_hit_die @current_hit_die end |
#death_fails ⇒ Object
Returns the value of attribute death_fails.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def death_fails @death_fails end |
#death_saves ⇒ Object
Returns the value of attribute death_saves.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def death_saves @death_saves end |
#effects ⇒ Object
Returns the value of attribute effects.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def effects @effects end |
#entity_event_hooks ⇒ Object
Returns the value of attribute entity_event_hooks.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def entity_event_hooks @entity_event_hooks end |
#entity_uid ⇒ Object
Returns the value of attribute entity_uid.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def entity_uid @entity_uid end |
#max_hit_die ⇒ Object
Returns the value of attribute max_hit_die.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def max_hit_die @max_hit_die end |
#session ⇒ Object
Returns the value of attribute session.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def session @session end |
#statuses ⇒ Object
Returns the value of attribute statuses.
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# File 'lib/natural_20/concerns/entity.rb', line 6 def statuses @statuses end |
Instance Method Details
#ability_mod(type) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 527 def ability_mod(type) mod_type = case type.to_sym when :wisdom, :wis :wis when :dexterity, :dex :dex when :constitution, :con :con when :intelligence, :int :int when :charisma, :cha :cha when :strength, :str :str end modifier_table(@ability_scores.fetch(mod_type)) end |
#acrobatics_proficient? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 1003 def acrobatics_proficient? proficient?('acrobatics') end |
#action?(battle = nil) ⇒ Boolean
Checks if an entity still has an action available
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# File 'lib/natural_20/concerns/entity.rb', line 461 def action?(battle = nil) return true if battle.nil? (battle.entity_state_for(self)[:action].presence || 0).positive? end |
#active_effects ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1175 def active_effects @effects.values.flatten.reject do |effect| effect[:expiration] && effect[:expiration] <= @session.game_time end.uniq end |
#add_casted_effect(effect) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1236 def add_casted_effect(effect) @casted_effects << effect end |
#add_item(ammo_type, amount = 1, source_item = nil) ⇒ Object
Adds an item to your inventory
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# File 'lib/natural_20/concerns/entity.rb', line 727 def add_item(ammo_type, amount = 1, source_item = nil) if @inventory[ammo_type.to_sym].nil? @inventory[ammo_type.to_sym] = OpenStruct.new(qty: 0, type: source_item&.type || ammo_type.to_sym) end qty = @inventory[ammo_type.to_sym].qty @inventory[ammo_type.to_sym].qty = qty + amount end |
#all_ability_mods ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 26 def all_ability_mods i[str dex con int wis cha].map do |att| modifier_table(@ability_scores.fetch(att)) end end |
#all_ability_scores ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 20 def all_ability_scores i[str dex con int wis cha].map do |att| @ability_scores[att] end end |
#any_class_feature?(features) ⇒ Boolean
checks if at least one class feature matches
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# File 'lib/natural_20/concerns/entity.rb', line 1034 def any_class_feature?(features) !features.select { |f| class_feature?(f) }.empty? end |
#athletics_proficient? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 1007 def athletics_proficient? proficient?('athletics') end |
#attach_handler(event_name, object, callback) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 665 def attach_handler(event_name, object, callback) @event_handlers ||= {} @event_handlers[event_name.to_sym] = [object, callback] end |
#attack_ability_mod(weapon) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1068 def attack_ability_mod(weapon) modifier = 0 modifier += case (weapon[:type]) when 'melee_attack' weapon[:properties]&.include?('finesse') ? [str_mod, dex_mod].max : str_mod when 'ranged_attack' if class_feature?('archery') dex_mod + 2 else dex_mod end end modifier end |
#attack_roll_mod(weapon) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1060 def attack_roll_mod(weapon) modifier = attack_ability_mod(weapon) modifier += proficiency_bonus if proficient_with_weapon?(weapon) modifier end |
#available_movement(battle) ⇒ Integer
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# File 'lib/natural_20/concerns/entity.rb', line 487 def available_movement(battle) grappled? ? 0 : battle.entity_state_for(self)[:movement] end |
#available_spells ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 491 def available_spells [] end |
#break_stealth!(battle) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 392 def break_stealth!(battle) entity_state = battle.entity_state_for(self) return unless entity_state entity_state[:statuses].delete(:hiding) entity_state[:stealth] = 0 end |
#can_see?(cur_pos_x, cur_pos_y, _target_entity, pos_x, pos_y, battle) ⇒ Boolean
check if current entity can see target at a certain location
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# File 'lib/natural_20/concerns/entity.rb', line 443 def can_see?(cur_pos_x, cur_pos_y, _target_entity, pos_x, pos_y, battle) battle.map.line_of_sight?(cur_pos_x, cur_pos_y, pos_x, pos_y) # TODO, check invisiblity etc, range true end |
#carry_capacity ⇒ Float
returns the carrying capacity of an entity in lbs
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# File 'lib/natural_20/concerns/entity.rb', line 979 def carry_capacity @ability_scores.fetch(:str, 1) * 15.0 end |
#cha_mod ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 515 def cha_mod modifier_table(@ability_scores.fetch(:cha)) end |
#check_equip(item_name) ⇒ Symbol
Checks if item can be equipped
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# File 'lib/natural_20/concerns/entity.rb', line 838 def check_equip(item_name) item_name = item_name.to_sym weapon = @session.load_thing(item_name) return :unequippable unless weapon && weapon[:subtype] == 'weapon' || %w[shield armor].include?(weapon[:type]) hand_slots = used_hand_slots + hand_slots_required(to_item(item_name, weapon)) armor_slots = equipped_items.select do |item| item.type == 'armor' end.size return :hands_full if hand_slots > 2.0 return :armor_equipped if armor_slots >= 1 && weapon[:type] == 'armor' :ok end |
#class_feature?(feature) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 1027 def class_feature?(feature) @properties[:attributes]&.include?(feature) end |
#con_mod ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 507 def con_mod modifier_table(@ability_scores.fetch(:con)) end |
#conscious! ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 150 def conscious! @statuses.delete(:unconscious) @statuses.delete(:stable) end |
#conscious? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 126 def conscious? !dead? && !unconscious? end |
#darkvision?(distance) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 274 def darkvision?(distance) return false unless @properties[:darkvision] return false if @properties[:darkvision] < distance true end |
#dead! ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 94 def dead! unless dead? Natural20::EventManager.received_event({ source: self, event: :died }) drop_grapple! @statuses.add(:dead) @statuses.delete(:stable) @statuses.delete(:unconscious) end end |
#dead? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 118 def dead? @statuses.include?(:dead) end |
#death_saving_throw!(battle = nil) ⇒ Object
Perform a death saving throw
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# File 'lib/natural_20/concerns/entity.rb', line 302 def death_saving_throw!(battle = nil) roll = Natural20::DieRoll.roll('1d20', description: t('dice_roll.death_saving_throw'), entity: self, battle: battle) if roll.nat_20? conscious! heal!(1) Natural20::EventManager.received_event({ source: self, event: :death_save, roll: roll, saves: @death_saves, fails: death_fails, complete: true, stable: true, success: true }) elsif roll.result >= 10 @death_saves += 1 complete = false if @death_saves >= 3 complete = true @death_saves = 0 @death_fails = 0 stable! end Natural20::EventManager.received_event({ source: self, event: :death_save, roll: roll, saves: @death_saves, fails: @death_fails, complete: complete, stable: complete }) else @death_fails += roll.nat_1? ? 2 : 1 complete = false if @death_fails >= 3 complete = true dead! @death_saves = 0 @death_fails = 0 end Natural20::EventManager.received_event({ source: self, event: :death_fail, roll: roll, saves: @death_saves, fails: @death_fails, complete: complete }) end end |
#deduct_item(ammo_type, amount = 1) ⇒ OpenStruct
Removes Item from inventory
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# File 'lib/natural_20/concerns/entity.rb', line 714 def deduct_item(ammo_type, amount = 1) return if @inventory[ammo_type.to_sym].nil? qty = @inventory[ammo_type.to_sym].qty @inventory[ammo_type.to_sym].qty = [qty - amount, 0].max @inventory[ammo_type.to_sym] end |
#description ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 289 def description @properties[:description].presence || '' end |
#dex_mod ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 523 def dex_mod modifier_table(@ability_scores.fetch(:dex)) end |
#dexterity_check!(bonus = 0, battle: nil, description: nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 643 def dexterity_check!(bonus = 0, battle: nil, description: nil) disadvantage = !proficient_with_equipped_armor? ? true : false DieRoll.roll_with_lucky(self, "1d20+#{dex_mod + bonus}", disadvantage: disadvantage, description: description || t('dice_roll.dexterity'), battle: battle) end |
#disengage!(battle) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 400 def disengage!(battle) entity_state = battle.entity_state_for(self) entity_state[:statuses].add(:disengage) end |
#disengage?(battle) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 405 def disengage?(battle) entity_state = battle.entity_state_for(self) entity_state[:statuses]&.include?(:disengage) end |
#dismiss_effect!(effect) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1213 def dismiss_effect!(effect) dismiss_count = 0 effect.source.casted_effects.reject! { |f| f[:effect] == effect } @effects = @effects.map do |k, value| delete_effects = value.select do |f| f[:effect] == effect end dismiss_count += delete_effects.size [k, value - delete_effects] end.to_h @entity_event_hooks = @entity_event_hooks.map do |k, value| delete_hooks = value.select do |f| f[:effect] == effect end dismiss_count += delete_hooks.size [k, value - delete_hooks] end.to_h dismiss_count end |
#dodge?(battle) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 410 def dodge?(battle) entity_state = battle.entity_state_for(self) return false unless entity_state entity_state[:statuses]&.include?(:dodge) end |
#dodging!(battle) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 379 def dodging!(battle) entity_state = battle.entity_state_for(self) entity_state[:statuses].add(:dodge) end |
#drop_grapple! ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 703 def drop_grapple! @grappling ||= [] @grappling.each do |target| ungrapple(target) end end |
#drop_items!(battle, item_and_counts = []) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 762 def drop_items!(battle, item_and_counts = []) ground = battle.map.ground_at(*battle.map.entity_or_object_pos(self)) ground&.store(battle, self, ground, item_and_counts) end |
#entered_melee?(map, entity, pos_x, pos_y) ⇒ Boolean
convenience method used to determine if a creature entered or is at melee range of another
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# File 'lib/natural_20/concerns/entity.rb', line 163 def entered_melee?(map, entity, pos_x, pos_y) entity_1_sq = map.entity_squares(self) entity_2_sq = map.entity_squares_at_pos(entity, pos_x, pos_y) entity_1_sq.each do |entity_1_pos| entity_2_sq.each do |entity_2_pos| cur_x, cur_y = entity_1_pos pos_x, pos_y = entity_2_pos distance = Math.sqrt((cur_x - pos_x)**2 + (cur_y - pos_y)**2).floor * map.feet_per_grid # one square - 5 ft # determine melee options return true if distance <= melee_distance end end false end |
#equip(item_name, ignore_inventory: false) ⇒ Object
Equips an item
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# File 'lib/natural_20/concerns/entity.rb', line 820 def equip(item_name, ignore_inventory: false) @properties[:equipped] ||= [] if ignore_inventory @properties[:equipped] << item_name.to_s resolve_trigger(:equip) return end item = deduct_item(item_name) if item @properties[:equipped] << item_name.to_s resolve_trigger(:equip) end end |
#equipped?(item_name) ⇒ Boolean
Checks if an item is equipped
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# File 'lib/natural_20/concerns/entity.rb', line 814 def equipped?(item_name) equipped_items.map(&:name).include?(item_name.to_sym) end |
#equipped_items ⇒ Array<OpenStruct>
returns equipped items
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# File 'lib/natural_20/concerns/entity.rb', line 942 def equipped_items equipped_arr = @properties[:equipped] || [] equipped_arr.map do |k| item = @session.load_thing(k) raise "unknown item #{k}" unless item to_item(k, item) end end |
#equipped_weapons ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 901 def equipped_weapons equipped_items.select do |item| item.subtype == 'weapon' end.map(&:name) end |
#escape_grapple_from!(grappler) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 368 def escape_grapple_from!(grappler) @grapples ||= [] @grapples.delete(grappler) @statuses.delete(:grappled) if @grapples.empty? grappler.ungrapple(self) end |
#expertise ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 557 def expertise @properties.fetch(:expertise, []) end |
#expertise?(prof) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 32 def expertise?(prof) @properties[:expertise]&.include?(prof.to_s) end |
#free_object_interaction?(battle) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 475 def free_object_interaction?(battle) return true unless battle (battle.entity_state_for(self)[:free_object_interaction].presence || 0).positive? end |
#grappled? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 922 def grappled? @statuses.include?(:grappled) end |
#grappled_by!(grappler) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 361 def grappled_by!(grappler) @statuses.add(:grappled) @grapples ||= [] @grapples << grappler grappler.grappling(self) end |
#grapples ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 375 def grapples @grapples || [] end |
#grappling(target) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 679 def grappling(target) @grappling ||= [] @grappling << target end |
#grappling? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 684 def grappling? @grappling ||= [] !@grappling.empty? end |
#grappling_targets ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 690 def grappling_targets @grappling ||= [] @grappling end |
#hand_slots_required(item) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 881 def hand_slots_required(item) return 0.0 if item.type == 'armor' if item.light 0.5 elsif item.two_handed 2.0 else 1.0 end end |
#has_reaction?(battle) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 499 def has_reaction?(battle) (battle.entity_state_for(self)[:reaction].presence || 0).positive? end |
#has_spell_effect?(spell) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 1240 def has_spell_effect?(spell) active_effects = @effects.values.flatten.reject do |effect| effect[:expiration] && effect[:expiration] <= @session.game_time end !!active_effects.detect { |effect| effect[:effect].id.to_sym == spell.to_sym } end |
#has_spells? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 417 def has_spells? return false unless @properties[:prepared_spells] !@properties[:prepared_spells].empty? end |
#heal!(amt) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 36 def heal!(amt) return if dead? prev_hp = @hp @death_saves = 0 @death_fails = 0 @hp = [max_hp, @hp + amt].min conscious! Natural20::EventManager.received_event({ source: self, event: :heal, previous: prev_hp, new: @hp, value: amt }) end |
#help!(battle, target) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 450 def help!(battle, target) target_state = battle.entity_state_for(target) target_state[:target_effect][self] = if battle.opposing?(self, target) :help else :help_ability_check end end |
#help?(battle, target) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 435 def help?(battle, target) entity_state = battle.entity_state_for(target) return entity_state[:target_effect][self] == :help if entity_state[:target_effect]&.key?(self) false end |
#hiding!(battle, stealth) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 386 def hiding!(battle, stealth) entity_state = battle.entity_state_for(self) entity_state[:statuses].add(:hiding) entity_state[:stealth] = stealth end |
#hiding?(battle) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 428 def hiding?(battle) entity_state = battle.entity_state_for(self) return false unless entity_state entity_state[:statuses]&.include?(:hiding) end |
#hit_die ⇒ Hash<Integer,Integer>
Returns the character hit die
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# File 'lib/natural_20/concerns/entity.rb', line 1097 def hit_die @current_hit_die end |
#incapacitated? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 918 def incapacitated? @statuses.include?(:unconscious) || @statuses.include?(:sleep) || @statuses.include?(:dead) end |
#initiative!(battle = nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 293 def initiative!(battle = nil) roll = Natural20::DieRoll.roll("1d20+#{dex_mod}", description: t('dice_roll.initiative'), entity: self, battle: battle) value = roll.result.to_f + @ability_scores.fetch(:dex) / 100.to_f Natural20::EventManager.received_event({ source: self, event: :initiative, roll: roll, value: value }) value end |
#insight_proficient? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 995 def insight_proficient? proficient?('insight') end |
#int_mod ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 519 def int_mod modifier_table(@ability_scores.fetch(:int)) end |
#inventory ⇒ Array
Returns items in the “backpack” of the entity
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# File 'lib/natural_20/concerns/entity.rb', line 777 def inventory @inventory.map do |k, v| item = @session.load_thing k raise "unable to load unknown item #{k}" if item.nil? next unless v[:qty].positive? OpenStruct.new( name: k.to_sym, label: v[:label].presence || k.to_s.humanize, qty: v[:qty], equipped: false, weight: item[:weight] ) end.compact end |
#inventory_count ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 793 def inventory_count @inventory.values.inject(0) do |total, item| total + item[:qty] end end |
#inventory_weight ⇒ Float
returns in lbs the weight of all items in the inventory
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# File 'lib/natural_20/concerns/entity.rb', line 934 def inventory_weight (inventory + equipped_items).inject(0.0) do |sum, item| sum + (item.weight.presence || '0').to_f * item.qty end end |
#investigation_proficient? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 991 def investigation_proficient? proficient?('investigation') end |
#item_count(inventory_type) ⇒ Integer
Retrieves the item count of an item in the entities inventory
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# File 'lib/natural_20/concerns/entity.rb', line 740 def item_count(inventory_type) return 0 if @inventory[inventory_type.to_sym].nil? @inventory[inventory_type.to_sym][:qty] end |
#items_label ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 983 def items_label I18n.t(:"entity.#{self.class}.item_label", default: "#{name} Items") end |
#label ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 12 def label I18n.exists?(name, :en) ? I18n.t(name) : name.humanize end |
#languages ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 270 def languages @properties[:languages] || [] end |
#light_properties ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1038 def light_properties return nil if equipped_items.blank? bright = [0] dim = [0] equipped_items.map do |item| next unless item.light_properties bright << item.light_properties.fetch(:bright, 0) dim << item.light_properties.fetch(:dim, 0) end bright = bright.max dim = dim.max return nil unless [dim, bright].sum.positive? { dim: dim, bright: bright } end |
#locate_melee_positions(map, target_position, battle = nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 242 def locate_melee_positions(map, target_position, battle = nil) result = [] step = melee_distance / map.feet_per_grid cur_x, cur_y = target_position (-step..step).each do |x_off| (-step..step).each do |y_off| next if x_off.zero? && y_off.zero? # adjust melee position based on token size adjusted_x_off = x_off adjusted_y_off = y_off adjusted_x_off -= token_size - 1 if x_off < 0 adjusted_y_off -= token_size - 1 if y_off < 0 position = [cur_x + adjusted_x_off, cur_y + adjusted_y_off] if position[0].negative? || position[0] >= map.size[0] || position[1].negative? || position[1] >= map.size[1] next end next unless map.placeable?(self, *position, battle) result << position end end result end |
#lockpick!(battle = nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1015 def lockpick!(battle = nil) proficiency_mod = dex_mod bonus = if proficient?(:thieves_tools) expertise?(:thieves_tools) ? proficiency_bonus * 2 : proficiency_bonus else 0 end proficiency_mod += bonus Natural20::DieRoll.roll("1d20+#{proficiency_mod}", description: t('dice_roll.thieves_tools'), battle: battle, entity: self) end |
#long_jump_distance ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 553 def long_jump_distance @ability_scores.fetch(:str) end |
#max_spell_slots(_level) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1209 def max_spell_slots(_level) 0 end |
#medicine_check!(battle = nil, description: nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 660 def medicine_check!(battle = nil, description: nil) wisdom_check!(medicine_proficient? ? proficiency_bonus : 0, battle: battle, description: description || t('dice_roll.medicine')) end |
#medicine_proficient? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 1011 def medicine_proficient? proficient?('medicine') end |
#melee_distance ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 182 def melee_distance 0 end |
#melee_squares(map, target_position: nil, adjacent_only: false) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 215 def melee_squares(map, target_position: nil, adjacent_only: false) result = [] step = adjacent_only ? 1 : melee_distance / map.feet_per_grid cur_x, cur_y = target_position || map.entity_or_object_pos(self) (-step..step).each do |x_off| (-step..step).each do |y_off| next if x_off.zero? && y_off.zero? # adjust melee position based on token size adjusted_x_off = x_off adjusted_y_off = y_off adjusted_x_off -= token_size - 1 if x_off.negative? adjusted_y_off -= token_size - 1 if y_off.negative? position = [cur_x + adjusted_x_off, cur_y + adjusted_y_off] if position[0].negative? || position[0] >= map.size[0] || position[1].negative? || position[1] >= map.size[1] next end result << position end end result end |
#npc? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 138 def npc? false end |
#object? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 134 def object? false end |
#opened? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 914 def opened? false end |
#passive_perception ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 545 def passive_perception @properties[:passive_perception] || 10 + wis_mod end |
#pc? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 142 def pc? false end |
#perception_proficient? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 987 def perception_proficient? proficient?('perception') end |
#proficiency_bonus ⇒ Integer
Returns tghe proficiency bonus of this entity
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# File 'lib/natural_20/concerns/entity.rb', line 928 def proficiency_bonus @properties[:proficiency_bonus].presence || 2 end |
#proficient?(prof) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 907 def proficient?(prof) @properties[:skills]&.include?(prof.to_s) || @properties[:tools]&.include?(prof.to_s) || @properties[:saving_throw_proficiencies]&.map { |s| "#{s}_save" }&.include?(prof.to_s) end |
#proficient_with_armor?(item) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 855 def proficient_with_armor?(item) armor = @session.load_thing(item) raise "unknown item #{item}" unless armor raise "not armor #{item}" unless %w[armor shield].include?(armor[:type]) return proficient?("#{armor[:subtype]}_armor") if armor[:type] == 'armor' return proficient?('shields') if armor[:type] == 'shield' false end |
#proficient_with_equipped_armor? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 866 def proficient_with_equipped_armor? shields_and_armor = equipped_items.select { |t| %w[armor shield].include?(t[:type]) } return true if shields_and_armor.empty? shields_and_armor.each do |item| return false unless proficient_with_armor?(item.name) end true end |
#proficient_with_weapon?(weapon) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 1085 def proficient_with_weapon?(weapon) weapon = @session.load_thing weapon if weapon.is_a?(String) return true if weapon[:name] == 'Unarmed Attack' @properties[:weapon_proficiencies]&.detect do |prof| weapon[:proficiency_type]&.include?(prof) || weapon[:proficiency_type]&.include?(weapon[:name].underscore) end end |
#prone! ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 104 def prone! Natural20::EventManager.received_event({ source: self, event: :prone }) @statuses.add(:prone) end |
#prone? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 114 def prone? @statuses.include?(:prone) end |
#push_from(map, pos_x, pos_y, distance = 5) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 187 def push_from(map, pos_x, pos_y, distance = 5) x, y = map.entity_or_object_pos(self) effective_token_size = token_size - 1 ofs_x, ofs_y = if pos_x.between?(x, x + effective_token_size) && !pos_y.between?(y, y + effective_token_size) [0, y - pos_y > 0 ? distance : -distance] elsif pos_y.between?(y, y + effective_token_size) && !pos_x.between?(x, x + effective_token_size) [x - pos_x > 0 ? distance : -distance, 0] elsif [pos_x, pos_y] == [x - 1, y - 1] [distance, distance] elsif [pos_x, pos_y] == [x + effective_token_size + 1, y - 1] [-distance, distance] elsif [pos_x, pos_y] == [x - 1, y + effective_token_size + 1] [distance, -distance] elsif [pos_x, pos_y] == [x + effective_token_size + 1, y + effective_token_size + 1] [-disance, -distance] else raise "invalid source position #{pos_x}, #{pos_y}" end # convert to squares ofs_x /= map.feet_per_grid ofs_y /= map.feet_per_grid [x + ofs_x, y + ofs_y] if map.placeable?(self, x + ofs_x, y + ofs_y) end |
#race ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 16 def race @properties[:race] end |
#ranged_spell_attack!(battle, spell, advantage: false, disadvantage: false) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 423 def ranged_spell_attack!(battle, spell, advantage: false, disadvantage: false) DieRoll.roll("1d20+#{spell_attack_modifier}", description: t('dice_roll.ranged_spell_attack', spell: spell), entity: self, battle: battle, advantage: advantage, disadvantage: disadvantage) end |
#register_effect(effect_type, handler, method_name = nil, effect: nil, source: nil, duration: nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1181 def register_effect(effect_type, handler, method_name = nil, effect: nil, source: nil, duration: nil) @effects[effect_type.to_sym] ||= [] effect_descriptor = { handler: handler, method: method_name.nil? ? effect_type : method_name, effect: effect, source: source } effect_descriptor[:expiration] = @session.game_time + duration.to_i @effects[effect_type.to_sym] << effect_descriptor end |
#register_event_hook(event_type, handler, method_name = nil, source: nil, effect: nil, duration: nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1193 def register_event_hook(event_type, handler, method_name = nil, source: nil, effect: nil, duration: nil) @entity_event_hooks[event_type.to_sym] ||= [] event_hook_descriptor = { handler: handler, method: method_name.nil? ? event_type : method_name, effect: effect, source: source } event_hook_descriptor[:expiration] = @session.game_time + duration.to_i if duration @entity_event_hooks[event_type.to_sym] << event_hook_descriptor end |
#reset_turn!(battle) ⇒ Hash
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# File 'lib/natural_20/concerns/entity.rb', line 340 def reset_turn!(battle) entity_state = battle.entity_state_for(self) entity_state.merge!({ action: 1, bonus_action: 1, reaction: 1, movement: speed, free_object_interaction: 1, active_perception: 0, active_perception_disadvantage: 0, two_weapon: nil }) entity_state[:statuses].delete(:dodge) entity_state[:statuses].delete(:disengage) battle.dismiss_help_actions_for(self) resolve_trigger(:start_of_turn) cleanup_effects entity_state end |
#resistant_to?(damage_type) ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 90 def resistant_to?(damage_type) @resistances.include?(damage_type) end |
#saving_throw!(save_type, battle: nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1166 def saving_throw!(save_type, battle: nil) modifier = ability_mod(save_type) modifier += proficiency_bonus if proficient?("#{save_type}_save") op = modifier >= 0 ? '+' : '' disadvantage = i[dex str].include?(save_type.to_sym) && !proficient_with_equipped_armor? ? true : false DieRoll.roll("d20#{op}#{modifier}", disadvantage: disadvantage, battle: battle, entity: self, description: t("dice_roll.#{save_type}_saving_throw")) end |
#sentient? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 146 def sentient? npc? || pc? end |
#shield_equipped? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 952 def shield_equipped? @equipments ||= YAML.load_file(File.join(session.root_path, 'items', 'equipment.yml')).deep_symbolize_keys! = @equipped.map { |e| @equipments[e.to_sym] }.compact !!.detect do |s| s[:type] == 'shield' end end |
#short_rest!(battle, prompt: false) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1114 def short_rest!(battle, prompt: false) controller = battle&.controller_for(self) # hit die management if prompt && controller && controller.respond_to?(:prompt_hit_die_roll) loop do break unless @current_hit_die.values.inject(0) { |sum, d| sum + d }.positive? ans = battle.controller_for(self)&.try(:prompt_hit_die_roll, self, @current_hit_die.select do |_k, v| v.positive? end.keys) if ans == :skip break else use_hit_die!(ans, battle: battle) end end else while @hp < max_hp available_die = @current_hit_die.map do |die, num| next unless num.positive? die end.compact.sort break if available_die.empty? old_hp = @hp use_hit_die!(available_die.first, battle: battle) break if @hp == old_hp # break if unable to heal end end heal!(1) if unconscious? && stable? end |
#size_identifier ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 577 def size_identifier square_size = size.to_sym case square_size when :small 1 when :medium 2 when :large 3 when :huge 4 when :gargantuan 5 else raise "invalid size #{square_size}" end end |
#speed ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 495 def speed @properties[:speed] end |
#spell_slots(_level) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1205 def spell_slots(_level) 0 end |
#squeezed! ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1101 def squeezed! @statuses.add(:squeezed) end |
#squeezed? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 1109 def squeezed? @statuses.include?(:squeezed) end |
#stable! ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 155 def stable! @statuses.add(:stable) @death_fails = 0 @death_saves = 0 end |
#stable? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 130 def stable? @statuses.include?(:stable) end |
#stand! ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 109 def stand! Natural20::EventManager.received_event({ source: self, event: :stand }) @statuses.delete(:prone) end |
#standing_jump_distance ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 549 def standing_jump_distance (@ability_scores.fetch(:str) / 2).floor end |
#stealth_proficient? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 999 def stealth_proficient? proficient?('stealth') end |
#str_mod ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 503 def str_mod modifier_table(@ability_scores.fetch(:str)) end |
#strength_check!(bonus = 0, battle: nil, description: nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 649 def strength_check!(bonus = 0, battle: nil, description: nil) disadvantage = !proficient_with_equipped_armor? ? true : false DieRoll.roll_with_lucky(self, "1d20+#{str_mod + bonus}", disadvantage: disadvantage, description: description || t('dice_roll.stength_check'), battle: battle) end |
#take_damage!(damage_params, battle = nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 51 def take_damage!(damage_params, battle = nil) dmg = damage_params[:damage].is_a?(Natural20::DieRoll) ? damage_params[:damage].result : damage_params[:damage] dmg += damage_params[:sneak_attack].result unless damage_params[:sneak_attack].nil? dmg = (dmg / 2.to_f).floor if resistant_to?(damage_params[:damage_type]) @hp -= dmg if unconscious? @statuses.delete(:stable) @death_fails += if damage_params[:attack_roll]&.nat_20? 2 else 1 end complete = false if @death_fails >= 3 complete = true dead! @death_saves = 0 @death_fails = 0 end Natural20::EventManager.received_event({ source: self, event: :death_fail, saves: @death_saves, fails: @death_fails, complete: complete }) end if @hp.negative? && @hp.abs >= @properties[:max_hp] dead! elsif @hp <= 0 npc? ? dead! : unconscious! end @hp = 0 if @hp <= 0 on_take_damage(battle, damage_params) if battle Natural20::EventManager.received_event({ source: self, event: :damage, value: dmg }) end |
#to_item(k, item) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 961 def to_item(k, item) OpenStruct.new( name: k.to_sym, label: item[:label].presence || k.to_s.humanize, type: item[:type], subtype: item[:subtype], light: item[:properties].try(:include?, 'light'), two_handed: item[:properties].try(:include?, 'two_handed'), light_properties: item[:light], proficiency_type: item[:proficiency_type], qty: 1, equipped: true, weight: item[:weight] ) end |
#token_size ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 561 def token_size square_size = size.to_sym case square_size when :small 1 when :medium 1 when :large 2 when :huge 3 else raise "invalid size #{square_size}" end end |
#total_actions(battle) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 467 def total_actions(battle) battle.entity_state_for(self)[:action] end |
#total_bonus_actions(battle) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 481 def total_bonus_actions(battle) battle.entity_state_for(self)[:bonus_action] end |
#total_reactions(battle) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 471 def total_reactions(battle) battle.entity_state_for(self)[:reaction] end |
#trigger_event(event_name, battle, session, map, event) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 670 def trigger_event(event_name, battle, session, map, event) @event_handlers ||= {} return unless @event_handlers.key?(event_name.to_sym) object, method_name = @event_handlers[event_name.to_sym] object.send(method_name.to_sym, battle, session, self, map, event) end |
#unconscious! ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 281 def unconscious! return if unconscious? || dead? drop_grapple! Natural20::EventManager.received_event({ source: self, event: :unconscious }) @statuses.add(:unconscious) end |
#unconscious? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 122 def unconscious? !dead? && @statuses.include?(:unconscious) end |
#unequip(item_name, transfer_inventory: true) ⇒ Object
Unequips a weapon
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# File 'lib/natural_20/concerns/entity.rb', line 802 def unequip(item_name, transfer_inventory: true) add_item(item_name.to_sym) if @properties[:equipped].delete(item_name.to_s) && transfer_inventory end |
#unequip_all ⇒ Object
removes all equiped. Used for tests
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# File 'lib/natural_20/concerns/entity.rb', line 807 def unequip_all @properties[:equipped].clear end |
#ungrapple(target) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 696 def ungrapple(target) @grappling ||= [] @grappling.delete(target) target.grapples.delete(self) target.statuses.delete(:grappled) if target.grapples.empty? end |
#unsqueeze ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1105 def unsqueeze @statuses.delete(:squeezed) end |
#usable_items ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 746 def usable_items @inventory.map do |k, v| item_details = session.load_equipment(v.type) next unless item_details next unless item_details[:usable] next if item_details[:consumable] && v.qty.zero? { name: k.to_s, label: item_details[:name] || k, item: item_details, qty: v.qty, consumable: item_details[:consumable] } end.compact end |
#usable_objects(map, battle) ⇒ Array
Show usable objects near the entity
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# File 'lib/natural_20/concerns/entity.rb', line 771 def usable_objects(map, battle) map.objects_near(self, battle) end |
#use_hit_die!(die_type, battle: nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 1153 def use_hit_die!(die_type, battle: nil) return unless @current_hit_die.key? die_type return unless @current_hit_die[die_type].positive? @current_hit_die[die_type] -= 1 hit_die_roll = DieRoll.roll("d#{die_type}", battle: battle, entity: self, description: t('dice_roll.hit_die')) EventManager.received_event({ source: self, event: :hit_die, roll: hit_die_roll }) heal!(hit_die_roll.result) end |
#used_hand_slots(weapon_only: false) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 893 def used_hand_slots(weapon_only: false) equipped_items.select do |item| item.subtype == 'weapon' || (!weapon_only && item.type == 'shield') end.inject(0.0) do |slot, item| slot + hand_slots_required(item) end end |
#wearing_armor? ⇒ Boolean
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# File 'lib/natural_20/concerns/entity.rb', line 877 def wearing_armor? !!equipped_items.detect { |t| %w[armor shield].include?(t[:type]) } end |
#wis_mod ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 511 def wis_mod modifier_table(@ability_scores.fetch(:wis)) end |
#wisdom_check!(bonus = 0, battle: nil, description: nil) ⇒ Object
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# File 'lib/natural_20/concerns/entity.rb', line 655 def wisdom_check!(bonus = 0, battle: nil, description: nil) DieRoll.roll_with_lucky(self, "1d20+#{wis_mod + bonus}", description: description || t('dice_roll.wisdom_check'), battle: battle) end |