559 lines
21 KiB
JavaScript
559 lines
21 KiB
JavaScript
import {LiturgyData} from "../data/miracle/liturgyData.mjs";
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import {Zonenruestung, Zonenwunde, Wunde} from "../data/trefferzone.mjs";
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import {PlayerCharacterDataModel} from "../data/character.mjs";
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export class Character extends Actor {
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/**
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import() {
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let input = document.createElement('input')
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input.type = 'file'
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input.accept = '.xml'
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input.onchange = e => {
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importCharacter(this.id, e.target.files[0])
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}
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input.click()
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}*/
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/**
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* @override
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* Augment the actor source data with additional dynamic data. Typically,
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* you'll want to handle most of your calculated/derived data in this step.
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* Data calculated in this step should generally not exist in template.json
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* (such as ability modifiers rather than ability scores) and should be
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* available both inside and outside of character sheets (such as if an actor
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* is queried and has a roll executed directly from it).
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*/
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prepareDerivedData() {
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if (this.type === "Character") {
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const actorData = this;
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const systemData = actorData.system;
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systemData.attribute.mu.aktuell = systemData.attribute.mu.start
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systemData.attribute.kl.aktuell = systemData.attribute.kl.start
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systemData.attribute.in.aktuell = systemData.attribute.in.start
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systemData.attribute.ch.aktuell = systemData.attribute.ch.start
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systemData.attribute.ff.aktuell = systemData.attribute.ff.start
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systemData.attribute.ge.aktuell = systemData.attribute.ge.start
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systemData.attribute.ko.aktuell = systemData.attribute.ko.start
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systemData.attribute.kk.aktuell = systemData.attribute.kk.start
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const mu = systemData.attribute.mu.aktuell
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const kl = systemData.attribute.kl.aktuell
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const _in = systemData.attribute.in.aktuell
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const ch = systemData.attribute.ch.aktuell
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const ff = systemData.attribute.ff.aktuell
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const ge = systemData.attribute.ge.aktuell
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const ko = systemData.attribute.ko.aktuell
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const kk = systemData.attribute.kk.aktuell
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systemData.lep.max = Math.round((ko + ko + kk) / 2) + systemData.lep.mod
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systemData.aup.max = Math.round((mu + ko + ge) / 2) + systemData.aup.mod
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systemData.asp.max = Math.round((mu + _in + ch) / 2) + systemData.asp.mod
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systemData.regeneration = systemData.regeneration ?? {
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lep: "1d6",
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asp: "1d6",
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kap: "1",
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ko: 0,
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in: 0
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}
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systemData.at = systemData.at ?? {links: {}, rechts: {}}
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systemData.at.links = systemData.at.links ?? {
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aktuell: 0,
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mods: 0
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}
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systemData.at.rechts = systemData.at.rechts ?? {
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aktuell: 0,
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mods: 0
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}
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systemData.at.basis = Math.round((mu + ge + kk) / 5)
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systemData.at.aktuell = systemData.at.basis
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systemData.at.links.aktuell = systemData.at.basis
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systemData.at.rechts.aktuell = systemData.at.basis
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systemData.pa = systemData.pa ?? {links: {}, rechts: {}}
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systemData.pa.links = systemData.pa.links ?? {
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aktuell: 0,
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mods: 0
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}
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systemData.pa.rechts = systemData.pa.rechts ?? {
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aktuell: 0,
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mods: 0
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}
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systemData.pa.basis = Math.round((_in + ge + kk) / 5)
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systemData.pa.aktuell = systemData.pa.basis
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systemData.pa.links.aktuell = systemData.pa.basis
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systemData.pa.rechts.aktuell = systemData.pa.basis
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systemData.fk = systemData.fk ?? {
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aktuell: 0,
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mods: 0
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}
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systemData.fk.basis = Math.round((_in + ff + kk) / 5);
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systemData.fk.aktuell = systemData.fk.basis
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systemData.ini.basis = Math.round((mu + mu + _in + ge) / 5)
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systemData.ini.aktuell = systemData.ini.basis
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systemData.mr.basis = Math.round((mu + kl + ko) / 5)
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systemData.mr.aktuell = systemData.mr.basis
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systemData.gs.basis = 6;
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systemData.gs.aktuell = systemData.gs.basis // TOOD: get GS from spezien
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systemData.ausweichen = {}
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systemData.ausweichen.basis = systemData.pa.basis
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systemData.ausweichen.aktuell = systemData.ausweichen.basis
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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systemData.rs = {
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brust: 0,
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bauch: 0,
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armlinks: 0,
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armrechts: 0,
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beinlinks: 0,
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beinrechts: 0,
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kopf: 0,
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}; // only with DSA_4-1.optional_trefferzonen = true
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} else {
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systemData.rs = 0; // only with DSA_4-1.optional_trefferzonen = false
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}
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systemData.be = 0;
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// half KO is the maximum a character can sustain wounds before collapsing
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systemData.wunden.max = ko / 2;
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if (game.settings.get("DSA_4-1", "optional_trefferzonen")) {
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systemData.wunden.kopf = 0
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systemData.wunden.brust = 0
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systemData.wunden.bauch = 0
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systemData.wunden.ruecken = 0
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systemData.wunden.armlinks = 0
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systemData.wunden.armrechts = 0
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systemData.wunden.beinlinks = 0
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systemData.wunden.beinrechts = 0
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} else {
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systemData.wunden.gesamt = 0
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}
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systemData.ws = ko / 2;
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// map current set to RS and BE
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const ausruestung = systemData.heldenausruestung[systemData.setEquipped]
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const zonesToCheck = [
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"brust",
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"bauch",
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"ruecken",
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"kopf",
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"armlinks",
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"armrechts",
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"beinlinks",
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"beinrechts"]
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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systemData.rs.gesamt = 0
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systemData.rs.brust = 0
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systemData.rs.bauch = 0
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systemData.rs.ruecken = 0
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systemData.rs.kopf = 0
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systemData.rs.armlinks = 0
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systemData.rs.armrechts = 0
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systemData.rs.beinlinks = 0
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systemData.rs.beinrechts = 0
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} else {
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systemData.rs = 0
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}
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zonesToCheck.forEach((zone) => {
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systemData.be += systemData.parent.items.get(ausruestung[zone])?.system.armorHandicap ?? 0
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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zonesToCheck.forEach((itemZone) => {
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systemData.rs[itemZone] += systemData.parent.items.get(ausruestung[zone])?.system.armorValue[itemZone] ?? 0
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})
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} else {
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systemData.rs += systemData.parent.items.get(ausruestung[zone])?.system.armorValue.total ?? 0
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}
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})
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systemData.kap.max = 0;
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// evaluate deities for KaP
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const deities = systemData.parent.items.filter(p => p.type === "Blessing")
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deities?.forEach((deity) => {
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if (LiturgyData.alverans.includes(deity.system.gottheit)) {
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systemData.kap.max = 24;
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} else if (systemData.kap.max === 0) {
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systemData.kap.max += 12;
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}
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}, 0)
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// evaluate SFs
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const propSetter = (mod) => {
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// we don't apply to .mod as that field is only applicable for temporary modifier from ActiveEffects, Spells, Liturgies, Combat Effects
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const property = foundry.utils.getProperty(systemData, mod.name)
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if (property && property.aktuell) { // apply to aktuell
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const aktuellProperty = foundry.utils.getProperty(systemData, mod.name + ".aktuell")
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foundry.utils.setProperty(systemData, mod.name + ".aktuell", aktuellProperty + mod.value)
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} else { // apply directly
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const aktuellProperty = foundry.utils.getProperty(systemData, mod.name)
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foundry.utils.setProperty(systemData, mod.name, aktuellProperty + mod.value)
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}
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}
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this.itemTypes["SpecialAbility"].forEach(sf => {
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if (sf.system.isActive()) {
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sf.system.getActiveMod()?.forEach(propSetter)
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}
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})
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this.itemTypes["Advantage"].forEach(adv => {
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if (adv.system.isActive()) {
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adv.system.getActiveMod()?.forEach(propSetter)
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}
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})
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}
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}
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getModificationsOn(fieldName) {
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const flatActor = foundry.utils.flattenObject(this.system)
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const grabbag = {}
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// mods via SF
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this.itemTypes["SpecialAbility"].forEach(sf => {
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if (sf.system.isActive()) {
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sf.system.getActiveMod()?.forEach(mod => {
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// we don't apply to .mod as that field is only applicable for temporary modifier from ActiveEffects, Spells, Liturgies, Combat Effects
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if (mod.name === fieldName || mod.talent === fieldName) {
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grabbag[sf.name] = mod.value
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}
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})
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}
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})
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// mods via adv
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this.itemTypes["Advantage"].forEach(adv => {
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if (adv.system.isActive()) {
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adv.system.getActiveMod()?.forEach(mod => {
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// we don't apply to .mod as that field is only applicable for temporary modifier from ActiveEffects, Spells, Liturgies, Combat Effects
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if (mod.name === fieldName || mod.talent === fieldName) {
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grabbag[adv.name] = mod.value
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}
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})
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}
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})
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// TODO mods via ActiveEffects
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grabbag["Ergebnis"] = flatActor[fieldName]
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return grabbag
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}
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/**
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* Augment the basic Item data model with additional dynamic data.
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*/
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prepareData() {
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super.prepareData();
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this.prepareEmbeddedDocuments();
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}
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getRollData() {
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const data = super.getRollData();
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this.prepareDerivedData()
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if (this.type !== 'character' && this.type !== 'creature') return;
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// move sonderfertigkeiten into data, if it isn't in data the actor doesn't have that sonderfertigkeit
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data.sf = {}
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if (data.sonderfertigkeiten) {
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data.sonderfertigkeiten.forEach(sf => {
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data.sf[sf.name] = sf.auswahl;
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})
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delete data.sonderfertigkeiten;
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}
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return data;
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}
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findEquipmentOnSlot(slot, setNumber) {
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return this.items.get(this.system.heldenausruestung[setNumber ?? this.system.setEquipped]?.[slot])
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}
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getEquipmentSetUpdateObject() {
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const updateObject = {}
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Array.from(this.system.heldenausruestung).forEach((equipmentSet, index) => {
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updateObject[`system.heldenausruestung.${index}.links`] = equipmentSet.links;
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updateObject[`system.heldenausruestung.${index}.rechts`] = equipmentSet.rechts;
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updateObject[`system.heldenausruestung.${index}.brust`] = equipmentSet.brust;
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updateObject[`system.heldenausruestung.${index}.bauch`] = equipmentSet.bauch;
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updateObject[`system.heldenausruestung.${index}.ruecken`] = equipmentSet.ruecken;
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updateObject[`system.heldenausruestung.${index}.kopf`] = equipmentSet.kopf;
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updateObject[`system.heldenausruestung.${index}.fernkampf`] = equipmentSet.fernkampf;
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updateObject[`system.heldenausruestung.${index}.munition`] = equipmentSet.munition;
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updateObject[`system.heldenausruestung.${index}.armlinks`] = equipmentSet.armlinks;
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updateObject[`system.heldenausruestung.${index}.armrechts`] = equipmentSet.armrechts;
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updateObject[`system.heldenausruestung.${index}.beinlinks`] = equipmentSet.beinlinks;
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updateObject[`system.heldenausruestung.${index}.beinrechts`] = equipmentSet.beinrechts;
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})
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return updateObject;
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}
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/**
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* reduce the wealth owned by this character by the given amount in Silver
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* @param by amount of Silver to reduce the wealth by the character
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* @returns {boolean}
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*/
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async reduceWealth(by) {
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const ducats = this.itemTypes["Equipment"].filter(p => p.name === "Dukate")
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const silver = this.itemTypes["Equipment"].filter(p => p.name === "Silbertaler")
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const kreutzer = this.itemTypes["Equipment"].filter(p => p.name === "Kreuzer")
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const heller = this.itemTypes["Equipment"].filter(p => p.name === "Heller")
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let ducatsAmount = 0
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let silverAmount = 0
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let kreutzerAmount = 0
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let hellerAmount = 0
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ducats.forEach(d => {
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ducatsAmount += d.system.quantity ?? 1
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})
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silver.forEach(s => {
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silverAmount += s.system.quantity ?? 1
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})
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kreutzer.forEach(k => {
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kreutzerAmount += k.system.quantity ?? 1
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})
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heller.forEach(h => {
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hellerAmount += h.system.quantity ?? 1
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})
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// Convert total wealth to silver
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let totalSilver = ducatsAmount * 10 + silverAmount + kreutzerAmount * 0.1 + hellerAmount * 0.01;
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if (totalSilver < by) {
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return false; // Indicate that the reduction can't be performed
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}
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// Subtract the given sum from total silver
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totalSilver -= by;
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// Handle if the total goes below zero
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if (totalSilver < 0) totalSilver = 0;
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// Convert back to coinages
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let newDucats = Math.floor(totalSilver / 10);
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totalSilver %= 10;
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let newSilver = Math.floor(totalSilver);
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totalSilver %= 1;
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let newKreutzer = Math.floor(totalSilver / 0.1);
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totalSilver %= 0.1;
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let newHeller = Math.round(totalSilver / 0.01);
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// remove all coinage items
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let deleteDocuments = []
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ducats.forEach(d => deleteDocuments.push(d._id))
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silver.forEach(s => deleteDocuments.push(s._id))
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kreutzer.forEach(k => deleteDocuments.push(k._id))
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heller.forEach(h => deleteDocuments.push(h._id))
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await this.deleteEmbeddedDocuments('Item', deleteDocuments)
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// rebuild coinage documents
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const compendiumOfCoins = game.packs.get('DSA_4-1.Currency');
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if (newDucats > 0) {
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let coin = compendiumOfCoins.index.find(coin => coin.name === "Dukate")
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const ducatDocument = await compendiumOfCoins.getDocument(coin._id);
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try {
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this.createEmbeddedDocuments('Item', [ducatDocument]).then(
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embeddedDocuments => {
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embeddedDocuments[0].update({"system.quantity": newDucats}).then(_ => {
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console.log("created new Ducats with qty of", newDucats)
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})
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})
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} catch (err) {
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}
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}
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if (newSilver > 0) {
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let coin = compendiumOfCoins.index.find(coin => coin.name === "Silbertaler")
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const silverDocument = await compendiumOfCoins.getDocument(coin._id);
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try {
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this.createEmbeddedDocuments('Item', [silverDocument]).then(
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embeddedDocuments => {
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embeddedDocuments[0].update({"system.quantity": newSilver}).then(_ => {
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console.log("created new Silver with qty of", newSilver)
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})
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})
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} catch (err) {
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}
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}
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if (newKreutzer > 0) {
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let coin = compendiumOfCoins.index.find(coin => coin.name === "Kreuzer")
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const kreutzerDocument = await compendiumOfCoins.getDocument(coin._id);
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try {
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this.createEmbeddedDocuments('Item', [kreutzerDocument]).then(
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embeddedDocuments => {
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embeddedDocuments[0].update({"system.quantity": newKreutzer}).then(_ => {
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console.log("created new Kreutzer with qty of", newKreutzer)
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})
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})
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} catch (err) {
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}
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}
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if (newHeller > 0) {
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let coin = compendiumOfCoins.index.find(coin => coin.name === "Heller")
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const hellerDocument = await compendiumOfCoins.getDocument(coin._id);
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try {
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this.createEmbeddedDocuments('Item', [hellerDocument]).then(
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embeddedDocuments => {
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embeddedDocuments[0].update({"system.quantity": newHeller}).then(_ => {
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console.log("created new Heller with qty of", newHeller)
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})
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})
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} catch (err) {
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}
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}
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return true
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}
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isWorn(itemId) {
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const slots = PlayerCharacterDataModel.getSlots()
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const set = this.system.heldenausruestung[this.system.setEquipped]
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if (set) {
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for (const slot of slots) {
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const equipmentSlotId = set[slot]
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if (equipmentSlotId === itemId) {
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return slot
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}
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}
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}
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return false
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}
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async rollDefense(data) {
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const maneuver = data.manuever
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const weapon = this.itemTypes["Equipment"].find(p => p._id === data.weapon)
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const skill = data.skill !== "Ausweichen" ? this.itemTypes["Skill"].find(p => p._id === data.skill) : "Ausweichen"
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//const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
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const roll = new Roll("1d20cs<" + data.targetNumber)
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const evaluated1 = (await roll.evaluate())
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let flavor = ''
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if (skill === "Ausweichen") {
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flavor = `Versucht auszuweichen<br/>${data.modDescription}`
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} else {
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flavor = `Verteidigt sich gegen einen Angriff mit ${weapon.name} (${skill.name})<br/>${data.modDescription}`
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}
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await evaluated1.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this}),
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flavor,
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rollMode: "publicroll",
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})
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}
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async rollAttack(data) {
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const maneuver = data.manuever
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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})<br/>${data.modDescription}`,
|
|
rollMode: "publicroll",
|
|
})
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param amount
|
|
* @param zone either null or one of
|
|
* @returns {Promise<void>}
|
|
*/
|
|
async takeDamage(amount = null, zone = null) {
|
|
|
|
this.prepareDerivedData()
|
|
|
|
const playWithZoneArmor = game.settings.get("DSA_4-1", "optional_ruestungzonen")
|
|
const playWithWoundZones = game.settings.get("DSA_4-1", "optional_trefferzonen")
|
|
const previousLeP = this.system.lep.aktuell;
|
|
|
|
if (amount == null) {
|
|
// TODO show Dialog for entering damage amount (TP)
|
|
}
|
|
|
|
let armorReduction = 0
|
|
let setEquipped = this.system.setEquipped
|
|
let woundThreshold = this.system.ws
|
|
|
|
if (playWithZoneArmor) {
|
|
const armorId = this.system.heldenausruestung[setEquipped][Zonenruestung[zone]]
|
|
const zoneArmor = await this.items.find(p => p._id === armorId)
|
|
if (!zoneArmor) {
|
|
return console.error(`zone "${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}}})
|
|
}
|
|
}
|