import { SYSTEM } from "../config/system.mjs" import PrismRPGRoll from "../documents/roll.mjs" import PrismRPGUtils from "../utils.mjs" export default class PrismRPGCharacter 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 }, {}), ) // Sub-Attributes (derived from two parent characteristics) const subAttributeField = (label) => { const schema = { value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) } return new fields.SchemaField(schema, { label }) } schema.subAttributes = new fields.SchemaField( Object.values(SYSTEM.SUB_ATTRIBUTES).reduce((obj, subAttr) => { obj[subAttr.id] = subAttributeField(subAttr.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 }), temp: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.magicPoints = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.armorPoints = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.biodata = new fields.SchemaField({ level: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }), 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: 10 }), 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 }) }) 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 }), rangedAttackModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), defenseModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), defenseBonus: 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 }, {}), ) // Core Skill system (Prism RPG) schema.coreSkill = new fields.SchemaField({ skill: new fields.StringField({ required: false, nullable: true, initial: null, choices: SYSTEM.CORE_SKILLS_CHOICES, label: "Selected Core Skill" }), attributeChoice: new fields.StringField({ required: false, nullable: true, initial: null, label: "Attribute Choice for +2 Bonus" }) }) return schema } /** @override */ static LOCALIZATION_PREFIXES = ["PRISMRPG.Character"] static migrateData(data) { if (data?.biodata?.mortal) { if (!SYSTEM.MORTAL_CHOICES[data.biodata.mortal]) { for (let key in SYSTEM.MORTAL_CHOICES) { let mortal = SYSTEM.MORTAL_CHOICES[key] if (mortal.label.toLowerCase() === data.biodata.mortal.toLowerCase()) { data.biodata.mortal = mortal.id } if (data.biodata.mortal.toLowerCase().includes("shire")) { data.biodata.mortal = "halflings" } if (data.biodata.mortal.toLowerCase().includes("human")) { data.biodata.mortal = "mankind" } } } if (!SYSTEM.MORTAL_CHOICES[data.biodata.mortal]) { console.warn("Lethal Fantasy | Migrate data: Mortal not found, forced to mankind", data.biodata.mortal) data.biodata.mortal = "mankind" } } return super.migrateData(data) } prepareDerivedData() { super.prepareDerivedData(); // Calculate sub-attributes from parent characteristics // Sub-attribute = lowest ability modifier between the two parent characteristics for (let subAttrKey in SYSTEM.SUB_ATTRIBUTES) { const subAttr = SYSTEM.SUB_ATTRIBUTES[subAttrKey] const parent1Value = this.characteristics[subAttr.parents[0]].value const parent2Value = this.characteristics[subAttr.parents[1]].value // Calculate D&D 5e style ability modifiers: (ability - 10) / 2 const parent1Bonus = Math.floor((parent1Value - 10) / 2) const parent2Bonus = Math.floor((parent2Value - 10) / 2) // Take the lowest modifier this.subAttributes[subAttrKey].value = Math.min(parent1Bonus, parent2Bonus) } // Calculate save modifier locally (not stored) const saveModifier = Math.floor((Number(this.biodata.level) / 5)) let strDef = SYSTEM.CHARACTERISTICS_TABLES.str.find(s => s.value === this.characteristics.str.value) this.challenges.str.value = strDef.challenge let dexDef = SYSTEM.CHARACTERISTICS_TABLES.dex.find(s => s.value === this.characteristics.dex.value) this.challenges.agility.value = dexDef.challenge let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find(s => s.value === this.characteristics.wis.value) let conDef = SYSTEM.CHARACTERISTICS_TABLES.con.find(s => s.value === this.characteristics.con.value) this.challenges.dying.value = conDef.stabilization_dice 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.rangedAttackModifier = 0 for (let chaKey of SYSTEM.CHARACTERISTIC_RANGED_ATTACK) { let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value) this.combat.rangedAttackModifier += chaDef.attack } this.combat.defenseBonus = SYSTEM.MORTAL_CHOICES[this.biodata.mortal]?.defenseBonus || 0 this.combat.defenseModifier = this.combat.defenseBonus 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} - A promise that resolves to null if the roll is cancelled. */ async roll(rollType, rollTarget) { const hasTarget = false let roll = await PrismRPGRoll.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 let roll = await PrismRPGRoll.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: ${w.system.speed.focusedAim.toUpperCase()})`, combatProgressionDice: w.system.speed.focusedAim.toUpperCase() }) } if (this.biodata.magicUser || this.biodata.clericUser) { let spells = this.parent.items.filter(i => i.type === "spell" || i.type === "miracle") for (let s of spells) { let title = "" let formula = "" if (s.type === "spell") { let dice = PrismRPGUtils.getLethargyDice(s.system.level) title = `${s.name} (Casting time: ${s.system.castingTime}, Lethargy: ${dice})` formula = `${s.system.castingTime}+${dice}` } else { title = `${s.name} (Prayer time: ${s.system.prayerTime})` formula = `${s.system.prayerTime}` } weaponsChoices.push({ id: s.id, name: title, combatProgressionDice: formula }) } } let roll = await PrismRPGRoll.promptCombatAction({ actorId: this.parent.id, actorName: this.parent.name, actorImage: this.parent.img, weaponsChoices, combatId, combatantId, rollProgressionCount, type: "progression", }) } }