81 lines
2.9 KiB
JavaScript
81 lines
2.9 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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import { abilitySchema, booleanField, conditionSchema, htmlField, numberField, stringField, trackSchema } from "./shared.mjs"
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export default class MGNECharacter extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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return {
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abilities: abilitySchema(),
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hp: trackSchema(1, 1),
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omens: new fields.SchemaField({
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current: numberField(0, 0),
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die: new fields.StringField({ required: true, nullable: false, initial: "d2", choices: SYSTEM.omenDieChoices }),
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}),
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resonance: new fields.SchemaField({
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max: numberField(1, 0),
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used: numberField(0, 0),
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blocked: booleanField(false),
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}),
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artifactSync: new fields.SchemaField({
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used: numberField(0, 0),
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}),
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survival: new fields.SchemaField({
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salvationUsed: booleanField(false),
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}),
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conditions: conditionSchema(),
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carryCapacity: numberField(8, 0),
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rations: numberField(0, 0),
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kiffol: numberField(0, 0),
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background: stringField(""),
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origin: stringField(""),
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scars: stringField(""),
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motivation: stringField(""),
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vice: stringField(""),
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description: htmlField(""),
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notes: htmlField(""),
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}
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}
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prepareDerivedData() {
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super.prepareDerivedData()
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this.carryCapacity = (this.abilities.strength?.value ?? 0) + 8
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this.resonance.remaining = Math.max(0, (this.resonance.max ?? 0) - (this.resonance.used ?? 0))
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this.syncLimit = Math.max(0, this.abilities.toughness?.value ?? 0)
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this.syncRemaining = Math.max(0, this.syncLimit - (this.artifactSync.used ?? 0))
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this.armorFormula = this.parent?.getArmorRollFormula?.() ?? "0"
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// Compute current load per RAW:
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// trivial = 0, light = 10 per slot, normal = 1, heavy = fills remaining capacity (max 1)
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let normalLoad = 0
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let lightCount = 0
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let heavyCount = 0
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for (const item of (this.parent?.items ?? [])) {
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if (item.system?.carried === false) continue // not being carried
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const w = item.system?.weight ?? "normal"
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if (w === "trivial") continue
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else if (w === "light") lightCount++
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else if (w === "normal") normalLoad++
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else if (w === "heavy") heavyCount++
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}
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normalLoad += Math.floor(lightCount / 10)
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this.lightItemCount = lightCount
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this.heavyItemCount = heavyCount
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if (heavyCount >= 2) {
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// Can't carry two heavy items — automatically overloaded
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this.currentLoad = this.carryCapacity + (heavyCount - 1)
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} else if (heavyCount === 1) {
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// Heavy fills remaining capacity; other items fit alongside it
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this.currentLoad = Math.max(normalLoad, this.carryCapacity)
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} else {
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this.currentLoad = normalLoad
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}
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this.overloaded = this.currentLoad > this.carryCapacity
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}
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/** @override */
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static LOCALIZATION_PREFIXES = ["MGNE.Character"]
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}
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