Add support for changing the tier of an adversary

This commit is contained in:
Carlos Fernandez 2026-01-03 19:19:28 -05:00
parent bca7e0d3c9
commit ea9edf6f98
3 changed files with 474 additions and 0 deletions

View file

@ -43,4 +43,39 @@ export default class DhActorDirectory extends foundry.applications.sidebar.tabs.
event.dataTransfer.setDragImage(preview, w / 2, h / 2); event.dataTransfer.setDragImage(preview, w / 2, h / 2);
} }
} }
_getEntryContextOptions() {
const options = super._getEntryContextOptions();
options.push({
name: 'Duplicate To New Tier',
icon: `<i class="fa-solid fa-arrow-trend-up" inert></i>`,
condition: li => {
const actor = game.actors.get(li.dataset.entryId);
return actor?.type === 'adversary' && actor.system.type !== 'social';
},
callback: async li => {
const actor = game.actors.get(li.dataset.entryId);
if (!actor) throw new Error('Unexpected missing actor');
const tier = await foundry.applications.api.Dialog.input({
window: { title: 'Pick a new tier for this adversary' },
content: '<input name="tier" type="number" min="1" max="4" step="1" autofocus>',
ok: {
label: 'Create Adversary',
callback: (event, button, dialog) => Math.clamp(button.form.elements.tier.valueAsNumber, 1, 4)
}
});
if (tier === actor.system.tier) {
ui.notifications.warn('This actor is already at this tier');
} else if (tier) {
const source = actor.system.adjustForTier(tier);
await Actor.create(source);
ui.notifications.info(`Tier ${tier} ${actor.name} created`);
}
}
});
return options;
}
} }

View file

@ -2,6 +2,7 @@ import DHAdversarySettings from '../../applications/sheets-configs/adversary-set
import { ActionField } from '../fields/actionField.mjs'; import { ActionField } from '../fields/actionField.mjs';
import BaseDataActor, { commonActorRules } from './base.mjs'; import BaseDataActor, { commonActorRules } from './base.mjs';
import { resourceField, bonusField } from '../fields/actorField.mjs'; import { resourceField, bonusField } from '../fields/actorField.mjs';
import { parseTermsFromSimpleFormula } from '../../helpers/utils.mjs';
export default class DhpAdversary extends BaseDataActor { export default class DhpAdversary extends BaseDataActor {
static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Adversary']; static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Adversary'];
@ -188,4 +189,407 @@ export default class DhpAdversary extends BaseDataActor {
]; ];
return tags; return tags;
} }
adjustForTier(tier) {
const source = this.parent.toObject(true);
console.log('Actors and source', this.parent, source);
/** @type {(2 | 3 | 4)[]} */
const tiers = new Array(Math.abs(tier - this.tier))
.fill(0)
.map((_, idx) => idx + Math.min(tier, this.tier) + 1);
if (tier < this.tier) tiers.reverse();
const typeData = ADVERSARY_DATA[source.system.type] ?? ADVERSARY_DATA[source.system.standard];
const tierEntries = tiers.map(t => ({ tier: t, ...typeData[t] }));
// Apply simple tier changes
const scale = tier > this.tier ? 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;
}
/** Returns the mean and standard deviation of a series of average damages */
const analyzeDamageRange = range => {
if (range.length <= 1) throw Error('Unexpected damage range, must have at least two entries');
const mean = range.reduce((a, b) => a + b, 0) / range.length;
const deviations = range.map(r => r - mean);
const standardDeviation = Math.sqrt(deviations.reduce((r, d) => r + d * d, 0) / (range.length - 1));
return { mean, standardDeviation };
};
// Calculate mean and standard deviation of expected damage ranges in each tier. Also create a function to remap damage
const currentDamageRange = analyzeDamageRange(typeData[source.system.tier].damage);
const newDamageRange = analyzeDamageRange(typeData[tier].damage);
const convertDamage = (damage, newMean) => {
const hitPointParts = damage.parts.filter(d => d.applyTo === 'hitPoints');
if (hitPointParts.length === 1 && !hitPointParts[0].value.custom.enabled) {
const value = hitPointParts[0].value;
value.flatMultiplier = Math.max(0, value.flatMultiplier + tier - source.system.tier);
const baseAverage = (value.flatMultiplier * (Number(value.dice.replace('d', '')) + 1)) / 2;
value.bonus = Math.round(newMean - baseAverage);
} else {
ui.notifications.error(
`Failed to convert item ${item.name}: Other kinds of damage is currently unsupported`
);
}
};
const parseDamage = damage => {
const formula = damage.parts
.filter(p => p.applyTo === 'hitPoints')
.map(p =>
p.value.custom.enabled
? p.value.custom.formula
: [p.value.flatMultiplier ? `${p.value.flatMultiplier}${p.value.dice}` : 0, p.value.bonus ?? 0]
.filter(p => !!p)
.join('+')
)
.join('+');
const terms = parseTermsFromSimpleFormula(formula);
const mean = terms.reduce((r, t) => r + (t.modifier ?? 0) + (t.dice ? (t.dice * (t.faces + 1)) / 2 : 0), 0);
return { formula, terms, mean };
};
// Update damage of base attack
const atkAverage = parseDamage(source.system.attack.damage).mean;
const deviation = (atkAverage - currentDamageRange.mean) / currentDamageRange.standardDeviation;
const newAtkAverage = newDamageRange.mean + newDamageRange.standardDeviation * deviation;
const damage = source.system.attack.damage;
convertDamage(damage, newAtkAverage);
// Update damage of each item action, making sure to also update the description if possible
for (const item of source.items) {
// todo: damage inlines (must be done before other changes so that it doesn't get incorrectly applied)
for (const action of Object.values(item.system.actions)) {
const damage = action.damage;
if (!damage) continue;
const { formula, mean } = parseDamage(damage);
if (mean === 0) continue;
const deviation = (mean - currentDamageRange.mean) / currentDamageRange.standardDeviation;
const newMean = newDamageRange.mean + newDamageRange.standardDeviation * deviation;
convertDamage(damage, newMean);
const oldFormulaRegexp = new RegExp(formula.replace('+', '(?:\\s)?\\+(?:\\s)?'));
const newFormula = parseDamage(action.damage).formula;
item.system.description = item.system.description.replace(oldFormulaRegexp, newFormula);
action.description = action.description.replace(oldFormulaRegexp, newFormula);
}
}
// Finally set the tier of the source data, now that everything is complete
source.system.tier = tier;
return source;
}
} }
/**
* @typedef {Object} TierData
* @property {number} difficulty
* @property {number} majorThreshold
* @property {number} severeThreshold
* @property {number} hp
* @property {number} stress
* @property {number} attack
* @property {number[]} damage
*/
/** @typedef {Record<2 | 3 | 4, TierData> & Record<1, { damage: number[] }} AdversaryScalingData */
/** @type {Record<string, AdversaryScalingData>} */
export const ADVERSARY_DATA = {
bruiser: {
1: {
damage: [8, 11]
},
2: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 10,
hp: 1,
stress: 2,
attack: 2,
damage: [12, 16]
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 15,
hp: 1,
stress: 0,
attack: 2,
damage: [18, 22]
},
4: {
difficulty: 2,
majorThreshold: 12,
severeThreshold: 25,
hp: 1,
stress: 0,
attack: 2,
damage: [30, 45]
}
},
horde: {
1: {
damage: [5, 8]
},
2: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 8,
hp: 2,
stress: 0,
attack: 0,
damage: [9, 13]
},
3: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 12,
hp: 0,
stress: 1,
attack: 1,
damage: [14, 19]
},
4: {
difficulty: 2,
majorThreshold: 10,
severeThreshold: 15,
hp: 2,
stress: 0,
attack: 0,
damage: [20, 30]
}
},
leader: {
1: {
damage: [6, 9]
},
2: {
difficulty: 2,
majorThreshold: 6,
severeThreshold: 10,
hp: 0,
stress: 0,
attack: 1,
damage: [12, 15]
},
3: {
difficulty: 2,
majorThreshold: 6,
severeThreshold: 15,
hp: 1,
stress: 0,
attack: 2,
damage: [15, 18]
},
4: {
difficulty: 2,
majorThreshold: 12,
severeThreshold: 25,
hp: 1,
stress: 1,
attack: 3,
damage: [25, 35]
}
},
minion: {
1: {
damage: [1, 3]
},
2: {
difficulty: 2,
majorThreshold: 0,
severeThreshold: 0,
hp: 0,
stress: 0,
attack: 1,
damage: [2, 4]
},
3: {
difficulty: 2,
majorThreshold: 0,
severeThreshold: 0,
hp: 0,
stress: 1,
attack: 1,
damage: [5, 8]
},
4: {
difficulty: 2,
majorThreshold: 0,
severeThreshold: 0,
hp: 0,
stress: 0,
attack: 1,
damage: [10, 12]
}
},
ranged: {
1: {
damage: [6, 9]
},
2: {
difficulty: 2,
majorThreshold: 3,
severeThreshold: 6,
hp: 1,
stress: 0,
attack: 1,
damage: [12, 16]
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 14,
hp: 1,
stress: 1,
attack: 2,
damage: [15, 18]
},
4: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 10,
hp: 1,
stress: 1,
attack: 1,
damage: [25, 35]
}
},
skulk: {
1: {
damage: [5, 8]
},
2: {
difficulty: 2,
majorThreshold: 3,
severeThreshold: 8,
hp: 1,
stress: 1,
attack: 1,
damage: [9, 13]
},
3: {
difficulty: 2,
majorThreshold: 8,
severeThreshold: 12,
hp: 1,
stress: 1,
attack: 1,
damage: [14, 18]
},
4: {
difficulty: 2,
majorThreshold: 8,
severeThreshold: 10,
hp: 1,
stress: 1,
attack: 1,
damage: [20, 35]
}
},
solo: {
1: {
damage: [8, 11]
},
2: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 10,
hp: 0,
stress: 1,
attack: 2,
damage: [15, 20]
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 15,
hp: 2,
stress: 1,
attack: 2,
damage: [20, 30]
},
4: {
difficulty: 2,
majorThreshold: 12,
severeThreshold: 25,
hp: 0,
stress: 1,
attack: 3,
damage: [30, 45]
}
},
standard: {
1: {
damage: [4, 6]
},
2: {
difficulty: 2,
majorThreshold: 3,
severeThreshold: 8,
hp: 0,
stress: 0,
attack: 1,
damage: [8, 12]
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 15,
hp: 1,
stress: 1,
attack: 1,
damage: [12, 17]
},
4: {
difficulty: 2,
majorThreshold: 10,
severeThreshold: 15,
hp: 0,
stress: 1,
attack: 1,
damage: [17, 20]
}
},
support: {
1: {
damage: [3, 5]
},
2: {
difficulty: 2,
majorThreshold: 3,
severeThreshold: 8,
hp: 1,
stress: 1,
attack: 1,
damage: [5, 12]
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 12,
hp: 0,
stress: 0,
attack: 1,
damage: [13, 16]
},
4: {
difficulty: 2,
majorThreshold: 8,
severeThreshold: 10,
hp: 1,
stress: 1,
attack: 1,
damage: [18, 25]
}
}
};

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@ -474,3 +474,38 @@ export async function getCritDamageBonus(formula) {
const critRoll = new Roll(formula); const critRoll = new Roll(formula);
return critRoll.dice.reduce((acc, dice) => acc + dice.faces * dice.number, 0); return critRoll.dice.reduce((acc, dice) => acc + dice.faces * dice.number, 0);
} }
/**
* Given a simple flavor-less formula with only +/- operators, returns a list of damage partial terms.
* All subtracted terms become negative terms.
*/
export function parseTermsFromSimpleFormula(formula) {
const roll = formula instanceof Roll ? formula : new Roll(formula);
// Parse from right to left so that when we hit an operator, we already have the term.
return roll.terms.reduceRight(
(result, term) => {
// Ignore + terms, we assume + by default
if (term.expression === " + ") return result;
// - terms modify the last term we parsed
if (term.expression === " - ") {
const termToModify = result[0];
if (termToModify) {
if (termToModify.modifier) termToModify.modifier *= -1;
if (termToModify.dice) termToModify.dice *= -1;
}
return result;
}
result.unshift({
modifier: term instanceof foundry.dice.terms.NumericTerm ? term.number : 0,
dice: term instanceof foundry.dice.terms.Die ? term.number : 0,
faces: term.faces ?? null,
});
return result;
},
[],
);
}