Initial import
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176
module/models/character.mjs
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176
module/models/character.mjs
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import { ROLL_TYPE, SYSTEM } from "../config/system.mjs"
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import LethalFantasyRoll from "../documents/roll.mjs"
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import LethalFantasyUtils from "../utils.mjs"
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export default class LethalFantasyCharacter extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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const requiredInteger = { required: true, nullable: false, integer: true }
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const schema = {}
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.langues = new fields.HTMLField({ required: true, textSearch: true })
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schema.notes = new fields.HTMLField({ required: true, textSearch: true })
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schema.biens = new fields.HTMLField({ required: true, textSearch: true })
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// Caractéristiques
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const characteristicField = (label) => {
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const schema = {
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valeur: new fields.NumberField({ ...requiredInteger, initial: 10, min: 0 }),
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progression: new fields.SchemaField({
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experience: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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progres: new fields.BooleanField(),
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}),
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}
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return new fields.SchemaField(schema, { label })
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}
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schema.caracteristiques = new fields.SchemaField(
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Object.values(SYSTEM.CHARACTERISTICS).reduce((obj, characteristic) => {
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obj[characteristic.id] = characteristicField(characteristic.label)
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return obj
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}, {}),
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)
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// Ressources
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const resourceField = (label) => {
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const schema = {
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valeur: new fields.StringField({
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required: true,
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nullable: false,
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initial: SYSTEM.RESOURCE_VALUE.ZERO,
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choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
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blank: true,
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}),
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max: new fields.StringField({
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required: true,
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nullable: false,
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initial: SYSTEM.RESOURCE_VALUE.ZERO,
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choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
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blank: true,
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}),
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experience: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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}
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return new fields.SchemaField(schema, { label })
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}
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schema.ressources = new fields.SchemaField(
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Object.values(SYSTEM.RESOURCES).reduce((obj, resource) => {
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obj[resource.id] = resourceField(resource.label)
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return obj
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}, {}),
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)
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schema.commanditaire = new fields.StringField({})
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schema.dv = new fields.StringField({
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required: true,
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nullable: false,
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initial: SYSTEM.RESOURCE_VALUE.ZERO,
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choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
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})
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schema.pv = new fields.SchemaField({
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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})
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schema.dmax = new fields.SchemaField({
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valeur: new fields.StringField({
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required: true,
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nullable: false,
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initial: SYSTEM.RESOURCE_VALUE.ZERO,
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choices: Object.fromEntries(Object.entries(SYSTEM.RESOURCE_VALUE).map(([key, value]) => [value, { label: `${value}` }])),
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}),
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experience: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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})
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schema.voies = new fields.SchemaField({
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majeure: new fields.SchemaField({
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id: new fields.DocumentIdField(),
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key: new fields.StringField({ required: true }),
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nom: new fields.StringField({ required: true }),
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}),
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mineure: new fields.SchemaField({
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id: new fields.DocumentIdField(),
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key: new fields.StringField({ required: true }),
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nom: new fields.StringField({ required: true }),
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}),
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})
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return schema
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}
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/** @override */
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static LOCALIZATION_PREFIXES = ["TENEBRIS.Character"]
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get hasVoieMajeure() {
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return !!this.voies.majeure.id
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}
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get hasVoieMineure() {
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return !!this.voies.mineure.id
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}
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/**
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* Rolls a dice for a character.
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* @param {("save"|"resource|damage")} rollType The type of the roll.
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* @param {number} rollTarget The target value for the roll. Which caracteristic or resource. If the roll is a damage roll, this is the id of the item.
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* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
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*/
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async roll(rollType, rollTarget, rollAdvantage = "=") {
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let rollValue
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let opponentTarget
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switch (rollType) {
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case ROLL_TYPE.SAVE:
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rollValue = this.caracteristiques[rollTarget].valeur
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opponentTarget = game.user.targets.first()
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break
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case ROLL_TYPE.RESOURCE:
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rollValue = this.ressources[rollTarget].valeur
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break
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case ROLL_TYPE.DAMAGE:
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rollValue = this.parent.items.get(rollTarget).system.degats
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opponentTarget = game.user.targets.first()
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break
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default:
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// Handle other cases or do nothing
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break
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}
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await this._roll(rollType, rollTarget, rollValue, opponentTarget, rollAdvantage)
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}
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/**
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* Rolls a dice for a character.
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* @param {("save"|"resource|damage")} rollType The type of the roll.
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* @param {number} rollTarget The target value for the roll. Which caracteristic or resource. If the roll is a damage roll, this is the id of the item.
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* @param {number} rollValue The value of the roll. If the roll is a damage roll, this is the dice to roll.
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* @param {Token} opponentTarget The target of the roll : used for save rolls to get the oppponent's malus.
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* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
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*/
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async _roll(rollType, rollTarget, rollValue, opponentTarget = undefined, rollAdvantage = "=") {
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const hasTarget = opponentTarget !== undefined
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let roll = await LethalFantasyRoll.prompt({
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rollType,
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rollTarget,
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rollValue,
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actorId: this.parent.id,
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actorName: this.parent.name,
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actorImage: this.parent.img,
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hasTarget,
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target: opponentTarget,
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rollAdvantage,
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})
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if (!roll) return null
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// Perte de ressouces
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if (rollType === ROLL_TYPE.RESOURCE && roll.resultType === "failure") {
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const value = this.ressources[rollTarget].valeur
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const newValue = LethalFantasyUtils.findLowerDice(value)
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await this.parent.update({ [`system.ressources.${rollTarget}.valeur`]: newValue })
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}
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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}
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