daggerheart/module/data/actor/adversary.mjs
WBHarry 187ee3e1bd
Refactor/84 data models structure (#131)
* - Move all DataModel item files to a new 'items' subfolder for better organization
- Add _module.mjs file to simplify imports
- Update all import paths
- Rename class for use the new acronym DH

* FIX: remove unnecessary import

* FEAT: BaseDataItem class
add TODO comments for future improvements
FIX: Remove effect field on template
FIX: remove unused DhpEffects file

* FEAT: new FormulaField class
FEAT: add getRollData on BaseDataItem Class
FEAT: weapon
FIX: remove inventoryWeapon field on Weapon Data Model

* FEAT: add class prepareBaseData for domains

* FEAT: new ForeignDocumentUUIDField
FIX: Remove unnecessary fields
FEAT: use ForeignDocumentUUIDField in the Item Class DataModel

* FIX: remove wrong option in String Field

* FIX: remove unused import

* FIX: ADD htmlFields description in manifest

* FIX: minor fixes

* REFACTOR: rename folder `data/items` -> `data/item`
REFACTOR: rename folder `data/messages` -> `data/chat-message`.

* FIX: imports
FIX: items sheet new paths
FIX: ItemDataModelMetadata type jsdoc

* FEAT: formatting code
FIX: fix fields used
FEAT: add jsdoc

* 110 - Class Data Model (#111)

* Added PreCreate/Create/Delete logic for Class/Subclass and set it as foreignUUID fields in PC

* Moved methods into TypedModelData

* Simplified Subclass

* Fixed up data model and a basic placeholder template (#117)

* 118 - adversary data model (#119)

* Fixed datamodel and set up basic template in new style

* Added in a temp attack button, because why not

* Restored HitPoints counting up

* 113 - Character Data Model (#114)

* Improved Character datamodel

* Removed additional unneccessary getters

* Preliminary cleanup in the class sheet

* Cleanup of 'pc' references

* Corrected Duality rolling from Character

* Fix to damage roll

* Added a basic BaseDataActor data model

* Gathered exports

* getRollData recursion fix

* Feature/112 items use action datamodel (#127)

* Create new actions classes

* actions types - attack roll

* fixes before merge

* First PR

* Add daggerheart.css to gitignore

* Update ToDo

* Remove console log

* Fixed chat /dr roll

* Remove jQuery

* Fixed so the different chat themes work again

* Fixed duality roll buttons

* Fix to advantage/disadvantage shortcut

* Extand action to other item types

* Roll fixes

* Fixes to adversary rolls

* resources

* Fixed adversary dice

---------

Co-authored-by: WBHarry <williambjrklund@gmail.com>

* Feature/116-implementation-of-pseudo-documents (#125)

* FEAT: add baseDataModel logic

* FEAT: new PseudoDocumentsField
FIX: BasePseudoDocument 's getEmbeddedDocument

* FEAT: PseudoDocument class

* FEAT: add TypedPseudoDocument
REFACTOR: PreudoDocument
FIX: Typos Bug

* FIX: CONFIG types

* FEAT: basic PseudoDocumentSheet

* FIX: remove schema
ADD: input of example

---------

Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com>
Co-authored-by: WBHarry <williambjrklund@gmail.com>

* Levelup Followup (#126)

* Levelup applies bonuses to character

* Added visualisation of domain card levels

* Fixed domaincard level max for selections in a tier

* A trait can now only be level up once within the same tier

---------

Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com>
Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>
Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com>
2025-06-13 14:17:13 +02:00

68 lines
2.7 KiB
JavaScript

import BaseDataActor from './base.mjs';
const resourceField = () =>
new foundry.data.fields.SchemaField({
value: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
max: new foundry.data.fields.NumberField({ initial: 0, integer: true })
});
export default class DhpAdversary extends BaseDataActor {
static LOCALIZATION_PREFIXES = ['DAGGERHEART.Sheets.Adversary'];
static get metadata() {
return foundry.utils.mergeObject(super.metadata, {
label: 'TYPES.Actor.adversary',
type: 'adversary'
});
}
static defineSchema() {
const fields = foundry.data.fields;
return {
tier: new fields.StringField({
required: true,
choices: SYSTEM.GENERAL.tiers,
initial: SYSTEM.GENERAL.tiers.tier1.id
}),
type: new fields.StringField({
required: true,
choices: SYSTEM.ACTOR.adversaryTypes,
initial: SYSTEM.ACTOR.adversaryTypes.standard.id
}),
motivesAndTactics: new fields.HTMLField(),
difficulty: new fields.NumberField({ required: true, initial: 1, integer: true }),
damageThresholds: new fields.SchemaField({
major: new fields.NumberField({ required: true, initial: 0, integer: true }),
severe: new fields.NumberField({ required: true, initial: 0, integer: true })
}),
resources: new fields.SchemaField({
hitPoints: resourceField(),
stress: resourceField()
}),
attack: new fields.SchemaField({
name: new fields.StringField({}),
modifier: new fields.NumberField({ required: true, integer: true, initial: 0 }),
range: new fields.StringField({
required: true,
choices: SYSTEM.GENERAL.range,
initial: SYSTEM.GENERAL.range.melee.id
}),
damage: new fields.SchemaField({
value: new fields.StringField(),
type: new fields.StringField({
required: true,
choices: SYSTEM.GENERAL.damageTypes,
initial: SYSTEM.GENERAL.damageTypes.physical.id
})
})
}),
experiences: new fields.TypedObjectField(
new fields.SchemaField({
name: new fields.StringField(),
value: new fields.NumberField({ required: true, integer: true, initial: 1 })
})
)
/* Features waiting on pseudo-document data model addition */
};
}
}