System development, WIP
This commit is contained in:
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import MGNERoll from "./roll.mjs"
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import { SYSTEM, SYSTEM_ID } from "../config/system.mjs"
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const t = key => game.i18n.localize(key)
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const f = (key, data = {}) => game.i18n.format(key, data)
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const PENDING_DAMAGE_FLAG = "pendingDamageBonus"
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const PENDING_DEFENSE_FLAG = "pendingDefenseFumble"
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function formatActionLabel(baseLabel, actionLabel) {
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const trimmedBase = `${baseLabel ?? ""}`.trim()
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if (!trimmedBase) return actionLabel
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return trimmedBase.toLowerCase().endsWith(actionLabel.toLowerCase()) ? trimmedBase : `${trimmedBase} ${actionLabel}`
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}
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function normalizeGenericActionLabel(baseLabel, genericLabel) {
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const trimmedBase = `${baseLabel ?? ""}`.trim()
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if (!trimmedBase) return genericLabel
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const normalizedWords = trimmedBase
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.split(/\s+/)
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.filter(Boolean)
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.map(word => word.toLowerCase())
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return normalizedWords.every(word => word === genericLabel.toLowerCase()) ? genericLabel : trimmedBase
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}
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function maxDieByRank(items, property) {
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const rank = { d12: 0, d10: 1, d8: 2, d6: 3, d4: 4, d2: 5, 0: 6, depleted: 7 }
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return [...items].sort((left, right) => (rank[left.system[property]] ?? 99) - (rank[right.system[property]] ?? 99))[0] ?? null
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}
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export default class MGNEActor extends Actor {
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async setPendingDamageBonus(contextId, multiplier = 2) {
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await this.setFlag(SYSTEM_ID, PENDING_DAMAGE_FLAG, { contextId, multiplier })
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}
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async consumePendingDamageBonus(contextId) {
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const bonus = this.getFlag(SYSTEM_ID, PENDING_DAMAGE_FLAG)
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if (!bonus || bonus.contextId !== contextId) return null
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await this.unsetFlag(SYSTEM_ID, PENDING_DAMAGE_FLAG)
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return bonus
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}
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async setPendingDefenseFumble() {
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await this.setFlag(SYSTEM_ID, PENDING_DEFENSE_FLAG, { active: true })
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}
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async consumePendingDefenseFumble() {
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const pending = this.getFlag(SYSTEM_ID, PENDING_DEFENSE_FLAG)
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if (!pending?.active) return null
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await this.unsetFlag(SYSTEM_ID, PENDING_DEFENSE_FLAG)
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return pending
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}
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getEquippedArmorItems() {
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return this.items.filter(item => ["armor", "shield"].includes(item.type) && item.system.equipped && !item.system.broken && item.system.armorDie !== "0")
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}
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getArmorRollFormula() {
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const dice = this.getEquippedArmorItems().map(item => `1${item.system.armorDie}`)
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return dice.length ? dice.join(" + ") : "0"
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}
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async degradeArmorStep(steps = 1) {
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const item = maxDieByRank(this.getEquippedArmorItems(), "armorDie")
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if (!item) return null
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const nextDie = MGNERoll.stepDownDie(item.system.armorDie, steps, SYSTEM.armorDice)
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const updates = { "system.armorDie": nextDie }
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if (nextDie === "0") {
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updates["system.broken"] = true
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updates["system.equipped"] = false
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}
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await item.update(updates)
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return { item, nextDie }
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}
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async rollAbility(abilityId, options = {}) {
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return MGNERoll.promptCheck({
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actor: this,
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abilityId,
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label: options.label ?? f("MGNE.Roll.CheckLabel", { ability: SYSTEM.abilities[abilityId]?.label ?? abilityId }),
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baseDR: options.baseDR ?? 12,
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rollType: options.rollType ?? "check",
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item: options.item ?? null,
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})
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}
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async rollDefense() {
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const result = await this.rollAbility("agility", { label: t("MGNE.Roll.DefenseCheck"), rollType: "defense" })
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if (result?.fumble) await this.setPendingDefenseFumble()
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return result
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}
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async rollWeapon(itemId) {
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const item = this.items.get(itemId)
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if (!item) return null
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if (item.system.broken) {
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ui.notifications.warn(f("MGNE.Notification.ItemBroken", { item: item.name }))
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return null
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}
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const abilityId = item.system.category === "ranged" ? "presence" : "strength"
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const result = await this.rollAbility(abilityId, {
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label: f("MGNE.Roll.ItemAttackLabel", { item: item.name }),
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rollType: "attack",
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item,
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})
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if (!result) return null
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if (result.fumble) await item.update({ "system.broken": true })
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if (result.critical) {
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await this.setPendingDamageBonus(item.id)
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}
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return result
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}
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async rollDamage(itemId) {
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const item = this.items.get(itemId)
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if (!item) return null
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return MGNERoll.rollDamage({
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actor: this,
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item,
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targetActor: MGNERoll.getFirstTargetActor(),
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})
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}
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async rollProfileAttack() {
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const attackBaseLabel = normalizeGenericActionLabel(this.system.attack?.label ?? t("MGNE.Common.Attack"), t("MGNE.Common.Attack"))
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const attackLabel = formatActionLabel(attackBaseLabel, t("MGNE.Common.Attack"))
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const result = await this.rollAbility("strength", {
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label: attackLabel,
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rollType: "attack",
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})
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if (result?.critical) {
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await this.setPendingDamageBonus("profile-attack")
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}
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return result
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}
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async rollProfileDamage() {
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const attackBaseLabel = normalizeGenericActionLabel(this.system.attack?.label ?? t("MGNE.Common.Attack"), t("MGNE.Common.Attack"))
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const damageLabel = attackBaseLabel === t("MGNE.Common.Attack")
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? t("MGNE.Common.Damage")
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: formatActionLabel(attackBaseLabel, t("MGNE.Common.Damage"))
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return MGNERoll.rollFlatDamage({
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actor: this,
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label: damageLabel,
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formula: this.system.attack?.damage ?? "1",
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targetActor: MGNERoll.getFirstTargetActor(),
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})
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}
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async rollResonancePerDay({ resetUsed = true, apply = true } = {}) {
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const resonanceRoll = await (new Roll("1d4")).evaluate()
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const presence = this.system.abilities?.presence?.value ?? 0
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const max = Math.max(1, presence + resonanceRoll.total)
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const updates = { "system.resonance.max": max }
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if (resetUsed) updates["system.resonance.used"] = 0
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if (apply) await this.update(updates)
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return { resonanceRoll, max }
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}
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async rollResonation(itemId) {
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const item = this.items.get(itemId)
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if (!item || item.type !== "resonance-core") return null
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if (item.system.burnedOut || item.system.usageDie === "depleted") {
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ui.notifications.warn(f("MGNE.Notification.ItemBurnedOut", { item: item.name }))
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return null
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}
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if ((this.system.resonance?.used ?? 0) >= (this.system.resonance?.max ?? 0)) {
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ui.notifications.warn(f("MGNE.Notification.ResonancePerDayReached", { actor: this.name }))
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return null
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}
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const result = await this.rollAbility("presence", {
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label: f("MGNE.Roll.InvocationLabel", { item: item.name }),
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rollType: "resonance",
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item,
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})
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if (!result) return null
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await this.update({ "system.resonance.used": (this.system.resonance.used ?? 0) + 1 })
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if (!result.success) {
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await this.applyDamage(1, { sourceItem: item, ignoreArmor: true, chat: false })
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}
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return result
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}
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async rollMorale() {
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return MGNERoll.rollMorale(this)
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}
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async toggleItemEquipped(itemId) {
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const item = this.items.get(itemId)
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if (!item) return null
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if (item.system.broken) {
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ui.notifications.warn(f("MGNE.Notification.ItemBroken", { item: item.name }))
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return null
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}
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return item.update({ "system.equipped": !item.system.equipped })
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}
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async rollUsage(itemId) {
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const item = this.items.get(itemId)
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if (!item) return null
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return item.rollUsage()
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}
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async quickRest() {
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const roll = await (new Roll("1d4")).evaluate()
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const hp = this.system.hp?.value ?? 0
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const hpMax = this.system.hp?.max ?? hp
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const healed = Math.max(0, Math.min(hpMax, hp + roll.total) - hp)
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const newHp = Math.min(hpMax, hp + roll.total)
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await this.update({ "system.hp.value": newHp })
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await MGNERoll.createRestCard({
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actor: this,
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label: f("MGNE.Roll.QuickRestLabel", { actor: this.name }),
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subtitle: t("MGNE.Character.QuickRestHelp"),
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roll,
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outcome: f("MGNE.Roll.RestoredHP", { amount: healed }),
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specialText: f("MGNE.Roll.HPNowMax", { hp: newHp, max: hpMax }),
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})
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return { roll, healed, newHp }
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}
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async fullRest() {
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const hp = this.system.hp?.value ?? 0
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const hpMax = this.system.hp?.max ?? hp
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const healRoll = await (new Roll("1d6")).evaluate()
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const omenDie = this.system.omens?.die ?? "d2"
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const omenRoll = await (new Roll(`1${omenDie}`)).evaluate()
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const healed = Math.max(0, Math.min(hpMax, hp + healRoll.total) - hp)
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const newHp = Math.min(hpMax, hp + healRoll.total)
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await this.update({
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"system.hp.value": newHp,
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"system.omens.current": omenRoll.total,
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})
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await MGNERoll.createRestCard({
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actor: this,
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label: f("MGNE.Roll.FullRestLabel", { actor: this.name }),
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subtitle: t("MGNE.Character.FullRestHelp"),
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roll: healRoll,
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outcome: f("MGNE.Roll.RestoredHP", { amount: healed }),
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specialText: `${f("MGNE.Roll.HPNowMax", { hp: newHp, max: hpMax })} ${f("MGNE.Roll.OmensReset", {
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omens: omenRoll.total,
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die: omenDie.toUpperCase(),
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roll: omenRoll.total,
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})}`,
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})
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return { healRoll, omenRoll, healed, newHp, omens: omenRoll.total }
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}
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async syncArtifact(itemId) {
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const item = this.items.get(itemId)
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if (!item || item.type !== "artifact") return null
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if (item.system.synchronized) {
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return item.update({
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"system.synchronized": false,
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"system.synchronizedTo": "",
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})
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}
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const syncLimit = Math.max(0, this.system.syncLimit ?? this.system.abilities?.toughness?.value ?? 0)
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const used = this.system.artifactSync?.used ?? 0
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if (used >= syncLimit) {
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ui.notifications.warn(f("MGNE.Notification.CannotSyncMore", { actor: this.name }))
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return null
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}
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await this.update({ "system.artifactSync.used": used + 1 })
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return item.update({
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"system.synchronized": true,
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"system.synchronizedTo": this.id,
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})
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}
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async resetDaily() {
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const omenDie = this.system.omens?.die ?? "d2"
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const omenRoll = await (new Roll(`1${omenDie}`)).evaluate()
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const { max: resonanceMax } = await this.rollResonancePerDay({ resetUsed: false, apply: false })
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await this.update({
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"system.omens.current": omenRoll.total,
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"system.resonance.max": resonanceMax,
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"system.resonance.used": 0,
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"system.artifactSync.used": 0,
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"system.survival.salvationUsed": false,
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})
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const syncedArtifacts = this.items.filter(item => item.type === "artifact" && item.system.synchronized)
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for (const artifact of syncedArtifacts) {
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await artifact.update({
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"system.synchronized": false,
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"system.synchronizedTo": "",
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})
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}
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}
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async applyDamage(amount, { sourceActor = null, sourceItem = null, ignoreArmor = false, critical = false, chat = true } = {}) {
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const defenseFumble = await this.consumePendingDefenseFumble()
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const incomingDamage = defenseFumble ? amount * 2 : amount
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const hp = this.system.hp?.value ?? 0
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let armorRoll = null
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let absorbed = 0
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if (!ignoreArmor) {
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const formula = this.getArmorRollFormula()
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if (formula !== "0") {
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armorRoll = await (new Roll(formula)).evaluate()
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absorbed = armorRoll.total
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}
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}
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let appliedDamage = Math.max(0, incomingDamage - absorbed)
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let nextHp = hp - appliedDamage
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let breakText = ""
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let defenseFumbleText = ""
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let criticalArmorText = ""
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if (this.type === "character" && hp > 0 && nextHp < 0 && !(this.system.survival?.salvationUsed)) {
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nextHp = 0
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appliedDamage = hp
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await this.update({ "system.survival.salvationUsed": true })
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}
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if (nextHp <= 0 && hp > 0) {
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const breakRoll = await (new Roll("1d4")).evaluate()
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breakText = SYSTEM.tables.breakResults[breakRoll.total] ?? ""
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}
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await this.update({ "system.hp.value": nextHp })
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if (defenseFumble) {
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const degraded = await this.degradeArmorStep()
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defenseFumbleText = degraded
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? f("MGNE.Roll.DefenseFumbleApplied", { item: degraded.item.name, die: degraded.nextDie.toUpperCase() })
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: t("MGNE.Roll.DefenseFumbleNoArmor")
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}
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if (critical) {
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const degraded = await this.degradeArmorStep()
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criticalArmorText = degraded
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? f("MGNE.Roll.ArmorDegradedCritical", { item: degraded.item.name, die: degraded.nextDie.toUpperCase() })
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: t("MGNE.Roll.ArmorNothingToDegrade")
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}
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if (chat) {
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await MGNERoll.applyDamageCard({
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actor: this,
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sourceActor,
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sourceItem,
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amount: incomingDamage,
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armorRoll,
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appliedDamage,
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newHp: nextHp,
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breakText,
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defenseFumbleText,
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criticalArmorText,
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})
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}
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return {
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amount: incomingDamage,
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absorbed,
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appliedDamage,
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newHp: nextHp,
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breakText,
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defenseFumbleText,
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criticalArmorText,
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summary: f("MGNE.Chat.DamageSummary", { absorbed, appliedDamage, hp: nextHp }),
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}
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}
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}
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Reference in New Issue
Block a user