import {LiturgyData} from "../data/miracle/liturgydata.mjs"; import {Zonenruestung, Zonenwunde, Wunde} from "../data/Trefferzone.js"; import {PlayerCharacterDataModel} from "../data/character.mjs"; export class Character extends Actor { /** import() { let input = document.createElement('input') input.type = 'file' input.accept = '.xml' input.onchange = e => { importCharacter(this.id, e.target.files[0]) } input.click() }*/ /** * @override * Augment the actor source data with additional dynamic data. Typically, * you'll want to handle most of your calculated/derived data in this step. * Data calculated in this step should generally not exist in template.json * (such as ability modifiers rather than ability scores) and should be * available both inside and outside of character sheets (such as if an actor * is queried and has a roll executed directly from it). */ prepareDerivedData() { if (this.type === "character") { const actorData = this; const systemData = actorData.system; systemData.attribute.mu.aktuell = systemData.attribute.mu.start + systemData.attribute.mu.mod; systemData.attribute.kl.aktuell = systemData.attribute.kl.start + systemData.attribute.kl.mod; systemData.attribute.in.aktuell = systemData.attribute.in.start + systemData.attribute.in.mod; systemData.attribute.ch.aktuell = systemData.attribute.ch.start + systemData.attribute.ch.mod; systemData.attribute.ff.aktuell = systemData.attribute.ff.start + systemData.attribute.ff.mod; systemData.attribute.ge.aktuell = systemData.attribute.ge.start + systemData.attribute.ge.mod; systemData.attribute.ko.aktuell = systemData.attribute.ko.start + systemData.attribute.ko.mod; systemData.attribute.kk.aktuell = systemData.attribute.kk.start + systemData.attribute.kk.mod; const mu = systemData.attribute.mu.aktuell; const kl = systemData.attribute.kl.aktuell; const _in = systemData.attribute.in.aktuell; const ch = systemData.attribute.ch.aktuell; const ff = systemData.attribute.ff.aktuell; const ge = systemData.attribute.ge.aktuell; const ko = systemData.attribute.ko.aktuell; const kk = systemData.attribute.kk.aktuell; systemData.lep.max = Math.round((ko + ko + kk) / 2) + systemData.lep.mod; systemData.aup.max = Math.round((mu + ko + ge) / 2) + systemData.aup.mod; systemData.asp.max = Math.round((mu + _in + ch) / 2) + systemData.asp.mod; systemData.at = systemData.at ?? {links: {}, rechts: {}} systemData.at.links = systemData.at.links ?? { aktuell: 0, mods: 0 } systemData.at.rechts = systemData.at.rechts ?? { aktuell: 0, mods: 0 } systemData.at.basis = Math.round((mu + ge + kk) / 5) systemData.at.aktuell = systemData.at.basis + (systemData.at.mod ?? 0); systemData.at.links.aktuell = systemData.at.basis + (systemData.at.links.mod ?? 0); systemData.at.rechts.aktuell = systemData.at.basis + (systemData.at.rechts.mod ?? 0); systemData.pa = systemData.pa ?? {links: {}, rechts: {}} systemData.pa.links = systemData.pa.links ?? { aktuell: 0, mods: 0 } systemData.pa.rechts = systemData.pa.rechts ?? { aktuell: 0, mods: 0 } systemData.pa.basis = Math.round((_in + ge + kk) / 5); systemData.pa.aktuell = systemData.pa.basis + (systemData.pa.mod ?? 0); systemData.pa.links.aktuell = systemData.pa.basis + (systemData.pa.links.mod ?? 0); systemData.pa.rechts.aktuell = systemData.pa.basis + (systemData.pa.links.mod ?? 0); systemData.fk = systemData.fk ?? { aktuell: 0, mods: 0 } systemData.fk.basis = Math.round((_in + ff + kk) / 5); systemData.fk.aktuell = systemData.fk.basis + (systemData.fk.mod ?? 0); systemData.ini.basis = Math.round((mu + mu + _in + ge) / 5) systemData.ini.aktuell = systemData.ini.basis + (systemData.ini.mod ?? 0); systemData.mr.basis = Math.round((mu + kl + ko) / 5) systemData.mr.aktuell = systemData.mr.basis + (systemData.mr.mod ?? 0); systemData.gs.basis = 6; systemData.gs.aktuell = systemData.gs.basis + (systemData.gs.mod ?? 0); // TOOD: get GS from spezien if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) { systemData.rs = { brust: 0, bauch: 0, armlinks: 0, armrechts: 0, beinlinks: 0, beinrechts: 0, kopf: 0, }; // only with DSA_4-1.optional_trefferzonen = true } else { systemData.rs = 0; // only with DSA_4-1.optional_trefferzonen = false } systemData.be = 0; // half KO is the maximum a character can sustain wounds before collapsing systemData.wunden.max = ko / 2; if (game.settings.get("DSA_4-1", "optional_trefferzonen")) { systemData.wunden.kopf = 0; systemData.wunden.brust = 0; systemData.wunden.bauch = 0; systemData.wunden.ruecken = 0; systemData.wunden.armlinks = 0; systemData.wunden.armrechts = 0; systemData.wunden.beinlinks = 0; systemData.wunden.beinrechts = 0; } systemData.ws = ko / 2; // map current set to RS and BE const ausruestung = systemData.heldenausruestung[systemData.setEquipped]; const zonesToCheck = [ "brust", "bauch", "ruecken", "kopf", "armlinks", "armrechts", "beinlinks", "beinrechts"] if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) { systemData.rs.gesamt = 0 systemData.rs.brust = 0 systemData.rs.bauch = 0 systemData.rs.ruecken = 0 systemData.rs.kopf = 0 systemData.rs.armlinks = 0 systemData.rs.armrechts = 0 systemData.rs.beinlinks = 0 systemData.rs.beinrechts = 0 } else { systemData.rs = 0 } zonesToCheck.forEach((zone) => { systemData.be += systemData.parent.items.get(ausruestung[zone])?.system.armorHandicap ?? 0 if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) { zonesToCheck.forEach((itemZone) => { systemData.rs[itemZone] += systemData.parent.items.get(ausruestung[zone])?.system.armorValue[itemZone] ?? 0 }) } else { systemData.rs += systemData.parent.items.get(ausruestung[zone])?.system.armorValue.total ?? 0 } }) systemData.kap.max = 0; // evaluate deities for KaP const deities = systemData.parent.items.filter(p => p.type === "Blessing") deities?.forEach((deity) => { if (LiturgyData.alverans.includes(deity.system.gottheit)) { systemData.kap.max = 24; } else if (systemData.kap.max === 0) { systemData.kap.max += 12; } }, 0) } } /** * Augment the basic Item data model with additional dynamic data. */ prepareData() { super.prepareData(); this.prepareEmbeddedDocuments(); } getRollData() { const data = super.getRollData(); this.prepareDerivedData() if (this.type !== 'character' && this.type !== 'creature') return; // move sonderfertigkeiten into data, if it isn't in data the actor doesn't have that sonderfertigkeit data.sf = {} if (data.sonderfertigkeiten) { data.sonderfertigkeiten.forEach(sf => { data.sf[sf.name] = sf.auswahl; }) delete data.sonderfertigkeiten; } return data; } findEquipmentOnSlot(slot, setNumber) { return this.items.get(this.system.heldenausruestung[setNumber ?? this.system.setEquipped]?.[slot]) } getEquipmentSetUpdateObject() { const updateObject = {} Array.from(this.system.heldenausruestung).forEach((equipmentSet, index) => { updateObject[`system.heldenausruestung.${index}.links`] = equipmentSet.links; updateObject[`system.heldenausruestung.${index}.rechts`] = equipmentSet.rechts; updateObject[`system.heldenausruestung.${index}.brust`] = equipmentSet.brust; updateObject[`system.heldenausruestung.${index}.bauch`] = equipmentSet.bauch; updateObject[`system.heldenausruestung.${index}.ruecken`] = equipmentSet.ruecken; updateObject[`system.heldenausruestung.${index}.kopf`] = equipmentSet.kopf; updateObject[`system.heldenausruestung.${index}.fernkampf`] = equipmentSet.fernkampf; updateObject[`system.heldenausruestung.${index}.munition`] = equipmentSet.munition; updateObject[`system.heldenausruestung.${index}.armlinks`] = equipmentSet.armlinks; updateObject[`system.heldenausruestung.${index}.armrechts`] = equipmentSet.armrechts; updateObject[`system.heldenausruestung.${index}.beinlinks`] = equipmentSet.beinlinks; updateObject[`system.heldenausruestung.${index}.beinrechts`] = equipmentSet.beinrechts; }) return updateObject; } isWorn(itemId) { const slots = PlayerCharacterDataModel.getSlots() const set = this.system.heldenausruestung[this.system.setEquipped] if (set) { for (const slot of slots) { const equipmentSlotId = set[slot] if (equipmentSlotId === itemId) { return slot } } } return false } async rollAttack(data) { const maneuver = data.manuever const weapon = this.itemTypes["Equipment"].find(p => p._id === data.weapon) const skill = this.itemTypes["Skill"].find(p => p._id === data.skill) const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId) const roll = new Roll("1d20cs<" + data.targetNumber) const evaluated1 = (await roll.evaluate()) await evaluated1.toMessage({ speaker: ChatMessage.getSpeaker({actor: this}), flavor: `Attackiert ${target.name} mit ${weapon.name} (${skill.name})
${data.modDescription}`, rollMode: "publicroll", }) } /** * * @param amount * @param zone either null or one of * @returns {Promise} */ async takeDamage(amount = null, zone = null) { this.prepareDerivedData() const playWithZoneArmor = game.settings.get("DSA_4-1", "optional_ruestungzonen") const playWithWoundZones = game.settings.get("DSA_4-1", "optional_trefferzonen") const previousLeP = this.system.lep.aktuell; if (amount == null) { // TODO show Dialog for entering damage amount (TP) } let armorReduction = 0 let setEquipped = this.system.setEquipped let woundThreshold = this.system.ws if (playWithZoneArmor) { const armorId = this.system.heldenausruestung[setEquipped][Zonenruestung[zone]] const zoneArmor = await this.items.find(p => p._id === armorId) if (!zoneArmor) { return console.error(`zone "${zone}" is not a valid value`) } armorReduction = zoneArmor.system.armorValue ?? 0 } else { armorReduction = this.system.rs } let damage = amount - armorReduction let wounds = damage / woundThreshold let wound = null if (playWithWoundZones) { wound = await game.packs.get("DSA_4-1.Wounds").index.find(p => p.name === Zonenwunde[zone]) if (!wound) { return console.error(`Wunden Dokument zu "${zone}" konnten nicht gefunden werden`) } } else { wound = await game.packs.get("DSA_4-1.Wounds").index.find(p => p.name === Wunde) if (!wound) { return console.error(`Wunden Dokument zu "${Wunde}" konnten nicht gefunden werden`) } } // TODO this doesnt work yet, wound documents wont get expanded for (let i = 0; i < wounds; i++) { await this.createEmbeddedDocuments('Item', [wound]) } await this.update({system: {lep: {aktuell: previousLeP - damage}}}) } }