Adds mod calculation
This commit is contained in:
@@ -1,5 +1,6 @@
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import { M5Item } from "../items/M5Item"
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import { M5Attribute, M5CharacterCalculatedData, M5RollData, M5Skill, M5SkillCalculated, M5SkillLearned } from "../M5Base"
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import { M5Attribute, M5CharacterCalculatedData, M5ItemMod, M5ModOperation, M5ModResult, M5RollData, M5Skill, M5SkillCalculated, M5SkillLearned } from "../M5Base"
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import M5ModAggregate from "./M5ModAggregate"
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export class M5Character extends Actor {
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@@ -28,35 +29,38 @@ export class M5Character extends Actor {
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return -2
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}
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derivedData(skip: { skills?: boolean, weapons?: boolean, defensiveWeapons?: boolean, armor?: boolean, items?: boolean, spells?: boolean } = {} ): M5CharacterCalculatedData {
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derivedData(skip: { mods?: boolean, skills?: boolean, weapons?: boolean, defensiveWeapons?: boolean, armor?: boolean, items?: boolean, spells?: boolean } = {} ): M5CharacterCalculatedData {
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let ret: M5CharacterCalculatedData = {
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level: 0,
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attributes: {
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st: { value: 0, bonus: 0 },
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gs: { value: 0, bonus: 0 },
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gw: { value: 0, bonus: 0 },
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ko: { value: 0, bonus: 0 },
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in: { value: 0, bonus: 0 },
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zt: { value: 0, bonus: 0 },
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au: { value: 0, bonus: 0 },
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pa: { value: 0, bonus: 0 },
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wk: { value: 0, bonus: 0 }
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st: { value: 0, bonus: 0, mods: [] },
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gs: { value: 0, bonus: 0, mods: [] },
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gw: { value: 0, bonus: 0, mods: [] },
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ko: { value: 0, bonus: 0, mods: [] },
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in: { value: 0, bonus: 0, mods: [] },
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zt: { value: 0, bonus: 0, mods: [] },
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au: { value: 0, bonus: 0, mods: [] },
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pa: { value: 0, bonus: 0, mods: [] },
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wk: { value: 0, bonus: 0, mods: [] }
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},
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stats: {
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lp: { value: 0, mods: [] },
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ap: { value: 0, mods: [] },
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armor: 0,
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defense: 0,
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damageBonus: 0,
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attackBonus: 0,
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defenseBonus: 0,
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movementBonus: 0,
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resistanceMind: 0,
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resistanceBody: 0,
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spellCasting: 0,
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brawl: 0,
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defense: { value: 0, mods: [] },
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damageBonus: { value: 0, mods: [] },
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attackBonus: { value: 0, mods: [] },
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defenseBonus: { value: 0, mods: [] },
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movementBonus: { value: 0, mods: [] },
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resistanceMind: { value: 0, mods: [] },
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resistanceBody: { value: 0, mods: [] },
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spellCasting: { value: 0, mods: [] },
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brawl: { value: 0, mods: [] },
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brawlEw: 0,
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poisonResistance: 0,
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poisonResistance: { value: 0, mods: [] },
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enduranceBonus: 0
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},
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skillMods: {},
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skills: {
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innate: {},
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general: {},
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@@ -103,20 +107,37 @@ export class M5Character extends Actor {
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ret.attributes.pa.bonus = M5Character.attributeBonus(data.attributes.pa)
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ret.attributes.wk.bonus = M5Character.attributeBonus(data.attributes.wk)
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ret.stats.lp = this.modResult(data.lp)
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ret.stats.ap = this.modResult(data.ap)
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ret.stats.armor = 0
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ret.stats.defense = M5Character.defenseFromLevel(ret.level)
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ret.stats.damageBonus = Math.floor(ret.attributes.st.value/20) + Math.floor(ret.attributes.gs.value/30) - 3
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ret.stats.attackBonus = ret.attributes.gs.bonus
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ret.stats.defenseBonus = ret.attributes.gw.bonus
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ret.stats.movementBonus = 0
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ret.stats.resistanceMind = ret.stats.defense
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ret.stats.resistanceBody = ret.stats.defense + 1
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ret.stats.spellCasting = (data.info.magicUsing ? M5Character.spellCastingFromLevel(ret.level) : 3) + ret.attributes.zt.bonus
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ret.stats.brawl = Math.floor((ret.attributes.st.value + ret.attributes.gw.value) / 20)
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ret.stats.brawlEw = ret.stats.brawl + ret.stats.attackBonus
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ret.stats.poisonResistance = 30 + Math.floor(ret.attributes.ko.value / 2)
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ret.stats.defense = this.modResult(M5Character.defenseFromLevel(ret.level))
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ret.stats.damageBonus = this.modResult(Math.floor(ret.attributes.st.value/20) + Math.floor(ret.attributes.gs.value/30) - 3)
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ret.stats.attackBonus = this.modResult(ret.attributes.gs.bonus)
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ret.stats.defenseBonus = this.modResult(ret.attributes.gw.bonus)
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ret.stats.movementBonus = this.modResult(0)
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ret.stats.resistanceMind = this.modResult(ret.stats.defense.value)
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ret.stats.resistanceBody = this.modResult(ret.stats.defense.value + 1)
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ret.stats.spellCasting = this.modResult((data.info.magicUsing ? M5Character.spellCastingFromLevel(ret.level) : 3) + ret.attributes.zt.bonus)
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ret.stats.brawl = this.modResult(Math.floor((ret.attributes.st.value + ret.attributes.gw.value) / 20))
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ret.stats.brawlEw = ret.stats.brawl.value + ret.stats.attackBonus.value
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ret.stats.poisonResistance = this.modResult(30 + Math.floor(ret.attributes.ko.value / 2))
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ret.stats.enduranceBonus = Math.floor(ret.attributes.ko.value/10) + Math.floor(ret.attributes.st.value/20)
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if (!skip.mods) {
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const aggregate = new M5ModAggregate(data, ret)
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context.items?.filter(item => item.data.type === "item").forEach(item => {
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const mods = item.data.data.mods
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console.log("Actor item mods", mods)
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Object.keys(mods).forEach(modIndex => {
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const mod = mods[modIndex] as M5ItemMod
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aggregate.push(mod, item.data.name)
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})
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})
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ret.skillMods = aggregate.calculate()
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}
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if (!skip.items) {
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context.items?.filter(item => item.data.type === "item").forEach(item => {
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item.prepareDerivedData()
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@@ -306,4 +327,15 @@ export class M5Character extends Actor {
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return (this as any).getEmbeddedDocument("Item", itemId)
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}
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private modResult(value: number): M5ModResult {
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return {
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value: value,
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mods: [{
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item: (game as Game).i18n.localize("ACTOR.TypeCharacter"),
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operation: M5ModOperation.SET,
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value: value
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}]
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}
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}
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}
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@@ -0,0 +1,164 @@
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import { M5Attribute, M5AttributeCalculated, M5Attributes, M5CharacterCalculatedData, M5ItemMod, M5ModOperation, M5ModResult, M5ModSource, M5ModType, M5Stats, M5ModPair } from "../M5Base"
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export default class M5ModAggregate {
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private attributes = new Map<string, Array<M5ModPair>>()
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private stats = new Map<string, Array<M5ModPair>>()
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private skills = new Map<string, Array<M5ModPair>>()
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constructor(public data: any, public calc: M5CharacterCalculatedData) {
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const characterString = (game as Game).i18n.localize("ACTOR.TypeCharacter")
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.ST, operation: M5ModOperation.SET, value: data.attributes.st.value }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.GS, operation: M5ModOperation.SET, value: data.attributes.gs.value }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.GW, operation: M5ModOperation.SET, value: data.attributes.gw.value }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.KO, operation: M5ModOperation.SET, value: data.attributes.ko.value }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.IN, operation: M5ModOperation.SET, value: data.attributes.in.value }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.ZT, operation: M5ModOperation.SET, value: data.attributes.zt.value }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.AU, operation: M5ModOperation.SET, value: data.attributes.au.value }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.PA, operation: M5ModOperation.SET, value: data.attributes.pa.value }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.WK, operation: M5ModOperation.SET, value: data.attributes.wk.value }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.ST, operation: M5ModOperation.ADD_100, value: data.attributes.st.bonus }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.GS, operation: M5ModOperation.ADD_100, value: data.attributes.gs.bonus }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.GW, operation: M5ModOperation.ADD_100, value: data.attributes.gw.bonus }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.KO, operation: M5ModOperation.ADD_100, value: data.attributes.ko.bonus }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.IN, operation: M5ModOperation.ADD_100, value: data.attributes.in.bonus }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.ZT, operation: M5ModOperation.ADD_100, value: data.attributes.zt.bonus }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.AU, operation: M5ModOperation.ADD_100, value: data.attributes.au.bonus }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.PA, operation: M5ModOperation.ADD_100, value: data.attributes.pa.bonus }, characterString)
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this.push({ type: M5ModType.ATTRIBUTE, id: M5Attributes.WK, operation: M5ModOperation.ADD_100, value: data.attributes.wk.bonus }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.DEFENSE, operation: M5ModOperation.SET, value: calc.stats.defense.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.ATTACK, operation: M5ModOperation.SET, value: calc.stats.attackBonus.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.DAMAGE, operation: M5ModOperation.SET, value: calc.stats.damageBonus.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.MOVEMENT, operation: M5ModOperation.SET, value: calc.stats.movementBonus.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.RESISTANCE_MIND, operation: M5ModOperation.SET, value: calc.stats.resistanceMind.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.RESISTANCE_BODY, operation: M5ModOperation.SET, value: calc.stats.resistanceBody.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.SPELL_CASTING, operation: M5ModOperation.SET, value: calc.stats.spellCasting.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.BRAWL, operation: M5ModOperation.SET, value: calc.stats.brawl.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.POISON_RESISTANCE, operation: M5ModOperation.SET, value: calc.stats.poisonResistance.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.LP, operation: M5ModOperation.SET, value: calc.stats.lp.value }, characterString)
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this.push({ type: M5ModType.STAT, id: M5Stats.AP, operation: M5ModOperation.SET, value: calc.stats.ap.value }, characterString)
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}
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push(mod: M5ItemMod, source: string) {
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if (!mod?.id || mod.id === "")
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return
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let map: Map<string, Array<M5ModPair>> = null
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if (mod.type === M5ModType.ATTRIBUTE)
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map = this.attributes
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else if (mod.type === M5ModType.STAT)
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map = this.stats
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else if (mod.type === M5ModType.SKILL)
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map = this.skills
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if (map) {
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const pair: M5ModPair = {
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mod: mod,
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source: source
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}
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let key = mod.id
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if (mod.type === M5ModType.ATTRIBUTE)
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key = (mod.id + "").toLowerCase()
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else if (mod.type === M5ModType.STAT)
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key = (mod.id + "").toLowerCase()
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if (map.has(key))
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map.get(key).push(pair)
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else
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map.set(key, [pair])
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}
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}
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calculate() {
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const calc = this.calc
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this.attributes.forEach((pairs, id) => {
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const res = M5ModAggregate.processPairs(pairs)
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calc.attributes[id] = {
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value: res.value,
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bonus: M5ModAggregate.attributeBonus(res.value),
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mods: res.mods
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} as M5AttributeCalculated
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//console.log("calc.attributes." + id, calc.attributes[id])
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})
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this.stats.forEach((pairs, id) => {
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const res = M5ModAggregate.processPairs(pairs)
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calc.stats[id] = res
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})
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const ret = {}
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this.skills.forEach((pairs, id) => {
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ret[id] = pairs
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})
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return ret
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}
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static pairAsSource(pair: M5ModPair): M5ModSource {
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return {
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operation: pair.mod.operation,
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value: pair.mod.value,
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item: pair.source
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}
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}
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static processPairs(arr: Array<M5ModPair>): M5ModResult {
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let ret: M5ModResult = {
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mods: [],
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value: 0
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}
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let mods = arr.filter(pair => pair.mod.operation === M5ModOperation.FIXED).sort((a, b) => b.mod.value - a.mod.value)
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let pair = mods.length === 0 ? null : mods[0]
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if (pair) {
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ret.mods.push(this.pairAsSource(pair))
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ret.value = pair.mod.value
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} else {
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mods = arr.filter(pair => pair.mod.operation === M5ModOperation.SET).sort((a, b) => b.mod.value - a.mod.value)
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if (mods.length !== 0) {
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ret.mods.push(this.pairAsSource(mods[0]))
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ret.value = mods[0].mod.value
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}
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mods = arr.filter(pair => pair.mod.operation === M5ModOperation.ADD_100)
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if (mods.length !== 0) {
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ret.mods = ret.mods.concat(mods.map(this.pairAsSource))
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const bonus = mods.map(p => p.mod.value).reduce((a, b) => a + b, 0)
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ret.value = Math.min(100, Math.max(0, ret.value + bonus))
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}
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mods = arr.filter(pair => pair.mod.operation === M5ModOperation.ADD)
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if (mods.length !== 0) {
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ret.mods = ret.mods.concat(mods.map(this.pairAsSource))
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const bonus = mods.map(p => p.mod.value).reduce((a, b) => a + b, 0)
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ret.value = Math.max(0, ret.value + bonus)
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}
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}
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return ret
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}
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static attributeMinMax(attribute: M5Attribute) {
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return Math.min(100, Math.max(0, attribute.value + attribute.bonus))
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}
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static attributeBonus(value: number) {
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if (value > 95)
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return 2
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if (value > 80)
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return 1
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if (value > 20)
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return 0
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if (value > 5)
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return -1
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return -2
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}
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//static modToString(mod: M5ItemMod): string { }
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}
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