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103 lines
3.5 KiB
JavaScript
103 lines
3.5 KiB
JavaScript
export default class ArmorEffect extends foundry.data.ActiveEffectTypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields;
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return {
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...super.defineSchema(),
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changes: new fields.ArrayField(
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new fields.SchemaField({
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type: new fields.StringField({
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required: true,
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blank: false,
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initial: CONFIG.DH.GENERAL.activeEffectModes.armor.id,
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validate: ArmorEffect.#validateType
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}),
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phase: new fields.StringField({ required: true, blank: false, initial: 'initial' }),
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priority: new fields.NumberField({ integer: true, initial: 20 }),
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marked: new fields.NumberField({
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required: true,
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integer: true,
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initial: 0,
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min: 0,
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label: 'DAGGERHEART.GENERAL.value'
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}),
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max: new fields.NumberField({
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required: true,
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integer: true,
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initial: 1,
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min: 1,
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label: 'DAGGERHEART.GENERAL.max'
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})
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})
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)
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};
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}
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get armorData() {
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if (this.changes.length !== 1) return { value: 0, max: 0 };
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return { value: this.changes[0].value, max: this.changes[0].max };
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}
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async updateArmorMax(newMax) {
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if (this.changes.length !== 1) return;
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const newChanges = this.changes.map(change => ({
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...change,
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max: newMax,
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marked: Math.min(change.marked, newMax)
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}));
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await this.parent.update({ 'system.changes': newChanges });
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}
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static applyChangeField(model, change, field) {
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return [model, change, field];
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}
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static armorChangeEffect = {
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label: 'Armor',
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defaultPriortiy: 20,
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handler: (actor, change, _options, _field, replacementData) => {
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game.system.api.documents.DhActiveEffect.applyChange(
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actor,
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{
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...change,
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key: 'system.armorScore.value',
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type: CONFIG.DH.GENERAL.activeEffectModes.add.id,
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value: change.value
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},
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replacementData
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);
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game.system.api.documents.DhActiveEffect.applyChange(
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actor,
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{
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...change,
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key: 'system.armorScore.max',
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type: CONFIG.DH.GENERAL.activeEffectModes.add.id,
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value: change.max
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},
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replacementData
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);
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return {};
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},
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render: null
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};
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prepareBaseData() {
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for (const change of this.changes) {
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change.key = 'system.armorScore';
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change.value = Math.min(change.max - change.marked, change.max);
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}
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}
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/**
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* Validate that an {@link EffectChangeData#type} string is well-formed.
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* @param {string} type The string to be validated
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* @returns {true}
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* @throws {Error} An error if the type string is malformed
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*/
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static #validateType(type) {
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if (type !== CONFIG.DH.GENERAL.activeEffectModes.armor.id)
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throw new Error('An armor effect must have change.type "armor"');
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return true;
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}
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}
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