import { 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 }, {}), ) const woundFieldSchema = { value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), duration: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), description: new fields.StringField({ initial: "", required: false, nullable: true }), } schema.hp = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }), max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }), painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), wounds: new fields.ArrayField(new fields.SchemaField(woundFieldSchema), { initial: [{ description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }], min: 8 }), damageResistance: 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.granted = new fields.SchemaField({ attackDice: new fields.StringField({ required: true, nullable: false, initial: "" }), defenseDice: new fields.StringField({ required: true, nullable: false, initial: "" }), damageDice: new fields.StringField({ required: true, nullable: false, initial: "" }) }) 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({ class: new fields.StringField({ required: true, initial: "untrained", choices: SYSTEM.CHAR_CLASSES }), 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 }), weight: 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: "" }), magicUser: new fields.BooleanField({ initial: false }), clericUser: new fields.BooleanField({ initial: false }), hpPerLevel: new fields.StringField({ required: true, nullable: false, initial: "" }), }) schema.modifiers = new fields.SchemaField({ levelSpellModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), saveModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), levelMiracleModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), intSpellModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), chaMiracleModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), }) 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 }) }) schema.aetherPoints = new fields.SchemaField({ max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.divinityPoints = new fields.SchemaField({ max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) 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 }), }) 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.modifiers.saveModifier = Math.floor((Number(this.biodata.level) / 5)) this.modifiers.levelSpellModifier = Math.floor((Number(this.biodata.level) / 5)) this.modifiers.levelMiracleModifier = Math.floor((Number(this.biodata.level) / 5)) 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 intDef = SYSTEM.CHARACTERISTICS_TABLES.int.find(s => s.value === this.characteristics.int.value) this.modifiers.intSpellModifier = intDef.arkane_casting_mod 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 + this.modifiers.saveModifier let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find(s => s.value === this.characteristics.wis.value) this.saves.will.value = wisDef.willpower_save + this.modifiers.saveModifier let chaDef = SYSTEM.CHARACTERISTICS_TABLES.cha.find(s => s.value === this.characteristics.cha.value) this.modifiers.chaMiracleModifier = chaDef.divine_miracle_bonus let conDef = SYSTEM.CHARACTERISTICS_TABLES.con.find(s => s.value === this.characteristics.con.value) this.saves.pain.value = conDef.pain_save + this.modifiers.saveModifier this.saves.toughness.value = conDef.toughness_save + this.modifiers.saveModifier this.challenges.dying.value = conDef.stabilization_dice this.saves.contagion.value = this.characteristics.con.value + this.modifiers.saveModifier this.saves.poison.value = this.characteristics.con.value + this.modifiers.saveModifier this.combat.attackModifier = 0 for (let chaKey of SYSTEM.CHARACTERISTIC_ATTACK) { let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value) this.combat.attackModifier += chaDef.attack } this.combat.defenseModifier = 0 for (let chaKey of SYSTEM.CHARACTERISTIC_DEFENSE) { let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value) this.combat.defenseModifier += chaDef.defense } this.combat.damageModifier = 0 for (let chaKey of SYSTEM.CHARACTERISTIC_DAMAGE) { let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value) this.combat.damageModifier += chaDef.damage } } /** * 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 actorClass = this.biodata.class; let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find((c) => c.value === this.characteristics.wis.value) let maxInit = Number(wisDef.init_cap) || 1000 console.log("Rolling initiative for", this) let roll = await LethalFantasyRoll.promptInitiative({ actorId: this.parent.id, actorName: this.parent.name, actorImage: this.parent.img, combatId, combatantId , actorClass, maxInit, }) if (!roll) return null await roll.toMessage({}, { rollMode: roll.options.rollMode }) } async rollProgressionDice(combatId, combatantId, rollProgressionCount) { // Get all weapons from the actor let weapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "melee") let weaponsChoices = weapons.map(w => { return { id: w.id, name: `${w.name} (${w.system.combatProgressionDice.toUpperCase()})`, combatProgressionDice: w.system.combatProgressionDice.toUpperCase() } }) let rangeWeapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "ranged") for (let w of rangeWeapons) { weaponsChoices.push({ id: `${w.id}simpleAim`, name: `${w.name} (Simple Aim: ${w.system.speed.simpleAim.toUpperCase()})`, combatProgressionDice: w.system.speed.simpleAim.toUpperCase() }) weaponsChoices.push({ id: `${w.id}carefulAim`, name: `${w.name} (Careful Aim: ${w.system.speed.carefulAim.toUpperCase()})`, combatProgressionDice: w.system.speed.carefulAim.toUpperCase() }) weaponsChoices.push({ id: `${w.id}focusedAim`, name: `${w.name} (Focused Aim: ${w.system.speed.focusedAim.toUpperCase()})`, combatProgressionDice: w.system.speed.focusedAim.toUpperCase() }) } let roll = await LethalFantasyRoll.promptProgressionDice({ actorId: this.parent.id, actorName: this.parent.name, actorImage: this.parent.img, weaponsChoices, combatId, combatantId, rollProgressionCount, type: "progression", }) } }