mirror of
https://github.com/Foundryborne/daggerheart.git
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Adding Prettier
* Added prettier with automatic useage on pre-commit to avoid style breakage * Ran Prettier on the project
This commit is contained in:
parent
820c2df1f4
commit
b24cdcc9ed
136 changed files with 13929 additions and 12206 deletions
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@ -1,36 +1,39 @@
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import { getPathValue, getTier } from "../helpers/utils.mjs";
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import { MappingField } from "./fields.mjs";
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import { getPathValue, getTier } from '../helpers/utils.mjs';
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import { MappingField } from './fields.mjs';
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const fields = foundry.data.fields;
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const attributeField = () => new fields.SchemaField({
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data: new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true }),
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base: new fields.NumberField({ initial: 0, integer: true }),
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bonus: new fields.NumberField({ initial: 0, integer: true }),
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actualValue: new fields.NumberField({ initial: 0, integer: true }),
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overrideValue: new fields.NumberField({ initial: 0, integer: true }),
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}),
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levelMarks: new fields.ArrayField(new fields.NumberField({ nullable: true, initial: null, integer: true })),
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levelMark: new fields.NumberField({ nullable: true, initial: null, integer: true }),
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});
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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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value: new fields.NumberField({ initial: 0, integer: true }),
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base: new fields.NumberField({ initial: 0, integer: true }),
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bonus: new fields.NumberField({ initial: 0, integer: true }),
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actualValue: new fields.NumberField({ initial: 0, integer: true }),
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overrideValue: new fields.NumberField({ initial: 0, integer: true })
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}),
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levelMarks: new fields.ArrayField(new fields.NumberField({ nullable: true, initial: null, integer: true })),
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levelMark: new fields.NumberField({ nullable: true, initial: null, integer: true })
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});
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const levelUpTier = () => ({
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attributes: new MappingField(new fields.BooleanField()),
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hitPointSlots: new MappingField(new fields.BooleanField()),
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stressSlots: new MappingField(new fields.BooleanField()),
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experiences: new MappingField(new fields.ArrayField(new fields.StringField({}))),
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proficiency: new MappingField(new fields.BooleanField()),
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armorOrEvasionSlot: new MappingField(new fields.StringField({})),
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majorDamageThreshold2: new MappingField(new fields.BooleanField()),
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severeDamageThreshold2: new MappingField(new fields.BooleanField()),
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severeDamageThreshold3: new MappingField(new fields.BooleanField()),
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severeDamageThreshold4: new MappingField(new fields.BooleanField()),
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subclass: new MappingField(new fields.SchemaField({
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multiclass: new fields.BooleanField(),
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feature: new fields.StringField({}),
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})),
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multiclass: new MappingField(new fields.BooleanField()),
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attributes: new MappingField(new fields.BooleanField()),
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hitPointSlots: new MappingField(new fields.BooleanField()),
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stressSlots: new MappingField(new fields.BooleanField()),
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experiences: new MappingField(new fields.ArrayField(new fields.StringField({}))),
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proficiency: new MappingField(new fields.BooleanField()),
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armorOrEvasionSlot: new MappingField(new fields.StringField({})),
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majorDamageThreshold2: new MappingField(new fields.BooleanField()),
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severeDamageThreshold2: new MappingField(new fields.BooleanField()),
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severeDamageThreshold3: new MappingField(new fields.BooleanField()),
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severeDamageThreshold4: new MappingField(new fields.BooleanField()),
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subclass: new MappingField(
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new fields.SchemaField({
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multiclass: new fields.BooleanField(),
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feature: new fields.StringField({})
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})
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),
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multiclass: new MappingField(new fields.BooleanField())
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});
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// const weapon = () => new fields.SchemaField({
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@ -48,450 +51,512 @@ const levelUpTier = () => ({
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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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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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}),
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}),
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bonuses: new fields.SchemaField({
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damage: new fields.ArrayField(new fields.SchemaField({
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value: new fields.NumberField({ integer: true, initial: 0 }),
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type: new fields.StringField({ nullable: true }),
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initiallySelected: new fields.BooleanField(),
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hopeIncrease: new fields.StringField({ initial: null, nullable: true }),
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description: new fields.StringField({}),
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})),
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}),
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attributes: new fields.SchemaField({
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agility: attributeField(),
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strength: attributeField(),
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finesse: attributeField(),
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instinct: attributeField(),
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presence: attributeField(),
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knowledge: attributeField(),
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}),
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proficiency: new fields.SchemaField({
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value: new fields.NumberField({ initial: 1, integer: true}),
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min: new fields.NumberField({ initial: 1, integer: true}),
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max: new fields.NumberField({ initial: 6, integer: true}),
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}),
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damageThresholds: new fields.SchemaField({
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minor: new fields.NumberField({ initial: 0, integer: true }),
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major: new fields.NumberField({ initial: 0, integer: true }),
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severe: new fields.NumberField({ initial: 0, integer: true }),
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}),
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evasion: new fields.NumberField({ initial: 0, integer: true }),
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// armor: new fields.SchemaField({
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// value: new fields.NumberField({ initial: 0, integer: true }),
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// customValue: new fields.NumberField({ initial: null, nullable: true }),
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// }),
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experiences: new fields.ArrayField(new fields.SchemaField({
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id: new fields.StringField({ required: true }),
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level: new fields.NumberField({ required: true, integer: true }),
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description: new fields.StringField({}),
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value: new fields.NumberField({ integer: true, nullable: true, initial: null }),
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}), {
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initial: [
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{ id: foundry.utils.randomID(), level: 1, description: '', value: 2 },
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{ id: foundry.utils.randomID(), level: 1, description: '', value: 2 },
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]
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}),
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gold: new fields.SchemaField({
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coins: new fields.NumberField({ initial: 0, integer: true }),
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handfulls: new fields.NumberField({ initial: 0, integer: true }),
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bags: new fields.NumberField({ initial: 0, integer: true }),
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chests: new fields.NumberField({ initial: 0, integer: true }),
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}),
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pronouns: new fields.StringField({}),
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domainData: new fields.SchemaField({
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maxLoadout: new fields.NumberField({ initial: 2, integer: true }),
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maxCards: new fields.NumberField({ initial: 2, integer: true }),
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}),
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levelData: new fields.SchemaField({
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currentLevel: new fields.NumberField({ initial: 1, integer: true }),
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changedLevel: new fields.NumberField({ initial: 1, integer: true }),
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levelups: new MappingField(new fields.SchemaField({
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level: new fields.NumberField({ required: true, integer: true }),
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tier1: new fields.SchemaField({
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...levelUpTier()
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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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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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})
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}),
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tier2: new fields.SchemaField({
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...levelUpTier()
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}, { nullable: true, initial: null }),
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tier3: new fields.SchemaField({
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...levelUpTier()
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}, { nullable: true, initial: null }),
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})),
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}),
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story: new fields.SchemaField({
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background: new fields.HTMLField(),
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appearance: new fields.HTMLField(),
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connections: new fields.HTMLField(),
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scars: new fields.ArrayField(new fields.SchemaField({
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name: new fields.StringField({}),
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description: new fields.HTMLField(),
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})),
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}),
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description: new fields.StringField({}),
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//Temporary until new FoundryVersion fix --> See Armor.Mjs DataPreparation
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armorMarks: new fields.SchemaField({
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max: new fields.NumberField({ initial: 6, integer: true }),
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value: new fields.NumberField({ initial: 0, integer: true }),
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}),
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}
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bonuses: new fields.SchemaField({
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damage: new fields.ArrayField(
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new fields.SchemaField({
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value: new fields.NumberField({ integer: true, initial: 0 }),
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type: new fields.StringField({ nullable: true }),
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initiallySelected: new fields.BooleanField(),
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hopeIncrease: new fields.StringField({ initial: null, nullable: true }),
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description: new fields.StringField({})
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})
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)
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}),
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attributes: new fields.SchemaField({
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agility: attributeField(),
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strength: attributeField(),
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finesse: attributeField(),
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instinct: attributeField(),
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presence: attributeField(),
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knowledge: attributeField()
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}),
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proficiency: new fields.SchemaField({
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value: new fields.NumberField({ initial: 1, integer: true }),
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min: new fields.NumberField({ initial: 1, integer: true }),
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max: new fields.NumberField({ initial: 6, integer: true })
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}),
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damageThresholds: new fields.SchemaField({
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minor: new fields.NumberField({ initial: 0, integer: true }),
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major: new fields.NumberField({ initial: 0, integer: true }),
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severe: new fields.NumberField({ initial: 0, integer: true })
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}),
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evasion: new fields.NumberField({ initial: 0, integer: true }),
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// armor: new fields.SchemaField({
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// value: new fields.NumberField({ initial: 0, integer: true }),
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// customValue: new fields.NumberField({ initial: null, nullable: true }),
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// }),
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experiences: new fields.ArrayField(
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new fields.SchemaField({
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id: new fields.StringField({ required: true }),
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level: new fields.NumberField({ required: true, integer: true }),
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description: new fields.StringField({}),
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value: new fields.NumberField({ integer: true, nullable: true, initial: null })
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}),
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{
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initial: [
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{ id: foundry.utils.randomID(), level: 1, description: '', value: 2 },
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{ id: foundry.utils.randomID(), level: 1, description: '', value: 2 }
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]
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}
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),
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gold: new fields.SchemaField({
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coins: new fields.NumberField({ initial: 0, integer: true }),
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handfulls: new fields.NumberField({ initial: 0, integer: true }),
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bags: new fields.NumberField({ initial: 0, integer: true }),
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chests: new fields.NumberField({ initial: 0, integer: true })
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}),
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pronouns: new fields.StringField({}),
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domainData: new fields.SchemaField({
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maxLoadout: new fields.NumberField({ initial: 2, integer: true }),
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maxCards: new fields.NumberField({ initial: 2, integer: true })
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}),
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levelData: new fields.SchemaField({
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currentLevel: new fields.NumberField({ initial: 1, integer: true }),
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changedLevel: new fields.NumberField({ initial: 1, integer: true }),
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levelups: new MappingField(
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new fields.SchemaField({
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level: new fields.NumberField({ required: true, integer: true }),
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tier1: new fields.SchemaField({
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...levelUpTier()
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}),
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tier2: new fields.SchemaField(
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{
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...levelUpTier()
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},
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{ nullable: true, initial: null }
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),
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tier3: new fields.SchemaField(
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{
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...levelUpTier()
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},
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{ nullable: true, initial: null }
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)
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})
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)
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}),
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story: new fields.SchemaField({
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background: new fields.HTMLField(),
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appearance: new fields.HTMLField(),
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connections: new fields.HTMLField(),
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scars: new fields.ArrayField(
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new fields.SchemaField({
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name: new fields.StringField({}),
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description: new fields.HTMLField()
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})
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)
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}),
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description: new fields.StringField({}),
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//Temporary until new FoundryVersion fix --> See Armor.Mjs DataPreparation
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armorMarks: new fields.SchemaField({
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max: new fields.NumberField({ initial: 6, integer: true }),
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value: new fields.NumberField({ initial: 0, integer: true })
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})
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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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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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}
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get tier(){
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return this.#getTier(this.levelData.currentLevel);
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get tier() {
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return this.#getTier(this.levelData.currentLevel);
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}
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get ancestry(){
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return this.parent.items.find(x => x.type === 'ancestry') ?? null;
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get ancestry() {
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return this.parent.items.find(x => x.type === 'ancestry') ?? null;
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}
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get class(){
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return this.parent.items.find(x => x.type === 'class' && !x.system.multiclass) ?? null;
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get class() {
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return this.parent.items.find(x => x.type === 'class' && !x.system.multiclass) ?? null;
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}
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get multiclass(){
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return this.parent.items.find(x => x.type === 'class' && x.system.multiclass) ?? null;
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get multiclass() {
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return this.parent.items.find(x => x.type === 'class' && x.system.multiclass) ?? null;
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}
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get multiclassSubclass(){
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return this.parent.items.find(x => x.type === 'subclass' && x.system.multiclass) ?? null;
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get multiclassSubclass() {
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return this.parent.items.find(x => x.type === 'subclass' && x.system.multiclass) ?? null;
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}
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get subclass(){
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return this.parent.items.find(x => x.type === 'subclass' && !x.system.multiclass) ?? null;
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get subclass() {
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return this.parent.items.find(x => x.type === 'subclass' && !x.system.multiclass) ?? null;
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}
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get subclassFeatures(){
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const subclass = this.subclass;
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const multiclass = this.multiclassSubclass;
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const subclassItems = this.parent.items.filter(x => x.type === 'feature' && x.system.type === 'subclass');
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return {
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subclass: !subclass ? {} : {
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foundation: subclassItems.filter(x => subclass.system.foundationFeature.abilities.some(ability => ability.uuid === x.uuid)),
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specialization: subclassItems.filter(x => subclass.system.specializationFeature.abilities.some(ability => ability.uuid === x.uuid)),
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mastery: subclassItems.filter(x => subclass.system.masteryFeature.abilities.some(ability => ability.uuid === x.uuid)),
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},
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multiclassSubclass: !multiclass ? {} : {
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foundation: subclassItems.filter(x => multiclass.system.foundationFeature.abilities.some(ability => ability.uuid === x.uuid)),
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specialization: subclassItems.filter(x => multiclass.system.specializationFeature.abilities.some(ability => ability.uuid === x.uuid)),
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mastery: subclassItems.filter(x => multiclass.system.masteryFeature.abilities.some(ability => ability.uuid === x.uuid)),
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}
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}
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get subclassFeatures() {
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const subclass = this.subclass;
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const multiclass = this.multiclassSubclass;
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const subclassItems = this.parent.items.filter(x => x.type === 'feature' && x.system.type === 'subclass');
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return {
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subclass: !subclass
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? {}
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: {
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foundation: subclassItems.filter(x =>
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subclass.system.foundationFeature.abilities.some(ability => ability.uuid === x.uuid)
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),
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specialization: subclassItems.filter(x =>
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subclass.system.specializationFeature.abilities.some(ability => ability.uuid === x.uuid)
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),
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mastery: subclassItems.filter(x =>
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subclass.system.masteryFeature.abilities.some(ability => ability.uuid === x.uuid)
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)
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},
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multiclassSubclass: !multiclass
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? {}
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: {
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foundation: subclassItems.filter(x =>
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multiclass.system.foundationFeature.abilities.some(ability => ability.uuid === x.uuid)
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),
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specialization: subclassItems.filter(x =>
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multiclass.system.specializationFeature.abilities.some(ability => ability.uuid === x.uuid)
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),
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mastery: subclassItems.filter(x =>
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multiclass.system.masteryFeature.abilities.some(ability => ability.uuid === x.uuid)
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)
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}
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};
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}
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get community(){
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return this.parent.items.find(x => x.type === 'community') ?? null;
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get community() {
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return this.parent.items.find(x => x.type === 'community') ?? null;
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}
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get classFeatures(){
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return this.parent.items.filter(x => x.type === 'feature' && x.system.type === SYSTEM.ITEM.featureTypes.class.id && !x.system.multiclass);
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get classFeatures() {
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return this.parent.items.filter(
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x => x.type === 'feature' && x.system.type === SYSTEM.ITEM.featureTypes.class.id && !x.system.multiclass
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);
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}
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get multiclassFeatures(){
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return this.parent.items.filter(x => x.type === 'feature' && x.system.type === SYSTEM.ITEM.featureTypes.class.id && x.system.multiclass);
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get multiclassFeatures() {
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return this.parent.items.filter(
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x => x.type === 'feature' && x.system.type === SYSTEM.ITEM.featureTypes.class.id && x.system.multiclass
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);
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}
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get domains(){
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const classDomains = this.class ? this.class.system.domains : [];
|
||||
const multiclassDomains = this.multiclass ? this.multiclass.system.domains : [];
|
||||
return [...classDomains, ...multiclassDomains]
|
||||
get domains() {
|
||||
const classDomains = this.class ? this.class.system.domains : [];
|
||||
const multiclassDomains = this.multiclass ? this.multiclass.system.domains : [];
|
||||
return [...classDomains, ...multiclassDomains];
|
||||
}
|
||||
|
||||
get domainCards(){
|
||||
const domainCards = this.parent.items.filter(x => x.type === 'domainCard');
|
||||
const loadout = domainCards.filter(x => !x.system.inVault);
|
||||
const vault = domainCards.filter(x => x.system.inVault);
|
||||
get domainCards() {
|
||||
const domainCards = this.parent.items.filter(x => x.type === 'domainCard');
|
||||
const loadout = domainCards.filter(x => !x.system.inVault);
|
||||
const vault = domainCards.filter(x => x.system.inVault);
|
||||
|
||||
return {
|
||||
loadout: loadout,
|
||||
vault: vault,
|
||||
total: [...loadout, ...vault]
|
||||
};
|
||||
return {
|
||||
loadout: loadout,
|
||||
vault: vault,
|
||||
total: [...loadout, ...vault]
|
||||
};
|
||||
}
|
||||
|
||||
get armor(){
|
||||
return this.parent.items.find(x => x.type === 'armor');
|
||||
get armor() {
|
||||
return this.parent.items.find(x => x.type === 'armor');
|
||||
}
|
||||
|
||||
get activeWeapons(){
|
||||
const primaryWeapon = this.parent.items.find(x => x.type === 'weapon' && x.system.active && !x.system.secondary);
|
||||
const secondaryWeapon = this.parent.items.find(x => x.type === 'weapon' && x.system.active && x.system.secondary);
|
||||
return {
|
||||
primary: this.#weaponData(primaryWeapon),
|
||||
secondary: this.#weaponData(secondaryWeapon),
|
||||
burden: this.getBurden(primaryWeapon, secondaryWeapon)
|
||||
};
|
||||
get activeWeapons() {
|
||||
const primaryWeapon = this.parent.items.find(
|
||||
x => x.type === 'weapon' && x.system.active && !x.system.secondary
|
||||
);
|
||||
const secondaryWeapon = this.parent.items.find(
|
||||
x => x.type === 'weapon' && x.system.active && x.system.secondary
|
||||
);
|
||||
return {
|
||||
primary: this.#weaponData(primaryWeapon),
|
||||
secondary: this.#weaponData(secondaryWeapon),
|
||||
burden: this.getBurden(primaryWeapon, secondaryWeapon)
|
||||
};
|
||||
}
|
||||
|
||||
get inventoryWeapons(){
|
||||
const inventoryWeaponFirst = this.parent.items.find(x => x.type === 'weapon' && x.system.inventoryWeapon === 1);
|
||||
const inventoryWeaponSecond = this.parent.items.find(x => x.type === 'weapon' && x.system.inventoryWeapon === 2);
|
||||
return {
|
||||
first: this.#weaponData(inventoryWeaponFirst),
|
||||
second: this.#weaponData(inventoryWeaponSecond),
|
||||
};
|
||||
get inventoryWeapons() {
|
||||
const inventoryWeaponFirst = this.parent.items.find(x => x.type === 'weapon' && x.system.inventoryWeapon === 1);
|
||||
const inventoryWeaponSecond = this.parent.items.find(
|
||||
x => x.type === 'weapon' && x.system.inventoryWeapon === 2
|
||||
);
|
||||
return {
|
||||
first: this.#weaponData(inventoryWeaponFirst),
|
||||
second: this.#weaponData(inventoryWeaponSecond)
|
||||
};
|
||||
}
|
||||
|
||||
get totalAttributeMarks(){
|
||||
return Object.keys(this.levelData.levelups).reduce((nr, level) => {
|
||||
const nrAttributeMarks = Object.keys(this.levelData.levelups[level]).reduce((nr, tier) => {
|
||||
nr += Object.keys(this.levelData.levelups[level][tier]?.attributes ?? {}).length * 2;
|
||||
get totalAttributeMarks() {
|
||||
return Object.keys(this.levelData.levelups).reduce((nr, level) => {
|
||||
const nrAttributeMarks = Object.keys(this.levelData.levelups[level]).reduce((nr, tier) => {
|
||||
nr += Object.keys(this.levelData.levelups[level][tier]?.attributes ?? {}).length * 2;
|
||||
|
||||
return nr;
|
||||
}, 0);
|
||||
return nr;
|
||||
}, 0);
|
||||
|
||||
nr.push(...Array(nrAttributeMarks).fill(Number.parseInt(level)));
|
||||
nr.push(...Array(nrAttributeMarks).fill(Number.parseInt(level)));
|
||||
|
||||
return nr;
|
||||
}, []);
|
||||
return nr;
|
||||
}, []);
|
||||
}
|
||||
|
||||
get availableAttributeMarks(){
|
||||
const attributeMarks = Object.keys(this.attributes).flatMap(y => this.attributes[y].levelMarks);
|
||||
return this.totalAttributeMarks.reduce((acc, attribute) => {
|
||||
if(!attributeMarks.findSplice(x => x === attribute)){
|
||||
acc.push(attribute);
|
||||
}
|
||||
|
||||
return acc;
|
||||
}, []);
|
||||
}
|
||||
|
||||
get effects(){
|
||||
return this.parent.items.reduce((acc, item) => {
|
||||
const effects = item.system.effectData;
|
||||
if(effects && !item.system.disabled){
|
||||
for(var key in effects){
|
||||
const effect = effects[key];
|
||||
for(var effectEntry of effect){
|
||||
if(!acc[key]) acc[key] = [];
|
||||
acc[key].push({ name: item.name, value: effectEntry });
|
||||
get availableAttributeMarks() {
|
||||
const attributeMarks = Object.keys(this.attributes).flatMap(y => this.attributes[y].levelMarks);
|
||||
return this.totalAttributeMarks.reduce((acc, attribute) => {
|
||||
if (!attributeMarks.findSplice(x => x === attribute)) {
|
||||
acc.push(attribute);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return acc;
|
||||
}, {});
|
||||
return acc;
|
||||
}, []);
|
||||
}
|
||||
|
||||
get refreshableFeatures(){
|
||||
return this.parent.items.reduce((acc, x) => {
|
||||
if(x.type === 'feature' && x.system.refreshData.type){
|
||||
acc[x.system.refreshData.type].push(x);
|
||||
}
|
||||
get effects() {
|
||||
return this.parent.items.reduce((acc, item) => {
|
||||
const effects = item.system.effectData;
|
||||
if (effects && !item.system.disabled) {
|
||||
for (var key in effects) {
|
||||
const effect = effects[key];
|
||||
for (var effectEntry of effect) {
|
||||
if (!acc[key]) acc[key] = [];
|
||||
acc[key].push({ name: item.name, value: effectEntry });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return acc;
|
||||
}, { shortRest: [], longRest: [] });
|
||||
return acc;
|
||||
}, {});
|
||||
}
|
||||
|
||||
#weaponData(weapon){
|
||||
return weapon ? {
|
||||
name: weapon.name,
|
||||
trait: CONFIG.daggerheart.ACTOR.abilities[weapon.system.trait].name, //Should not be done in data?
|
||||
range: CONFIG.daggerheart.GENERAL.range[weapon.system.range],
|
||||
damage: {
|
||||
value: weapon.system.damage.value,
|
||||
type: CONFIG.daggerheart.GENERAL.damageTypes[weapon.system.damage.type],
|
||||
},
|
||||
feature: CONFIG.daggerheart.ITEM.weaponFeatures[weapon.system.feature],
|
||||
img: weapon.img,
|
||||
uuid: weapon.uuid
|
||||
} : null
|
||||
get refreshableFeatures() {
|
||||
return this.parent.items.reduce(
|
||||
(acc, x) => {
|
||||
if (x.type === 'feature' && x.system.refreshData.type) {
|
||||
acc[x.system.refreshData.type].push(x);
|
||||
}
|
||||
|
||||
return acc;
|
||||
},
|
||||
{ shortRest: [], longRest: [] }
|
||||
);
|
||||
}
|
||||
|
||||
prepareDerivedData(){
|
||||
this.resources.hope.max = 6 - this.story.scars.length;
|
||||
if(this.resources.hope.value >= this.resources.hope.max){
|
||||
this.resources.hope.value = Math.max(this.resources.hope.max-1, 0);
|
||||
}
|
||||
|
||||
for(var attributeKey in this.attributes){
|
||||
const attribute = this.attributes[attributeKey];
|
||||
|
||||
attribute.levelMark = attribute.levelMarks.find(x => this.isSameTier(x)) ?? null;
|
||||
|
||||
const actualValue = attribute.data.base + attribute.levelMarks.length + attribute.data.bonus;
|
||||
attribute.data.actualValue = actualValue;
|
||||
attribute.data.value = attribute.data.overrideValue ? attribute.data.overrideValue : attribute.data.actualValue;
|
||||
}
|
||||
|
||||
this.evasion = this.class?.system?.evasion ?? 0;
|
||||
// this.armor.value = this.activeArmor?.baseScore ?? 0;
|
||||
this.damageThresholds = this.class?.system?.damageThresholds ?? { minor: 0, major: 0, severe: 0 };
|
||||
|
||||
this.applyLevels();
|
||||
this.applyEffects();
|
||||
}
|
||||
|
||||
applyLevels(){
|
||||
let healthBonus = 0, stressBonus = 0, proficiencyBonus = 0, evasionBonus = 0, armorBonus = 0, minorThresholdBonus = 0, majorThresholdBonus = 0, severeThresholdBonus = 0;
|
||||
let experienceBonuses = {};
|
||||
let advancementFirst = null, advancementSecond = null;
|
||||
for(var level in this.levelData.levelups){
|
||||
var levelData = this.levelData.levelups[level];
|
||||
for(var tier in levelData){
|
||||
var tierData = levelData[tier];
|
||||
if(tierData){
|
||||
healthBonus += Object.keys(tierData.hitPointSlots).length;
|
||||
stressBonus += Object.keys(tierData.stressSlots).length;
|
||||
proficiencyBonus += Object.keys(tierData.proficiency).length;
|
||||
advancementFirst = Object.keys(tierData.subclass).length > 0 && (level >= 5 && level <= 7) ? { ...tierData.subclass[0], tier: getTier(Number.parseInt(level), true) } : advancementFirst;
|
||||
advancementSecond = Object.keys(tierData.subclass).length > 0 && (level >= 8 && level <= 10) ? { ...tierData.subclass[0], tier: getTier(Number.parseInt(level), true) } : advancementSecond;
|
||||
|
||||
for(var index in Object.keys(tierData.experiences)){
|
||||
for(var experienceKey in tierData.experiences[index]){
|
||||
var experience = tierData.experiences[index][experienceKey];
|
||||
experienceBonuses[experience] = experienceBonuses[experience] ? experienceBonuses[experience]+1 : 1;
|
||||
#weaponData(weapon) {
|
||||
return weapon
|
||||
? {
|
||||
name: weapon.name,
|
||||
trait: CONFIG.daggerheart.ACTOR.abilities[weapon.system.trait].name, //Should not be done in data?
|
||||
range: CONFIG.daggerheart.GENERAL.range[weapon.system.range],
|
||||
damage: {
|
||||
value: weapon.system.damage.value,
|
||||
type: CONFIG.daggerheart.GENERAL.damageTypes[weapon.system.damage.type]
|
||||
},
|
||||
feature: CONFIG.daggerheart.ITEM.weaponFeatures[weapon.system.feature],
|
||||
img: weapon.img,
|
||||
uuid: weapon.uuid
|
||||
}
|
||||
: null;
|
||||
}
|
||||
|
||||
prepareDerivedData() {
|
||||
this.resources.hope.max = 6 - this.story.scars.length;
|
||||
if (this.resources.hope.value >= this.resources.hope.max) {
|
||||
this.resources.hope.value = Math.max(this.resources.hope.max - 1, 0);
|
||||
}
|
||||
|
||||
for (var attributeKey in this.attributes) {
|
||||
const attribute = this.attributes[attributeKey];
|
||||
|
||||
attribute.levelMark = attribute.levelMarks.find(x => this.isSameTier(x)) ?? null;
|
||||
|
||||
const actualValue = attribute.data.base + attribute.levelMarks.length + attribute.data.bonus;
|
||||
attribute.data.actualValue = actualValue;
|
||||
attribute.data.value = attribute.data.overrideValue
|
||||
? attribute.data.overrideValue
|
||||
: attribute.data.actualValue;
|
||||
}
|
||||
|
||||
this.evasion = this.class?.system?.evasion ?? 0;
|
||||
// this.armor.value = this.activeArmor?.baseScore ?? 0;
|
||||
this.damageThresholds = this.class?.system?.damageThresholds ?? { minor: 0, major: 0, severe: 0 };
|
||||
|
||||
this.applyLevels();
|
||||
this.applyEffects();
|
||||
}
|
||||
|
||||
applyLevels() {
|
||||
let healthBonus = 0,
|
||||
stressBonus = 0,
|
||||
proficiencyBonus = 0,
|
||||
evasionBonus = 0,
|
||||
armorBonus = 0,
|
||||
minorThresholdBonus = 0,
|
||||
majorThresholdBonus = 0,
|
||||
severeThresholdBonus = 0;
|
||||
let experienceBonuses = {};
|
||||
let advancementFirst = null,
|
||||
advancementSecond = null;
|
||||
for (var level in this.levelData.levelups) {
|
||||
var levelData = this.levelData.levelups[level];
|
||||
for (var tier in levelData) {
|
||||
var tierData = levelData[tier];
|
||||
if (tierData) {
|
||||
healthBonus += Object.keys(tierData.hitPointSlots).length;
|
||||
stressBonus += Object.keys(tierData.stressSlots).length;
|
||||
proficiencyBonus += Object.keys(tierData.proficiency).length;
|
||||
advancementFirst =
|
||||
Object.keys(tierData.subclass).length > 0 && level >= 5 && level <= 7
|
||||
? { ...tierData.subclass[0], tier: getTier(Number.parseInt(level), true) }
|
||||
: advancementFirst;
|
||||
advancementSecond =
|
||||
Object.keys(tierData.subclass).length > 0 && level >= 8 && level <= 10
|
||||
? { ...tierData.subclass[0], tier: getTier(Number.parseInt(level), true) }
|
||||
: advancementSecond;
|
||||
|
||||
for (var index in Object.keys(tierData.experiences)) {
|
||||
for (var experienceKey in tierData.experiences[index]) {
|
||||
var experience = tierData.experiences[index][experienceKey];
|
||||
experienceBonuses[experience] = experienceBonuses[experience]
|
||||
? experienceBonuses[experience] + 1
|
||||
: 1;
|
||||
}
|
||||
}
|
||||
|
||||
evasionBonus += Object.keys(tierData.armorOrEvasionSlot).filter(
|
||||
x => tierData.armorOrEvasionSlot[x] === 'evasion'
|
||||
).length;
|
||||
armorBonus += Object.keys(tierData.armorOrEvasionSlot).filter(
|
||||
x => tierData.armorOrEvasionSlot[x] === 'armor'
|
||||
).length;
|
||||
|
||||
majorThresholdBonus += Object.keys(tierData.majorDamageThreshold2).length * 2;
|
||||
severeThresholdBonus += Object.keys(tierData.severeDamageThreshold2).length * 2;
|
||||
severeThresholdBonus += Object.keys(tierData.severeDamageThreshold3).length * 3;
|
||||
severeThresholdBonus += Object.keys(tierData.severeDamageThreshold4).length * 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.resources.health.max += healthBonus;
|
||||
this.resources.stress.max += stressBonus;
|
||||
this.proficiency.value += proficiencyBonus;
|
||||
this.evasion += evasionBonus;
|
||||
this.armorMarks = {
|
||||
max: this.armor ? this.armor.system.marks.max + armorBonus : 0,
|
||||
value: this.armor ? this.armor.system.marks.value : 0
|
||||
};
|
||||
this.damageThresholds.minor += minorThresholdBonus;
|
||||
this.damageThresholds.major += majorThresholdBonus;
|
||||
this.damageThresholds.severe += severeThresholdBonus;
|
||||
|
||||
this.experiences = this.experiences.map(x => ({ ...x, value: x.value + (experienceBonuses[x.id] ?? 0) }));
|
||||
|
||||
const subclassFeatures = this.subclassFeatures;
|
||||
if (advancementFirst) {
|
||||
if (advancementFirst.multiclass) {
|
||||
this.multiclassSubclass.system[`${advancementFirst.feature}Feature`].unlocked = true;
|
||||
this.multiclassSubclass.system[`${advancementFirst.feature}Feature`].tier = advancementFirst.tier;
|
||||
subclassFeatures.multiclassSubclass[advancementFirst.feature].forEach(x => (x.system.disabled = false));
|
||||
} else {
|
||||
this.subclass.system[`${advancementFirst.feature}Feature`].unlocked = true;
|
||||
this.subclass.system[`${advancementFirst.feature}Feature`].tier = advancementFirst.tier;
|
||||
subclassFeatures.subclass[advancementFirst.feature].forEach(x => (x.system.disabled = false));
|
||||
}
|
||||
}
|
||||
if (advancementSecond) {
|
||||
if (advancementSecond.multiclass) {
|
||||
this.multiclassSubclass.system[`${advancementSecond.feature}Feature`].unlocked = true;
|
||||
this.multiclassSubclass.system[`${advancementSecond.feature}Feature`].tier = advancementSecond.tier;
|
||||
subclassFeatures.multiclassSubclass[advancementSecond.feature].forEach(
|
||||
x => (x.system.disabled = false)
|
||||
);
|
||||
} else {
|
||||
this.subclass.system[`${advancementSecond.feature}Feature`].unlocked = true;
|
||||
this.subclass.system[`${advancementSecond.feature}Feature`].tier = advancementSecond.tier;
|
||||
subclassFeatures.subclass[advancementSecond.feature].forEach(x => (x.system.disabled = false));
|
||||
}
|
||||
}
|
||||
|
||||
//General progression
|
||||
for (var i = 0; i < this.levelData.currentLevel; i++) {
|
||||
const tier = getTier(i + 1);
|
||||
if (tier !== 'tier0') {
|
||||
this.domainData.maxLoadout = Math.min(this.domainData.maxLoadout + 1, 5);
|
||||
this.domainData.maxCards += 1;
|
||||
}
|
||||
|
||||
evasionBonus += Object.keys(tierData.armorOrEvasionSlot).filter(x => tierData.armorOrEvasionSlot[x] === 'evasion').length;
|
||||
armorBonus += Object.keys(tierData.armorOrEvasionSlot).filter(x => tierData.armorOrEvasionSlot[x] === 'armor').length;
|
||||
|
||||
majorThresholdBonus += Object.keys(tierData.majorDamageThreshold2).length * 2;
|
||||
severeThresholdBonus += Object.keys(tierData.severeDamageThreshold2).length * 2;
|
||||
severeThresholdBonus += Object.keys(tierData.severeDamageThreshold3).length * 3;
|
||||
severeThresholdBonus += Object.keys(tierData.severeDamageThreshold4).length * 4;
|
||||
}
|
||||
switch (tier) {
|
||||
case 'tier1':
|
||||
this.damageThresholds.severe += 2;
|
||||
break;
|
||||
case 'tier2':
|
||||
this.damageThresholds.major += 1;
|
||||
this.damageThresholds.severe += 3;
|
||||
break;
|
||||
case 'tier3':
|
||||
this.damageThresholds.major += 2;
|
||||
this.damageThresholds.severe += 4;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.resources.health.max += healthBonus;
|
||||
this.resources.stress.max += stressBonus;
|
||||
this.proficiency.value += proficiencyBonus;
|
||||
this.evasion += evasionBonus;
|
||||
this.armorMarks = {
|
||||
max: this.armor ? this.armor.system.marks.max + armorBonus : 0,
|
||||
value: this.armor ? this.armor.system.marks.value : 0,
|
||||
};
|
||||
this.damageThresholds.minor += minorThresholdBonus;
|
||||
this.damageThresholds.major += majorThresholdBonus;
|
||||
this.damageThresholds.severe += severeThresholdBonus;
|
||||
|
||||
this.experiences = this.experiences.map(x => ({ ...x, value: x.value + (experienceBonuses[x.id] ?? 0) }));
|
||||
|
||||
const subclassFeatures = this.subclassFeatures;
|
||||
if(advancementFirst){
|
||||
if(advancementFirst.multiclass){
|
||||
this.multiclassSubclass.system[`${advancementFirst.feature}Feature`].unlocked = true;
|
||||
this.multiclassSubclass.system[`${advancementFirst.feature}Feature`].tier = advancementFirst.tier;
|
||||
subclassFeatures.multiclassSubclass[advancementFirst.feature].forEach(x => x.system.disabled = false);
|
||||
} else {
|
||||
this.subclass.system[`${advancementFirst.feature}Feature`].unlocked = true;
|
||||
this.subclass.system[`${advancementFirst.feature}Feature`].tier = advancementFirst.tier;
|
||||
subclassFeatures.subclass[advancementFirst.feature].forEach(x => x.system.disabled = false);
|
||||
applyEffects() {
|
||||
const effects = this.effects;
|
||||
for (var key in effects) {
|
||||
const effectType = effects[key];
|
||||
for (var effect of effectType) {
|
||||
switch (key) {
|
||||
case SYSTEM.EFFECTS.effectTypes.health.id:
|
||||
this.resources.health.max += effect.value.valueData.value;
|
||||
break;
|
||||
case SYSTEM.EFFECTS.effectTypes.stress.id:
|
||||
this.resources.stress.max += effect.value.valueData.value;
|
||||
break;
|
||||
case SYSTEM.EFFECTS.effectTypes.damage.id:
|
||||
this.bonuses.damage.push({
|
||||
value: getPathValue(effect.value.valueData.value, this),
|
||||
type: 'physical',
|
||||
description: effect.name,
|
||||
hopeIncrease: effect.value.valueData.hopeIncrease,
|
||||
initiallySelected: effect.value.initiallySelected,
|
||||
appliesOn: effect.value.appliesOn
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(advancementSecond){
|
||||
if(advancementSecond.multiclass){
|
||||
this.multiclassSubclass.system[`${advancementSecond.feature}Feature`].unlocked = true;
|
||||
this.multiclassSubclass.system[`${advancementSecond.feature}Feature`].tier = advancementSecond.tier;
|
||||
subclassFeatures.multiclassSubclass[advancementSecond.feature].forEach(x => x.system.disabled = false);
|
||||
} else {
|
||||
this.subclass.system[`${advancementSecond.feature}Feature`].unlocked = true;
|
||||
this.subclass.system[`${advancementSecond.feature}Feature`].tier = advancementSecond.tier;
|
||||
subclassFeatures.subclass[advancementSecond.feature].forEach(x => x.system.disabled = false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//General progression
|
||||
for(var i = 0; i < this.levelData.currentLevel; i++){
|
||||
const tier = getTier(i+1);
|
||||
if(tier !== 'tier0'){
|
||||
this.domainData.maxLoadout = Math.min(this.domainData.maxLoadout+1, 5);
|
||||
this.domainData.maxCards += 1;
|
||||
}
|
||||
|
||||
switch(tier){
|
||||
case 'tier1':
|
||||
this.damageThresholds.severe += 2;
|
||||
break;
|
||||
case 'tier2':
|
||||
this.damageThresholds.major += 1;
|
||||
this.damageThresholds.severe += 3;
|
||||
break;
|
||||
case 'tier3':
|
||||
this.damageThresholds.major += 2;
|
||||
this.damageThresholds.severe += 4;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
applyEffects(){
|
||||
const effects = this.effects;
|
||||
for(var key in effects){
|
||||
const effectType = effects[key];
|
||||
for(var effect of effectType) {
|
||||
switch(key) {
|
||||
case SYSTEM.EFFECTS.effectTypes.health.id:
|
||||
this.resources.health.max += effect.value.valueData.value;
|
||||
break;
|
||||
case SYSTEM.EFFECTS.effectTypes.stress.id:
|
||||
this.resources.stress.max += effect.value.valueData.value;
|
||||
break;
|
||||
case SYSTEM.EFFECTS.effectTypes.damage.id:
|
||||
this.bonuses.damage.push({
|
||||
value: getPathValue(effect.value.valueData.value, this),
|
||||
type: 'physical',
|
||||
description: effect.name,
|
||||
hopeIncrease: effect.value.valueData.hopeIncrease,
|
||||
initiallySelected: effect.value.initiallySelected,
|
||||
appliesOn: effect.value.appliesOn,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
getBurden(primary, secondary) {
|
||||
const twoHanded =
|
||||
primary?.system?.burden === 'twoHanded' ||
|
||||
secondary?.system?.burden === 'twoHanded' ||
|
||||
(primary?.system?.burden === 'oneHanded' && secondary?.system?.burden === 'oneHanded');
|
||||
const oneHanded =
|
||||
!twoHanded && (primary?.system?.burden === 'oneHanded' || secondary?.system?.burden === 'oneHanded');
|
||||
|
||||
return twoHanded ? 'twoHanded' : oneHanded ? 'oneHanded' : null;
|
||||
}
|
||||
|
||||
getBurden(primary, secondary){
|
||||
const twoHanded =
|
||||
primary?.system?.burden === 'twoHanded' ||
|
||||
secondary?.system?.burden === 'twoHanded' ||
|
||||
(
|
||||
primary?.system?.burden === 'oneHanded' &&
|
||||
secondary?.system?.burden === 'oneHanded'
|
||||
);
|
||||
const oneHanded =
|
||||
!twoHanded &&
|
||||
(
|
||||
primary?.system?.burden === 'oneHanded' ||
|
||||
secondary?.system?.burden === 'oneHanded'
|
||||
);
|
||||
|
||||
return twoHanded ? 'twoHanded' : oneHanded ? 'oneHanded' : null;
|
||||
isSameTier(level) {
|
||||
return this.#getTier(this.levelData.currentLevel) === this.#getTier(level);
|
||||
}
|
||||
|
||||
isSameTier(level){
|
||||
return this.#getTier(this.levelData.currentLevel) === this.#getTier(level);
|
||||
#getTier(level) {
|
||||
if (level >= 8) return 3;
|
||||
else if (level >= 5) return 2;
|
||||
else if (level >= 2) return 1;
|
||||
else return 0;
|
||||
}
|
||||
|
||||
#getTier(level){
|
||||
if(level >= 8) return 3;
|
||||
else if(level >= 5) return 2;
|
||||
else if(level >= 2) return 1;
|
||||
else return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue