Add weapon item handling

This commit is contained in:
mstein
2022-06-10 14:27:28 +02:00
parent 0f06d4020b
commit 7f7e305722
11 changed files with 252 additions and 88 deletions
+93 -46
View File
@@ -30,6 +30,14 @@ export interface M5CharacterCalculatedData {
}
skills: {
general: {}
combat: {}
language: {}
custom: {}
}
gear: {
weapons: {}
armor: {}
items: {}
}
}
@@ -60,10 +68,8 @@ export class M5Character extends Actor {
return -2
}
prepareDerivedData() {
const context = (this as any).data
context.data.calc = {
derivedData(skipSkills: boolean, skipWeapons: boolean): M5CharacterCalculatedData {
let ret: M5CharacterCalculatedData = {
level: 0,
attributes: {
st: { value: 0, bonus: 0 },
@@ -95,56 +101,93 @@ export class M5Character extends Actor {
combat: {},
language: {},
custom: {}
},
gear: {
weapons: {},
armor: {},
items: {}
}
} as M5CharacterCalculatedData
const context = (this as any).data
const data = context.data
const calc = context.data.calc as M5CharacterCalculatedData
calc.level = M5Character.levelFromExp(data.es)
ret.level = M5Character.levelFromExp(data.es)
calc.attributes.st.value = M5Character.attributeMinMax(data.attributes.st) // TODO item effects
calc.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs)
calc.attributes.gw.value = M5Character.attributeMinMax(data.attributes.gw)
calc.attributes.ko.value = M5Character.attributeMinMax(data.attributes.ko)
calc.attributes.in.value = M5Character.attributeMinMax(data.attributes.in)
calc.attributes.zt.value = M5Character.attributeMinMax(data.attributes.zt)
calc.attributes.au.value = M5Character.attributeMinMax(data.attributes.au)
calc.attributes.pa.value = M5Character.attributeMinMax(data.attributes.pa)
calc.attributes.wk.value = M5Character.attributeMinMax(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)
calc.attributes.st.bonus = M5Character.attributeBonus(data.attributes.st)
calc.attributes.gs.bonus = M5Character.attributeBonus(data.attributes.gs)
calc.attributes.gw.bonus = M5Character.attributeBonus(data.attributes.gw)
calc.attributes.ko.bonus = M5Character.attributeBonus(data.attributes.ko)
calc.attributes.in.bonus = M5Character.attributeBonus(data.attributes.in)
calc.attributes.zt.bonus = M5Character.attributeBonus(data.attributes.zt)
calc.attributes.au.bonus = M5Character.attributeBonus(data.attributes.au)
calc.attributes.pa.bonus = M5Character.attributeBonus(data.attributes.pa)
calc.attributes.wk.bonus = M5Character.attributeBonus(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)
calc.stats.armor = 0
calc.stats.defense = M5Character.defenseFromLevel(calc.level)
calc.stats.damageBonus = Math.floor(calc.attributes.st.value/20) + Math.floor(calc.attributes.gs.value/30) - 3
calc.stats.attackBonus = calc.attributes.gs.bonus
calc.stats.defenseBonus = calc.attributes.gw.bonus
calc.stats.movementBonus = 0
calc.stats.resistanceMind = calc.stats.defense
calc.stats.resistanceBody = calc.stats.defense + 1
calc.stats.spellCasting = (data.info.magicUsing ? M5Character.spellCastingFromLevel(calc.level) : 3) + calc.attributes.zt.bonus
calc.stats.brawl = Math.floor((calc.attributes.st.value + calc.attributes.gw.value) / 20)
calc.stats.poisonResistance = 30 + Math.floor(calc.attributes.ko.value / 2)
calc.stats.enduranceBonus = Math.floor(calc.attributes.ko.value/10) + Math.floor(calc.attributes.st.value/20)
ret.stats.armor = 0
ret.stats.defense = M5Character.defenseFromLevel(ret.level)
ret.stats.damageBonus = Math.floor(ret.attributes.st.value/20) + Math.floor(ret.attributes.gs.value/30) - 3
ret.stats.attackBonus = ret.attributes.gs.bonus
ret.stats.defenseBonus = ret.attributes.gw.bonus
ret.stats.movementBonus = 0
ret.stats.resistanceMind = ret.stats.defense
ret.stats.resistanceBody = ret.stats.defense + 1
ret.stats.spellCasting = (data.info.magicUsing ? M5Character.spellCastingFromLevel(ret.level) : 3) + ret.attributes.zt.bonus
ret.stats.brawl = Math.floor((ret.attributes.st.value + ret.attributes.gw.value) / 20)
ret.stats.poisonResistance = 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)
context.items?.filter(item => item.data.type === "skill").forEach(item => {
item.prepareDerivedData()
const skillMap = calc.skills[item.data.data.type]
skillMap[item.data._id] = {
label: item.data.name,
fw: item.data.data.fw,
attribute: item.data.data.attribute,
calc: item.data.data.calc
}
})
if (!skipSkills) {
context.items?.filter(item => item.data.type === "skill").forEach(item => {
item.prepareDerivedData()
const skillMap = ret.skills[item.data.data.type]
skillMap[item.data._id] = {
label: item.data.name,
fw: item.data.data.fw,
attribute: item.data.data.attribute,
calc: item.data.data.calc
}
})
}
if (!skipWeapons) {
context.items?.filter(item => item.data.type === "weapon").forEach(item => {
item.prepareDerivedData()
let label = item.data.name
if (item.data.data.magic) {
label += "*("
+ (item.data.data.stats.attackBonus < 0 ? "" : "+")
+ item.data.data.stats.attackBonus + "/"
+ (item.data.data.stats.damageBonus < 0 ? "" : "+")
+ item.data.data.stats.damageBonus + ")"
}
ret.gear.weapons[item.data._id] = {
label: label,
skillId: item.data.data.skillId,
defensive: item.data.data.defensive,
magic: item.data.data.magic,
calc: item.data.data.calc
}
})
}
return ret
}
prepareDerivedData() {
const context = (this as any).data
context.data.calc = this.derivedData(false, false)
}
override getRollData(): any {
@@ -220,4 +263,8 @@ export class M5Character extends Actor {
})
}
getSkill(skillId: string): M5Skill {
return (this as any).getEmbeddedDocument("Item", skillId) as M5Skill
}
}
+18 -2
View File
@@ -14,17 +14,33 @@ export class M5Item extends Item {
calc.bonus = 0
if (context.data.attribute && context.data.attribute !== "") {
//console.log(context.name, context.data)
const attribute = character.attribute(context.data.attribute)
calc.bonus += M5Character.attributeBonus(attribute)
}
if (context._id === actor.data.data.skills.preferredCombatSkill) {
if (context._id === actor.data?.data?.skills.preferredCombatSkill) {
calc.bonus += 2
}
calc.ew = context.data.fw + calc.bonus
} else if (context.type === "weapon") {
calc.ew = context.data.stats.attackBonus
calc.combatSkills = null
if (actor) {
const actorCalc = character.derivedData(false, true)
calc.ew += actorCalc.stats.attackBonus
const skill = character.getSkill(context.data.skillId) as any
//console.log("M5Item.prepareDerivedData:weapon", context.data, skill?.data?.data)
if (skill) {
skill.prepareDerivedData()
const skillData = skill.data.data
calc.ew += skillData.calc.ew
}
calc.combatSkills = actorCalc.skills.combat
}
}
}
+17 -5
View File
@@ -37,18 +37,18 @@ export default class M5CharacterSheet extends ActorSheet {
override activateListeners(html: JQuery) {
super.activateListeners(html)
html.find(".edit-skill").on("click", async (event) => {
html.find(".edit-item").on("click", async (event) => {
const row = event.target.parentElement
let skillId = row.dataset["skill"]
let itemId = row.dataset["item"]
const context = this.actor.data
const item = context.items.get(skillId)
const item = context.items.get(itemId)
item.sheet.render(true)
})
html.find(".change-special-combat-skill").on("click", async (event) => {
const row = event.target.parentElement.parentElement
let skillId = row.dataset["skill"]
let skillId = row.dataset["item"]
const actor = this.actor as any
actor.update({
@@ -62,7 +62,7 @@ export default class M5CharacterSheet extends ActorSheet {
html.find(".roll-learned-button").on("click", async (event) => {
const row = event.target.parentElement.parentElement
let skillId = row.dataset["skill"]
let skillId = row.dataset["item"]
const actor = this.actor as any
const context = this.actor.data
@@ -139,6 +139,18 @@ export default class M5CharacterSheet extends ActorSheet {
})
})
html.find(".roll-weapon-button").on("click", async (event) => {
const row = event.target.parentElement.parentElement
let itemId = row.dataset["item"]
const actor = this.actor as any
const context = this.actor.data
const data = context.data
const item = context.items.get(itemId) as M5Item
await item.roll()
})
// Drag & Drop
const dragDrop = new DragDrop({
dragSelector: ".items-list .item",
+1
View File
@@ -30,6 +30,7 @@ export class M5ItemSheet extends ItemSheet {
let actor = this.object?.parent ?? null
if (actor) {
context.rollData = actor.getRollData()
} else {
}
// Add the actor's data to context.data for easier access, as well as flags.