305 lines
14 KiB
JavaScript

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<null>} - 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",
})
}
}