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2026-06-06 22:37:29 +02:00

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JavaScript

/**
* DataModel pour les acteurs de type "creature" (créature).
* Étend foundry.abstract.TypeDataModel.
*/
import {
woundSchema,
combatStatusSchema,
equipmentSchema,
attributeSchema
} from "./_shared.mjs"
export default class VermineCreatureData extends foundry.abstract.TypeDataModel {
/** @override */
static LOCALIZATION_PREFIXES = ["VERMINE.creature"]
/** @override */
static defineSchema() {
const fields = foundry.data.fields
return {
// Blessures (base)
minorWound: new fields.SchemaField(woundSchema(1, 5)),
majorWound: new fields.SchemaField(woundSchema(4, 4)),
deadlyWound: new fields.SchemaField(woundSchema(8, 2)),
// Statut de combat (base)
combatStatus: combatStatusSchema(),
// Identité
identity: new fields.SchemaField({
profile: new fields.StringField({ required: true, nullable: false, initial: "" }),
origin: new fields.StringField({ required: true, nullable: false, initial: "" }),
theme: new fields.StringField({ required: true, nullable: false, initial: "" }),
notes: new fields.HTMLField({ required: true, initial: "" }),
biography: new fields.HTMLField({ required: true, initial: "" })
}),
// Compétences (description libre)
skills: new fields.StringField({ required: true, nullable: false, initial: "" }),
// Modes de jeu actifs
modes: new fields.SchemaField({
survival: new fields.BooleanField({ required: true, initial: true }),
nightmare: new fields.BooleanField({ required: true, initial: true }),
apocalypse: new fields.BooleanField({ required: true, initial: false })
}),
// Niveaux de créature (patron, taille, rôle, meute)
pattern: attributeSchema(1, 1, 4),
size: attributeSchema(1, 1, 3),
role: attributeSchema(1, 1, 4),
pack: attributeSchema(0, 0, 3),
// Valeurs calculées (dérivées de pattern/size/role/pack)
computed: new fields.SchemaField({
attack: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
damage: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
vigor: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
reaction: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
reactionBonus: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
pools: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
gear: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 9 }),
gearHindrance: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 0 }),
protection: new fields.NumberField({ required: true, nullable: false, integer: true, initial: 1 })
}),
// Équipement
equipment: equipmentSchema()
}
}
/** @override */
prepareDerivedData() {
super.prepareDerivedData()
// 1. Calculer les valeurs dérivées (attaque, dégâts, vigueur, etc.)
this._calculateCreatureComputedValues()
// 2. Calculer les seuils de blessures
this._calculateCreatureWoundThresholds()
// 3. Mettre à jour le statut de combat
this._updateCombatStatus()
}
/**
* Calcule les valeurs dérivées à partir des niveaux de patron, taille, rôle et meute.
* Utilise les configs CONFIG.VERMINE.creaturePatternLevels, .creatureSizeLevels,
* .creatureRoleLevels, .creaturePackLevels.
*
* Règles :
* - Attaque = pattern.attack + size.attack + pack.attack + role.reaction
* - Dégâts = pattern.damage + size.vigor + pack.damage
* - Vigueur = size.vigor + pack.damage
* - Réaction = role.reaction + role.reaction_bonus
*/
_calculateCreatureComputedValues() {
const patternLevel = this.pattern?.value || 1
const sizeLevel = this.size?.value || 1
const roleLevel = this.role?.value || 1
const packLevel = this.pack?.value || 0
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {}
const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {}
const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel] || {}
const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {}
// Attaque : patron + taille + meute + réaction du rôle
this.computed.attack = (patternConfig.attack || 0)
+ (sizeConfig.attack || 0)
+ (packConfig.attack || 0)
+ (roleConfig.reaction || 0)
// Dégâts : patron + vigueur de taille + meute
this.computed.damage = (patternConfig.damage || 0)
+ (sizeConfig.vigor || 0)
+ (packConfig.damage || 0)
// Vigueur : taille + meute
this.computed.vigor = (sizeConfig.vigor || 0) + (packConfig.damage || 0)
// Réaction : rôle
this.computed.reaction = (roleConfig.reaction || 0) + (roleConfig.reaction_bonus || 0)
this.computed.reactionBonus = roleConfig.reaction_bonus || 0
// Réserves
this.computed.pools = roleConfig.pools || 0
// Équipement et handicap
this.computed.gear = roleConfig.gear || 9
this.computed.gearHindrance = roleConfig.gear_hindrance || 0
// Protection
this.computed.protection = roleConfig.protection || 1
}
/**
* Calcule les seuils de blessures à partir du patron, de la taille et de la meute.
* Les seuils sont la somme des valeurs correspondantes des trois sources.
*/
_calculateCreatureWoundThresholds() {
const patternLevel = this.pattern?.value || 1
const sizeLevel = this.size?.value || 1
const packLevel = this.pack?.value || 0
const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel] || {}
const sizeConfig = CONFIG.VERMINE.creatureSizeLevels[sizeLevel] || {}
const packConfig = CONFIG.VERMINE.creaturePackLevels[packLevel] || {}
this.minorWound.threshold = (patternConfig.minorWound || 0)
+ (sizeConfig.minorWound || 0)
+ (packConfig.minorWound || 0)
this.majorWound.threshold = (patternConfig.majorWound || 0)
+ (sizeConfig.majorWound || 0)
+ (packConfig.majorWound || 0)
this.deadlyWound.threshold = (patternConfig.deadlyWound || 0)
+ (sizeConfig.deadlyWound || 0)
+ (packConfig.deadlyWound || 0)
// Max de blessures
this.minorWound.max = Math.min(5, this.minorWound.threshold + 2)
this.majorWound.max = Math.min(4, this.majorWound.threshold + 1)
this.deadlyWound.max = Math.min(2, this.deadlyWound.threshold)
}
/**
* Met à jour le label du statut de combat en fonction de la difficulté.
*/
_updateCombatStatus() {
const difficulty = parseInt(this.combatStatus.difficulty) || 9
let newLabel = "Passif"
switch (difficulty) {
case 5: newLabel = "Offensif"; break
case 7: newLabel = "Actif"; break
case 9: newLabel = "Passif"; break
}
if (this.combatStatus.label !== newLabel) {
this.combatStatus.label = newLabel
}
}
}