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Fix tier adjustment on actions that use standard attack damage
This commit is contained in:
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ddf4747310
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3 changed files with 222 additions and 202 deletions
2
.gitattributes
vendored
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2
.gitattributes
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@ -0,0 +1,2 @@
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* text=auto eol=lf
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*.json text eol=lf
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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 { commonActorRules } from './base.mjs';
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import DhCreature from './creature.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 { bonusField } from '../fields/actorField.mjs';
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import { calculateExpectedValue, parseTermsFromSimpleFormula } from '../../helpers/utils.mjs';
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import { getTierAdjustedAdversary } from './tierAdjustment.mjs';
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import { adversaryExpectedDamage, adversaryScalingData } from '../../config/actorConfig.mjs';
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export default class DhpAdversary extends DhCreature {
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export default class DhpAdversary extends DhCreature {
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static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Adversary'];
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static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Adversary'];
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@ -206,205 +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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/** 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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adjustForTier(tier) {
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const source = this.parent.toObject(true);
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const source = this.parent.toObject(true);
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return getTierAdjustedAdversary(source, tier);
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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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}
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}
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}
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}
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218
module/data/actor/tierAdjustment.mjs
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218
module/data/actor/tierAdjustment.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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export function getTierAdjustedAdversary(source, tier) {
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const currentTier = source.tier ?? 1;
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/** @type {(2 | 3 | 4)[]} */
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const tiers = new Array(Math.abs(tier - currentTier))
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.fill(0)
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.map((_, idx) => idx + Math.min(tier, currentTier) + 1);
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if (tier < currentTier) 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 > currentTier ? 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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};
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// Store initial attack damage for abilities that have you deal a "standard attack"
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const initialAttack = {
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type: source.system.attack.damage?.parts.hitPoints?.type?.toSorted(),
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value: getDamagePartsFormula(source.system.attack.damage?.parts.hitPoints?.value)
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};
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// Update damage of base attack.
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try {
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const damage = source.system.attack.damage;
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if (!damage?.parts.hitPoints) throw new Error('Unexpected missing attack in adversary');
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for (const property of ['value', 'valueAlt']) {
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const data = damage.parts.hitPoints[property];
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const previousFormula = getDamagePartsFormula(data);
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const { value, formula } = calculateAdjustedDamage(previousFormula, 'attack', damageMeta);
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applyAdjustedDamage(data, value, formula);
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}
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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. Keep a record for a specific check later
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const descriptionFormulas = [];
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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 newFormula = calculateAdjustedDamage(formula, 'action', damageMeta)?.formula;
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descriptionFormulas.push(formula);
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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 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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if (!action.damage?.parts.hitPoints) continue;
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try {
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// Apply conversions and save a record. If it matches attack damage *and* Its not in the description, use attack conversion instead
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const result = [];
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for (const property of ['value', 'valueAlt']) {
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const { [property]: data, type: damageType } = action.damage.parts.hitPoints;
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const previousFormula = getDamagePartsFormula(data);
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const isActuallyAttack =
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previousFormula === initialAttack.value &&
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foundry.utils.equals(damageType.toSorted(), initialAttack.type) &&
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!descriptionFormulas.includes(previousFormula);
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const type = isActuallyAttack ? 'attack' : 'action';
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const { value, formula } = calculateAdjustedDamage(previousFormula, type, damageMeta);
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applyAdjustedDamage(data, value, formula);
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result.push({ previousFormula, formula });
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}
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// Override text in the description with those values
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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
|
||||||
|
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