import { ROLL_TYPE, SYSTEM } from "../config/system.mjs" import LethalFantasyRoll from "../documents/roll.mjs" import LethalFantasyUtils from "../utils.mjs" export default class LethalFantasyCharacter 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.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.SAVES).reduce((obj, save) => { obj[save.id] = saveField(save.label) return obj }, {}), ) // Challenges const challengeField = (label) => { const schema = { value: new fields.StringField({ initial: "0", required: true, nullable: false }), } return new fields.SchemaField(schema, { label }) } schema.challenges = new fields.SchemaField( Object.values(SYSTEM.CHALLENGES).reduce((obj, save) => { obj[save.id] = challengeField(save.label) return obj }, {}), ) schema.hp = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), }) schema.perception = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), bonus: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.grit = new fields.SchemaField({ starting: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), earned: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), current: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.luck = new fields.SchemaField({ earned: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), current: 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.biodata = new fields.SchemaField({ class: new fields.StringField({ required: true, nullable: false, initial: "" }), level: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }), mortal: new fields.StringField({ required: true, nullable: false, initial: "" }), alignment: new fields.StringField({ required: true, nullable: false, initial: "" }), age: new fields.NumberField({ ...requiredInteger, initial: 15, min: 6 }), height: new fields.NumberField({ ...requiredInteger, initial: 170, min: 50 }), eyes: new fields.StringField({ required: true, nullable: false, initial: "" }), hair: new fields.StringField({ required: true, nullable: false, initial: "" }) }) schema.developmentPoints = new fields.SchemaField({ total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), remaining: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.spellMiraclePoints = new fields.SchemaField({ total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), used: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) const moneyField = (label) => { const schema = { value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) } return new fields.SchemaField(schema, { label }) } schema.moneys = new fields.SchemaField( Object.values(SYSTEM.MONEY).reduce((obj, save) => { obj[save.id] = moneyField(save.label) return obj }, {}), ) return schema } /** @override */ static LOCALIZATION_PREFIXES = ["LETHALFANTASY.Character"] prepareDerivedData() { super.prepareDerivedData(); let grit = 0 for (let c in this.characteristics) { if (SYSTEM.CHARACTERISTICS_MAJOR[c.id]) { grit += this.characteristics[c].value } } this.grit.starting = Math.round(grit / 6) let strDef = SYSTEM.CHARACTERISTICS_TABLES.str.find(s => s.value === this.characteristics.str.value) this.challenges.str.value = strDef.challenge let dexDef = SYSTEM.CHARACTERISTICS_TABLES.dex.find(s => s.value === this.characteristics.dex.value) this.challenges.agility.value = dexDef.challenge this.saves.dodge.value = dexDef.dodge let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find(s => s.value === this.characteristics.wis.value) this.saves.will.value = wisDef.willpower_save let conDef = SYSTEM.CHARACTERISTICS_TABLES.con.find(s => s.value === this.characteristics.con.value) this.saves.pain.value = conDef.pain_save this.saves.toughness.value = conDef.toughness_save this.challenges.dying.value = conDef.stabilization_dice this.saves.contagion.value = this.characteristics.con.value this.saves.poison.value = this.characteristics.con.value } /** * 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 }) } }