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 }, {}), ) // Carac 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 }, {}), ) 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({ 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 }) }) return schema } /** @override */ static LOCALIZATION_PREFIXES = ["LETHALFANTASY.Character"] /** * 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, rollAdvantage = "=") { let rollValue let opponentTarget switch (rollType) { case ROLL_TYPE.SAVE: rollValue = this.caracteristiques[rollTarget].valeur opponentTarget = game.user.targets.first() break case ROLL_TYPE.DAMAGE: rollValue = this.parent.items.get(rollTarget).system.degats opponentTarget = game.user.targets.first() break default: // Handle other cases or do nothing break } await this._roll(rollType, rollTarget, rollValue, opponentTarget, rollAdvantage) } /** * 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 {number} rollValue The value of the roll. If the roll is a damage roll, this is the dice to roll. * @param {Token} opponentTarget The target of the roll : used for save rolls to get the oppponent's malus. * @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, rollValue, opponentTarget = undefined, rollAdvantage = "=") { const hasTarget = opponentTarget !== undefined let roll = await LethalFantasyRoll.prompt({ rollType, rollTarget, rollValue, actorId: this.parent.id, actorName: this.parent.name, actorImage: this.parent.img, hasTarget, target: opponentTarget, rollAdvantage, }) if (!roll) return null await roll.toMessage({}, { rollMode: roll.options.rollMode }) } }