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