Improve handling of minions and hordes

This commit is contained in:
Carlos Fernandez 2026-02-10 00:18:16 -05:00
parent c61c90b372
commit 9220a4ad1e
2 changed files with 164 additions and 78 deletions

View file

@ -2,7 +2,7 @@ import DHAdversarySettings from '../../applications/sheets-configs/adversary-set
import { ActionField } from '../fields/actionField.mjs';
import BaseDataActor, { commonActorRules } from './base.mjs';
import { resourceField, bonusField } from '../fields/actorField.mjs';
import { parseTermsFromSimpleFormula } from '../../helpers/utils.mjs';
import { calculateExpectedValue, parseTermsFromSimpleFormula } from '../../helpers/utils.mjs';
import { adversaryExpectedDamage, adversaryScalingData } from '../../config/actorConfig.mjs';
export default class DhpAdversary extends BaseDataActor {
@ -191,6 +191,7 @@ export default class DhpAdversary extends BaseDataActor {
return tags;
}
/** Returns source data for this actor adjusted to a new tier, which can be used to create a new actor. */
adjustForTier(tier) {
const source = this.parent.toObject(true);
@ -214,26 +215,64 @@ export default class DhpAdversary extends BaseDataActor {
}
// Get the mean and standard deviation of expected damage in the previous and new tier
// The data we have is for attack scaling, but we reuse this for action scaling later
const expectedDamageData = adversaryExpectedDamage[source.system.type] ?? adversaryExpectedDamage.basic;
const currentDamageRange = { tier: source.system.tier, ...expectedDamageData[source.system.tier] };
const newDamageRange = { tier, ...expectedDamageData[tier] };
const damageMeta = {
currentDamageRange: { tier: source.system.tier, ...expectedDamageData[source.system.tier] },
newDamageRange: { tier, ...expectedDamageData[tier] },
type: 'attack'
};
// Update damage of base attack
this.#convertDamage(source.system.attack.damage, "attack", currentDamageRange, newDamageRange);
try {
this.#adjustActionDamage(source.system.attack, damageMeta);
} catch (err) {
ui.notifications.warn('Failed to convert attack damage of adversary');
console.error(err);
}
// Update damage of each item action, making sure to also update the description if possible
const damageRegex = /@Damage\[([^\[\]]*)\]({[^}]*})?/g;
for (const item of source.items) {
// todo: damage inlines (must be done before other changes so that it doesn't get incorrectly applied)
// Replace damage inlines with new formulas
for (const withDescription of [item.system, ...Object.values(item.system.actions)]) {
withDescription.description = withDescription.description.replace(damageRegex, (match, inner) => {
const { value: formula } = parseInlineParams(inner);
if (!formula || !type) return match;
try {
const adjusted = this.#calculateAdjustedDamage(formula, { ...damageMeta, type: 'action' });
const newFormula = [
adjusted.diceQuantity ? `${adjusted.diceQuantity}d${adjusted.faces}` : null,
adjusted.bonus
]
.filter(p => !!p)
.join(' + ');
return match.replace(formula, newFormula);
} catch {
return match;
}
});
}
// Update damage in item actions
for (const action of Object.values(item.system.actions)) {
if (!action.damage) continue;
const formula = this.#parseDamage(action.damage).formula;
this.#convertDamage(action.damage, "action", currentDamageRange, newDamageRange);
const oldFormulaRegexp = new RegExp(formula.replace('+', '(?:\\s)?\\+(?:\\s)?'));
const newFormula = this.#parseDamage(action.damage).formula;
item.system.description = item.system.description.replace(oldFormulaRegexp, newFormula);
action.description = action.description.replace(oldFormulaRegexp, newFormula);
// Parse damage, and convert all formula matches in the descriptions to the new damage
try {
const result = this.#adjustActionDamage(action, { ...damageMeta, type: 'action' });
for (const { previousFormula, formula } of Object.values(result)) {
const oldFormulaRegexp = new RegExp(
previousFormula.replace(' ', '').replace('+', '(?:\\s)?\\+(?:\\s)?')
);
item.system.description = item.system.description.replace(oldFormulaRegexp, formula);
action.description = action.description.replace(oldFormulaRegexp, formula);
}
} catch (err) {
ui.notifications.warn(`Failed to convert action damage for item ${item.name}`);
console.error(err);
}
}
}
@ -242,55 +281,51 @@ export default class DhpAdversary extends BaseDataActor {
return source;
}
#parseDamage(damage) {
const formula = damage.parts
.filter(p => p.applyTo === 'hitPoints')
.map(p =>
p.value.custom.enabled
? p.value.custom.formula
: [p.value.flatMultiplier ? `${p.value.flatMultiplier}${p.value.dice}` : 0, p.value.bonus ?? 0]
.filter(p => !!p)
.join('+')
)
.join('+');
const terms = parseTermsFromSimpleFormula(formula);
const expected = terms.reduce((r, t) => r + (t.modifier ?? 0) + (t.dice ? (t.dice * (t.faces + 1)) / 2 : 0), 0);
return { formula, terms, expected };
}
/**
/**
* Converts a damage object to a new damage range
* @param type whether this is a basic "attack" or a regular "action"
* @returns {{ diceQuantity: number; faces: number; bonus: number }} the adjusted result as a combined term
* @throws error if the formula is the wrong type
*/
#convertDamage(damage, type, currentDamageRange, newDamageRange) {
const hitPointParts = damage.parts.filter(d => d.applyTo === 'hitPoints');
if (hitPointParts.length === 0) return; // nothing to do
const previousExpected = this.#parseDamage(damage).expected;
if (previousExpected === 0) return; // nothing to do
// others are not supported yet. Later on we should convert to terms, then convert from terms back to real data
if (!(hitPointParts.length === 1 && !hitPointParts[0].value.custom.enabled)) return;
#calculateAdjustedDamage(formula, { currentDamageRange, newDamageRange, type }) {
const terms = parseTermsFromSimpleFormula(formula);
const flatTerms = terms.filter(t => t.diceQuantity === 0);
const diceTerms = terms.filter(t => t.diceQuantity > 0);
if (flatTerms.length > 1 || diceTerms.length > 1) {
throw new Error('invalid formula for conversion');
}
const value = {
...(diceTerms[0] ?? { diceQuantity: 0, faces: 1 }),
bonus: flatTerms[0]?.bonus ?? 0
};
const previousExpected = calculateExpectedValue(value);
if (previousExpected === 0) return value; // nothing to do
const dieSizes = ['d4', 'd6', 'd8', 'd10', 'd12', 'd20'];
const dieSizes = [4, 6, 8, 10, 12, 20];
const steps = newDamageRange.tier - currentDamageRange.tier;
const increasing = steps > 0;
const deviation = (previousExpected - currentDamageRange.mean) / currentDamageRange.deviation;
const expected = newDamageRange.mean + newDamageRange.deviation * deviation;
const expected = Math.max(1, newDamageRange.mean + newDamageRange.deviation * deviation);
const value = hitPointParts[0].value;
const getExpectedDie = () => Number(value.dice.replace('d', '')) / 2;
const getBaseAverage = () => value.flatMultiplier * getExpectedDie();
// If this was just a flat number, convert to the expected damage and exit
if (value.diceQuantity === 0) {
value.bonus = Math.round(expected);
return value;
}
const getExpectedDie = () => calculateExpectedValue({ diceQuantity: 1, faces: value.faces }) || 1;
const getBaseAverage = () => calculateExpectedValue({ ...value, bonus: 0 });
// Check the number of base overages over the expected die. In the end, if the bonus inflates too much, we add a die
const baseOverages = Math.floor(value.bonus / getExpectedDie());
// Prestep. Change number of dice for attacks, bump up/down for actions
// We never bump up to d20, though we might bump down from it
if (type === "attack") {
const minimum = increasing ? value.flatMultiplier : 0;
value.flatMultiplier = Math.max(minimum, newDamageRange.tier);
if (type === 'attack') {
const minimum = increasing ? value.diceQuantity : 0;
value.diceQuantity = Math.max(minimum, newDamageRange.tier);
} else {
const currentIdx = dieSizes.indexOf(value.dice);
value.dice = dieSizes[Math.clamp(currentIdx + steps, 0, 4)]
const currentIdx = dieSizes.indexOf(value.faces);
value.faces = dieSizes[Math.clamp(currentIdx + steps, 0, 4)];
}
value.bonus = Math.round(expected - getBaseAverage());
@ -298,28 +333,68 @@ export default class DhpAdversary extends BaseDataActor {
// Attempt to handle negative values.
// If we can do it with only step downs, do so. Otherwise remove tier dice, and try again
if (value.bonus < 0) {
let stepsRequired = Math.ceil(Math.abs(value.bonus) / value.flatMultiplier);
const currentIdx = dieSizes.indexOf(value.dice);
let stepsRequired = Math.ceil(Math.abs(value.bonus) / value.diceQuantity);
const currentIdx = dieSizes.indexOf(value.faces);
// If step downs alone don't suffice, change the flat modifier, then calculate steps required again
// If this isn't sufficient, the result will be slightly off. This is unlikely to happen
if (type !== "attack" && stepsRequired > currentIdx && value.flatMultiplier > 0) {
value.flatMultiplier -= increasing ? 1 : Math.abs(steps);
if (type !== 'attack' && stepsRequired > currentIdx && value.diceQuantity > 0) {
value.diceQuantity -= increasing ? 1 : Math.abs(steps);
value.bonus = Math.round(expected - getBaseAverage());
if (value.bonus >= 0) return; // complete
if (value.bonus >= 0) return value; // complete
}
stepsRequired = Math.ceil(Math.abs(value.bonus) / value.flatMultiplier);
value.dice = dieSizes[Math.max(0, currentIdx - stepsRequired)];
stepsRequired = Math.ceil(Math.abs(value.bonus) / value.diceQuantity);
value.faces = dieSizes[Math.max(0, currentIdx - stepsRequired)];
value.bonus = Math.max(0, Math.round(expected - getBaseAverage()));
}
// If value is really high, we add a number of dice based on the number of overages
// This attempts to preserve a similar amount of variance when increasing an action
const overagesToRemove = Math.floor(value.bonus / getExpectedDie()) - baseOverages;
if (type !== "attack" && increasing && overagesToRemove > 0) {
value.flatMultiplier += overagesToRemove;
if (type !== 'attack' && increasing && overagesToRemove > 0) {
value.diceQuantity += overagesToRemove;
value.bonus = Math.round(expected - getBaseAverage());
}
return value;
}
/**
* Updates damage to reflect a specific value.
* @throws if damage structure is invalid for conversion
* @returns the converted formula and value as a simplified term
*/
#adjustActionDamage(action, damageMeta) {
// The current algorithm only returns a value if there is a single damage part
const hpDamageParts = action.damage.parts.filter(d => d.applyTo === 'hitPoints');
if (hpDamageParts.length !== 1) throw new Error('incorrect number of hp parts');
const result = {};
for (const property of ['value', 'valueAlt']) {
const data = hpDamageParts[0][property];
const previousFormula = data.custom.enabled
? data.custom.formula
: [data.flatMultiplier ? `${data.flatMultiplier}${data.dice}` : 0, data.bonus ?? 0]
.filter(p => !!p)
.join('+');
const value = this.#calculateAdjustedDamage(previousFormula, damageMeta);
const formula = [value.diceQuantity ? `${value.diceQuantity}d${value.faces}` : null, value.bonus]
.filter(p => !!p)
.join(' + ');
if (value.diceQuantity) {
data.custom.enabled = false;
data.bonus = value.bonus;
data.dice = `d${value.faces}`;
data.flatMultiplier = value.diceQuantity;
} else if (!value.diceQuantity) {
data.custom.enabled = true;
data.custom.formula = formula;
}
result[property] = { previousFormula, formula, value };
}
return result;
}
}