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 } = {} ): 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: {} }, spells: {} } as M5CharacterCalculatedData const context = (this as any).data if (!context) return null const data = context.data 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(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) context.items?.filter(item => item.data.type === "item").forEach(item => { const mods = item.data.data.mods console.log("Actor item mods", mods) Object.keys(mods).forEach(modIndex => { const mod = mods[modIndex] as M5ItemMod aggregate.push(mod, item.data.name) }) }) ret.skillMods = aggregate.calculate() } if (!skip.items) { context.items?.filter(item => item.data.type === "item").forEach(item => { item.prepareDerivedData() let label = item.data.name if (item.data.data.magic) { label += "*" } ret.gear.items[item.data._id] = { label: label, magic: item.data.data.magic, calc: item.data.data.calc } }) } if (!skip.skills) { 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 } as M5SkillCalculated }) } if (!skip.weapons) { 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, magic: item.data.data.magic, calc: item.data.data.calc } }) } if (!skip.defensiveWeapons) { context.items?.filter(item => item.data.type === "defensiveWeapon").forEach(item => { item.prepareDerivedData() let label = item.data.name if (item.data.data.magic) { label += "*(" + (item.data.data.stats.defenseBonus < 0 ? "" : "+") + item.data.data.stats.defenseBonus + ")" } ret.gear.defensiveWeapons[item.data._id] = { label: label, skillId: item.data.data.skillId, magic: item.data.data.magic, calc: item.data.data.calc } }) } if (!skip.armor) { context.items?.filter(item => item.data.type === "armor").forEach(item => { item.prepareDerivedData() let label = item.data.name if (item.data.data.magic) { label += "*" } ret.gear.armor[item.data._id] = { label: label, magic: item.data.data.magic, calc: item.data.data.calc } }) } if (!skip.spells) { context.items?.filter(item => item.data.type === "spell").forEach(item => { item.prepareDerivedData() ret.spells[item.data._id] = { label: item.data.name, process: "midgard5.spell-process-" + item.data.data.process, calc: item.data.data.calc } }) } return ret } prepareDerivedData() { const context = (this as any).data context.data.calc = this.derivedData({}) } override getRollData(): any { return { c: (this as any).data.data, 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]> = [ [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 }) } getItem(itemId: string): any { if (!(this as any).data?.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 }] } } }