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* 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>
340 lines
14 KiB
JavaScript
340 lines
14 KiB
JavaScript
import { burden } from '../../config/generalConfig.mjs';
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import ActionField from '../fields/actionField.mjs';
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import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
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import DhLevelData from '../levelData.mjs';
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import BaseDataActor from './base.mjs';
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const attributeField = () =>
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new foundry.data.fields.SchemaField({
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value: new foundry.data.fields.NumberField({ initial: null, integer: true }),
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bonus: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
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tierMarked: new foundry.data.fields.BooleanField({ initial: false })
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});
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const resourceField = max =>
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new foundry.data.fields.SchemaField({
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value: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
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bonus: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
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max: new foundry.data.fields.NumberField({ initial: max, integer: true })
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});
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const stressDamageReductionRule = () =>
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new foundry.data.fields.SchemaField({
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enabled: new foundry.data.fields.BooleanField({ required: true, initial: false }),
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cost: new foundry.data.fields.NumberField({ integer: true })
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});
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export default class DhCharacter extends BaseDataActor {
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static get metadata() {
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return foundry.utils.mergeObject(super.metadata, {
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label: 'TYPES.Actor.character',
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type: 'character'
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});
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}
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static defineSchema() {
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const fields = foundry.data.fields;
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return {
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resources: new fields.SchemaField({
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hitPoints: new fields.SchemaField({
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value: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
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bonus: new foundry.data.fields.NumberField({ initial: 0, integer: true })
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}),
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stress: resourceField(6),
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hope: resourceField(6),
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tokens: new fields.ObjectField(),
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dice: new fields.ObjectField()
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}),
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traits: new fields.SchemaField({
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agility: attributeField(),
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strength: attributeField(),
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finesse: attributeField(),
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instinct: attributeField(),
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presence: attributeField(),
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knowledge: attributeField()
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}),
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proficiency: new fields.SchemaField({
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value: new fields.NumberField({ initial: 1, integer: true }),
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bonus: new fields.NumberField({ initial: 0, integer: true })
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}),
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evasion: new fields.SchemaField({
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bonus: new fields.NumberField({ initial: 0, integer: true })
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}),
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experiences: new fields.TypedObjectField(
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new fields.SchemaField({
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name: new fields.StringField(),
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value: new fields.NumberField({ integer: true, initial: 0 }),
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bonus: new fields.NumberField({ integer: true, initial: 0 })
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})
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),
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gold: new fields.SchemaField({
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coins: new fields.NumberField({ initial: 0, integer: true }),
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handfulls: new fields.NumberField({ initial: 0, integer: true }),
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bags: new fields.NumberField({ initial: 0, integer: true }),
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chests: new fields.NumberField({ initial: 0, integer: true })
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}),
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scars: new fields.TypedObjectField(
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new fields.SchemaField({
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name: new fields.StringField({}),
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description: new fields.HTMLField()
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})
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),
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biography: new fields.SchemaField({
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background: new fields.HTMLField(),
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connections: new fields.HTMLField(),
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characteristics: new fields.SchemaField({
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pronouns: new fields.StringField({}),
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age: new fields.StringField({}),
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faith: new fields.StringField({})
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})
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}),
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class: new fields.SchemaField({
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value: new ForeignDocumentUUIDField({ type: 'Item', nullable: true }),
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subclass: new ForeignDocumentUUIDField({ type: 'Item', nullable: true })
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}),
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multiclass: new fields.SchemaField({
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value: new ForeignDocumentUUIDField({ type: 'Item', nullable: true }),
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subclass: new ForeignDocumentUUIDField({ type: 'Item', nullable: true })
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}),
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actions: new fields.ArrayField(new ActionField()),
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levelData: new fields.EmbeddedDataField(DhLevelData),
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bonuses: new fields.SchemaField({
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armorScore: new fields.NumberField({ integer: true, initial: 0 }),
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damageThresholds: new fields.SchemaField({
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severe: new fields.NumberField({ integer: true, initial: 0 }),
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major: new fields.NumberField({ integer: true, initial: 0 })
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}),
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roll: new fields.SchemaField({
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attack: new fields.NumberField({ integer: true, initial: 0 }),
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spellcast: new fields.NumberField({ integer: true, initial: 0 }),
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action: new fields.NumberField({ integer: true, initial: 0 }),
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hopeOrFear: new fields.NumberField({ integer: true, initial: 0 })
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}),
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damage: new fields.SchemaField({
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all: new fields.NumberField({ integer: true, initial: 0 }),
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physical: new fields.NumberField({ integer: true, initial: 0 }),
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magic: new fields.NumberField({ integer: true, initial: 0 })
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})
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}),
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companion: new ForeignDocumentUUIDField({ type: 'Actor', nullable: true, initial: null }),
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rules: new fields.SchemaField({
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maxArmorMarked: new fields.SchemaField({
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value: new fields.NumberField({ required: true, integer: true, initial: 1 }),
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bonus: new fields.NumberField({ required: true, integer: true, initial: 0 }),
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stressExtra: new fields.NumberField({ required: true, integer: true, initial: 0 })
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}),
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stressDamageReduction: new fields.SchemaField({
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severe: stressDamageReductionRule(),
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major: stressDamageReductionRule(),
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minor: stressDamageReductionRule()
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}),
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strangePatterns: new fields.NumberField({
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integer: true,
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min: 1,
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max: 12,
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nullable: true,
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initial: null
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}),
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runeWard: new fields.BooleanField({ initial: false })
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})
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};
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}
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get tier() {
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return this.levelData.level.current === 1
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? 1
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: Object.values(game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LevelTiers).tiers).find(
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tier => currentLevel >= tier.levels.start && currentLevel <= tier.levels.end
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).tier;
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}
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get ancestry() {
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return this.parent.items.find(x => x.type === 'ancestry') ?? null;
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}
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get community() {
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return this.parent.items.find(x => x.type === 'community') ?? null;
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}
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get features() {
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return this.parent.items.filter(x => x.type === 'feature') ?? [];
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}
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get companionFeatures() {
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return this.companion ? this.companion.items.filter(x => x.type === 'feature') : [];
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}
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get needsCharacterSetup() {
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return !this.class.value || !this.class.subclass;
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}
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get spellcastingModifiers() {
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return {
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main: this.class.subclass?.system?.spellcastingTrait,
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multiclass: this.multiclass.subclass?.system?.spellcastingTrait
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};
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}
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get domains() {
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const classDomains = this.class.value ? this.class.value.system.domains : [];
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const multiclassDomains = this.multiclass.value ? this.multiclass.value.system.domains : [];
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return [...classDomains, ...multiclassDomains];
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}
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get domainCards() {
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const domainCards = this.parent.items.filter(x => x.type === 'domainCard');
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const loadout = domainCards.filter(x => !x.system.inVault);
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const vault = domainCards.filter(x => x.system.inVault);
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return {
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loadout: loadout,
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vault: vault,
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total: [...loadout, ...vault]
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};
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}
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get armor() {
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return this.parent.items.find(x => x.type === 'armor' && x.system.equipped);
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}
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get primaryWeapon() {
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return this.parent.items.find(x => x.type === 'weapon' && x.system.equipped && !x.system.secondary);
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}
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get secondaryWeapon() {
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return this.parent.items.find(x => x.type === 'weapon' && x.system.equipped && x.system.secondary);
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}
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get getWeaponBurden() {
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return this.primaryWeapon?.system?.burden === burden.twoHanded.value ||
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(this.primaryWeapon && this.secondaryWeapon)
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? burden.twoHanded.value
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: this.primaryWeapon || this.secondaryWeapon
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? burden.oneHanded.value
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: null;
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}
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get deathMoveViable() {
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return (
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this.resources.hitPoints.maxTotal > 0 && this.resources.hitPoints.value >= this.resources.hitPoints.maxTotal
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);
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}
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static async unequipBeforeEquip(itemToEquip) {
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const primary = this.primaryWeapon,
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secondary = this.secondaryWeapon;
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if (itemToEquip.system.secondary) {
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if (primary && primary.burden === CONFIG.DH.GENERAL.burden.twoHanded.value) {
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await primary.update({ 'system.equipped': false });
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}
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if (secondary) {
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await secondary.update({ 'system.equipped': false });
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}
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} else {
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if (secondary && itemToEquip.system.burden === CONFIG.DH.GENERAL.burden.twoHanded.value) {
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await secondary.update({ 'system.equipped': false });
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}
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if (primary) {
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await primary.update({ 'system.equipped': false });
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}
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}
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}
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prepareBaseData() {
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const currentLevel = this.levelData.level.current;
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const currentTier =
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currentLevel === 1
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? null
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: Object.values(game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LevelTiers).tiers).find(
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tier => currentLevel >= tier.levels.start && currentLevel <= tier.levels.end
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).tier;
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for (let levelKey in this.levelData.levelups) {
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const level = this.levelData.levelups[levelKey];
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this.proficiency.bonus += level.achievements.proficiency;
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for (let selection of level.selections) {
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switch (selection.type) {
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case 'trait':
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selection.data.forEach(data => {
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this.traits[data].bonus += 1;
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this.traits[data].tierMarked = selection.tier === currentTier;
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});
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break;
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case 'hitPoint':
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this.resources.hitPoints.bonus += selection.value;
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break;
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case 'stress':
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this.resources.stress.bonus += selection.value;
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break;
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case 'evasion':
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this.evasion.bonus += selection.value;
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break;
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case 'proficiency':
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this.proficiency.bonus = selection.value;
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break;
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case 'experience':
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Object.keys(this.experiences).forEach(key => {
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const experience = this.experiences[key];
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experience.bonus += selection.value;
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});
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break;
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}
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}
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}
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const armor = this.armor;
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this.damageThresholds = {
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major: armor
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? armor.system.baseThresholds.major + this.levelData.level.current
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: this.levelData.level.current,
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severe: armor
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? armor.system.baseThresholds.severe + this.levelData.level.current
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: this.levelData.level.current * 2
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};
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}
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prepareDerivedData() {
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this.resources.hope.max -= Object.keys(this.scars).length;
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this.resources.hope.value = Math.min(this.resources.hope.value, this.resources.hope.max);
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for (var traitKey in this.traits) {
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var trait = this.traits[traitKey];
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trait.total = (trait.value ?? 0) + trait.bonus;
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}
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for (var experienceKey in this.experiences) {
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var experience = this.experiences[experienceKey];
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experience.total = experience.value + experience.bonus;
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}
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this.rules.maxArmorMarked.total = this.rules.maxArmorMarked.value + this.rules.maxArmorMarked.bonus;
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this.armorScore = this.armor ? this.armor.system.baseScore + (this.bonuses.armorScore ?? 0) : 0;
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this.resources.hitPoints.maxTotal = (this.class.value?.system?.hitPoints ?? 0) + this.resources.hitPoints.bonus;
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this.resources.stress.maxTotal = this.resources.stress.max + this.resources.stress.bonus;
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this.evasion.total = (this.class?.evasion ?? 0) + this.evasion.bonus;
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this.proficiency.total = this.proficiency.value + this.proficiency.bonus;
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}
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getRollData() {
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const data = super.getRollData();
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return {
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...data,
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...this.resources.tokens,
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...this.resources.dice,
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...this.bonuses,
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tier: this.tier,
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level: this.levelData.level.current
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};
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}
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async _preDelete() {
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if (this.companion) {
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this.companion.updateLevel(1);
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}
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}
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}
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