Finalised levelup selections and propagating to PC

This commit is contained in:
WBHarry 2025-05-29 16:25:08 +02:00
parent 7a12783a8c
commit d7ebeb3b2a
12 changed files with 282 additions and 234 deletions

View file

@ -1,4 +1,4 @@
import { getPathValue, getTier } from '../helpers/utils.mjs';
import { getPathValue } from '../helpers/utils.mjs';
import { LevelOptionType } from './levelTier.mjs';
const fields = foundry.data.fields;
@ -349,7 +349,7 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
// this.armor.value = this.activeArmor?.baseScore ?? 0;
// this.damageThresholds = this.computeDamageThresholds();
// this.applyLevels();
this.applyLevels();
this.applyEffects();
}
@ -370,97 +370,7 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
};
}
applyLevels() {
let healthBonus = 0,
stressBonus = 0,
proficiencyBonus = 0,
evasionBonus = 0,
armorBonus = 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;
}
}
}
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.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;
}
}
}
applyLevels() {}
applyEffects() {
const effects = this.effects;
@ -533,6 +443,6 @@ class DhPCLevelData extends foundry.abstract.DataModel {
}
get canLevelUp() {
return this.level.current < this.level.updated;
return this.level.current < this.level.changed;
}
}