mirror of
https://github.com/Foundryborne/daggerheart.git
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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>
This commit is contained in:
parent
90bc2dc488
commit
187ee3e1bd
153 changed files with 5481 additions and 4829 deletions
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@ -3,6 +3,7 @@ import NpcRollSelectionDialog from '../applications/npcRollSelectionDialog.mjs';
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import RollSelectionDialog from '../applications/rollSelectionDialog.mjs';
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import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
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import { setDiceSoNiceForDualityRoll } from '../helpers/utils.mjs';
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import DHDualityRoll from '../data/chat-message/dualityRoll.mjs';
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export default class DhpActor extends Actor {
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async _preCreate(data, options, user) {
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@ -10,7 +11,7 @@ export default class DhpActor extends Actor {
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// Configure prototype token settings
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const prototypeToken = {};
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if (this.type === 'pc')
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if (this.type === 'character')
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Object.assign(prototypeToken, {
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sight: { enabled: true },
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actorLink: true,
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@ -28,7 +29,7 @@ export default class DhpActor extends Actor {
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}
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async updateLevel(newLevel) {
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if (this.type !== 'pc' || newLevel === this.system.levelData.level.changed) return;
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if (this.type !== 'character' || newLevel === this.system.levelData.level.changed) return;
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if (newLevel > this.system.levelData.level.current) {
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await this.update({ 'system.levelData.level.changed': newLevel });
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@ -39,17 +40,65 @@ export default class DhpActor extends Actor {
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return acc;
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}, {});
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const domainCards = Object.keys(this.system.levelData.levelups)
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const domainCards = [];
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const experiences = [];
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const subclassFeatureState = { class: null, multiclass: null };
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let multiclass = null;
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Object.keys(this.system.levelData.levelups)
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.filter(x => x > newLevel)
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.flatMap(levelKey => {
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.forEach(levelKey => {
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const level = this.system.levelData.levelups[levelKey];
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const achievementCards = level.achievements.domainCards.map(x => x.itemUuid);
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const advancementCards = level.selections.filter(x => x.type === 'domainCard').map(x => x.itemUuid);
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return [...achievementCards, ...advancementCards];
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domainCards.push(...achievementCards, ...advancementCards);
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experiences.push(...Object.keys(level.achievements.experiences));
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const subclass = level.selections.find(x => x.type === 'subclass');
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if (subclass) {
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const path = subclass.secondaryData.isMulticlass === 'true' ? 'multiclass' : 'class';
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const subclassState = Number(subclass.secondaryData.featureState) - 1;
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subclassFeatureState[path] = subclassFeatureState[path]
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? Math.min(subclassState, subclassFeatureState[path])
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: subclassState;
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}
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multiclass = level.selections.find(x => x.type === 'multiclass');
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});
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for (var domainCard of domainCards) {
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const itemCard = await this.items.find(x => x.uuid === domainCard);
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if (experiences.length > 0) {
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this.update({
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'system.experiences': experiences.reduce((acc, key) => {
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acc[`-=${key}`] = null;
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return acc;
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}, {})
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});
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}
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if (subclassFeatureState.class) {
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this.system.class.subclass.update({ 'system.featureState': subclassFeatureState.class });
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}
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if (subclassFeatureState.multiclass) {
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this.system.multiclass.subclass.update({ 'system.featureState': subclassFeatureState.multiclass });
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}
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if (multiclass) {
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const multiclassSubclass = this.items.find(x => x.type === 'subclass' && x.system.isMulticlass);
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const multiclassItem = this.items.find(x => x.uuid === multiclass.itemUuid);
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multiclassSubclass.delete();
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multiclassItem.delete();
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this.update({
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'system.multiclass': {
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value: null,
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subclass: null
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}
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});
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}
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for (let domainCard of domainCards) {
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const itemCard = this.items.find(x => x.uuid === domainCard);
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itemCard.delete();
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}
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@ -71,6 +120,94 @@ export default class DhpActor extends Actor {
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const levelups = {};
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for (var levelKey of Object.keys(levelupData)) {
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const level = levelupData[levelKey];
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for (var experienceKey in level.achievements.experiences) {
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const experience = level.achievements.experiences[experienceKey];
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await this.update({
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[`system.experiences.${experienceKey}`]: {
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description: experience.name,
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value: experience.modifier
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}
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});
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}
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let multiclass = null;
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const domainCards = [];
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const subclassFeatureState = { class: null, multiclass: null };
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const selections = [];
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for (var optionKey of Object.keys(level.choices)) {
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const selection = level.choices[optionKey];
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for (var checkboxNr of Object.keys(selection)) {
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const checkbox = selection[checkboxNr];
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if (checkbox.type === 'multiclass') {
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multiclass = {
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...checkbox,
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level: Number(levelKey),
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optionKey: optionKey,
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checkboxNr: Number(checkboxNr)
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};
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} else if (checkbox.type === 'domainCard') {
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domainCards.push({
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...checkbox,
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level: Number(levelKey),
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optionKey: optionKey,
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checkboxNr: Number(checkboxNr)
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});
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} else {
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if (checkbox.type === 'subclass') {
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const path = checkbox.secondaryData.isMulticlass === 'true' ? 'multiclass' : 'class';
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subclassFeatureState[path] = Math.max(
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Number(checkbox.secondaryData.featureState),
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subclassFeatureState[path]
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);
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}
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selections.push({
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...checkbox,
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level: Number(levelKey),
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optionKey: optionKey,
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checkboxNr: Number(checkboxNr)
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});
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}
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}
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}
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if (multiclass) {
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const subclassItem = await foundry.utils.fromUuid(multiclass.secondaryData.subclass);
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const subclassData = subclassItem.toObject();
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const multiclassItem = await foundry.utils.fromUuid(multiclass.data[0]);
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const multiclassData = multiclassItem.toObject();
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const embeddedItem = await this.createEmbeddedDocuments('Item', [
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{
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...multiclassData,
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system: {
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...multiclassData.system,
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domains: [multiclass.secondaryData.domain],
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isMulticlass: true
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}
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}
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]);
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await this.createEmbeddedDocuments('Item', [
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{
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...subclassData,
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system: {
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...subclassData.system,
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isMulticlass: true
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}
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}
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]);
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selections.push({ ...multiclass, itemUuid: embeddedItem[0].uuid });
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}
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for (var domainCard of domainCards) {
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const item = await foundry.utils.fromUuid(domainCard.data[0]);
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const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]);
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selections.push({ ...domainCard, itemUuid: embeddedItem[0].uuid });
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}
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const achievementDomainCards = [];
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for (var card of Object.values(level.achievements.domainCards)) {
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const item = await foundry.utils.fromUuid(card.uuid);
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@ -79,27 +216,14 @@ export default class DhpActor extends Actor {
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achievementDomainCards.push(card);
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}
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const selections = [];
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for (var optionKey of Object.keys(level.choices)) {
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const selection = level.choices[optionKey];
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for (var checkboxNr of Object.keys(selection)) {
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const checkbox = selection[checkboxNr];
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let itemUuid = null;
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if (subclassFeatureState.class) {
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await this.system.class.subclass.update({ 'system.featureState': subclassFeatureState.class });
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}
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if (checkbox.type === 'domainCard') {
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const item = await foundry.utils.fromUuid(checkbox.data[0]);
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const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]);
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itemUuid = embeddedItem[0].uuid;
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}
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selections.push({
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...checkbox,
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level: Number(levelKey),
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optionKey: optionKey,
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checkboxNr: Number(checkboxNr),
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itemUuid
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});
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}
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if (subclassFeatureState.multiclass) {
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await this.system.multiclass.subclass.update({
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'system.featureState': subclassFeatureState.multiclass
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});
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}
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levelups[levelKey] = {
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@ -123,154 +247,176 @@ export default class DhpActor extends Actor {
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});
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}
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async diceRoll(modifier, shiftKey) {
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if (this.type === 'pc') {
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return await this.dualityRoll(modifier, shiftKey);
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} else {
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return await this.npcRoll(modifier, shiftKey);
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}
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}
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async npcRoll(modifier, shiftKey) {
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let advantage = null;
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const modifiers = [
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{
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value: Number.parseInt(modifier.value),
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label: modifier.value >= 0 ? `+${modifier.value}` : `-${modifier.value}`,
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title: modifier.title
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}
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];
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if (!shiftKey) {
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const dialogClosed = new Promise((resolve, _) => {
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new NpcRollSelectionDialog(this.system.experiences, resolve).render(true);
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});
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const result = await dialogClosed;
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advantage = result.advantage;
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result.experiences.forEach(x =>
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modifiers.push({
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value: x.value,
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label: x.value >= 0 ? `+${x.value}` : `-${x.value}`,
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title: x.description
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})
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);
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}
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const roll = Roll.create(
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`${advantage === true || advantage === false ? 2 : 1}d20${advantage === true ? 'kh' : advantage === false ? 'kl' : ''} ${modifiers.map(x => `+ ${x.value}`).join(' ')}`
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);
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let rollResult = await roll.evaluate();
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const dice = [];
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for (var i = 0; i < rollResult.terms.length; i++) {
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const term = rollResult.terms[i];
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if (term.faces) {
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dice.push({ type: `d${term.faces}`, rolls: term.results.map(x => ({ value: x.result })) });
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}
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}
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// There is Only ever one dice term here
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return { roll, dice: dice[0], modifiers, advantageState: advantage === true ? 1 : advantage === false ? 2 : 0 };
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}
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async dualityRoll(modifier, shiftKey, bonusDamage = []) {
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/**
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* @param {object} config
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* @param {Event} config.event
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* @param {string} config.title
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* @param {object} config.roll
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* @param {number} config.roll.modifier
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* @param {boolean} [config.roll.simple=false]
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* @param {string} [config.roll.type]
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* @param {number} [config.roll.difficulty]
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* @param {any} [config.damage]
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* @param {object} [config.chatMessage]
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* @param {string} config.chatMessage.template
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* @param {boolean} [config.chatMessage.mute]
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* @param {boolean} [config.checkTarget]
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*/
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async diceRoll(config) {
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let hopeDice = 'd12',
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fearDice = 'd12',
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advantageDice = null,
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disadvantageDice = null,
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bonusDamageString = '';
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advantageDice = 'd6',
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disadvantageDice = 'd6',
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advantage = config.event.altKey ? true : config.event.ctrlKey ? false : null,
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targets,
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damage = config.damage,
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modifiers = this.formatRollModifier(config.roll),
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rollConfig,
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formula,
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hope,
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fear;
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const modifiers =
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modifier.value !== null
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? [
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{
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value: modifier.value ? Number.parseInt(modifier.value) : 0,
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label:
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modifier.value >= 0
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? `${modifier.title} +${modifier.value}`
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: `${modifier.title} ${modifier.value}`,
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title: modifier.title
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}
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]
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: [];
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if (!shiftKey) {
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if (!config.event.shiftKey && !config.event.altKey && !config.event.ctrlKey) {
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const dialogClosed = new Promise((resolve, _) => {
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new RollSelectionDialog(
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this.system.experiences,
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bonusDamage,
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this.system.resources.hope.value,
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resolve
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).render(true);
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this.type === 'character'
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? new RollSelectionDialog(
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this.system.experiences,
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this.system.resources.hope.value,
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resolve
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).render(true)
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: new NpcRollSelectionDialog(this.system.experiences, resolve).render(true);
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});
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const result = await dialogClosed;
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(hopeDice = result.hope),
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(fearDice = result.fear),
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(advantageDice = result.advantage),
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(disadvantageDice = result.disadvantage);
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result.experiences.forEach(x =>
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rollConfig = await dialogClosed;
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advantage = rollConfig.advantage;
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hopeDice = rollConfig.hope;
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fearDice = rollConfig.fear;
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rollConfig.experiences.forEach(x =>
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modifiers.push({
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value: x.value,
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label: x.value >= 0 ? `+${x.value}` : `-${x.value}`,
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title: x.description
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})
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);
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bonusDamageString = result.bonusDamage;
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const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope);
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if (this.type === 'character') {
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const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope);
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if (automateHope && result.hopeUsed) {
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await this.update({
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'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed
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});
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if (automateHope && result.hopeUsed) {
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await this.update({
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'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed
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});
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}
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}
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}
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const roll = new Roll(
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`1${hopeDice} + 1${fearDice}${advantageDice ? ` + 1${advantageDice}` : disadvantageDice ? ` - 1${disadvantageDice}` : ''} ${modifiers.map(x => `+ ${x.value}`).join(' ')}`
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);
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let rollResult = await roll.evaluate();
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setDiceSoNiceForDualityRoll(rollResult, advantageDice, disadvantageDice);
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const hope = rollResult.dice[0].results[0].result;
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const fear = rollResult.dice[1].results[0].result;
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const advantage = advantageDice ? rollResult.dice[2].results[0].result : null;
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const disadvantage = disadvantageDice ? rollResult.dice[2].results[0].result : null;
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if (disadvantage) {
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rollResult = { ...rollResult, total: rollResult.total - Math.max(hope, disadvantage) };
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}
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if (advantage) {
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rollResult = { ...rollResult, total: 'Select Hope Die' };
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if (this.type === 'character') {
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formula = `1${hopeDice} + 1${fearDice}${advantage === true ? ` + 1d6` : advantage === false ? ` - 1d6` : ''}`;
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} else {
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formula = `${advantage === true || advantage === false ? 2 : 1}d20${advantage === true ? 'kh' : advantage === false ? 'kl' : ''}`;
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}
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formula += ` ${modifiers.map(x => `+ ${x.value}`).join(' ')}`;
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const roll = await Roll.create(formula).evaluate();
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const dice = roll.dice.flatMap(dice => ({
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denomination: dice.denomination,
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||||
number: dice.number,
|
||||
total: dice.total,
|
||||
results: dice.results.map(result => ({ result: result.result, discarded: !result.active }))
|
||||
}));
|
||||
|
||||
const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope);
|
||||
if (automateHope && hope > fear) {
|
||||
await this.update({
|
||||
'system.resources.hope.value': Math.min(
|
||||
this.system.resources.hope.value + 1,
|
||||
this.system.resources.hope.max
|
||||
)
|
||||
});
|
||||
}
|
||||
|
||||
if (automateHope && hope === fear) {
|
||||
await this.update({
|
||||
'system.resources': {
|
||||
'hope.value': Math.min(this.system.resources.hope.value + 1, this.system.resources.hope.max),
|
||||
'stress.value': Math.max(this.system.resources.stress.value - 1, 0)
|
||||
if (this.type === 'character') {
|
||||
setDiceSoNiceForDualityRoll(roll, advantage);
|
||||
hope = roll.dice[0].results[0].result;
|
||||
fear = roll.dice[1].results[0].result;
|
||||
if (
|
||||
game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope) &&
|
||||
config.roll.type === 'action'
|
||||
) {
|
||||
if (hope > fear) {
|
||||
await this.update({
|
||||
'system.resources.hope.value': Math.min(
|
||||
this.system.resources.hope.value + 1,
|
||||
this.system.resources.hope.max
|
||||
)
|
||||
});
|
||||
} else if (hope === fear) {
|
||||
await this.update({
|
||||
'system.resources': {
|
||||
'hope.value': Math.min(
|
||||
this.system.resources.hope.value + 1,
|
||||
this.system.resources.hope.max
|
||||
),
|
||||
'stress.value': Math.max(this.system.resources.stress.value - 1, 0)
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (config.checkTarget) {
|
||||
targets = Array.from(game.user.targets).map(x => {
|
||||
const target = {
|
||||
id: x.id,
|
||||
name: x.actor.name,
|
||||
img: x.actor.img,
|
||||
difficulty: x.actor.system.difficulty,
|
||||
evasion: x.actor.system.evasion?.value
|
||||
};
|
||||
|
||||
target.hit = target.difficulty ? roll.total >= target.difficulty : roll.total >= target.evasion;
|
||||
|
||||
return target;
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
roll,
|
||||
rollResult,
|
||||
hope: { dice: hopeDice, value: hope },
|
||||
fear: { dice: fearDice, value: fear },
|
||||
advantage: { dice: advantageDice, value: advantage },
|
||||
disadvantage: { dice: disadvantageDice, value: disadvantage },
|
||||
modifiers: modifiers,
|
||||
bonusDamageString
|
||||
};
|
||||
if (config.chatMessage) {
|
||||
const configRoll = {
|
||||
title: config.title,
|
||||
origin: this.id,
|
||||
dice,
|
||||
roll,
|
||||
modifiers: modifiers.filter(x => x.label),
|
||||
advantageState: advantage
|
||||
};
|
||||
if (this.type === 'character') {
|
||||
configRoll.hope = { dice: hopeDice, value: hope };
|
||||
configRoll.fear = { dice: fearDice, value: fear };
|
||||
configRoll.advantage = { dice: advantageDice, value: roll.dice[2]?.results[0].result ?? null };
|
||||
}
|
||||
if (damage) configRoll.damage = damage;
|
||||
if (targets) configRoll.targets = targets;
|
||||
const systemData =
|
||||
this.type === 'character' && !config.roll.simple ? new DHDualityRoll(configRoll) : configRoll,
|
||||
cls = getDocumentClass('ChatMessage'),
|
||||
msg = new cls({
|
||||
type: config.chatMessage.type ?? 'dualityRoll',
|
||||
sound: config.chatMessage.mute ? null : CONFIG.sounds.dice,
|
||||
system: systemData,
|
||||
content: config.chatMessage.template,
|
||||
rolls: [roll]
|
||||
});
|
||||
|
||||
await cls.create(msg.toObject());
|
||||
}
|
||||
return roll;
|
||||
}
|
||||
|
||||
formatRollModifier(roll) {
|
||||
const modifier = roll.modifier !== null ? Number.parseInt(roll.modifier) : null;
|
||||
return modifier !== null
|
||||
? [
|
||||
{
|
||||
value: modifier,
|
||||
label: roll.label
|
||||
? modifier >= 0
|
||||
? `${roll.label} +${modifier}`
|
||||
: `${roll.label} ${modifier}`
|
||||
: null,
|
||||
title: roll.label
|
||||
}
|
||||
]
|
||||
: [];
|
||||
}
|
||||
|
||||
async damageRoll(title, damage, targets, shiftKey) {
|
||||
|
|
@ -300,7 +446,11 @@ export default class DhpActor extends Actor {
|
|||
for (var i = 0; i < rollResult.terms.length; i++) {
|
||||
const term = rollResult.terms[i];
|
||||
if (term.faces) {
|
||||
dice.push({ type: `d${term.faces}`, rolls: term.results.map(x => x.result) });
|
||||
dice.push({
|
||||
type: `d${term.faces}`,
|
||||
rolls: term.results.map(x => x.result),
|
||||
total: term.results.reduce((acc, x) => acc + x.result, 0)
|
||||
});
|
||||
} else if (term.operator) {
|
||||
} else if (term.number) {
|
||||
const operator = i === 0 ? '' : rollResult.terms[i - 1].operator;
|
||||
|
|
@ -401,11 +551,6 @@ export default class DhpActor extends Actor {
|
|||
}
|
||||
}
|
||||
|
||||
async emulateItemDrop(data) {
|
||||
const event = new DragEvent('drop', { altKey: game.keyboard.isModifierActive('Alt') });
|
||||
return this.sheet._onDropItem(event, { data: data });
|
||||
}
|
||||
|
||||
//Move to action-scope?
|
||||
async useAction(action) {
|
||||
const userTargets = Array.from(game.user.targets);
|
||||
|
|
|
|||
|
|
@ -1,25 +1,44 @@
|
|||
export default class DhpItem extends Item {
|
||||
_preCreate(data, changes, user) {
|
||||
super._preCreate(data, changes, user);
|
||||
/** @inheritdoc */
|
||||
getEmbeddedDocument(embeddedName, id, { invalid = false, strict = false } = {}) {
|
||||
const systemEmbeds = this.system.constructor.metadata.embedded ?? {};
|
||||
if (embeddedName in systemEmbeds) {
|
||||
const path = `system.${systemEmbeds[embeddedName]}`;
|
||||
return foundry.utils.getProperty(this, path).get(id) ?? null;
|
||||
}
|
||||
return super.getEmbeddedDocument(embeddedName, id, { invalid, strict });
|
||||
}
|
||||
|
||||
prepareData() {
|
||||
super.prepareData();
|
||||
/** @inheritDoc */
|
||||
prepareEmbeddedDocuments() {
|
||||
super.prepareEmbeddedDocuments();
|
||||
for (const action of this.system.actions ?? []) action.prepareData();
|
||||
}
|
||||
|
||||
if (this.type === 'class') {
|
||||
// Bad. Make this better.
|
||||
// this.system.domains = CONFIG.daggerheart.DOMAIN.classDomainMap[Object.keys(CONFIG.daggerheart.DOMAIN.classDomainMap).find(x => x === this.name.toLowerCase())];
|
||||
/**
|
||||
* @inheritdoc
|
||||
* @param {object} options - Options which modify the getRollData method.
|
||||
* @returns
|
||||
*/
|
||||
getRollData(options = {}) {
|
||||
let data;
|
||||
if (this.system.getRollData) data = this.system.getRollData(options);
|
||||
else {
|
||||
const actorRollData = this.actor?.getRollData(options) ?? {};
|
||||
data = { ...actorRollData, item: { ...this.system } };
|
||||
}
|
||||
|
||||
if (data?.item) {
|
||||
data.item.flags = { ...this.flags };
|
||||
data.item.name = this.name;
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
isInventoryItem() {
|
||||
return ['weapon', 'armor', 'miscellaneous', 'consumable'].includes(this.type);
|
||||
}
|
||||
|
||||
_onUpdate(data, options, userId) {
|
||||
super._onUpdate(data, options, userId);
|
||||
}
|
||||
|
||||
static async createDialog(data = {}, { parent = null, pack = null, ...options } = {}) {
|
||||
const documentName = this.metadata.name;
|
||||
const types = game.documentTypes[documentName].filter(t => t !== CONST.BASE_DOCUMENT_TYPE);
|
||||
|
|
@ -79,4 +98,47 @@ export default class DhpItem extends Item {
|
|||
options
|
||||
});
|
||||
}
|
||||
|
||||
async selectActionDialog() {
|
||||
const content = await foundry.applications.handlebars.renderTemplate(
|
||||
'systems/daggerheart/templates/views/actionSelect.hbs',
|
||||
{ actions: this.system.actions }
|
||||
),
|
||||
title = 'Select Action',
|
||||
type = 'div',
|
||||
data = {};
|
||||
return Dialog.prompt({
|
||||
title,
|
||||
// label: title,
|
||||
content,
|
||||
type,
|
||||
callback: html => {
|
||||
const form = html[0].querySelector('form'),
|
||||
fd = new foundry.applications.ux.FormDataExtended(form);
|
||||
return this.system.actions.find(a => a._id === fd.object.actionId);
|
||||
},
|
||||
rejectClose: false
|
||||
});
|
||||
}
|
||||
|
||||
async use(event) {
|
||||
const actions = this.system.actions;
|
||||
let response;
|
||||
if (actions?.length) {
|
||||
let action = actions[0];
|
||||
if (actions.length > 1 && !event?.shiftKey) {
|
||||
// Actions Choice Dialog
|
||||
action = await this.selectActionDialog();
|
||||
}
|
||||
if (action) response = action.use(event);
|
||||
// Check Target
|
||||
// If action.roll => Roll Dialog
|
||||
// Else If action.cost => Cost Dialog
|
||||
// Then
|
||||
// Apply Cost
|
||||
// Apply Effect
|
||||
}
|
||||
// Display Item Card in chat
|
||||
return response;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue