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.armorPoints = new fields.SchemaField({ value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) }) schema.actionPoints = 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.manaPoints = 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 }, {}), ) // Sub-attribute choices for movement rating and burden selectors const subAttributeChoices = () => Object.values(SYSTEM.SUB_ATTRIBUTES).reduce((obj, s) => { obj[s.id] = s.label; return obj }, {}) schema.movementRating = new fields.SchemaField({ subAttribute: new fields.StringField({ required: true, initial: "stamina", choices: subAttributeChoices }), other: new fields.NumberField({ ...requiredInteger, initial: 0 }), reduction: new fields.NumberField({ ...requiredInteger, initial: 0 }) }) schema.burden = new fields.SchemaField({ subAttribute: new fields.StringField({ required: true, initial: "vigor", choices: subAttributeChoices }), other: new fields.NumberField({ ...requiredInteger, initial: 0 }) }) 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 action points max based on level const level = this.biodata.level let actionPointsMax = 4 if (level >= 3 && level <= 5) { actionPointsMax = 5 } else if (level >= 6 && level <= 8) { actionPointsMax = 6 } else if (level >= 9 && level <= 10) { actionPointsMax = 7 } // Set max action points (but don't override if already set to a higher value) if (this.actionPoints.max < actionPointsMax) { this.actionPoints.max = actionPointsMax } // 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 }) } /** * Rolls initiative for the character: 1d20 + initiative modifier * @param {string} combatId - Optional combat ID to update * @param {string} combatantId - Optional combatant ID to update * @returns {Promise} The initiative roll or null if cancelled */ async rollInitiative(combatId = undefined, combatantId = undefined) { // Get the initiative sub-attribute modifier const initiativeModifier = this.subAttributes.initiative.value // Create the roll formula: 1d20 + initiative modifier const formula = `1d20 + ${initiativeModifier}` // Roll the initiative let initRoll = new Roll(formula) await initRoll.evaluate() // Create the chat message let msg = await initRoll.toMessage({ flavor: `${game.i18n.localize("PRISMRPG.Label.initiative")} - ${this.parent.name}`, speaker: ChatMessage.getSpeaker({ actor: this.parent }) }) // Wait for 3D dice animation if enabled if (game?.dice3d) { await game.dice3d.waitFor3DAnimationByMessageID(msg.id) } // Update the combatant's initiative if in combat if (combatId && combatantId) { let combat = game.combats.get(combatId) if (combat) { await combat.updateEmbeddedDocuments("Combatant", [{ _id: combatantId, initiative: initRoll.total }]) } } return initRoll } }