import { SYSTEM } from "../config/system.mjs" import LethalFantasyRoll from "../documents/roll.mjs" export default class LethalFantasyMonster 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 }) // Carac const characteristicField = (label) => { const schema = { value: new fields.NumberField({ ...requiredInteger, initial: 3, min: 0 }), percent: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 100 }), attackMod: new fields.NumberField({ ...requiredInteger, initial: 0 }), defenseMod: new fields.NumberField({ ...requiredInteger, initial: 0 }) } return new fields.SchemaField(schema, { label }) } schema.characteristics = new fields.SchemaField( Object.values(SYSTEM.MONSTER_CHARACTERISTICS).reduce((obj, characteristic) => { obj[characteristic.id] = characteristicField(characteristic.label) return obj }, {}), ) // Save const saveField = (label) => { const schema = { value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) } return new fields.SchemaField(schema, { label }) } schema.saves = new fields.SchemaField( Object.values(SYSTEM.MONSTER_SAVES).reduce((obj, save) => { obj[save.id] = saveField(save.label) return obj }, {}), ) // Resist const resistField = (label) => { const schema = { value: new fields.StringField({ initial: "0", required: true, nullable: false }), } return new fields.SchemaField(schema, { label }) } schema.resists = new fields.SchemaField( Object.values(SYSTEM.MONSTER_RESIST).reduce((obj, save) => { obj[save.id] = resistField(save.label) return obj }, {}), ) schema.hp = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }), average: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }), max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }), damageResistance: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) const attackField = (label) => { const schema = { key: new fields.StringField({ required: true, nullable: false, initial: `attack${label}` }), name: new fields.StringField({ required: true, nullable: false, initial: `Attack ${label}` }), attackScore: new fields.NumberField({ ...requiredInteger, initial: Number(label), min: 0 }), attackModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), defenseModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), damageDice: new fields.StringField({ required: true, nullable: false, initial: "1D6" }), damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), } return new fields.SchemaField(schema, { label }) } // Add 4 attackFields in an attack schema schema.attacks = new fields.SchemaField({ attack1: attackField("1"), attack2: attackField("2"), attack3: attackField("3"), attack4: attackField("4"), }) schema.perception = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), bonus: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.movement = new fields.SchemaField({ walk: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), jog: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), sprint: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), run: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), armorAdjust: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), }) schema.jump = new fields.SchemaField({ broad: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), running: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), vertical: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), }) schema.biodata = new fields.SchemaField({ alignment: new fields.StringField({ required: true, nullable: false, initial: "" }), vision: new fields.StringField({ required: true, nullable: false, initial: "" }), height: new fields.StringField({ required: true, nullable: false, initial: "" }), length: new fields.StringField({ required: true, nullable: false, initial: "" }), weight: new fields.StringField({ required: true, nullable: false, initial: "" }) }) schema.combat = new fields.SchemaField({ attackModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), defenseModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), armorHitPoints: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), }) return schema } /** @override */ static LOCALIZATION_PREFIXES = ["LETHALFANTASY.Monster"] /** * Rolls a dice for a character. * @param {("save"|"resource|damage")} rollType The type of the roll. * @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. * @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=). * @returns {Promise} - A promise that resolves to null if the roll is cancelled. */ async roll(rollType, rollTarget) { const hasTarget = false let roll = await LethalFantasyRoll.prompt({ rollType, rollTarget, actorId: this.parent.id, actorName: this.parent.name, actorImage: this.parent.img, hasTarget, target: false }) if (!roll) return null await roll.toMessage({}, { rollMode: roll.options.rollMode }) } async rollInitiative(combatId = undefined, combatantId = undefined) { const hasTarget = false let maxInit = 100 let roll = await LethalFantasyRoll.promptInitiative({ actorId: this.parent.id, actorName: this.parent.name, actorImage: this.parent.img, combatId, combatantId, maxInit, }) if (!roll) return null await roll.toMessage({}, { rollMode: roll.options.rollMode }) } async rollProgressionDice(combatId, combatantId, rollProgressionCount) { const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)])) const fieldRollMode = new foundry.data.fields.StringField({ choices: rollModes, blank: false, default: "public", }) let roll = new Roll("1D8") await roll.evaluate() let max = rollProgressionCount let msg = await roll.toMessage({ flavor: `Progression Roll for ${this.parent.name}` } ) if (game?.dice3d) { await game.dice3d.waitFor3DAnimationByMessageID(msg.id) } let hasAttack = false for (let key in this.attacks) { let attack = this.attacks[key] if (attack.attackScore > 0 && attack.attackScore === roll.total) { hasAttack = true let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionOKMonster", { isMonster: true, name: this.parent.name, weapon: attack.name, roll: roll.total }) ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: this.parent }) }) } } if (!hasAttack) { let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionKOMonster", { isMonster: true, name: this.parent.name, roll: roll.total }) ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: this.parent }) }) } } }