import { SYSTEM } from "../config/system.mjs" import FTLNomadRoll from "../documents/roll.mjs" export default class FTLNomadProtagonist extends foundry.abstract.TypeDataModel { static defineSchema() { const fields = foundry.data.fields const requiredInteger = { required: true, nullable: false, integer: true } const schema = {} schema.description = new fields.HTMLField({ required: true, textSearch: true }) schema.notes = new fields.HTMLField({ required: true, textSearch: true }) schema.name = new fields.StringField({ required: true, nullable: false, initial: "" }) schema.concept = new fields.StringField({ required: true, nullable: false, initial: "" }) schema.species = new fields.StringField({ required: true, nullable: false, initial: "" }) schema.archetype = new fields.StringField({ required: true, nullable: false, initial: "" }) // Carac const skillField = (label) => { const schema = { value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 5 }), label: new fields.StringField({ required: true, nullable: false, initial: label }) } return new fields.SchemaField(schema, { label }) } schema.skills = new fields.SchemaField( Object.values(SYSTEM.SKILLS).reduce((obj, characteristic) => { obj[characteristic.id] = skillField(characteristic.label) return obj }, {}), ) schema.heroPoints = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) schema.health = new fields.SchemaField({ staminaValue: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }), staminaMax: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }), wounds: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }), triageResults: new fields.StringField({ required: true, nullable: false, initial: "none", choices: SYSTEM.TRIAGE_RESULTS }) }) schema.enc = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.armor = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.credits = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) schema.rank = new fields.SchemaField({ experienced: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 5 }), expert: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 5 }), veteran: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 5 }), elite: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 5 }), legend: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 5 }) }) schema.biodata = new fields.SchemaField({ age: new fields.NumberField({ ...requiredInteger, initial: 15, min: 6 }), height: new fields.NumberField({ ...requiredInteger, initial: 170, min: 50 }), weight: new fields.NumberField({ ...requiredInteger, initial: 70, min: 1 }), gender: new fields.StringField({ required: true, nullable: false, initial: "" }), home: new fields.StringField({ required: true, nullable: false, initial: "" }), birthplace: new fields.StringField({ required: true, nullable: false, initial: "" }), eyes: new fields.StringField({ required: true, nullable: false, initial: "" }), hair: new fields.StringField({ required: true, nullable: false, initial: "" }) }) return schema } /** @override */ static LOCALIZATION_PREFIXES = ["FTLNOMAD.Character"] prepareDerivedData() { super.prepareDerivedData(); let encMax = 10 + (2*this.skills.physical.value) if (encMax !== this.enc.max) { this.enc.max = encMax } let enc = 0 let armor = 0 for (let i of this.parent.items) { if (i.system?.enc) { enc += i.system.enc } if ( i.system?.protection) { armor += i.system.protection } } if (enc !== this.enc.value) { this.enc.value = enc } if (armor !== this.armor.value) { this.armor.value = armor } let staminaMax = 14 + (3*this.skills.physical.value) if (staminaMax !== this.health.staminaMax) { this.health.staminaMax = staminaMax } } isEncumbered() { return this.enc.value > this.enc.max } /** */ /** * Rolls a dice for a character. * @param {("save"|"resource|damage")} rollType The type of the roll. * @param {number} rollItem The target value for the roll. Which caracteristic or resource. If the roll is a damage roll, this is the id of the item. * @returns {Promise} - A promise that resolves to null if the roll is cancelled. */ async roll(rollType, rollItem) { let opponentTarget const hasTarget = opponentTarget !== undefined let roll = await FTLNomadRoll.prompt({ rollType, rollItem, actorId: this.parent.id, actorName: this.parent.name, actorImage: this.parent.img, talents: this.parent.items.filter(i => i.type === "talent" && i.system.isAdvantage), isEncumbered: this.isEncumbered(), hasTarget, target: opponentTarget }) if (!roll) return null await roll.toMessage({}, { rollMode: roll.options.rollMode }) } }