143 lines
6.4 KiB
JavaScript

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<null>} - 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<null>} - 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 })
}
}