Files
fvtt-prism-rpg/module/models/character.mjs
T
uberwald abea77906d Add spells rolls and enhance CSS styling
- Add spell roll functionality to character sheets
- Enhance CSS and LESS styling for better visual presentation
- Update character templates and models
- Remove old backup files (roll-old.mjs, roll.mjs.backup)
- Improve character combat and equipment templates
- Update utility functions and actor documents

Generated by Mistral Vibe.
Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
2026-01-21 13:56:09 +01:00

307 lines
12 KiB
JavaScript

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
}, {}),
)
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<null>} - 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<Roll|null>} 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
}
}