Membership in an organization or faction.

Affiliations represent a character's social and political ties: guild membership, noble house allegiance, religious order, military unit, or any other organizational relationship. Each affiliation tracks:

  • society — The name of the organization
  • office — A specific position held (e.g., "Captain," "Acolyte")
  • title — A formal title granted (e.g., "Sir," "Elder")
  • level — Rank or standing within the organization

Affiliations are lightweight identity records with no complex calculations. They can be attached to Beings, Cohorts, Structures, or Vehicles.

Type Parameters

Hierarchy (View Summary)

Indexable

  • [key: symbol]: true

Constructors

Properties

actions: SohlMap<string, sohl.entity.action.SohlAction>

Executable actions for this document, keyed by shortcode — context-menu entries, chat-card buttons, and lifecycle hooks. A script action shadows (wholly overrides) the intrinsic action of the same shortcode (see the constructor).

The character's rank / standing within this organization, as a sohl.entity.modifier.ValueModifier seeded from AffiliationData.level (rank 0 is usually a lay member).

Affiliation is the system's capability credential: religious rank and arcane grade live here, not on a Skill. Because it is a ValueModifier it is a valid Active Effect target (mod:logic.level), and it is the stable seam a capability derivation reads — a Mystical Ability subtype that draws on its associated affiliation may consult this level during its evaluate(). It only informs a derivation — no action is ever taken on the character automatically.

Accessors

  • get actor(): null | SohlActor
  • The owning SohlActor — the document itself when it is an actor, otherwise its owning actor (for an item, combatant, or effect), or null.

    Returns null | SohlActor

  • get actorLogic(): null | SohlActorLogic<any>
  • The logic of the owning actor — the Foundry-free way to reach the actor layer from any logic. For an actor's own logic this is itself; for an item's logic it is the owning actor's logic; otherwise null.

    Returns null | SohlActorLogic<any>

    Resolved through the SohlLogicData port, so logic code can navigate to the actor (and iterate items via allLogics / logicTypes / getItemLogic) without touching the Foundry document.

  • get data(): TData
  • This logic's typed data — its *Data interface (e.g. SkillData), the same persisted object as document.system. Prefer document.logic.data when reading a document's fields from a macro, Script Action, or module: it is the typed, API-documented surface (autocomplete and reference links resolve), whereas document.system is typed as the internal DataModel.

    Returns TData

    Convenience accessor for parent.

  • get document(): TData["parent"]
  • The owning document — the actor or item this logic is embedded in.

    Returns TData["parent"]

  • get item(): SohlItem
  • The owning SohlItem.

    Returns SohlItem

    If this logic is not embedded in an item.

  • get kind(): string
  • The owning document's kind (its actor or item type id).

    Returns string

  • get typeLabel(): string
  • Localized type (and sub-type, when present) label for the owning document.

    Returns string

  • get uuid(): string
  • The owning document's UUID — the opaque identity token from the data port.

    Returns string

Methods

  • Compute derived values that depend on sibling items being initialized.

    Returns void

    Called on every item after ALL items have completed initialize.

    Safe to access: sibling items' initialized state (e.g., reading trait attribute values for a skill base formula).

    Not safe to access: sibling items' evaluated state — another item's evaluate() may not have run yet. Dependencies on evaluated state belong in finalize.

    Example: a Skill reads trait attribute values to compute its skill base; a gear item resolves its containerId to find its parent container.

  • Resolve cross-item dependencies that require all items to have been evaluated.

    Returns void

    Called on every item after ALL items have completed evaluate.

    Safe to access: all sibling items' initialized and evaluated state.

    Example: fate mastery level (which depends on an already-evaluated Aura trait); encumbrance totals summed across all evaluated gear.

  • The context-menu options — the actions currently available — for this logic's document.

    Returns ContextMenuEntry[]

    The available context-menu entries.

    One entry per action whose visible predicate currently passes (an action's trigger / domain preconditions can hide it); SCRIPT actions are additionally permission-gated when executed. Use this to discover which actions can be performed on the document.

  • Set up base state from persisted data: create ValueModifiers, set base values.

    Returns void

    Called on every item before any item's evaluate runs.

    Safe to access: own persisted data fields (this.data.*).

    Not safe to access: sibling items on the same actor — they may not have initialized yet. Cross-item reads belong in evaluate.

    Example: a Skill creates its MasteryLevelModifier from persisted fields; it does not yet read trait attribute values.

  • GM result-edit for a posted test card (#856) — the higher-fidelity counterpart to Fate. Re-opens the standard test dialog pre-filled with the result's current situational and success-level modifiers; on submit it applies the new modifiers and re-evaluates on the SAME frozen roll (never a re-roll, no Fate cost), then reposts the card. The prior result rides in context.scope.priorTestResult (the reconstruction seam), so this works for any standard test card — skill, attribute, or combat strike mode.

    Changing the situational modifier changes the effective target, so the base success level re-derives from the frozen roll; the success-level modifier is a flat offset applied after. Clicking OK without a change is a no-op (nothing re-evaluated, nothing reposted).

    GM-only. The pencil is render-hidden from non-GMs (sohl.document.chat.gateEditActionPencil); this is the click-time half of that gate — a synthesized click from a non-GM is refused here.

    Parameters

    • context: sohl.entity.action.SohlActionContext<
          {
              priorTestResult?: sohl.entity.result.SuccessTestResult;
              rollMode?: string;
              situationalModifier?: number;
              successLevelMod?: number;
          },
      >

      The action context; context.scope.priorTestResult is the result being edited. When skipDialog is set, the new situationalModifier / successLevelMod / rollMode are taken from context.scope instead of the dialog.

    Returns Promise<undefined | sohl.entity.result.SuccessTestResult>

    The re-evaluated result, or undefined when refused (non-GM), cancelled (dialog dismissed), or unchanged (no-op).

  • Serialize this logic to a plain reference.

    Returns PlainObject

    A uuid-keyed reference to this logic.

    A logic is a behavior wrapper over a live Foundry document; it is never revived from its own JSON (its constructor needs that document). Wherever a logic is persisted — a chat card, an action sohl.entity.action.SohlActionContext.scope — it is re-resolved from its uuid (e.g. via fvttLogicFromUuidSync), not rebuilt from a payload. So it serializes as a compact, resolvable reference (name/kind are carried for display and debugging); the owning document holds the actual persisted state.