110 lines
4.0 KiB
JavaScript
110 lines
4.0 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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import { CATEGORY } from "../config/skill.mjs"
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export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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const schema = {}
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const requiredInteger = { required: true, nullable: false, integer: true }
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.category = new fields.StringField({ required: true, initial: "layperson", choices: SYSTEM.SKILL_CATEGORY })
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schema.base = new fields.StringField({ required: true, initial: "WIS" })
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schema.bonus = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.weaponClass = new fields.StringField({ required: true, initial: "shortblade", choices: SYSTEM.WEAPON_CLASS })
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schema.weaponBonus = new fields.SchemaField({
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attack: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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defense: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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damage: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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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 = ["LETHALFANTASY.Skill"]
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get skillCategory() {
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return game.i18n.localize(CATEGORY[this.category].label)
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}
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validate(options) {
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let isError = super.validate(options)
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console.log(this)
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let bonus = this._source.weaponBonus.attack + this._source.weaponBonus.defense + this._source.weaponBonus.damage
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console.log(bonus, this._source.skillTotal)
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if (bonus > Math.floor(this._source.skillTotal / 10)) {
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ui.notifications.error(game.i18n.localize("LETHALFANTASY.Skill.error.weaponBonus"))
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isError = true
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}
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return isError
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}
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prepareDerivedData() {
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super.prepareDerivedData();
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this.skillTotal = this.computeBase();
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if (this.category === "weapon") {
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this.totalBonus = this.weaponBonus.attack + this.weaponBonus.defense + this.weaponBonus.damage;
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if (Number(this.skillTotal)) {
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this.availableBonus = Math.max(Math.floor(this.skillTotal / 10) - 1, 0)
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} else {
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this.availableBonus = "N/A"
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}
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}
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}
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computeBase() {
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let actor = this.parent?.actor;
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if (!actor) {
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return `${this.base} + ${String(this.bonus)}`;
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}
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if (this.base === "N/A" || this.base === "None") {
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return this.bonus
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}
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// Split the base value per stat : WIS,DEX,STR,INT,CHA (example)
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let base = this.base;
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// Fix errors in the base value
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base.replace("CHARISMA", "CHA");
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if (base.match(/OR/)) {
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let baseSplit = base.split("OR");
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let baseSplitLength = baseSplit.length;
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if (baseSplitLength > 0) {
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// Select the max stat value from the parent actor
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let maxStat = 0;
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for (let i = 0; i < baseSplitLength; i++) {
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const stat = baseSplit[i].trim();
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const statValue = actor.system.characteristics[stat.toLowerCase()]?.value || 0;
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if (statValue > maxStat) {
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maxStat = statValue;
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}
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}
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return maxStat + this.bonus
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}
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} else {
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if (base.match(/\+/)) {
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// Split with + calculate the total
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let baseSplit = base.split("+");
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let baseSplitLength = baseSplit.length;
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if (baseSplitLength > 0) {
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let total = 0;
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for (let i = 0; i < baseSplitLength; i++) {
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const stat = baseSplit[i].trim();
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const statValue = actor.system.characteristics[stat.toLowerCase()]?.value || 0;
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total += statValue;
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}
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return total + this.bonus
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}
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} else {
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// Single stat
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const statValue = actor.system.characteristics[base.trim().toLowerCase()]?.value || 0;
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return statValue + this.bonus
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}
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}
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return `${this.base} + ${String(this.bonus)}`;
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}
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}
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