import { M5Item } from "../items/M5Item" import { M5Attribute, M5RollData, M5Skill, M5SkillLearned } from "../M5Base" export interface M5CharacterCalculatedData { level: number attributes: { st: { value: number, bonus: number } gs: { value: number, bonus: number } gw: { value: number, bonus: number } ko: { value: number, bonus: number } in: { value: number, bonus: number } zt: { value: number, bonus: number } au: { value: number, bonus: number } pa: { value: number, bonus: number } wk: { value: number, bonus: number } } stats: { armor: number defense: number damageBonus: number attackBonus: number defenseBonus: number movementBonus: number resistanceMind: number resistanceBody: number spellCasting: number brawl: number poisonResistance: number enduranceBonus: number } skills: { general: {} } } export class M5Character extends Actor { // constructor( // data: ConstructorParameters[0], // context?: ConstructorParameters[1] // ) { // super(data, context) // this.prepareDerivedData() // } static attributeMinMax(attribute: M5Attribute) { 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 } prepareDerivedData() { const context = (this as any).data context.data.calc = { level: 0, attributes: { st: { value: 0, bonus: 0 }, gs: { value: 0, bonus: 0 }, gw: { value: 0, bonus: 0 }, ko: { value: 0, bonus: 0 }, in: { value: 0, bonus: 0 }, zt: { value: 0, bonus: 0 }, au: { value: 0, bonus: 0 }, pa: { value: 0, bonus: 0 }, wk: { value: 0, bonus: 0 } }, stats: { armor: 0, defense: 0, damageBonus: 0, attackBonus: 0, defenseBonus: 0, movementBonus: 0, resistanceMind: 0, resistanceBody: 0, spellCasting: 0, brawl: 0, poisonResistance: 0, enduranceBonus: 0 }, skills: { general: {}, combat: {}, language: {}, custom: {} } } as M5CharacterCalculatedData const data = context.data const calc = context.data.calc as M5CharacterCalculatedData calc.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) 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) 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) 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 } }) } override getRollData(): any { return { c: (this as any).data.data, i: null, rolls: {}, res: {} } as M5RollData } static readonly levelThreshold: Array = [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 } static readonly defenseThreshold: Array<[number, number]> = [ [1, 11], [2, 12], [5, 13], [10, 14], [15, 15], [20, 16], [25, 17], [30, 18] ] 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] } static readonly spellCastingThreshold: Array<[number, number]> = [ [1, 11], [2, 12], [4, 13], [6, 14], [8, 15], [10, 16], [15, 17], [20, 18] ] 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] } skillBonus(skill: M5Skill, skillName?: string) { const attribute = this.attribute(skill.attribute) let ret = attribute ? M5Character.attributeBonus(attribute) : 0 return ret } skillEw(skill: M5Skill, skillName?: string) { const bonus = this.skillBonus(skill, skillName) return skill.fw + bonus } attribute(name: string): M5Attribute { const context = (this as any).data return context.data.attributes[name] } createSkill(skillName: string): Promise { const itemData = { name: skillName, type: "skill" }; return (this as any).createEmbeddedDocuments("Item", [itemData]).then(docs => { const item = docs[0] return item as M5Item }) } }