mirror of
https://github.com/Foundryborne/daggerheart.git
synced 2026-06-06 04:44:16 +02:00
Merged with main
This commit is contained in:
commit
d78927d0c2
275 changed files with 5076 additions and 4132 deletions
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@ -1,15 +1,17 @@
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import DhCharacter from './character.mjs';
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import DhCompanion from './companion.mjs';
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import DhAdversary from './adversary.mjs';
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import DhNPC from './npc.mjs';
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import DhEnvironment from './environment.mjs';
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import DhParty from './party.mjs';
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export { DhCharacter, DhCompanion, DhAdversary, DhEnvironment, DhParty };
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export { DhCharacter, DhCompanion, DhAdversary, DhNPC, DhEnvironment, DhParty };
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export const config = {
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character: DhCharacter,
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companion: DhCompanion,
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adversary: DhAdversary,
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npc: DhNPC,
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environment: DhEnvironment,
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party: DhParty
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};
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@ -3,8 +3,7 @@ import { ActionField } from '../fields/actionField.mjs';
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import { commonActorRules } from './base.mjs';
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import DhCreature from './creature.mjs';
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import { bonusField } from '../fields/actorField.mjs';
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import { calculateExpectedValue, parseTermsFromSimpleFormula } from '../../helpers/utils.mjs';
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import { adversaryExpectedDamage, adversaryScalingData } from '../../config/actorConfig.mjs';
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import { getTierAdjustedAdversary } from './tierAdjustment.mjs';
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export default class DhpAdversary extends DhCreature {
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static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Adversary'];
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@ -189,6 +188,9 @@ export default class DhpAdversary extends DhCreature {
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prepareDerivedData() {
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super.prepareDerivedData();
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this.attack.roll.isStandardAttack = true;
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// Clamp resources (must be done last to ensure all updates occur)
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this.resources.clamp();
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}
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_getTags() {
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@ -203,205 +205,6 @@ export default class DhpAdversary extends DhCreature {
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/** Returns source data for this actor adjusted to a new tier, which can be used to create a new actor. */
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adjustForTier(tier) {
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const source = this.parent.toObject(true);
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/** @type {(2 | 3 | 4)[]} */
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const tiers = new Array(Math.abs(tier - this.tier))
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.fill(0)
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.map((_, idx) => idx + Math.min(tier, this.tier) + 1);
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if (tier < this.tier) tiers.reverse();
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const typeData = adversaryScalingData[source.system.type] ?? adversaryScalingData[source.system.standard];
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const tierEntries = tiers.map(t => ({ tier: t, ...typeData[t] }));
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// Apply simple tier changes
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const scale = tier > this.tier ? 1 : -1;
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for (const entry of tierEntries) {
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source.system.difficulty += scale * entry.difficulty;
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source.system.damageThresholds.major += scale * entry.majorThreshold;
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source.system.damageThresholds.severe += scale * entry.severeThreshold;
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source.system.resources.hitPoints.max += scale * entry.hp;
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source.system.resources.stress.max += scale * entry.stress;
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source.system.attack.roll.bonus += scale * entry.attack;
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}
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// Get the mean and standard deviation of expected damage in the previous and new tier
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// The data we have is for attack scaling, but we reuse this for action scaling later
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const expectedDamageData = adversaryExpectedDamage[source.system.type] ?? adversaryExpectedDamage.basic;
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const damageMeta = {
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currentDamageRange: { tier: source.system.tier, ...expectedDamageData[source.system.tier] },
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newDamageRange: { tier, ...expectedDamageData[tier] },
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type: 'attack'
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};
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// Update damage of base attack
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try {
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this.#adjustActionDamage(source.system.attack, damageMeta);
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} catch (err) {
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ui.notifications.warn('Failed to convert attack damage of adversary');
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console.error(err);
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}
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// Update damage of each item action, making sure to also update the description if possible
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const damageRegex = /@Damage\[([^\[\]]*)\]({[^}]*})?/g;
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for (const item of source.items) {
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// Replace damage inlines with new formulas
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for (const withDescription of [item.system, ...Object.values(item.system.actions)]) {
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withDescription.description = withDescription.description.replace(damageRegex, (match, inner) => {
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const { value: formula } = parseInlineParams(inner);
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if (!formula || !type) return match;
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try {
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const adjusted = this.#calculateAdjustedDamage(formula, { ...damageMeta, type: 'action' });
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const newFormula = [
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adjusted.diceQuantity ? `${adjusted.diceQuantity}d${adjusted.faces}` : null,
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adjusted.bonus
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]
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.filter(p => !!p)
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.join('+');
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return match.replace(formula, newFormula);
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} catch {
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return match;
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}
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});
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}
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// Update damage in item actions
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// Parse damage, and convert all formula matches in the descriptions to the new damage
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for (const action of Object.values(item.system.actions)) {
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try {
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const result = this.#adjustActionDamage(action, { ...damageMeta, type: 'action' });
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if (!result) continue;
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for (const { previousFormula, formula } of Object.values(result)) {
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const oldFormulaRegexp = new RegExp(
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previousFormula.replace(' ', '').replace('+', '(?:\\s)?\\+(?:\\s)?')
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);
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item.system.description = item.system.description.replace(oldFormulaRegexp, formula);
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action.description = action.description.replace(oldFormulaRegexp, formula);
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}
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} catch (err) {
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ui.notifications.warn(`Failed to convert action damage for item ${item.name}`);
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console.error(err);
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}
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}
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}
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// Finally set the tier of the source data, now that everything is complete
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source.system.tier = tier;
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return source;
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}
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/**
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* Converts a damage object to a new damage range
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* @returns {{ diceQuantity: number; faces: number; bonus: number }} the adjusted result as a combined term
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* @throws error if the formula is the wrong type
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*/
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#calculateAdjustedDamage(formula, { currentDamageRange, newDamageRange, type }) {
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const terms = parseTermsFromSimpleFormula(formula);
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const flatTerms = terms.filter(t => t.diceQuantity === 0);
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const diceTerms = terms.filter(t => t.diceQuantity > 0);
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if (flatTerms.length > 1 || diceTerms.length > 1) {
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throw new Error('invalid formula for conversion');
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}
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const value = {
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...(diceTerms[0] ?? { diceQuantity: 0, faces: 1 }),
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bonus: flatTerms[0]?.bonus ?? 0
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};
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const previousExpected = calculateExpectedValue(value);
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if (previousExpected === 0) return value; // nothing to do
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const dieSizes = [4, 6, 8, 10, 12, 20];
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const steps = newDamageRange.tier - currentDamageRange.tier;
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const increasing = steps > 0;
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const deviation = (previousExpected - currentDamageRange.mean) / currentDamageRange.deviation;
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const expected = Math.max(1, newDamageRange.mean + newDamageRange.deviation * deviation);
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// If this was just a flat number, convert to the expected damage and exit
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if (value.diceQuantity === 0) {
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value.bonus = Math.round(expected);
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return value;
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}
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const getExpectedDie = () => calculateExpectedValue({ diceQuantity: 1, faces: value.faces }) || 1;
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const getBaseAverage = () => calculateExpectedValue({ ...value, bonus: 0 });
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// Check the number of base overages over the expected die. In the end, if the bonus inflates too much, we add a die
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const baseOverages = Math.floor(value.bonus / getExpectedDie());
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// Prestep. Change number of dice for attacks, bump up/down for actions
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// We never bump up to d20, though we might bump down from it
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if (type === 'attack') {
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const minimum = increasing ? value.diceQuantity : 0;
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value.diceQuantity = Math.max(minimum, newDamageRange.tier);
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} else {
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const currentIdx = dieSizes.indexOf(value.faces);
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value.faces = dieSizes[Math.clamp(currentIdx + steps, 0, 4)];
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}
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value.bonus = Math.round(expected - getBaseAverage());
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// Attempt to handle negative values.
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// If we can do it with only step downs, do so. Otherwise remove tier dice, and try again
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if (value.bonus < 0) {
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let stepsRequired = Math.ceil(Math.abs(value.bonus) / value.diceQuantity);
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const currentIdx = dieSizes.indexOf(value.faces);
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// If step downs alone don't suffice, change the flat modifier, then calculate steps required again
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// If this isn't sufficient, the result will be slightly off. This is unlikely to happen
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if (type !== 'attack' && stepsRequired > currentIdx && value.diceQuantity > 0) {
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value.diceQuantity -= increasing ? 1 : Math.abs(steps);
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value.bonus = Math.round(expected - getBaseAverage());
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if (value.bonus >= 0) return value; // complete
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}
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stepsRequired = Math.ceil(Math.abs(value.bonus) / value.diceQuantity);
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value.faces = dieSizes[Math.max(0, currentIdx - stepsRequired)];
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value.bonus = Math.max(0, Math.round(expected - getBaseAverage()));
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}
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// If value is really high, we add a number of dice based on the number of overages
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// This attempts to preserve a similar amount of variance when increasing an action
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const overagesToRemove = Math.floor(value.bonus / getExpectedDie()) - baseOverages;
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if (type !== 'attack' && increasing && overagesToRemove > 0) {
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value.diceQuantity += overagesToRemove;
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value.bonus = Math.round(expected - getBaseAverage());
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}
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return value;
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}
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/**
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* Updates damage to reflect a specific value.
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* @throws if damage structure is invalid for conversion
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* @returns the converted formula and value as a simplified term, or null if it doesn't deal HP damage
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*/
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#adjustActionDamage(action, damageMeta) {
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if (!action.damage?.parts.hitPoints) return null;
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const result = {};
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for (const property of ['value', 'valueAlt']) {
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const data = action.damage.parts.hitPoints[property];
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const previousFormula = data.custom.enabled
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? data.custom.formula
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: [data.flatMultiplier ? `${data.flatMultiplier}${data.dice}` : 0, data.bonus ?? 0]
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.filter(p => !!p)
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.join('+');
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const value = this.#calculateAdjustedDamage(previousFormula, damageMeta);
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const formula = [value.diceQuantity ? `${value.diceQuantity}d${value.faces}` : null, value.bonus]
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.filter(p => !!p)
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.join('+');
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if (value.diceQuantity) {
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data.custom.enabled = false;
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data.bonus = value.bonus;
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data.dice = `d${value.faces}`;
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data.flatMultiplier = value.diceQuantity;
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} else if (!value.diceQuantity) {
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data.custom.enabled = true;
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data.custom.formula = formula;
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}
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result[property] = { previousFormula, formula, value };
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}
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return result;
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return getTierAdjustedAdversary(source, tier);
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}
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}
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@ -1,6 +1,6 @@
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import DHBaseActorSettings from '../../applications/sheets/api/actor-setting.mjs';
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import DHItem from '../../documents/item.mjs';
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import { getScrollTextData } from '../../helpers/utils.mjs';
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import { createShallowProxy, getScrollTextData } from '../../helpers/utils.mjs';
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|
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const fields = foundry.data.fields;
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@ -180,8 +180,7 @@ export default class BaseDataActor extends foundry.abstract.TypeDataModel {
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* @returns {object}
|
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*/
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getRollData() {
|
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const data = { ...this };
|
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return data;
|
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return createShallowProxy(this);
|
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}
|
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|
||||
/**
|
||||
|
|
|
|||
|
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@ -399,8 +399,9 @@ export default class DhCharacter extends DhCreature {
|
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return this.domains.map(key => {
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const domain = allDomainData[key];
|
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return {
|
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id: key,
|
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...domain,
|
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label: game.i18n.localize(domain.label)
|
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label: game.i18n.localize(domain?.label) ?? key
|
||||
};
|
||||
});
|
||||
}
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|
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@ -418,14 +419,11 @@ export default class DhCharacter extends DhCreature {
|
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}
|
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|
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get loadoutSlot() {
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const loadoutCount = this.domainCards.loadout?.length ?? 0,
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worldSetting = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxLoadout,
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max = !worldSetting ? null : worldSetting + this.bonuses.maxLoadout;
|
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|
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const loadoutCount = this.domainCards.loadout?.length ?? 0;
|
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const worldSetting = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxLoadout;
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return {
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current: loadoutCount,
|
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available: !max ? true : Math.max(max - loadoutCount, 0),
|
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max
|
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available: loadoutCount < worldSetting
|
||||
};
|
||||
}
|
||||
|
||||
|
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@ -600,6 +598,8 @@ export default class DhCharacter extends DhCreature {
|
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communityFeatures = [],
|
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classFeatures = [],
|
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subclassFeatures = [],
|
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multiclassFeatures = [],
|
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multiclassSubclassFeatures = [],
|
||||
companionFeatures = [],
|
||||
features = [];
|
||||
|
||||
|
|
@ -609,9 +609,9 @@ export default class DhCharacter extends DhCreature {
|
|||
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.community.id) {
|
||||
communityFeatures.push(item);
|
||||
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.class.id) {
|
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classFeatures.push(item);
|
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(item.system.multiclassOrigin ? multiclassFeatures : classFeatures).push(item);
|
||||
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.subclass.id) {
|
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subclassFeatures.push(item);
|
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(item.system.multiclassOrigin ? multiclassSubclassFeatures : subclassFeatures).push(item);
|
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} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.companion.id) {
|
||||
companionFeatures.push(item);
|
||||
} else if (item.type === 'feature' && !item.system.type) {
|
||||
|
|
@ -640,6 +640,24 @@ export default class DhCharacter extends DhCreature {
|
|||
type: 'subclass',
|
||||
values: subclassFeatures
|
||||
},
|
||||
...(multiclassFeatures.length
|
||||
? {
|
||||
multiclassFeatures: {
|
||||
title: `${game.i18n.localize('DAGGERHEART.GENERAL.multiclass')} - ${this.multiclass.value?.name}`,
|
||||
type: 'multiclass',
|
||||
values: multiclassFeatures
|
||||
}
|
||||
}
|
||||
: {}),
|
||||
...(multiclassSubclassFeatures.length
|
||||
? {
|
||||
multiclassSubclassFeatures: {
|
||||
title: `${game.i18n.localize('DAGGERHEART.GENERAL.multiclass')} ${game.i18n.localize('TYPES.Item.subclass')} - ${this.multiclass.subclass?.name}`,
|
||||
type: 'multiclassSubclass',
|
||||
values: multiclassSubclassFeatures
|
||||
}
|
||||
}
|
||||
: {}),
|
||||
companionFeatures: {
|
||||
title: game.i18n.localize('DAGGERHEART.ACTORS.Character.companionFeatures'),
|
||||
type: 'companion',
|
||||
|
|
@ -804,6 +822,8 @@ export default class DhCharacter extends DhCreature {
|
|||
|
||||
prepareDerivedData() {
|
||||
super.prepareDerivedData();
|
||||
|
||||
this.resources.hope.max -= this.scars;
|
||||
if (this.companion) {
|
||||
for (let levelKey in this.companion.system.levelData.levelups) {
|
||||
const level = this.companion.system.levelData.levelups[levelKey];
|
||||
|
|
@ -817,7 +837,6 @@ export default class DhCharacter extends DhCreature {
|
|||
}
|
||||
}
|
||||
|
||||
this.resources.hope.max -= this.scars;
|
||||
this.attack.roll.trait = this.rules.attack.roll.trait ?? this.attack.roll.trait;
|
||||
|
||||
this.resources.armor = {
|
||||
|
|
@ -835,6 +854,9 @@ export default class DhCharacter extends DhCreature {
|
|||
}
|
||||
|
||||
this.attack.damage.parts.hitPoints.value.custom.formula = `@prof${this.basicAttackDamageDice}${this.rules.attack.damage.bonus ? ` + ${this.rules.attack.damage.bonus}` : ''}`;
|
||||
|
||||
// Clamp resources (must be done last to ensure all updates occur)
|
||||
this.resources.clamp();
|
||||
}
|
||||
|
||||
getRollData() {
|
||||
|
|
@ -866,16 +888,17 @@ export default class DhCharacter extends DhCreature {
|
|||
|
||||
/* Scars can alter the amount of current hope */
|
||||
if (changes.system?.scars) {
|
||||
const diff = this.system.scars - changes.system.scars;
|
||||
const newHopeMax = this.system.resources.hope.max + diff;
|
||||
const newHopeValue = Math.min(newHopeMax, this.system.resources.hope.value);
|
||||
if (newHopeValue != this.system.resources.hope.value) {
|
||||
if (!changes.system.resources.hope) changes.system.resources.hope = { value: 0 };
|
||||
|
||||
changes.system.resources.hope = {
|
||||
...changes.system.resources.hope,
|
||||
value: changes.system.resources.hope.value + newHopeValue
|
||||
};
|
||||
const diff = this.scars - changes.system.scars;
|
||||
const newHopeMax = this.resources.hope.max + diff;
|
||||
const newHopeValue = Math.min(newHopeMax, this.resources.hope.value);
|
||||
if (newHopeValue != this.resources.hope.value) {
|
||||
changes.system = foundry.utils.mergeObject(changes.system ?? {}, {
|
||||
resources: {
|
||||
hope: {
|
||||
value: (changes.system?.resources?.hope?.value ?? 0) + newHopeMax
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -146,9 +146,6 @@ export default class DhCompanion extends DhCreature {
|
|||
const level = this.levelData.levelups[levelKey];
|
||||
for (let selection of level.selections) {
|
||||
switch (selection.type) {
|
||||
case 'hope':
|
||||
this.resources.hope += selection.value;
|
||||
break;
|
||||
case 'vicious':
|
||||
if (selection.data[0] === 'damage') {
|
||||
this.attack.damage.parts.hitPoints.value.dice = adjustDice(
|
||||
|
|
@ -185,6 +182,9 @@ export default class DhCompanion extends DhCreature {
|
|||
return acc;
|
||||
}, this.partner.system.companionData.levelupChoices);
|
||||
}
|
||||
|
||||
// Clamp resources (must be done last to ensure all updates occur)
|
||||
this.resources.clamp();
|
||||
}
|
||||
|
||||
async _preUpdate(changes, options, userId) {
|
||||
|
|
|
|||
|
|
@ -60,14 +60,4 @@ export default class DhCreature extends BaseDataActor {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
prepareDerivedData() {
|
||||
const minLimitResource = resource => {
|
||||
if (resource) resource.value = Math.min(resource.value, resource.max);
|
||||
};
|
||||
|
||||
minLimitResource(this.resources.stress);
|
||||
minLimitResource(this.resources.hitPoints);
|
||||
minLimitResource(this.resources.hope);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
43
module/data/actor/npc.mjs
Normal file
43
module/data/actor/npc.mjs
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
import DHNPCSettings from '../../applications/sheets-configs/npc-settings.mjs';
|
||||
import BaseDataActor from './base.mjs';
|
||||
|
||||
export default class DhpNPC extends BaseDataActor {
|
||||
static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.NPC'];
|
||||
|
||||
static get metadata() {
|
||||
return foundry.utils.mergeObject(super.metadata, {
|
||||
label: 'TYPES.Actor.npc',
|
||||
type: 'npc',
|
||||
settingSheet: DHNPCSettings,
|
||||
hasResistances: false,
|
||||
hasAttribution: true
|
||||
});
|
||||
}
|
||||
|
||||
static defineSchema() {
|
||||
const fields = foundry.data.fields;
|
||||
return {
|
||||
...super.defineSchema(),
|
||||
difficulty: new fields.NumberField({
|
||||
nullable: true,
|
||||
initial: null,
|
||||
integer: true,
|
||||
label: 'DAGGERHEART.GENERAL.difficulty'
|
||||
}),
|
||||
description: new fields.HTMLField({ label: 'DAGGERHEART.GENERAL.description' }),
|
||||
motives: new fields.StringField(),
|
||||
notes: new fields.HTMLField()
|
||||
};
|
||||
}
|
||||
|
||||
/**@inheritdoc */
|
||||
static DEFAULT_ICON = 'systems/daggerheart/assets/icons/documents/actors/drama-masks.svg';
|
||||
|
||||
get features() {
|
||||
return this.parent.items.filter(x => x.type === 'feature');
|
||||
}
|
||||
|
||||
isItemValid(source) {
|
||||
return super.isItemValid(source) || source.type === 'feature';
|
||||
}
|
||||
}
|
||||
|
|
@ -18,7 +18,7 @@ export default class DhParty extends BaseDataActor {
|
|||
const fields = foundry.data.fields;
|
||||
return {
|
||||
...super.defineSchema(),
|
||||
partyMembers: new ForeignDocumentUUIDArrayField({ type: 'Actor' }, { prune: true }),
|
||||
partyMembers: new ForeignDocumentUUIDArrayField({ type: 'Actor' }),
|
||||
notes: new fields.HTMLField(),
|
||||
gold: new GoldField(),
|
||||
tagTeam: new fields.EmbeddedDataField(TagTeamData),
|
||||
|
|
|
|||
219
module/data/actor/tierAdjustment.mjs
Normal file
219
module/data/actor/tierAdjustment.mjs
Normal file
|
|
@ -0,0 +1,219 @@
|
|||
import { calculateExpectedValue, parseTermsFromSimpleFormula } from '../../helpers/utils.mjs';
|
||||
import { adversaryExpectedDamage, adversaryScalingData } from '../../config/actorConfig.mjs';
|
||||
import { parseInlineParams } from '../../enrichers/parser.mjs';
|
||||
|
||||
export function getTierAdjustedAdversary(source, tier) {
|
||||
const currentTier = source.tier ?? 1;
|
||||
|
||||
/** @type {(2 | 3 | 4)[]} */
|
||||
const tiers = new Array(Math.abs(tier - currentTier))
|
||||
.fill(0)
|
||||
.map((_, idx) => idx + Math.min(tier, currentTier) + 1);
|
||||
if (tier < currentTier) tiers.reverse();
|
||||
const typeData = adversaryScalingData[source.system.type] ?? adversaryScalingData[source.system.standard];
|
||||
const tierEntries = tiers.map(t => ({ tier: t, ...typeData[t] }));
|
||||
|
||||
// Apply simple tier changes
|
||||
const scale = tier > currentTier ? 1 : -1;
|
||||
for (const entry of tierEntries) {
|
||||
source.system.difficulty += scale * entry.difficulty;
|
||||
source.system.damageThresholds.major += scale * entry.majorThreshold;
|
||||
source.system.damageThresholds.severe += scale * entry.severeThreshold;
|
||||
source.system.resources.hitPoints.max += scale * entry.hp;
|
||||
source.system.resources.stress.max += scale * entry.stress;
|
||||
source.system.attack.roll.bonus += scale * entry.attack;
|
||||
}
|
||||
|
||||
// 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 damageMeta = {
|
||||
currentDamageRange: { tier: source.system.tier, ...expectedDamageData[source.system.tier] },
|
||||
newDamageRange: { tier, ...expectedDamageData[tier] }
|
||||
};
|
||||
|
||||
// Store initial attack damage for abilities that have you deal a "standard attack"
|
||||
const initialAttack = {
|
||||
type: source.system.attack.damage?.parts.hitPoints?.type?.toSorted(),
|
||||
value: getDamagePartsFormula(source.system.attack.damage?.parts.hitPoints?.value)
|
||||
};
|
||||
|
||||
// Update damage of base attack.
|
||||
try {
|
||||
const damage = source.system.attack.damage;
|
||||
if (!damage?.parts.hitPoints) throw new Error('Unexpected missing attack in adversary');
|
||||
|
||||
for (const property of ['value', 'valueAlt']) {
|
||||
const data = damage.parts.hitPoints[property];
|
||||
const previousFormula = getDamagePartsFormula(data);
|
||||
const { value, formula } = calculateAdjustedDamage(previousFormula, 'attack', damageMeta);
|
||||
applyAdjustedDamage(data, value, formula);
|
||||
}
|
||||
} 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) {
|
||||
// Replace damage inlines with new formulas. Keep a record for a specific check later
|
||||
const descriptionFormulas = [];
|
||||
for (const withDescription of [item.system, ...Object.values(item.system.actions)]) {
|
||||
withDescription.description = withDescription.description.replace(damageRegex, (match, inner) => {
|
||||
const { value: formula } = parseInlineParams(inner, { first: 'value' });
|
||||
if (!formula) return match;
|
||||
|
||||
try {
|
||||
const newFormula = calculateAdjustedDamage(formula, 'action', damageMeta)?.formula;
|
||||
descriptionFormulas.push(formula);
|
||||
return match.replace(formula, newFormula);
|
||||
} catch {
|
||||
return match;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Update damage in item actions and convert all formula matches in the descriptions to the new damage
|
||||
for (const action of Object.values(item.system.actions)) {
|
||||
if (!action.damage?.parts.hitPoints) continue;
|
||||
try {
|
||||
// Apply conversions and save a record. If it matches attack damage *and* Its not in the description, use attack conversion instead
|
||||
const result = [];
|
||||
for (const property of ['value', 'valueAlt']) {
|
||||
const { [property]: data, type: damageType } = action.damage.parts.hitPoints;
|
||||
const previousFormula = getDamagePartsFormula(data);
|
||||
const isActuallyAttack =
|
||||
previousFormula === initialAttack.value &&
|
||||
foundry.utils.equals(damageType.toSorted(), initialAttack.type) &&
|
||||
!descriptionFormulas.includes(previousFormula);
|
||||
const type = isActuallyAttack ? 'attack' : 'action';
|
||||
const { value, formula } = calculateAdjustedDamage(previousFormula, type, damageMeta);
|
||||
applyAdjustedDamage(data, value, formula);
|
||||
result.push({ previousFormula, formula });
|
||||
}
|
||||
|
||||
// Override text in the description with those values
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Finally set the tier of the source data, now that everything is complete
|
||||
source.system.tier = tier;
|
||||
return source;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a damage object to a new damage range
|
||||
* @returns {{ diceQuantity: number; faces: number; bonus: number }} the adjusted result as a combined term
|
||||
* @throws error if the formula is the wrong type
|
||||
*/
|
||||
function calculateAdjustedDamage(formula, type, { currentDamageRange, newDamageRange }) {
|
||||
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 = [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 = Math.max(1, newDamageRange.mean + newDamageRange.deviation * deviation);
|
||||
|
||||
// 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.diceQuantity : 0;
|
||||
value.diceQuantity = Math.max(minimum, newDamageRange.tier);
|
||||
} else {
|
||||
const currentIdx = dieSizes.indexOf(value.faces);
|
||||
value.faces = dieSizes[Math.clamp(currentIdx + steps, 0, 4)];
|
||||
}
|
||||
|
||||
value.bonus = Math.round(expected - getBaseAverage());
|
||||
|
||||
// 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.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.diceQuantity > 0) {
|
||||
value.diceQuantity -= increasing ? 1 : Math.abs(steps);
|
||||
value.bonus = Math.round(expected - getBaseAverage());
|
||||
if (value.bonus >= 0) return value; // complete
|
||||
}
|
||||
|
||||
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.diceQuantity += overagesToRemove;
|
||||
value.bonus = Math.round(expected - getBaseAverage());
|
||||
}
|
||||
|
||||
const newFormula = [value.diceQuantity ? `${value.diceQuantity}d${value.faces}` : null, value.bonus]
|
||||
.filter(p => !!p)
|
||||
.join('+');
|
||||
return { value, formula: newFormula };
|
||||
}
|
||||
|
||||
function getDamagePartsFormula(data) {
|
||||
return data.custom.enabled
|
||||
? data.custom.formula
|
||||
: [data.flatMultiplier ? `${data.flatMultiplier}${data.dice}` : 0, data.bonus ?? 0].filter(p => !!p).join('+');
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates damage to reflect a specific value.
|
||||
* @throws if damage structure is invalid for conversion
|
||||
* @returns the converted formula and value as a simplified term, or null if it doesn't deal HP damage
|
||||
*/
|
||||
function applyAdjustedDamage(diceData, value, formula) {
|
||||
if (value.diceQuantity) {
|
||||
diceData.custom.enabled = false;
|
||||
diceData.bonus = value.bonus;
|
||||
diceData.dice = `d${value.faces}`;
|
||||
diceData.flatMultiplier = value.diceQuantity;
|
||||
} else if (!value.diceQuantity) {
|
||||
diceData.custom.enabled = true;
|
||||
diceData.custom.formula = formula;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue