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https://github.com/Foundryborne/daggerheart.git
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Levelup Remake (#100)
* Set up DhLevelTier datamodel * Added Levelup data model and started at the render * Fixed data handling in the LevelUp view * Added back the save function * Finalised levelup selections and propagating to PC * Added level advancement selection data * Added DomainCard selection * Css merge commit * Added PC level/delevel benefits of leveling up * Fixed sticky previous selections on continous leveling * Fixed up Summary. Fixed multiclass/subclass blocking on selection * Removed unused level.hbs * Fixed attribute base for PC * Improved naming of attribute properties * Renamed/structured resources/evasion/proficiency * Improved trait marking * Rework to level up once at a time * Added markers * Removed tabs when in Summary * Fixed multilevel buttons * Improved multiclass/subclass recognition * Fixed tagify error on selection * Review fixes
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41 changed files with 3279 additions and 1283 deletions
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@ -6,13 +6,16 @@ import { setDiceSoNiceForDualityRoll } from '../helpers/utils.mjs';
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export default class DhpActor extends Actor {
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async _preCreate(data, options, user) {
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if ( (await super._preCreate(data, options, user)) === false ) return false;
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if ((await super._preCreate(data, options, user)) === false) return false;
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// Configure prototype token settings
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const prototypeToken = {};
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if ( this.type === "pc" ) Object.assign(prototypeToken, {
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sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
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});
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if (this.type === 'pc')
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Object.assign(prototypeToken, {
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sight: { enabled: true },
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actorLink: true,
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disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
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});
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this.updateSource({ prototypeToken });
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}
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@ -21,46 +24,103 @@ export default class DhpActor extends Actor {
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}
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async _preUpdate(changed, options, user) {
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//Level Down
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if (
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changed.system?.levelData?.changedLevel &&
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this.system.levelData.currentLevel > changed.system.levelData.changedLevel
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) {
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changed.system.levelData.currentLevel = changed.system.levelData.changedLevel;
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changed.system.levelData.levelups = Object.keys(this.system.levelData.levelups).reduce((acc, x) => {
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if (x > changed.system.levelData.currentLevel) {
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acc[`-=${x}`] = null;
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super._preUpdate(changed, options, user);
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}
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async updateLevel(newLevel) {
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if (this.type !== 'pc' || newLevel === this.system.levelData.level.changed) return;
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if (newLevel > this.system.levelData.level.current) {
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await this.update({ 'system.levelData.level.changed': newLevel });
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} else {
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const updatedLevelups = Object.keys(this.system.levelData.levelups).reduce((acc, level) => {
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if (Number(level) > newLevel) acc[`-=${level}`] = null;
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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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.filter(x => x > newLevel)
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.flatMap(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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});
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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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itemCard.delete();
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}
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await this.update({
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system: {
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levelData: {
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level: {
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current: newLevel,
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changed: newLevel
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},
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levelups: updatedLevelups
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}
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}
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});
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}
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}
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return acc;
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}, {});
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async levelUp(levelupData) {
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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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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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const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]);
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card.itemUuid = embeddedItem[0].uuid;
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achievementDomainCards.push(card);
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}
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changed.system.attributes = Object.keys(this.system.attributes).reduce((acc, key) => {
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acc[key] = {
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levelMarks: this.system.attributes[key].levelMarks.filter(
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x => x <= changed.system.levelData.currentLevel
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)
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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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return acc;
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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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changed.system.experiences = this.system.experiences.filter(
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x => x.level <= changed.system.levelData.currentLevel
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);
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if (
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this.system.multiclass &&
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this.system.multiclass.system.multiclass > changed.system.levelData.changedLevel
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) {
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const multiclassFeatures = this.items.filter(x => x.system.multiclass);
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for (var feature of multiclassFeatures) {
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await feature.delete();
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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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}
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levelups[levelKey] = {
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achievements: {
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...level.achievements,
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domainCards: achievementDomainCards
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},
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selections: selections
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};
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}
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super._preUpdate(changed, options, user);
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await this.update({
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system: {
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levelData: {
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level: {
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current: this.system.levelData.level.changed
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},
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levelups: levelups
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}
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}
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});
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}
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async diceRoll(modifier, shiftKey) {
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@ -286,9 +346,9 @@ export default class DhpActor extends Actor {
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: 0;
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const update = {
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'system.resources.health.value': Math.min(
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this.system.resources.health.value + hpDamage,
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this.system.resources.health.max
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'system.resources.hitPoints.value': Math.min(
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this.system.resources.hitPoints.value + hpDamage,
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this.system.resources.hitPoints.max
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)
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};
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@ -311,9 +371,9 @@ export default class DhpActor extends Actor {
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switch (type) {
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case SYSTEM.GENERAL.healingTypes.health.id:
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update = {
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'system.resources.health.value': Math.min(
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this.system.resources.health.value + healing,
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this.system.resources.health.max
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'system.resources.hitPoints.value': Math.min(
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this.system.resources.hitPoints.value + healing,
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this.system.resources.hitPoints.max
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)
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};
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break;
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