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[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; } derivedData( skip: { mods?: boolean; skills?: boolean; weapons?: boolean; defensiveWeapons?: boolean; armor?: boolean; items?: boolean; spells?: boolean; effects?: boolean } = {} ): M5CharacterCalculatedData { let ret: M5CharacterCalculatedData = { level: 0, attributes: { st: { value: 0, bonus: 0, mods: [] }, gs: { value: 0, bonus: 0, mods: [] }, gw: { value: 0, bonus: 0, mods: [] }, ko: { value: 0, bonus: 0, mods: [] }, in: { value: 0, bonus: 0, mods: [] }, zt: { value: 0, bonus: 0, mods: [] }, au: { value: 0, bonus: 0, mods: [] }, pa: { value: 0, bonus: 0, mods: [] }, wk: { value: 0, bonus: 0, mods: [] }, }, stats: { lp: { value: 0, mods: [] }, ap: { value: 0, mods: [] }, armor: 0, defense: { value: 0, mods: [] }, damageBonus: { value: 0, mods: [] }, attackBonus: { value: 0, mods: [] }, defenseBonus: { value: 0, mods: [] }, movementBonus: { value: 0, mods: [] }, resistanceMind: { value: 0, mods: [] }, resistanceBody: { value: 0, mods: [] }, spellCasting: { value: 0, mods: [] }, brawl: { value: 0, mods: [] }, brawlEw: 0, poisonResistance: { value: 0, mods: [] }, enduranceBonus: 0, }, skillMods: {}, skills: { innate: {}, general: {}, combat: {}, language: {}, custom: {}, }, gear: { weapons: {}, defensiveWeapons: {}, armor: {}, items: {}, effects: {}, }, spells: {}, } as M5CharacterCalculatedData; 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); 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( (data.info.magicUsing ? 2 : 0) + ret.stats.defense.value + (data.info.race === "Mensch" ? ret.attributes.in.bonus : this.raceBonus(data.info.race)) ); ret.stats.resistanceBody = this.modResult( (data.info.magicUsing ? 2 : 1) + ret.stats.defense.value + (data.info.race === "Mensch" ? ret.attributes.ko.bonus : this.raceBonus(data.info.race)) ); 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 + (data.info.race === "Zwerg" ? 1 : 0); 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); context.items ?.filter((item) => item.type === "item" || item.type === "effect") .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(); let label = item.name; if (item.system.magic) { label += "*"; } ret.gear.items[item.id] = { label: label, magic: item.system.magic, calc: item.system.calc, }; }); } if (!skip?.items) { context.items ?.filter((item) => item.type === "effect") .forEach((item) => { item.prepareDerivedData(); let label = item.name; if (item.system.magic) { label += "*"; } ret.gear.effects[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; }); } 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 + ")"; } 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(); 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, }; }); } if (!skip?.armor) { context.items ?.filter((item) => item.type === "armor") .forEach((item) => { item.prepareDerivedData(); let label = item.name; if (item.system.magic) { label += "*"; } 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(); ret.spells[item.id] = { label: item.name, process: "midgard5.spell-process-" + item.system.process, calc: item.system.calc, }; }); } return ret; } raceBonus(race: string) { switch (race) { case "Elf": return 2; case "Gnom": return 4; case "Halbling": return 4; case "Zwerg": return 3; default: return 0; } } prepareDerivedData() { console.log("M5Character", "prepareDerivedData"); const data = (this as any).system; data.calc = this.derivedData({}); } override getRollData(): any { return { c: (this as any).system, i: null, iType: 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]> = [ [30, 18], [25, 17], [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]; } static readonly spellCastingThreshold: Array<[number, number]> = [ [20, 18], [15, 17], [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]; } skillBonus(skill: M5Skill, skillName?: string) { 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; } attribute(name: string): M5Attribute { const data = (this as any).system; return 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; }); } getItem(itemId: string): any { 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, }, ], }; } }