110 lines
4.0 KiB
JavaScript

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