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Refactor/84 data models structure (#131)
* - Move all DataModel item files to a new 'items' subfolder for better organization - Add _module.mjs file to simplify imports - Update all import paths - Rename class for use the new acronym DH * FIX: remove unnecessary import * FEAT: BaseDataItem class add TODO comments for future improvements FIX: Remove effect field on template FIX: remove unused DhpEffects file * FEAT: new FormulaField class FEAT: add getRollData on BaseDataItem Class FEAT: weapon FIX: remove inventoryWeapon field on Weapon Data Model * FEAT: add class prepareBaseData for domains * FEAT: new ForeignDocumentUUIDField FIX: Remove unnecessary fields FEAT: use ForeignDocumentUUIDField in the Item Class DataModel * FIX: remove wrong option in String Field * FIX: remove unused import * FIX: ADD htmlFields description in manifest * FIX: minor fixes * REFACTOR: rename folder `data/items` -> `data/item` REFACTOR: rename folder `data/messages` -> `data/chat-message`. * FIX: imports FIX: items sheet new paths FIX: ItemDataModelMetadata type jsdoc * FEAT: formatting code FIX: fix fields used FEAT: add jsdoc * 110 - Class Data Model (#111) * Added PreCreate/Create/Delete logic for Class/Subclass and set it as foreignUUID fields in PC * Moved methods into TypedModelData * Simplified Subclass * Fixed up data model and a basic placeholder template (#117) * 118 - adversary data model (#119) * Fixed datamodel and set up basic template in new style * Added in a temp attack button, because why not * Restored HitPoints counting up * 113 - Character Data Model (#114) * Improved Character datamodel * Removed additional unneccessary getters * Preliminary cleanup in the class sheet * Cleanup of 'pc' references * Corrected Duality rolling from Character * Fix to damage roll * Added a basic BaseDataActor data model * Gathered exports * getRollData recursion fix * Feature/112 items use action datamodel (#127) * Create new actions classes * actions types - attack roll * fixes before merge * First PR * Add daggerheart.css to gitignore * Update ToDo * Remove console log * Fixed chat /dr roll * Remove jQuery * Fixed so the different chat themes work again * Fixed duality roll buttons * Fix to advantage/disadvantage shortcut * Extand action to other item types * Roll fixes * Fixes to adversary rolls * resources * Fixed adversary dice --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * Feature/116-implementation-of-pseudo-documents (#125) * FEAT: add baseDataModel logic * FEAT: new PseudoDocumentsField FIX: BasePseudoDocument 's getEmbeddedDocument * FEAT: PseudoDocument class * FEAT: add TypedPseudoDocument REFACTOR: PreudoDocument FIX: Typos Bug * FIX: CONFIG types * FEAT: basic PseudoDocumentSheet * FIX: remove schema ADD: input of example --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: WBHarry <williambjrklund@gmail.com> * Levelup Followup (#126) * Levelup applies bonuses to character * Added visualisation of domain card levels * Fixed domaincard level max for selections in a tier * A trait can now only be level up once within the same tier --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com> Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com>
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153 changed files with 5481 additions and 4829 deletions
151
module/data/item/feature.mjs
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151
module/data/item/feature.mjs
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import { getTier } from '../../helpers/utils.mjs';
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import DHAction from '../action/action.mjs';
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import BaseDataItem from './base.mjs';
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export default class DHFeature extends BaseDataItem {
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/** @inheritDoc */
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static get metadata() {
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return foundry.utils.mergeObject(super.metadata, {
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label: 'TYPES.Item.feature',
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type: 'feature',
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hasDescription: true
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});
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}
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/** @inheritDoc */
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static defineSchema() {
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const fields = foundry.data.fields;
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return {
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...super.defineSchema(),
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//A type of feature seems unnecessary
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type: new fields.StringField({ choices: SYSTEM.ITEM.featureTypes }),
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//TODO: remove actionType field
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actionType: new fields.StringField({
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choices: SYSTEM.ITEM.actionTypes,
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initial: SYSTEM.ITEM.actionTypes.passive.id
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}),
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//TODO: remove featureType field
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featureType: new fields.SchemaField({
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type: new fields.StringField({
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choices: SYSTEM.ITEM.valueTypes,
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initial: Object.keys(SYSTEM.ITEM.valueTypes).find(x => x === 'normal')
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}),
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data: new fields.SchemaField({
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value: new fields.StringField({}),
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property: new fields.StringField({
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choices: SYSTEM.ACTOR.featureProperties,
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initial: Object.keys(SYSTEM.ACTOR.featureProperties).find(x => x === 'spellcastingTrait')
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}),
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max: new fields.NumberField({ initial: 1, integer: true }),
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numbers: new fields.TypedObjectField(
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new fields.SchemaField({
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value: new fields.NumberField({ integer: true }),
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used: new fields.BooleanField({ initial: false })
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})
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)
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})
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}),
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refreshData: new fields.SchemaField(
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{
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type: new fields.StringField({ choices: SYSTEM.GENERAL.refreshTypes }),
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uses: new fields.NumberField({ initial: 1, integer: true }),
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//TODO: remove refreshed field
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refreshed: new fields.BooleanField({ initial: true })
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},
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{ nullable: true, initial: null }
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),
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//TODO: remove refreshed field
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multiclass: new fields.NumberField({ initial: null, nullable: true, integer: true }),
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disabled: new fields.BooleanField({ initial: false }),
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//TODO: re do it completely or just remove it
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effects: new fields.TypedObjectField(
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new fields.SchemaField({
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type: new fields.StringField({ choices: SYSTEM.EFFECTS.effectTypes }),
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valueType: new fields.StringField({ choices: SYSTEM.EFFECTS.valueTypes }),
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parseType: new fields.StringField({ choices: SYSTEM.EFFECTS.parseTypes }),
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initiallySelected: new fields.BooleanField({ initial: true }),
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options: new fields.ArrayField(
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new fields.SchemaField({
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name: new fields.StringField({}),
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value: new fields.StringField({})
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}),
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{ nullable: true, initial: null }
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),
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dataField: new fields.StringField({}),
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appliesOn: new fields.StringField(
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{
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choices: SYSTEM.EFFECTS.applyLocations
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},
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{ nullable: true, initial: null }
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),
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applyLocationChoices: new fields.TypedObjectField(new fields.StringField({}), {
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nullable: true,
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initial: null
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}),
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valueData: new fields.SchemaField({
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value: new fields.StringField({}),
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fromValue: new fields.StringField({ initial: null, nullable: true }),
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type: new fields.StringField({ initial: null, nullable: true }),
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hopeIncrease: new fields.StringField({ initial: null, nullable: true })
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})
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})
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),
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actions: new fields.ArrayField(new fields.EmbeddedDataField(DHAction))
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};
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}
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get multiclassTier() {
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return getTier(this.multiclass);
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}
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async refresh() {
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if (this.refreshData) {
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if (this.featureType.type === SYSTEM.ITEM.valueTypes.dice.id) {
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const update = { 'system.refreshData.refreshed': true };
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Object.keys(this.featureType.data.numbers).forEach(
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x => (update[`system.featureType.data.numbers.-=${x}`] = null)
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);
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await this.parent.update(update);
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} else {
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await this.parent.update({ 'system.refreshData.refreshed': true });
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}
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}
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}
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get effectData() {
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const effectValues = Object.values(this.effects);
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const effectCategories = Object.keys(SYSTEM.EFFECTS.effectTypes).reduce((acc, effectType) => {
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acc[effectType] = effectValues.reduce((acc, effect) => {
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if (effect.type === effectType) {
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acc.push({ ...effect, valueData: this.#parseValues(effect.parseType, effect.valueData) });
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}
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return acc;
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}, []);
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return acc;
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}, {});
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return effectCategories;
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}
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#parseValues(parseType, values) {
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return Object.keys(values).reduce((acc, prop) => {
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acc[prop] = this.#parseValue(parseType, values[prop]);
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return acc;
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}, {});
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}
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#parseValue(parseType, value) {
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switch (parseType) {
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case SYSTEM.EFFECTS.parseTypes.number.id:
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return Number.parseInt(value);
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default:
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return value;
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}
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}
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}
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