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Renamed/structured resources/evasion/proficiency
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parent
84a41912a7
commit
84cdaab767
7 changed files with 69 additions and 132 deletions
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@ -5,26 +5,24 @@ const fields = foundry.data.fields;
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const attributeField = () =>
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new fields.SchemaField({
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data: new fields.SchemaField({
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bonus: new fields.NumberField({ initial: 0, integer: true }),
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base: new fields.NumberField({ initial: 0, integer: true })
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})
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bonus: new fields.NumberField({ initial: 0, integer: true }),
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base: new fields.NumberField({ initial: 0, integer: true })
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});
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const resourceField = max =>
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new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true }),
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bonus: new fields.NumberField({ initial: 0, integer: true }),
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min: new fields.NumberField({ initial: 0, integer: true }),
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baseMax: new fields.NumberField({ initial: max, integer: true })
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});
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export default class DhpPC extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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return {
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resources: new fields.SchemaField({
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health: new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true }),
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min: new fields.NumberField({ initial: 0, integer: true }),
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max: new fields.NumberField({ initial: 6, integer: true })
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}),
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stress: new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true }),
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min: new fields.NumberField({ initial: 0, integer: true }),
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max: new fields.NumberField({ initial: 6, integer: true })
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}),
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hitPoints: resourceField(6),
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stress: resourceField(6),
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hope: new fields.SchemaField({
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value: new fields.NumberField({ initial: -1, integer: true }), // FIXME. Logic is gte and needs -1 in PC/Hope. Change to 0
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min: new fields.NumberField({ initial: 0, integer: true })
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@ -49,9 +47,12 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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presence: attributeField(),
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knowledge: attributeField()
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}),
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proficiency: new fields.NumberField({ required: true, initial: 1, integer: true }),
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proficiency: new fields.SchemaField({
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base: new fields.NumberField({ required: true, initial: 1, integer: true }),
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bonus: new fields.NumberField({ required: true, initial: 0, integer: true })
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}),
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evasion: new fields.SchemaField({
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bonuses: new fields.NumberField({ initial: 0, integer: true })
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bonus: new fields.NumberField({ initial: 0, integer: true })
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}),
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experiences: new fields.ArrayField(
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new fields.SchemaField({
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@ -98,12 +99,6 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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};
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}
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get canLevelUp() {
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// return Object.values(this.levels.data).some(x => !x.completed);
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// return this.levelData.currentLevel !== this.levelData.changedLevel;
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return true;
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}
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get tier() {
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return this.#getTier(this.levelData.currentLevel);
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}
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@ -236,42 +231,6 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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}
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}
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get inventoryWeapons() {
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const inventoryWeaponFirst = this.parent.items.find(x => x.type === 'weapon' && x.system.inventoryWeapon === 1);
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const inventoryWeaponSecond = this.parent.items.find(
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x => x.type === 'weapon' && x.system.inventoryWeapon === 2
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);
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return {
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first: this.#weaponData(inventoryWeaponFirst),
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second: this.#weaponData(inventoryWeaponSecond)
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};
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}
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// get totalAttributeMarks() {
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// return Object.keys(this.levelData.levelups).reduce((nr, level) => {
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// const nrAttributeMarks = Object.keys(this.levelData.levelups[level]).reduce((nr, tier) => {
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// nr += Object.keys(this.levelData.levelups[level][tier]?.attributes ?? {}).length * 2;
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// return nr;
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// }, 0);
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// nr.push(...Array(nrAttributeMarks).fill(Number.parseInt(level)));
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// return nr;
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// }, []);
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// }
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// get availableAttributeMarks() {
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// const attributeMarks = Object.keys(this.attributes).flatMap(y => this.attributes[y].levelMarks);
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// return this.totalAttributeMarks.reduce((acc, attribute) => {
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// if (!attributeMarks.findSplice(x => x === attribute)) {
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// acc.push(attribute);
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// }
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// return acc;
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// }, []);
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// }
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get effects() {
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return this.parent.items.reduce((acc, item) => {
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const effects = item.system.effectData;
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@ -322,19 +281,24 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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: null;
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}
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prepareBaseData() {
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this.resources.hitPoints.max = this.resources.hitPoints.baseMax + this.resources.hitPoints.bonus;
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this.resources.stress.max = this.resources.stress.baseMax + this.resources.stress.bonus;
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this.evasion.value = (this.class?.system?.evasion ?? 0) + this.evasion.bonus;
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this.proficiency.value = this.proficiency.base + this.proficiency.bonus;
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for (var attributeKey in this.traits) {
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const attribute = this.traits[attributeKey];
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attribute.value = attribute.base + attribute.bonus;
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}
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}
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prepareDerivedData() {
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this.resources.hope.max = 6 - this.story.scars.length;
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if (this.resources.hope.value >= this.resources.hope.max) {
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this.resources.hope.value = Math.max(this.resources.hope.max - 1, 0);
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}
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for (var attributeKey in this.traits) {
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const attribute = this.traits[attributeKey];
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attribute.data.value = attribute.data.base + attribute.data.bonus;
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}
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this.evasion.value = (this.class?.system?.evasion ?? 0) + this.evasion.bonuses;
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// this.armor.value = this.activeArmor?.baseScore ?? 0;
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const armor = this.armor;
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this.damageThresholds = {
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major: armor
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@ -345,29 +309,9 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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: this.levelData.level.current * 2
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};
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this.applyLevels();
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this.applyEffects();
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}
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computeDamageThresholds() {
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// TODO: missing weapon features and domain cards calculation
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if (!this.armor) {
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return {
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major: this.levelData.currentLevel,
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severe: this.levelData.currentLevel * 2
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};
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}
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const {
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baseThresholds: { major = 0, severe = 0 }
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} = this.armor.system;
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return {
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major: major + this.levelData.currentLevel,
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severe: severe + this.levelData.currentLevel
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};
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}
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applyLevels() {}
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applyEffects() {
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const effects = this.effects;
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for (var key in effects) {
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@ -375,10 +319,10 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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for (var effect of effectType) {
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switch (key) {
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case SYSTEM.EFFECTS.effectTypes.health.id:
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this.resources.health.max += effect.value.valueData.value;
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this.resources.hitPoints.bonus += effect.value.valueData.value;
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break;
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case SYSTEM.EFFECTS.effectTypes.stress.id:
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this.resources.stress.max += effect.value.valueData.value;
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this.resources.stress.bonus += effect.value.valueData.value;
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break;
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case SYSTEM.EFFECTS.effectTypes.damage.id:
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this.bonuses.damage.push({
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@ -405,10 +349,6 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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return twoHanded ? 'twoHanded' : oneHanded ? 'oneHanded' : null;
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}
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isSameTier(level) {
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return this.#getTier(this.levelData.currentLevel) === this.#getTier(level);
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}
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#getTier(level) {
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if (level >= 8) return 3;
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else if (level >= 5) return 2;
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