Files
fvtt-prism-rpg/module/models/character.mjs
T
2025-12-20 17:20:01 +01:00

320 lines
13 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.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
}, {}),
)
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<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 })
}
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",
})
}
}