Files
fvtt-ftl-nomad/module/models/character.mjs

233 lines
9.0 KiB
JavaScript

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 }),
}
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.wp = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 3, min: 0 }),
exhausted: new fields.BooleanField({ required: true, initial: false })
})
schema.hp = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
stunned: new fields.BooleanField({ required: true, initial: false })
})
schema.san = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
recovery: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
violence: new fields.ArrayField(new fields.BooleanField(), { required: true, initial: [false, false, false], min:3, max:3}),
helplessness: new fields.ArrayField(new fields.BooleanField(), { required: true, initial: [false, false, false], min:3, max:3 }),
breakingPoint: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
insanity: new fields.StringField({ required: true, nullable: false, initial: "none", choices:SYSTEM.INSANITY }),
})
schema.damageBonus = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
schema.resources = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), // Unused but kept for compatibility
permanentRating: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
hand: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
currentHand: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
stowed: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
currentStowed: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
storage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
currentStorage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
checks: new fields.ArrayField(new fields.BooleanField(), { required: true, initial: [false, false, false], min:3, max:3 }),
nbValidChecks: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.biodata = new fields.SchemaField({
age: new fields.NumberField({ ...requiredInteger, initial: 15, min: 6 }),
archetype: new fields.StringField({ required: true, nullable: false, initial: "" }),
height: new fields.NumberField({ ...requiredInteger, initial: 170, min: 50 }),
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: "" }),
harshness: new fields.StringField({ required: true, nullable: false, initial: "normal", choices:SYSTEM.HARSHNESS }),
adaptedToViolence: new fields.BooleanField({ required: true, initial: false }),
adaptedToHelplessness: new fields.BooleanField({ required: true, initial: false })
})
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["FTLNOMAD.Protagonist"]
prepareDerivedData() {
super.prepareDerivedData();
let updates = {}
if ( this.wp.max !== this.characteristics.pow.value) {
updates[`system.wp.max`] = this.characteristics.pow.value
}
let hpMax = Math.round((this.characteristics.con.value + this.characteristics.str.value) / 2)
if ( this.hp.max !== hpMax) {
updates[`system.hp.max`] = hpMax
}
// Get Unnatural skill for MAX SAN
let unnatural = this.parent.items.find(i => i.type === "skill" && i.name.toLowerCase() === game.i18n.localize("FTLNOMAD.Skill.Unnatural").toLowerCase())
let minus = 0
if (unnatural) {
minus = unnatural.system.skillTotal
}
let maxSan = Math.max(99 - minus, 0)
if ( this.san.max !== maxSan) {
updates[`system.san.max`] = maxSan
}
let recoverySan = this.characteristics.pow.value * 5
if (recoverySan > this.san.max) {
recoverySan = this.san.max
}
if ( this.san.recovery !== recoverySan) {
updates[`system.san.recovery`] = recoverySan
}
let dmgBonus = 0
if (this.characteristics.str.value <= 4) {
dmgBonus = -2
} else if (this.characteristics.str.value <= 8) {
dmgBonus = -1
} else if (this.characteristics.str.value <= 12) {
dmgBonus = 0
} else if (this.characteristics.str.value <= 16) {
dmgBonus = 1
} else if (this.characteristics.str.value <= 20) {
dmgBonus = 2
}
if ( this.damageBonus !== dmgBonus) {
updates[`system.damageBonus`] = dmgBonus
}
// Sanity check
if (this.san.value > this.san.max) {
updates[`system.san.value`] = this.san.max
}
if (this.wp.value > this.wp.max) {
updates[`system.wp.value`] = this.wp.max
}
if (this.hp.value > this.hp.max) {
updates[`system.hp.value`] = this.hp.max
}
if (this.resources.permanentRating < 0) {
updates[`system.resources.permanentRating`] = 0
}
let resourceIndex = Math.max(Math.min(this.resources.permanentRating, 20), 0)
let breakdown = SYSTEM.RESOURCE_BREAKDOWN[resourceIndex]
if (this.resources.hand !== breakdown.hand) {
updates[`system.resources.hand`] = breakdown.hand
}
if (this.resources.stowed !== breakdown.stowed) {
updates[`system.resources.stowed`] = breakdown.stowed
}
if (this.resources.storage !== breakdown.storage) {
updates[`system.resources.storage`] = breakdown.storage + (this.resources.permanentRating - resourceIndex)
}
if (this.resources.nbValidChecks !== breakdown.checks) {
updates[`system.resources.nbValidChecks`] = breakdown.checks
}
if (Object.keys(updates).length > 0) {
this.parent.update(updates)
}
}
isLowWP() {
return this.wp.value <= 2
}
isZeroWP() {
return this.wp.value === 0
}
isExhausted() {
return this.wp.exhausted
}
modifyWP(value) {
let updates = {}
let wp = Math.max(Math.min(this.wp.value + value, this.wp.max), 0)
if ( this.wp.value !== wp) {
updates[`system.wp.value`] = wp
}
if (Object.keys(updates).length > 0) {
this.parent.update(updates)
}
}
setBP() {
let updates = {}
let bp = Math.max(this.san.value - this.characteristics.pow.value, 0)
if ( this.san.breakingPoint !== bp) {
updates[`system.san.breakingPoint`] = bp
}
if (Object.keys(updates).length > 0) {
this.parent.update(updates)
}
}
/** */
/**
* 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<null>} - A promise that resolves to null if the roll is cancelled.
*/
async roll(rollType, rollItem) {
let opponentTarget
const hasTarget = opponentTarget !== undefined
let roll = await CthulhuEternalRoll.prompt({
rollType,
rollItem,
isLowWP: this.isLowWP(),
isZeroWP: this.isZeroWP(),
isExhausted: this.isExhausted(),
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
hasTarget,
target: opponentTarget
})
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
}