daggerheart/module/data/actor/character.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

300 lines
12 KiB
JavaScript

import { burden } from '../../config/generalConfig.mjs';
import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
import { LevelOptionType } from '../levelTier.mjs';
import BaseDataActor from './base.mjs';
const attributeField = () =>
new foundry.data.fields.SchemaField({
value: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
bonus: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
tierMarked: new foundry.data.fields.BooleanField({ initial: false })
});
const resourceField = max =>
new foundry.data.fields.SchemaField({
value: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
bonus: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
max: new foundry.data.fields.NumberField({ initial: max, integer: true })
});
export default class DhCharacter extends BaseDataActor {
static get metadata() {
return foundry.utils.mergeObject(super.metadata, {
label: 'TYPES.Actor.character',
type: 'character'
});
}
static defineSchema() {
const fields = foundry.data.fields;
return {
resources: new fields.SchemaField({
hitPoints: resourceField(6),
stress: resourceField(6),
hope: resourceField(6)
}),
traits: new fields.SchemaField({
agility: attributeField(),
strength: attributeField(),
finesse: attributeField(),
instinct: attributeField(),
presence: attributeField(),
knowledge: attributeField()
}),
proficiency: new fields.SchemaField({
value: new fields.NumberField({ initial: 1, integer: true }),
bonus: new fields.NumberField({ initial: 0, integer: true })
}),
evasion: new fields.SchemaField({
bonus: new fields.NumberField({ initial: 0, integer: true })
}),
experiences: new fields.TypedObjectField(
new fields.SchemaField({
description: new fields.StringField({}),
value: new fields.NumberField({ integer: true, initial: 0 }),
bonus: new fields.NumberField({ integer: true, initial: 0 })
}),
{
initial: {
[foundry.utils.randomID()]: { description: '', value: 2 },
[foundry.utils.randomID()]: { description: '', value: 2 }
}
}
),
gold: new fields.SchemaField({
coins: new fields.NumberField({ initial: 0, integer: true }),
handfulls: new fields.NumberField({ initial: 0, integer: true }),
bags: new fields.NumberField({ initial: 0, integer: true }),
chests: new fields.NumberField({ initial: 0, integer: true })
}),
pronouns: new fields.StringField({}),
scars: new fields.TypedObjectField(
new fields.SchemaField({
name: new fields.StringField({}),
description: new fields.HTMLField()
})
),
story: new fields.HTMLField(),
class: new fields.SchemaField({
value: new ForeignDocumentUUIDField({ type: 'Item', nullable: true }),
subclass: new ForeignDocumentUUIDField({ type: 'Item', nullable: true })
}),
multiclass: new fields.SchemaField({
value: new ForeignDocumentUUIDField({ type: 'Item', nullable: true }),
subclass: new ForeignDocumentUUIDField({ type: 'Item', nullable: true })
}),
levelData: new fields.EmbeddedDataField(DhPCLevelData)
};
}
get ancestry() {
return this.parent.items.find(x => x.type === 'ancestry') ?? null;
}
get community() {
return this.parent.items.find(x => x.type === 'community') ?? null;
}
get domains() {
const classDomains = this.class.value ? this.class.value.system.domains : [];
const multiclassDomains = this.multiclass.value ? this.multiclass.value.system.domains : [];
return [...classDomains, ...multiclassDomains];
}
get domainCards() {
const domainCards = this.parent.items.filter(x => x.type === 'domainCard');
const loadout = domainCards.filter(x => !x.system.inVault);
const vault = domainCards.filter(x => x.system.inVault);
return {
loadout: loadout,
vault: vault,
total: [...loadout, ...vault]
};
}
get armor() {
return this.parent.items.find(x => x.type === 'armor' && x.system.equipped);
}
get primaryWeapon() {
return this.parent.items.find(x => x.type === 'weapon' && x.system.equipped && !x.system.secondary);
}
get secondaryWeapon() {
return this.parent.items.find(x => x.type === 'weapon' && x.system.equipped && x.system.secondary);
}
get getWeaponBurden() {
return this.primaryWeapon?.system?.burden === burden.twoHanded.value ||
(this.primaryWeapon && this.secondaryWeapon)
? burden.twoHanded.value
: this.primaryWeapon || this.secondaryWeapon
? burden.oneHanded.value
: null;
}
get refreshableFeatures() {
return this.parent.items.reduce(
(acc, x) => {
if (x.type === 'feature' && x.system.refreshData?.type === 'feature' && x.system.refreshData?.type) {
acc[x.system.refreshData.type].push(x);
}
return acc;
},
{ shortRest: [], longRest: [] }
);
}
static async unequipBeforeEquip(itemToEquip) {
const primary = this.primaryWeapon,
secondary = this.secondaryWeapon;
if (itemToEquip.system.secondary) {
if (primary && primary.burden === SYSTEM.GENERAL.burden.twoHanded.value) {
await primary.update({ 'system.equipped': false });
}
if (secondary) {
await secondary.update({ 'system.equipped': false });
}
} else {
if (secondary && itemToEquip.system.burden === SYSTEM.GENERAL.burden.twoHanded.value) {
await secondary.update({ 'system.equipped': false });
}
if (primary) {
await primary.update({ 'system.equipped': false });
}
}
}
prepareBaseData() {
const currentLevel = this.levelData.level.current;
const currentTier =
currentLevel === 1
? null
: Object.values(game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.LevelTiers).tiers).find(
tier => currentLevel >= tier.levels.start && currentLevel <= tier.levels.end
).tier;
for (let levelKey in this.levelData.levelups) {
const level = this.levelData.levelups[levelKey];
this.proficiency.bonus += level.achievements.proficiency;
for (let selection of level.selections) {
switch (selection.type) {
case 'trait':
selection.data.forEach(data => {
this.traits[data].bonus += 1;
this.traits[data].tierMarked = selection.tier === currentTier;
});
break;
case 'hitPoint':
this.resources.hitPoints.bonus += selection.value;
break;
case 'stress':
this.resources.stress.bonus += selection.value;
break;
case 'evasion':
this.evasion.bonus += selection.value;
break;
case 'proficiency':
this.proficiency.bonus = selection.value;
break;
case 'experience':
Object.keys(this.experiences).forEach(key => {
const experience = this.experiences[key];
experience.bonus += selection.value;
});
break;
}
}
}
const armor = this.armor;
this.damageThresholds = {
major: armor
? armor.system.baseThresholds.major + this.levelData.level.current
: this.levelData.level.current,
severe: armor
? armor.system.baseThresholds.severe + this.levelData.level.current
: this.levelData.level.current * 2
};
}
prepareDerivedData() {
this.resources.hope.max -= Object.keys(this.scars).length;
this.resources.hope.value = Math.min(this.resources.hope.value, this.resources.hope.max);
for (var traitKey in this.traits) {
var trait = this.traits[traitKey];
trait.total = trait.value + trait.bonus;
}
for (var experienceKey in this.experiences) {
var experience = this.experiences[experienceKey];
experience.total = experience.value + experience.bonus;
}
this.resources.hitPoints.maxTotal = this.resources.hitPoints.max + this.resources.hitPoints.bonus;
this.resources.stress.maxTotal = this.resources.stress.max + this.resources.stress.bonus;
this.evasion.total = (this.class?.evasion ?? 0) + this.evasion.bonus;
this.proficiency.total = this.proficiency.value + this.proficiency.bonus;
}
}
class DhPCLevelData extends foundry.abstract.DataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
level: new fields.SchemaField({
current: new fields.NumberField({ required: true, integer: true, initial: 1 }),
changed: new fields.NumberField({ required: true, integer: true, initial: 1 })
}),
levelups: new fields.TypedObjectField(
new fields.SchemaField({
achievements: new fields.SchemaField(
{
experiences: new fields.TypedObjectField(
new fields.SchemaField({
name: new fields.StringField({ required: true }),
modifier: new fields.NumberField({ required: true, integer: true })
})
),
domainCards: new fields.ArrayField(
new fields.SchemaField({
uuid: new fields.StringField({ required: true }),
itemUuid: new fields.StringField({ required: true })
})
),
proficiency: new fields.NumberField({ integer: true })
},
{ nullable: true, initial: null }
),
selections: new fields.ArrayField(
new fields.SchemaField({
tier: new fields.NumberField({ required: true, integer: true }),
level: new fields.NumberField({ required: true, integer: true }),
optionKey: new fields.StringField({ required: true }),
type: new fields.StringField({ required: true, choices: LevelOptionType }),
checkboxNr: new fields.NumberField({ required: true, integer: true }),
value: new fields.NumberField({ integer: true }),
minCost: new fields.NumberField({ integer: true }),
amount: new fields.NumberField({ integer: true }),
data: new fields.ArrayField(new fields.StringField({ required: true })),
secondaryData: new fields.TypedObjectField(new fields.StringField({ required: true })),
itemUuid: new fields.StringField({ required: true })
})
)
})
)
};
}
get canLevelUp() {
return this.level.current < this.level.changed;
}
}