daggerheart/module/data/chat-message/dualityRoll.mjs

127 lines
4.6 KiB
JavaScript

import { DualityRollColor } from '../settings/Appearance.mjs';
const fields = foundry.data.fields;
const diceField = () =>
new fields.SchemaField({
dice: new fields.StringField({}),
value: new fields.NumberField({ integer: true })
});
export default class DHDualityRoll extends foundry.abstract.TypeDataModel {
static dualityResult = {
hope: 1,
fear: 2,
critical: 3
};
static defineSchema() {
return {
title: new fields.StringField(),
origin: new fields.StringField({ required: true }),
// roll: new fields.StringField({}),
roll: new fields.DataField({}),
modifiers: new fields.ArrayField(
new fields.SchemaField({
value: new fields.NumberField({ integer: true }),
label: new fields.StringField({})
})
),
hope: diceField(),
fear: diceField(),
advantageState: new fields.NumberField({ integer: true }),
advantage: diceField(),
// advantage: diceField(),
// disadvantage: diceField(),
targets: new fields.ArrayField(
new fields.SchemaField({
id: new fields.StringField({}),
name: new fields.StringField({}),
img: new fields.StringField({}),
difficulty: new fields.NumberField({ integer: true, nullable: true }),
evasion: new fields.NumberField({ integer: true }),
hit: new fields.BooleanField({ initial: false })
})
),
damage: new fields.SchemaField({
value: new fields.StringField({}),
type: new fields.StringField({ choices: Object.keys(SYSTEM.GENERAL.damageTypes), integer: false }),
bonusDamage: new fields.ArrayField(
new fields.SchemaField({
value: new fields.StringField({}),
type: new fields.StringField({
choices: Object.keys(SYSTEM.GENERAL.damageTypes),
integer: false
}),
initiallySelected: new fields.BooleanField(),
appliesOn: new fields.StringField(
{ choices: Object.keys(SYSTEM.EFFECTS.applyLocations) },
{ nullable: true, initial: null }
),
description: new fields.StringField({}),
hopeIncrease: new fields.StringField({ nullable: true })
}),
{ nullable: true, initial: null }
)
})
};
}
get total() {
// const advantage = this.advantage.value
// ? this.advantage.value
// : this.disadvantage.value
// ? -this.disadvantage.value
// : 0;
// return this.diceTotal + advantage + this.modifierTotal.value;
return this.roll.total;
}
get diceTotal() {
return this.hope.value + this.fear.value;
}
get modifierTotal() {
const total = this.modifiers.reduce((acc, x) => acc + x.value, 0);
return {
value: total,
label: total > 0 ? `+${total}` : total < 0 ? `${total}` : ''
};
}
get dualityResult() {
return this.hope.value > this.fear.value
? this.constructor.dualityResult.hope
: this.fear.value > this.hope.value
? this.constructor.dualityResult.fear
: this.constructor.dualityResult.critical;
}
get totalLabel() {
const label =
this.hope.value > this.fear.value
? 'DAGGERHEART.General.Hope'
: this.fear.value > this.hope.value
? 'DAGGERHEART.General.Fear'
: 'DAGGERHEART.General.CriticalSuccess';
return game.i18n.localize(label);
}
get colorful() {
return (
game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.appearance).dualityColorScheme ===
DualityRollColor.colorful.value
);
}
prepareDerivedData() {
const total = this.total;
this.hope.discarded = this.hope.value < this.fear.value;
this.fear.discarded = this.fear.value < this.hope.value;
this.targets.forEach(target => {
target.hit = target.difficulty ? total >= target.difficulty : total >= target.evasion;
});
}
}