306 lines
13 KiB
JavaScript
306 lines
13 KiB
JavaScript
import {importCharacter} from "../xml-import/xml-import.mjs";
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import {LiturgyData} from "../data/miracle/liturgydata.mjs";
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import {Zonenruestung, Zonenwunde} from "../data/Trefferzone.js";
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export class Character extends Actor {
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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 + systemData.attribute.mu.mod;
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systemData.attribute.kl.aktuell = systemData.attribute.kl.start + systemData.attribute.kl.mod;
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systemData.attribute.in.aktuell = systemData.attribute.in.start + systemData.attribute.in.mod;
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systemData.attribute.ch.aktuell = systemData.attribute.ch.start + systemData.attribute.ch.mod;
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systemData.attribute.ff.aktuell = systemData.attribute.ff.start + systemData.attribute.ff.mod;
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systemData.attribute.ge.aktuell = systemData.attribute.ge.start + systemData.attribute.ge.mod;
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systemData.attribute.ko.aktuell = systemData.attribute.ko.start + systemData.attribute.ko.mod;
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systemData.attribute.kk.aktuell = systemData.attribute.kk.start + systemData.attribute.kk.mod;
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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.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 + (systemData.at.mod ?? 0);
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systemData.at.links.aktuell = systemData.at.basis + (systemData.at.links.mod ?? 0);
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systemData.at.rechts.aktuell = systemData.at.basis + (systemData.at.rechts.mod ?? 0);
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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 + (systemData.pa.mod ?? 0);
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systemData.pa.links.aktuell = systemData.pa.basis + (systemData.pa.links.mod ?? 0);
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systemData.pa.rechts.aktuell = systemData.pa.basis + (systemData.pa.links.mod ?? 0);
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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 + (systemData.fk.mod ?? 0);
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systemData.ini.basis = Math.round((mu + mu + _in + ge) / 5)
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systemData.ini.aktuell = systemData.ini.basis + (systemData.ini.mod ?? 0);
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systemData.mr.basis = Math.round((mu + kl + ko) / 5)
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systemData.mr.aktuell = systemData.mr.basis + (systemData.mr.mod ?? 0);
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systemData.gs.basis = 6;
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systemData.gs.aktuell = systemData.gs.basis + (systemData.gs.mod ?? 0); // TOOD: get GS from species
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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.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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}
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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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if (ausruestung) {
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if (ausruestung.brust) {
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systemData.be += systemData.parent.items.get(ausruestung.brust).system.armorHandicap ?? 0
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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systemData.rs.brust = systemData.parent.items.get(ausruestung.brust).system.armorValue ?? 0
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} else {
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systemData.rs += systemData.parent.items.get(ausruestung.brust).system.armorValue ?? 0
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}
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}
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if (ausruestung.bauch) {
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systemData.be += systemData.parent.items.get(ausruestung.bauch).system.armorHandicap ?? 0
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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systemData.rs.bauch = systemData.parent.items.get(ausruestung.bauch).system.armorValue ?? 0
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} else {
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systemData.rs += systemData.parent.items.get(ausruestung.bauch).system.armorValue ?? 0
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}
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}
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if (ausruestung.ruecken) {
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systemData.be += systemData.parent.items.get(ausruestung.ruecken).system.armorHandicap ?? 0
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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// ruecken is not a valid trefferzone
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} else {
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systemData.rs += systemData.parent.items.get(ausruestung.ruecken).system.armorValue ?? 0
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}
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}
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if (ausruestung.armlinks) {
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systemData.be += systemData.parent.items.get(ausruestung.armlinks).system.armorHandicap ?? 0
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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systemData.rs.armlinks = systemData.parent.items.get(ausruestung.armlinks).system.armorValue ?? 0
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} else {
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systemData.rs += systemData.parent.items.get(ausruestung.armlinks).system.armorValue ?? 0
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}
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}
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if (ausruestung.armrechts) {
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systemData.be += systemData.parent.items.get(ausruestung.armrechts).system.armorHandicap ?? 0
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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systemData.rs.armrechts = systemData.parent.items.get(ausruestung.armrechts).system.armorValue ?? 0
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} else {
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systemData.rs += systemData.parent.items.get(ausruestung.armrechts).system.armorValue ?? 0
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}
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}
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if (ausruestung.beinlinks) {
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systemData.be += systemData.parent.items.get(ausruestung.beinlinks).system.armorHandicap ?? 0
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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systemData.rs.beinlinks = systemData.parent.items.get(ausruestung.beinlinks).system.armorValue ?? 0
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} else {
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systemData.rs += systemData.parent.items.get(ausruestung.beinlinks).system.armorValue ?? 0
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}
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}
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if (ausruestung.beinrechts) {
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systemData.be += systemData.parent.items.get(ausruestung.beinrechts).system.armorHandicap ?? 0
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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systemData.rs.beinrechts = systemData.parent.items.get(ausruestung.beinrechts).system.armorValue ?? 0
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} else {
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systemData.rs += systemData.parent.items.get(ausruestung.beinrechts).system.armorValue ?? 0
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}
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}
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if (ausruestung.kopf) {
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systemData.be += systemData.parent.items.get(ausruestung.kopf).system.armorHandicap ?? 0
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if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
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systemData.rs.kopf = systemData.parent.items.get(ausruestung.kopf).system.armorValue ?? 0
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} else {
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systemData.rs += systemData.parent.items.get(ausruestung.kopf).system.armorValue ?? 0
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}
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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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}
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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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if (this.type !== 'character' && this.type !== 'creature') return;
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if (data.attribute) {
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for (let [k, v] of Object.entries(data.attribute)) {
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data[k] = foundry.utils.deepClone(v);
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}
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}
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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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/**
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*
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* @param amount
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* @param zone either null or one of
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* @returns {Promise<void>}
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*/
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async takeDamage(amount = null, zone = null) {
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this.prepareDerivedData()
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const playWithZoneArmor = game.settings.get("DSA_4-1", "optional_ruestungzonen")
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const playWithWoundZones = game.settings.get("DSA_4-1", "optional_trefferzonen")
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const previousLeP = this.system.lep.aktuell;
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if (amount == null) {
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// TODO show Dialog for entering damage amount (TP)
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}
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let armorReduction = 0
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let setEquipped = this.system.setEquipped
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let woundThreshold = this.system.ws
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if (playWithZoneArmor) {
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const armorId = this.system.heldenausruestung[setEquipped][Zonenruestung[zone]]
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const zoneArmor = await this.items.find(p => p._id === armorId)
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if (!zoneArmor) {
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return console.error(`zone "${zone}" is not a valid value`)
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}
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armorReduction = zoneArmor.system.armorValue ?? 0
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} else {
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armorReduction = this.system.rs
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}
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let damage = amount - armorReduction
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let wounds = damage / woundThreshold
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let wound = null
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if (playWithWoundZones) {
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wound = await game.packs.get("DSA_4-1.Wounds").index.find(p => p.name === Zonenwunde[zone])
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if (!wound) {
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return console.error(`Wunden Dokument zu "${zone}" konnten nicht gefunden werden`)
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}
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} else {
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wound = await game.packs.get("DSA_4-1.Wounds").index.find(p => p.name === Wunde)
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if (!wound) {
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return console.error(`Wunden Dokument zu "${Wunde}" konnten nicht gefunden werden`)
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}
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}
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// TODO this doesnt work yet, wound documents wont get expanded
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for (let i = 0; i < wounds; i++) {
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await this.createEmbeddedDocuments('Item', [wound])
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}
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await this.update({system: {lep: {aktuell: previousLeP - damage}}})
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}
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}
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