daggerheart/module/data/actor/character.mjs
WBHarry 9d76405221
File Structure Rework (#262)
* Restructured all the files

* Moved build/daggerheart.js to ./daggerheart.js. Changed rollup to use the css file instead of the less

* Restored build/ folder

* Mvoed config out form under application

* Moved roll.mjs to module/dice and renamed to dhRolls.mjs

* Update module/canvas/placeables/_module.mjs

Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>

* Le massive export update

* Removed unncessary import

---------

Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>
2025-07-05 00:26:33 +02:00

340 lines
14 KiB
JavaScript

import { burden } from '../../config/generalConfig.mjs';
import ActionField from '../fields/actionField.mjs';
import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
import DhLevelData from '../levelData.mjs';
import BaseDataActor from './base.mjs';
const attributeField = () =>
new foundry.data.fields.SchemaField({
value: new foundry.data.fields.NumberField({ initial: null, 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 })
});
const stressDamageReductionRule = () =>
new foundry.data.fields.SchemaField({
enabled: new foundry.data.fields.BooleanField({ required: true, initial: false }),
cost: new foundry.data.fields.NumberField({ 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: new fields.SchemaField({
value: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
bonus: new foundry.data.fields.NumberField({ initial: 0, integer: true })
}),
stress: resourceField(6),
hope: resourceField(6),
tokens: new fields.ObjectField(),
dice: new fields.ObjectField()
}),
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({
name: new fields.StringField(),
value: new fields.NumberField({ integer: true, initial: 0 }),
bonus: new fields.NumberField({ integer: true, initial: 0 })
})
),
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 })
}),
scars: new fields.TypedObjectField(
new fields.SchemaField({
name: new fields.StringField({}),
description: new fields.HTMLField()
})
),
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({})
})
}),
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 })
}),
actions: new fields.ArrayField(new ActionField()),
levelData: new fields.EmbeddedDataField(DhLevelData),
bonuses: new fields.SchemaField({
armorScore: new fields.NumberField({ integer: true, initial: 0 }),
damageThresholds: new fields.SchemaField({
severe: new fields.NumberField({ integer: true, initial: 0 }),
major: new fields.NumberField({ integer: true, initial: 0 })
}),
roll: new fields.SchemaField({
attack: new fields.NumberField({ integer: true, initial: 0 }),
spellcast: new fields.NumberField({ integer: true, initial: 0 }),
action: new fields.NumberField({ integer: true, initial: 0 }),
hopeOrFear: new fields.NumberField({ integer: true, initial: 0 })
}),
damage: new fields.SchemaField({
all: new fields.NumberField({ integer: true, initial: 0 }),
physical: new fields.NumberField({ integer: true, initial: 0 }),
magic: new fields.NumberField({ integer: true, initial: 0 })
})
}),
companion: new ForeignDocumentUUIDField({ type: 'Actor', nullable: true, initial: null }),
rules: new fields.SchemaField({
maxArmorMarked: new fields.SchemaField({
value: new fields.NumberField({ required: true, integer: true, initial: 1 }),
bonus: new fields.NumberField({ required: true, integer: true, initial: 0 }),
stressExtra: new fields.NumberField({ required: true, integer: true, initial: 0 })
}),
stressDamageReduction: new fields.SchemaField({
severe: stressDamageReductionRule(),
major: stressDamageReductionRule(),
minor: stressDamageReductionRule()
}),
strangePatterns: new fields.NumberField({
integer: true,
min: 1,
max: 12,
nullable: true,
initial: null
}),
runeWard: new fields.BooleanField({ initial: false })
})
};
}
get tier() {
return this.levelData.level.current === 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 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() {
return !this.class.value || !this.class.subclass;
}
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 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 deathMoveViable() {
return (
this.resources.hitPoints.maxTotal > 0 && this.resources.hitPoints.value >= this.resources.hitPoints.maxTotal
);
}
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() {
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;
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 ?? 0) + trait.bonus;
}
for (var experienceKey in this.experiences) {
var experience = this.experiences[experienceKey];
experience.total = experience.value + experience.bonus;
}
this.rules.maxArmorMarked.total = this.rules.maxArmorMarked.value + this.rules.maxArmorMarked.bonus;
this.armorScore = this.armor ? this.armor.system.baseScore + (this.bonuses.armorScore ?? 0) : 0;
this.resources.hitPoints.maxTotal = (this.class.value?.system?.hitPoints ?? 0) + 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;
}
getRollData() {
const data = super.getRollData();
return {
...data,
...this.resources.tokens,
...this.resources.dice,
...this.bonuses,
tier: this.tier,
level: this.levelData.level.current
};
}
async _preDelete() {
if (this.companion) {
this.companion.updateLevel(1);
}
}
}