daggerheart/module/data/actor/character.mjs
WBHarry 261a3a68b0
[PR] [Feature] Party Sheet (#1230)
* start development

* finish party members tab

* start resources tab

* finish resources tab

* finish inventory tab and add inital template to projects tab

* add resource buttons actions methods

* add group roll dialog

* Main implementation

* Fixed costs

* Minor fixes and tweaks for the party sheet (#1239)

* Minor fixes and tweaks for the party sheet

* Fix scroll restoration for party sheet tabs

* Finished GroupRoll

* Removed/commented-out not yet implemented things

* Commented out Difficulty since it's not used yet

* Re-render party when members update (#1242)

* Fixed so style applies in preview chat message

* Added the clown car

* Fixed so items can be dropped into the Party sheet

* Added delete icon to inventory

* Fixed TokenHUD token property useage. Fixed skipping roll message

* Added visible modifier to GroupRoll leader result

* Leader roll displays the large result display right away after rolling

* Corrected tokenHUD for non-player-tokens

* Fixed clowncar tokenData

* Fixed TagTeam roll message and sound

* Removed final TagTeamRoll roll sound

* [PR] [Party Sheets] Sidebar character sheet changes (#1249)

* Something experimenting

* I am silly (wearning Dunce hat)

* Stressful task

* Armor functional to be hit

* CSS Changes to accomadate pip boy

* last minute change to resource section for better visual feeling

* restoring old css for toggle

* Added setting to toggle pip/number display

* toggle functionality added

* Fixed light-mode in characterSheet

* Fixed multi-row resource pips display for character

* Fixed separators

* Added pip-display to Adversary and Companion. Some fixing on armor display

---------

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

* Fixed party height and resource armor update

* Fixed deletebutton padding

* Only showing expand-me icon on InventoryItem if there is a description to show

* .

* Fixed menu icon to be beige instead of white in dark mode

---------

Co-authored-by: moliloo <dev.murilobrito@gmail.com>
Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
Co-authored-by: Nikhil Nagarajan <potter.nikhil@gmail.com>
2025-11-11 16:02:45 +01:00

680 lines
29 KiB
JavaScript

import { burden } from '../../config/generalConfig.mjs';
import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
import DhLevelData from '../levelData.mjs';
import BaseDataActor from './base.mjs';
import { attributeField, resourceField, stressDamageReductionRule, bonusField } from '../fields/actorField.mjs';
import { ActionField } from '../fields/actionField.mjs';
import DHCharacterSettings from '../../applications/sheets-configs/character-settings.mjs';
export default class DhCharacter extends BaseDataActor {
/**@override */
static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Character'];
/**@inheritdoc */
static get metadata() {
return foundry.utils.mergeObject(super.metadata, {
label: 'TYPES.Actor.character',
type: 'character',
settingSheet: DHCharacterSettings,
isNPC: false
});
}
/**@inheritdoc */
static defineSchema() {
const fields = foundry.data.fields;
return {
...super.defineSchema(),
resources: new fields.SchemaField({
hitPoints: resourceField(
0,
0,
'DAGGERHEART.GENERAL.HitPoints.plural',
true,
'DAGGERHEART.ACTORS.Character.maxHPBonus'
),
stress: resourceField(6, 0, 'DAGGERHEART.GENERAL.stress', true),
hope: resourceField(6, 2, 'DAGGERHEART.GENERAL.hope')
}),
traits: new fields.SchemaField({
agility: attributeField('DAGGERHEART.CONFIG.Traits.agility.name'),
strength: attributeField('DAGGERHEART.CONFIG.Traits.strength.name'),
finesse: attributeField('DAGGERHEART.CONFIG.Traits.finesse.name'),
instinct: attributeField('DAGGERHEART.CONFIG.Traits.instinct.name'),
presence: attributeField('DAGGERHEART.CONFIG.Traits.presence.name'),
knowledge: attributeField('DAGGERHEART.CONFIG.Traits.knowledge.name')
}),
proficiency: new fields.NumberField({
initial: 1,
integer: true,
label: 'DAGGERHEART.GENERAL.proficiency'
}),
evasion: new fields.NumberField({ initial: 0, integer: true, label: 'DAGGERHEART.GENERAL.evasion' }),
armorScore: new fields.NumberField({ integer: true, initial: 0, label: 'DAGGERHEART.GENERAL.armorScore' }),
damageThresholds: new fields.SchemaField({
severe: new fields.NumberField({
integer: true,
initial: 0,
label: 'DAGGERHEART.GENERAL.DamageThresholds.severeThreshold'
}),
major: new fields.NumberField({
integer: true,
initial: 0,
label: 'DAGGERHEART.GENERAL.DamageThresholds.majorThreshold'
})
}),
experiences: new fields.TypedObjectField(
new fields.SchemaField({
name: new fields.StringField(),
value: new fields.NumberField({ integer: true, initial: 0 }),
description: new fields.StringField(),
core: new fields.BooleanField({ initial: false })
})
),
gold: new fields.SchemaField({
coins: new fields.NumberField({ initial: 0, integer: true }),
handfuls: new fields.NumberField({ initial: 1, integer: true }),
bags: new fields.NumberField({ initial: 0, integer: true }),
chests: new fields.NumberField({ initial: 0, integer: true })
}),
scars: new fields.TypedObjectField(
new fields.SchemaField({
name: new fields.StringField({}),
description: new fields.StringField()
})
),
biography: new fields.SchemaField({
background: new fields.HTMLField(),
connections: new fields.HTMLField(),
characteristics: new fields.SchemaField({
pronouns: new fields.StringField({}),
age: new fields.StringField({}),
faith: new fields.StringField({})
})
}),
attack: new ActionField({
initial: {
name: 'DAGGERHEART.GENERAL.unarmedAttack',
img: 'icons/skills/melee/unarmed-punch-fist-yellow-red.webp',
_id: foundry.utils.randomID(),
systemPath: 'attack',
chatDisplay: false,
type: 'attack',
range: 'melee',
target: {
type: 'any',
amount: 1
},
roll: {
type: 'attack',
trait: 'strength'
},
damage: {
parts: [
{
type: ['physical'],
value: {
custom: {
enabled: true,
formula: '@profd4'
}
}
}
]
}
}
}),
advantageSources: new fields.ArrayField(new fields.StringField(), {
label: 'DAGGERHEART.ACTORS.Character.advantageSources.label',
hint: 'DAGGERHEART.ACTORS.Character.advantageSources.hint'
}),
disadvantageSources: new fields.ArrayField(new fields.StringField(), {
label: 'DAGGERHEART.ACTORS.Character.disadvantageSources.label',
hint: 'DAGGERHEART.ACTORS.Character.disadvantageSources.hint'
}),
levelData: new fields.EmbeddedDataField(DhLevelData),
bonuses: new fields.SchemaField({
roll: new fields.SchemaField({
attack: bonusField('DAGGERHEART.GENERAL.Roll.attack'),
spellcast: bonusField('DAGGERHEART.GENERAL.Roll.spellcast'),
trait: bonusField('DAGGERHEART.GENERAL.Roll.trait'),
action: bonusField('DAGGERHEART.GENERAL.Roll.action'),
reaction: bonusField('DAGGERHEART.GENERAL.Roll.reaction'),
primaryWeapon: bonusField('DAGGERHEART.GENERAL.Roll.primaryWeaponAttack'),
secondaryWeapon: bonusField('DAGGERHEART.GENERAL.Roll.secondaryWeaponAttack')
}),
damage: new fields.SchemaField({
physical: bonusField('DAGGERHEART.GENERAL.Damage.physicalDamage'),
magical: bonusField('DAGGERHEART.GENERAL.Damage.magicalDamage'),
primaryWeapon: bonusField('DAGGERHEART.GENERAL.Damage.primaryWeapon'),
secondaryWeapon: bonusField('DAGGERHEART.GENERAL.Damage.secondaryWeapon')
}),
healing: bonusField('DAGGERHEART.GENERAL.Healing.healingAmount'),
range: new fields.SchemaField({
weapon: new fields.NumberField({
integer: true,
initial: 0,
label: 'DAGGERHEART.GENERAL.Range.weapon'
}),
spell: new fields.NumberField({
integer: true,
initial: 0,
label: 'DAGGERHEART.GENERAL.Range.spell'
}),
other: new fields.NumberField({
integer: true,
initial: 0,
label: 'DAGGERHEART.GENERAL.Range.other'
})
}),
rally: new fields.ArrayField(new fields.StringField(), {
label: 'DAGGERHEART.CLASS.Feature.rallyDice'
}),
rest: new fields.SchemaField({
shortRest: new fields.SchemaField({
shortMoves: new fields.NumberField({
required: true,
integer: true,
min: 0,
initial: 0,
label: 'DAGGERHEART.GENERAL.Bonuses.rest.shortRest.shortRestMoves.label',
hint: 'DAGGERHEART.GENERAL.Bonuses.rest.shortRest.shortRestMoves.hint'
}),
longMoves: new fields.NumberField({
required: true,
integer: true,
min: 0,
initial: 0,
label: 'DAGGERHEART.GENERAL.Bonuses.rest.shortRest.longRestMoves.label',
hint: 'DAGGERHEART.GENERAL.Bonuses.rest.shortRest.longRestMoves.hint'
})
}),
longRest: new fields.SchemaField({
shortMoves: new fields.NumberField({
required: true,
integer: true,
min: 0,
initial: 0,
label: 'DAGGERHEART.GENERAL.Bonuses.rest.longRest.shortRestMoves.label',
hint: 'DAGGERHEART.GENERAL.Bonuses.rest.longRest.shortRestMoves.hint'
}),
longMoves: new fields.NumberField({
required: true,
integer: true,
min: 0,
initial: 0,
label: 'DAGGERHEART.GENERAL.Bonuses.rest.longRest.longRestMoves.label',
hint: 'DAGGERHEART.GENERAL.Bonuses.rest.longRest.longRestMoves.hint'
})
})
}),
maxLoadout: new fields.NumberField({
integer: true,
initial: 0,
label: 'DAGGERHEART.GENERAL.Bonuses.maxLoadout.label'
})
}),
companion: new ForeignDocumentUUIDField({ type: 'Actor', nullable: true, initial: null }),
rules: new fields.SchemaField({
damageReduction: new fields.SchemaField({
maxArmorMarked: new fields.SchemaField({
value: new fields.NumberField({
required: true,
integer: true,
initial: 1,
label: 'DAGGERHEART.GENERAL.Rules.damageReduction.maxArmorMarkedBonus'
}),
stressExtra: new fields.NumberField({
required: true,
integer: true,
initial: 0,
label: 'DAGGERHEART.GENERAL.Rules.damageReduction.maxArmorMarkedStress.label',
hint: 'DAGGERHEART.GENERAL.Rules.damageReduction.maxArmorMarkedStress.hint'
})
}),
stressDamageReduction: new fields.SchemaField({
severe: stressDamageReductionRule('DAGGERHEART.GENERAL.Rules.damageReduction.stress.severe'),
major: stressDamageReductionRule('DAGGERHEART.GENERAL.Rules.damageReduction.stress.major'),
minor: stressDamageReductionRule('DAGGERHEART.GENERAL.Rules.damageReduction.stress.minor'),
any: stressDamageReductionRule('DAGGERHEART.GENERAL.Rules.damageReduction.stress.any')
}),
increasePerArmorMark: new fields.NumberField({
integer: true,
initial: 1,
label: 'DAGGERHEART.GENERAL.Rules.damageReduction.increasePerArmorMark.label',
hint: 'DAGGERHEART.GENERAL.Rules.damageReduction.increasePerArmorMark.hint'
}),
magical: new fields.BooleanField({ initial: false }),
physical: new fields.BooleanField({ initial: false }),
thresholdImmunities: new fields.SchemaField({
minor: new fields.BooleanField({ initial: false })
}),
disabledArmor: new fields.BooleanField({ intial: false })
}),
attack: new fields.SchemaField({
damage: new fields.SchemaField({
diceIndex: new fields.NumberField({
integer: true,
min: 0,
max: 5,
initial: 0,
label: 'DAGGERHEART.GENERAL.Rules.attack.damage.dice.label',
hint: 'DAGGERHEART.GENERAL.Rules.attack.damage.dice.hint'
}),
bonus: new fields.NumberField({
required: true,
initial: 0,
min: 0,
label: 'DAGGERHEART.GENERAL.Rules.attack.damage.bonus.label'
})
}),
roll: new fields.SchemaField({
trait: new fields.StringField({
required: true,
choices: CONFIG.DH.ACTOR.abilities,
nullable: true,
initial: null,
label: 'DAGGERHEART.GENERAL.Rules.attack.roll.trait.label'
})
})
}),
runeWard: new fields.BooleanField({ initial: false }),
burden: new fields.SchemaField({
ignore: new fields.BooleanField()
})
})
};
}
/* -------------------------------------------- */
get tier() {
const currentLevel = this.levelData.level.current;
return currentLevel === 1
? 1
: Object.values(game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LevelTiers).tiers).find(
tier => currentLevel >= tier.levels.start && currentLevel <= tier.levels.end
).tier;
}
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 class() {
const value = this.parent.items.find(x => x.type === 'class' && !x.system.isMulticlass);
const subclass = this.parent.items.find(x => x.type === 'subclass' && !x.system.isMulticlass);
return {
value,
subclass
};
}
get multiclass() {
const value = this.parent.items.find(x => x.type === 'class' && x.system.isMulticlass);
const subclass = this.parent.items.find(x => x.type === 'subclass' && x.system.isMulticlass);
return {
value,
subclass
};
}
get features() {
return this.parent.items.filter(x => x.type === 'feature') ?? [];
}
get companionFeatures() {
return this.companion ? this.companion.items.filter(x => x.type === 'feature') : [];
}
get needsCharacterSetup() {
const { value: classValue, subclass } = this.class;
return !(classValue || subclass || this.ancestry || this.community);
}
get spellcastModifierTrait() {
const subClasses = this.parent.items.filter(x => x.type === 'subclass') ?? [];
const modifiers = subClasses
?.map(sc => ({ ...this.traits[sc.system.spellcastingTrait], key: sc.system.spellcastingTrait }))
.filter(x => x);
return modifiers.sort((a, b) => a.value - b.value)[0];
}
get spellcastModifier() {
return this.spellcastModifierTrait?.value ?? 0;
}
get spellcastingModifiers() {
return {
main: this.class.subclass?.system?.spellcastingTrait,
multiclass: this.multiclass.subclass?.system?.spellcastingTrait
};
}
get domains() {
const classDomains = this.class.value ? this.class.value.system.domains : [];
const multiclass = this.multiclass.value;
const multiclassDomains = multiclass ? multiclass.system.domains : [];
return [...classDomains, ...multiclassDomains];
}
get domainData() {
const allDomainData = CONFIG.DH.DOMAIN.allDomains();
return this.domains.map(key => {
const domain = allDomainData[key];
return {
...domain,
label: game.i18n.localize(domain.label)
};
});
}
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 loadoutSlot() {
const loadoutCount = this.domainCards.loadout?.length ?? 0,
worldSetting = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxLoadout,
max = !worldSetting ? null : worldSetting + this.bonuses.maxLoadout;
return {
current: loadoutCount,
available: !max ? true : Math.max(max - loadoutCount, 0),
max
};
}
get armor() {
return this.parent.items.find(x => x.type === 'armor' && x.system.equipped);
}
get activeBeastform() {
return this.parent.effects.find(x => x.type === 'beastform');
}
/**
* Gets the unarmed attackwhen no primary or secondary weapon is equipped.
* Returns `null` if either weapon is equipped.
* If the actor is in beastform, overrides the attack's name and image.
*
* @returns {DHAttackAction|null}
*/
get usedUnarmed() {
if (this.primaryWeapon?.system?.equipped || this.secondaryWeapon?.system?.equipped) return null;
const attack = foundry.utils.deepClone(this.attack);
if (this.activeBeastform) {
attack.name = 'DAGGERHEART.ITEMS.Beastform.attackName';
attack.img = 'icons/creatures/claws/claw-straight-brown.webp';
}
return attack;
}
get sheetLists() {
const ancestryFeatures = [],
communityFeatures = [],
classFeatures = [],
subclassFeatures = [],
companionFeatures = [],
features = [];
for (let item of this.parent.items) {
if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.ancestry.id) {
ancestryFeatures.push(item);
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.community.id) {
communityFeatures.push(item);
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.class.id) {
classFeatures.push(item);
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.subclass.id) {
if (this.class.subclass) {
const prop = item.system.multiclassOrigin ? 'multiclass' : 'class';
const subclassState = this[prop].subclass?.system?.featureState;
if (!subclassState) continue;
if (
item.system.identifier === CONFIG.DH.ITEM.featureSubTypes.foundation ||
(item.system.identifier === CONFIG.DH.ITEM.featureSubTypes.specialization &&
subclassState >= 2) ||
(item.system.identifier === CONFIG.DH.ITEM.featureSubTypes.mastery && subclassState >= 3)
) {
subclassFeatures.push(item);
}
}
} else if (item.system.originItemType === CONFIG.DH.ITEM.featureTypes.companion.id) {
companionFeatures.push(item);
} else if (item.type === 'feature' && !item.system.type) {
features.push(item);
}
}
return {
ancestryFeatures: {
title: `${game.i18n.localize('TYPES.Item.ancestry')} - ${this.ancestry?.name}`,
type: 'ancestry',
values: ancestryFeatures
},
communityFeatures: {
title: `${game.i18n.localize('TYPES.Item.community')} - ${this.community?.name}`,
type: 'community',
values: communityFeatures
},
classFeatures: {
title: `${game.i18n.localize('TYPES.Item.class')} - ${this.class.value?.name}`,
type: 'class',
values: classFeatures
},
subclassFeatures: {
title: `${game.i18n.localize('TYPES.Item.subclass')} - ${this.class.subclass?.name}`,
type: 'subclass',
values: subclassFeatures
},
companionFeatures: {
title: game.i18n.localize('DAGGERHEART.ACTORS.Character.companionFeatures'),
type: 'companion',
values: companionFeatures
},
features: { title: game.i18n.localize('DAGGERHEART.GENERAL.features'), type: 'feature', values: features }
};
}
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 deathMoveViable() {
return this.resources.hitPoints.max > 0 && this.resources.hitPoints.value >= this.resources.hitPoints.max;
}
get armorApplicableDamageTypes() {
return {
physical: !this.rules.damageReduction.magical,
magical: !this.rules.damageReduction.physical
};
}
get basicAttackDamageDice() {
const diceTypes = Object.keys(CONFIG.DH.GENERAL.diceTypes);
const attackDiceIndex = Math.max(Math.min(this.rules.attack.damage.diceIndex, 5), 0);
return diceTypes[attackDiceIndex];
}
static async unequipBeforeEquip(itemToEquip) {
const primary = this.primaryWeapon,
secondary = this.secondaryWeapon;
if (itemToEquip.system.secondary) {
if (primary && primary.burden === CONFIG.DH.GENERAL.burden.twoHanded.value) {
await primary.update({ 'system.equipped': false });
}
if (secondary) {
await secondary.update({ 'system.equipped': false });
}
} else {
if (secondary && itemToEquip.system.burden === CONFIG.DH.GENERAL.burden.twoHanded.value) {
await secondary.update({ 'system.equipped': false });
}
if (primary) {
await primary.update({ 'system.equipped': false });
}
}
}
prepareBaseData() {
this.evasion += this.class.value?.system?.evasion ?? 0;
const currentLevel = this.levelData.level.current;
const currentTier =
currentLevel === 1
? null
: Object.values(game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LevelTiers).tiers).find(
tier => currentLevel >= tier.levels.start && currentLevel <= tier.levels.end
).tier;
if (game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).levelupAuto) {
for (let levelKey in this.levelData.levelups) {
const level = this.levelData.levelups[levelKey];
this.proficiency += level.achievements.proficiency;
for (let selection of level.selections) {
switch (selection.type) {
case 'trait':
selection.data.forEach(data => {
this.traits[data].value += 1;
this.traits[data].tierMarked = selection.tier === currentTier;
});
break;
case 'hitPoint':
this.resources.hitPoints.max += selection.value;
break;
case 'stress':
this.resources.stress.max += selection.value;
break;
case 'evasion':
this.evasion += selection.value;
break;
case 'proficiency':
this.proficiency += selection.value;
break;
case 'experience':
selection.data.forEach(id => {
const experience = this.experiences[id];
if (experience) {
experience.value += selection.value;
experience.leveledUp = true;
}
});
break;
}
}
}
}
const armor = this.armor;
this.armorScore = armor ? armor.system.baseScore : 0;
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
};
this.resources.hope.max -= Object.keys(this.scars).length;
this.resources.hitPoints.max += this.class.value?.system?.hitPoints ?? 0;
}
prepareDerivedData() {
let baseHope = this.resources.hope.value;
if (this.companion) {
for (let levelKey in this.companion.system.levelData.levelups) {
const level = this.companion.system.levelData.levelups[levelKey];
for (let selection of level.selections) {
switch (selection.type) {
case 'hope':
this.resources.hope.max += selection.value;
break;
}
}
}
}
this.resources.hope.value = Math.min(baseHope, this.resources.hope.max);
this.attack.roll.trait = this.rules.attack.roll.trait ?? this.attack.roll.trait;
this.resources.armor = {
value: this.armor?.system?.marks?.value ?? 0,
max: this.armorScore,
isReversed: true
};
this.attack.damage.parts[0].value.custom.formula = `@prof${this.basicAttackDamageDice}${this.rules.attack.damage.bonus ? ` + ${this.rules.attack.damage.bonus}` : ''}`;
}
getRollData() {
const data = super.getRollData();
return {
...data,
basicAttackDamageDice: this.basicAttackDamageDice,
tier: this.tier,
level: this.levelData.level.current
};
}
async _preUpdate(changes, options, userId) {
const allowed = await super._preUpdate(changes, options, userId);
if (allowed === false) return;
/* The first two experiences are always marked as core */
if (changes.system?.experiences && Object.keys(this.experiences).length < 2) {
const experiences = new Set(Object.keys(this.experiences));
const changeExperiences = new Set(Object.keys(changes.system.experiences));
const newExperiences = Array.from(changeExperiences.difference(experiences));
for (var i = 0; i < Math.min(newExperiences.length, 2 - experiences.size); i++) {
const experience = newExperiences[i];
changes.system.experiences[experience].core = true;
}
}
}
async _preDelete() {
if (this.companion) {
this.companion.updateLevel(1);
}
}
_getTags() {
return [this.class.value?.name, this.class.subclass?.name, this.community?.name, this.ancestry?.name].filter((t) => !!t);
}
}