Take over project

Changes:
 + Update macros for crits
 + update lookup for Abwehr and Zaubern to display correct value
This commit is contained in:
2023-11-17 09:10:29 +01:00
parent c8f111dd18
commit 0e67ab06dc
15 changed files with 571 additions and 577 deletions
+218 -205
View File
@@ -1,9 +1,8 @@
import { M5Item } from "../items/M5Item"
import { M5Attribute, M5CharacterCalculatedData, M5ItemMod, M5ModOperation, M5ModResult, M5RollData, M5Skill, M5SkillCalculated, M5SkillLearned } from "../M5Base"
import M5ModAggregate from "./M5ModAggregate"
import { M5Item } from "../items/M5Item";
import { M5Attribute, M5CharacterCalculatedData, M5ItemMod, M5ModOperation, M5ModResult, M5RollData, M5Skill, M5SkillCalculated, M5SkillLearned } from "../M5Base";
import M5ModAggregate from "./M5ModAggregate";
export class M5Character extends Actor {
// constructor(
// data: ConstructorParameters<typeof foundry.documents.BaseActor>[0],
// context?: ConstructorParameters<typeof foundry.documents.BaseActor>[1]
@@ -13,23 +12,19 @@ export class M5Character extends Actor {
// }
static attributeMinMax(attribute: M5Attribute) {
return Math.min(100, Math.max(0, attribute.value + attribute.bonus))
return Math.min(100, Math.max(0, attribute.value + attribute.bonus));
}
static attributeBonus(attribute: M5Attribute) {
const value = this.attributeMinMax(attribute)
if (value > 95)
return 2
if (value > 80)
return 1
if (value > 20)
return 0
if (value > 5)
return -1
return -2
const value = this.attributeMinMax(attribute);
if (value > 95) return 2;
if (value > 80) return 1;
if (value > 20) return 0;
if (value > 5) return -1;
return -2;
}
derivedData(skip: { mods?: boolean, skills?: boolean, weapons?: boolean, defensiveWeapons?: boolean, armor?: boolean, items?: boolean, spells?: boolean } = {} ): M5CharacterCalculatedData {
derivedData(skip: { mods?: boolean; skills?: boolean; weapons?: boolean; defensiveWeapons?: boolean; armor?: boolean; items?: boolean; spells?: boolean } = {}): M5CharacterCalculatedData {
let ret: M5CharacterCalculatedData = {
level: 0,
attributes: {
@@ -41,7 +36,7 @@ export class M5Character extends Actor {
zt: { value: 0, bonus: 0, mods: [] },
au: { value: 0, bonus: 0, mods: [] },
pa: { value: 0, bonus: 0, mods: [] },
wk: { value: 0, bonus: 0, mods: [] }
wk: { value: 0, bonus: 0, mods: [] },
},
stats: {
lp: { value: 0, mods: [] },
@@ -58,7 +53,7 @@ export class M5Character extends Actor {
brawl: { value: 0, mods: [] },
brawlEw: 0,
poisonResistance: { value: 0, mods: [] },
enduranceBonus: 0
enduranceBonus: 0,
},
skillMods: {},
skills: {
@@ -66,187 +61,200 @@ export class M5Character extends Actor {
general: {},
combat: {},
language: {},
custom: {}
custom: {},
},
gear: {
weapons: {},
defensiveWeapons: {},
armor: {},
items: {}
items: {},
},
spells: {}
} as M5CharacterCalculatedData
spells: {},
} as M5CharacterCalculatedData;
const context = (this as any)
if (!context)
return null
const context = this as any;
if (!context) return null;
const data = (this as any).system
if (!data)
return null
ret.level = M5Character.levelFromExp(data.es)
const data = (this as any).system;
if (!data) return null;
ret.attributes.st.value = M5Character.attributeMinMax(data.attributes.st) // TODO item effects
ret.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs)
ret.attributes.gw.value = M5Character.attributeMinMax(data.attributes.gw)
ret.attributes.ko.value = M5Character.attributeMinMax(data.attributes.ko)
ret.attributes.in.value = M5Character.attributeMinMax(data.attributes.in)
ret.attributes.zt.value = M5Character.attributeMinMax(data.attributes.zt)
ret.attributes.au.value = M5Character.attributeMinMax(data.attributes.au)
ret.attributes.pa.value = M5Character.attributeMinMax(data.attributes.pa)
ret.attributes.wk.value = M5Character.attributeMinMax(data.attributes.wk)
ret.level = M5Character.levelFromExp(data.es);
ret.attributes.st.bonus = M5Character.attributeBonus(data.attributes.st)
ret.attributes.gs.bonus = M5Character.attributeBonus(data.attributes.gs)
ret.attributes.gw.bonus = M5Character.attributeBonus(data.attributes.gw)
ret.attributes.ko.bonus = M5Character.attributeBonus(data.attributes.ko)
ret.attributes.in.bonus = M5Character.attributeBonus(data.attributes.in)
ret.attributes.zt.bonus = M5Character.attributeBonus(data.attributes.zt)
ret.attributes.au.bonus = M5Character.attributeBonus(data.attributes.au)
ret.attributes.pa.bonus = M5Character.attributeBonus(data.attributes.pa)
ret.attributes.wk.bonus = M5Character.attributeBonus(data.attributes.wk)
ret.attributes.st.value = M5Character.attributeMinMax(data.attributes.st); // TODO item effects
ret.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs);
ret.attributes.gw.value = M5Character.attributeMinMax(data.attributes.gw);
ret.attributes.ko.value = M5Character.attributeMinMax(data.attributes.ko);
ret.attributes.in.value = M5Character.attributeMinMax(data.attributes.in);
ret.attributes.zt.value = M5Character.attributeMinMax(data.attributes.zt);
ret.attributes.au.value = M5Character.attributeMinMax(data.attributes.au);
ret.attributes.pa.value = M5Character.attributeMinMax(data.attributes.pa);
ret.attributes.wk.value = M5Character.attributeMinMax(data.attributes.wk);
ret.attributes.st.bonus = M5Character.attributeBonus(data.attributes.st);
ret.attributes.gs.bonus = M5Character.attributeBonus(data.attributes.gs);
ret.attributes.gw.bonus = M5Character.attributeBonus(data.attributes.gw);
ret.attributes.ko.bonus = M5Character.attributeBonus(data.attributes.ko);
ret.attributes.in.bonus = M5Character.attributeBonus(data.attributes.in);
ret.attributes.zt.bonus = M5Character.attributeBonus(data.attributes.zt);
ret.attributes.au.bonus = M5Character.attributeBonus(data.attributes.au);
ret.attributes.pa.bonus = M5Character.attributeBonus(data.attributes.pa);
ret.attributes.wk.bonus = M5Character.attributeBonus(data.attributes.wk);
ret.stats.lp = this.modResult(data.lp);
ret.stats.ap = this.modResult(data.ap);
ret.stats.armor = 0;
ret.stats.defense = this.modResult(M5Character.defenseFromLevel(ret.level));
ret.stats.damageBonus = this.modResult(Math.floor(ret.attributes.st.value / 20) + Math.floor(ret.attributes.gs.value / 30) - 3);
ret.stats.attackBonus = this.modResult(ret.attributes.gs.bonus);
ret.stats.defenseBonus = this.modResult(ret.attributes.gw.bonus);
ret.stats.movementBonus = this.modResult(0);
ret.stats.resistanceMind = this.modResult(ret.stats.defense.value);
ret.stats.resistanceBody = this.modResult(ret.stats.defense.value + 1);
ret.stats.spellCasting = this.modResult((data.info.magicUsing ? M5Character.spellCastingFromLevel(ret.level) : 3) + ret.attributes.zt.bonus);
ret.stats.brawl = this.modResult(Math.floor((ret.attributes.st.value + ret.attributes.gw.value) / 20));
ret.stats.brawlEw = ret.stats.brawl.value + ret.stats.attackBonus.value;
ret.stats.poisonResistance = this.modResult(30 + Math.floor(ret.attributes.ko.value / 2));
ret.stats.enduranceBonus = Math.floor(ret.attributes.ko.value / 10) + Math.floor(ret.attributes.st.value / 20);
ret.stats.lp = this.modResult(data.lp)
ret.stats.ap = this.modResult(data.ap)
ret.stats.armor = 0
ret.stats.defense = this.modResult(M5Character.defenseFromLevel(ret.level))
ret.stats.damageBonus = this.modResult(Math.floor(ret.attributes.st.value/20) + Math.floor(ret.attributes.gs.value/30) - 3)
ret.stats.attackBonus = this.modResult(ret.attributes.gs.bonus)
ret.stats.defenseBonus = this.modResult(ret.attributes.gw.bonus)
ret.stats.movementBonus = this.modResult(0)
ret.stats.resistanceMind = this.modResult(ret.stats.defense.value)
ret.stats.resistanceBody = this.modResult(ret.stats.defense.value + 1)
ret.stats.spellCasting = this.modResult((data.info.magicUsing ? M5Character.spellCastingFromLevel(ret.level) : 3) + ret.attributes.zt.bonus)
ret.stats.brawl = this.modResult(Math.floor((ret.attributes.st.value + ret.attributes.gw.value) / 20))
ret.stats.brawlEw = ret.stats.brawl.value + ret.stats.attackBonus.value
ret.stats.poisonResistance = this.modResult(30 + Math.floor(ret.attributes.ko.value / 2))
ret.stats.enduranceBonus = Math.floor(ret.attributes.ko.value/10) + Math.floor(ret.attributes.st.value/20)
if (!skip?.mods) {
const aggregate = new M5ModAggregate(data, ret)
const aggregate = new M5ModAggregate(data, ret);
context.items?.filter(item => item.type === "item").forEach(item => {
const mods = item.system.mods
//console.log("Actor item mods", mods)
Object.keys(mods).forEach(modIndex => {
const mod = mods[modIndex] as M5ItemMod
aggregate.push(mod, item.name)
})
})
ret.skillMods = aggregate.calculate()
context.items
?.filter((item) => item.type === "item")
.forEach((item) => {
const mods = item.system.mods;
//console.log("Actor item mods", mods)
Object.keys(mods).forEach((modIndex) => {
const mod = mods[modIndex] as M5ItemMod;
aggregate.push(mod, item.name);
});
});
ret.skillMods = aggregate.calculate();
}
if (!skip?.items) {
context.items?.filter(item => item.type === "item").forEach(item => {
item.prepareDerivedData()
if (!skip?.items) {
context.items
?.filter((item) => item.type === "item")
.forEach((item) => {
item.prepareDerivedData();
let label = item.name
if (item.system.magic) {
label += "*"
}
let label = item.name;
if (item.system.magic) {
label += "*";
}
ret.gear.items[item.id] = {
label: label,
magic: item.system.magic,
calc: item.system.calc
}
})
ret.gear.items[item.id] = {
label: label,
magic: item.system.magic,
calc: item.system.calc,
};
});
}
if (!skip?.skills) {
context.items?.filter(item => item.type === "skill").forEach(item => {
item.prepareDerivedData()
const skillMap = ret.skills[item.system.type]
skillMap[item.id] = {
label: item.name,
fw: item.system.fw,
attribute: item.system.attribute,
pp: item.system.pp,
calc: item.system.calc
} as M5SkillCalculated
})
context.items
?.filter((item) => item.type === "skill")
.forEach((item) => {
item.prepareDerivedData();
const skillMap = ret.skills[item.system.type];
skillMap[item.id] = {
label: item.name,
fw: item.system.fw,
attribute: item.system.attribute,
pp: item.system.pp,
calc: item.system.calc,
} as M5SkillCalculated;
});
}
if (!skip?.weapons) {
context.items?.filter(item => item.type === "weapon").forEach(item => {
item.prepareDerivedData()
if (!skip?.weapons) {
context.items
?.filter((item) => item.type === "weapon")
.forEach((item) => {
item.prepareDerivedData();
let label = item.name
if (item.system.magic) {
label += "*("
+ (item.system.stats.attackBonus < 0 ? "" : "+")
+ item.system.stats.attackBonus + "/"
+ (item.system.stats.damageBonus < 0 ? "" : "+")
+ item.system.stats.damageBonus + ")"
}
let label = item.name;
if (item.system.magic) {
label +=
"*(" +
(item.system.stats.attackBonus < 0 ? "" : "+") +
item.system.stats.attackBonus +
"/" +
(item.system.stats.damageBonus < 0 ? "" : "+") +
item.system.stats.damageBonus +
")";
}
ret.gear.weapons[item.id] = {
label: label,
skillId: item.system.skillId,
magic: item.system.magic,
calc: item.system.calc
}
})
ret.gear.weapons[item.id] = {
label: label,
skillId: item.system.skillId,
magic: item.system.magic,
calc: item.system.calc,
};
});
}
if (!skip?.defensiveWeapons) {
context.items?.filter(item => item.type === "defensiveWeapon").forEach(item => {
item.prepareDerivedData()
if (!skip?.defensiveWeapons) {
context.items
?.filter((item) => item.type === "defensiveWeapon")
.forEach((item) => {
item.prepareDerivedData();
let label = item.name
if (item.system.magic) {
label += "*("
+ (item.system.stats.defenseBonus < 0 ? "" : "+")
+ item.system.stats.defenseBonus + ")"
}
let label = item.name;
if (item.system.magic) {
label += "*(" + (item.system.stats.defenseBonus < 0 ? "" : "+") + item.system.stats.defenseBonus + ")";
}
ret.gear.defensiveWeapons[item.id] = {
label: label,
skillId: item.system.skillId,
magic: item.system.magic,
calc: item.system.calc
}
})
ret.gear.defensiveWeapons[item.id] = {
label: label,
skillId: item.system.skillId,
magic: item.system.magic,
calc: item.system.calc,
};
});
}
if (!skip?.armor) {
context.items?.filter(item => item.type === "armor").forEach(item => {
item.prepareDerivedData()
if (!skip?.armor) {
context.items
?.filter((item) => item.type === "armor")
.forEach((item) => {
item.prepareDerivedData();
let label = item.name
if (item.system.magic) {
label += "*"
}
let label = item.name;
if (item.system.magic) {
label += "*";
}
ret.gear.armor[item.id] = {
label: label,
magic: item.system.magic,
calc: item.system.calc
}
})
ret.gear.armor[item.id] = {
label: label,
magic: item.system.magic,
calc: item.system.calc,
};
});
}
if (!skip?.spells) {
context.items?.filter(item => item.type === "spell").forEach(item => {
item.prepareDerivedData()
if (!skip?.spells) {
context.items
?.filter((item) => item.type === "spell")
.forEach((item) => {
item.prepareDerivedData();
ret.spells[item.id] = {
label: item.name,
process: "midgard5.spell-process-" + item.system.process,
calc: item.system.calc
}
})
ret.spells[item.id] = {
label: item.name,
process: "midgard5.spell-process-" + item.system.process,
calc: item.system.calc,
};
});
}
return ret
return ret;
}
prepareDerivedData() {
console.log("M5Character", "prepareDerivedData")
const data = (this as any).system
data.calc = this.derivedData({})
console.log("M5Character", "prepareDerivedData");
const data = (this as any).system;
data.calc = this.derivedData({});
}
override getRollData(): any {
@@ -255,88 +263,93 @@ export class M5Character extends Actor {
i: null,
iType: null,
rolls: {},
res: {}
} as M5RollData
res: {},
} as M5RollData;
}
static readonly levelThreshold: Array<number> = [0, 100, 250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500, 3000, 3500, 4000, 4500, 5000, 6000, 7000, 8000, 9000, 10000, 12500, 15000, 17500, 20000, 22500, 25000, 30000, 35000, 40000, 45000, 50000, 55000, 60000, 65000, 70000, 75000, 80000, 85000, 90000, 95000, 100000, 105000, 110000, 115000, 120000, 125000, 130000, 135000, 140000, 145000, 150000, 155000, 160000, 165000, 170000, 175000, 180000, 185000, 190000, 195000, 200000, 205000, 210000, 215000, 220000, 225000, 230000, 235000, 240000, 245000, 250000, 255000, 260000, 265000, 270000, 275000, 280000]
static readonly levelThreshold: Array<number> = [
0, 100, 250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500, 3000, 3500, 4000, 4500, 5000, 6000, 7000, 8000, 9000, 10000, 12500, 15000, 17500, 20000, 22500, 25000, 30000, 35000, 40000,
45000, 50000, 55000, 60000, 65000, 70000, 75000, 80000, 85000, 90000, 95000, 100000, 105000, 110000, 115000, 120000, 125000, 130000, 135000, 140000, 145000, 150000, 155000, 160000,
165000, 170000, 175000, 180000, 185000, 190000, 195000, 200000, 205000, 210000, 215000, 220000, 225000, 230000, 235000, 240000, 245000, 250000, 255000, 260000, 265000, 270000, 275000,
280000,
];
static levelFromExp(exp: number): number {
const ret = M5Character.levelThreshold.findIndex(val => val > exp)
return ret === -1 ? M5Character.levelThreshold.length : ret
const ret = M5Character.levelThreshold.findIndex((val) => val > exp);
return ret === -1 ? M5Character.levelThreshold.length : ret;
}
static readonly defenseThreshold: Array<[number, number]> = [
[1, 11],
[2, 12],
[5, 13],
[10, 14],
[15, 15],
[20, 16],
[30, 18],
[25, 17],
[30, 18]
]
[20, 16],
[15, 15],
[10, 14],
[5, 13],
[2, 12],
[1, 11],
];
static defenseFromLevel(lvl: number): number {
const ret = M5Character.defenseThreshold.find(val => val[0] >= lvl)
return ret ? ret[1] : M5Character.defenseThreshold[M5Character.defenseThreshold.length - 1][1]
const ret = M5Character.defenseThreshold.find((val) => val[0] <= lvl);
return ret ? ret[1] : M5Character.defenseThreshold[M5Character.defenseThreshold.length - 1][1];
}
static readonly spellCastingThreshold: Array<[number, number]> = [
[1, 11],
[2, 12],
[4, 13],
[6, 14],
[8, 15],
[10, 16],
[20, 18],
[15, 17],
[20, 18]
]
[10, 16],
[8, 15],
[6, 14],
[4, 13],
[2, 12],
[1, 11],
];
static spellCastingFromLevel(lvl: number): number {
const ret = M5Character.spellCastingThreshold.find(val => val[0] >= lvl)
return ret ? ret[1] : M5Character.spellCastingThreshold[M5Character.spellCastingThreshold.length - 1][1]
const ret = M5Character.spellCastingThreshold.find((val) => val[0] <= lvl);
return ret ? ret[1] : M5Character.spellCastingThreshold[M5Character.spellCastingThreshold.length - 1][1];
}
skillBonus(skill: M5Skill, skillName?: string) {
const data = (this as any).system
return data.calc?.attributes[skill.attribute]?.bonus ?? 0
const data = (this as any).system;
return data.calc?.attributes[skill.attribute]?.bonus ?? 0;
}
skillEw(skill: M5Skill, skillName?: string) {
const bonus = this.skillBonus(skill, skillName)
return skill.fw + bonus
const bonus = this.skillBonus(skill, skillName);
return skill.fw + bonus;
}
attribute(name: string): M5Attribute {
const data = (this as any).system
return data?.attributes[name]
const data = (this as any).system;
return data?.attributes[name];
}
createSkill(skillName: string): Promise<M5Item> {
const itemData = {
name: skillName,
type: "skill"
type: "skill",
};
return (this as any).createEmbeddedDocuments("Item", [itemData]).then(docs => {
const item = docs[0]
return item
})
return (this as any).createEmbeddedDocuments("Item", [itemData]).then((docs) => {
const item = docs[0];
return item;
});
}
getItem(itemId: string): any {
if (!(this as any).items)
return null
return (this as any).getEmbeddedDocument("Item", itemId)
if (!(this as any).items) return null;
return (this as any).getEmbeddedDocument("Item", itemId);
}
private modResult(value: number): M5ModResult {
return {
value: value,
mods: [{
item: (game as Game).i18n.localize("ACTOR.TypeCharacter"),
operation: M5ModOperation.SET,
value: value
}]
}
mods: [
{
item: (game as Game).i18n.localize("ACTOR.TypeCharacter"),
operation: M5ModOperation.SET,
value: value,
},
],
};
}
}