automatically calculate base combat values
This commit is contained in:
parent
a020cb7403
commit
ecfbe9fa2a
15 changed files with 195 additions and 27 deletions
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@ -175,6 +175,9 @@
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"DS4.WarningActorCannotOwnItem": "Der Aktor '{actorName}' vom Typ '{actorType}' kann das Item '{itemName}' vom Typ '{itemType}' nicht besitzen.",
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"DS4.ErrorDiceCritOverlap": "Es gibt eine Überlappung zwischen Patzern und Immersiegen.",
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"DS4.ErrorExplodingRecursionLimitExceeded": "Die maximale Rekursionstiefe für slayende Würfelwürfe wurde überschritten.",
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"DS4.ErrorDuringMigration": "Fehler während der Aktualisierung des DS4 Systems von Version {currentVersion} auf {targetVersion}. Der Fehler trat während der Ausführung des Migrationsskripts mit der Version {migrationVersion} auf. Spätere Migrationsskripte wurden nicht ausgeführt. Mehr Details finden Sie in der Entwicklerkonsole (F12).",
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"DS4.InfoSystemUpdateStart": "Aktualisiere DS4 System von Version {currentVersion} auf {targetVersion}. Bitte haben Sie etwas Geduld, schließen Sie nicht das Spiel und fahren Sie nicht den Server herunter.",
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"DS4.InfoSystemUpdateCompleted": "Aktualisierung des DS4 Systems von Version {currentVersion} auf {targetVersion} erfolgreich!",
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"DS4.UnitRounds": "Runden",
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"DS4.UnitRoundsAbbr": "Rnd",
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"DS4.UnitMinutes": "Minuten",
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@ -175,6 +175,9 @@
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"DS4.WarningActorCannotOwnItem": "The actor '{actorName}' of type '{actorType}' cannot own the item '{itemName}' of type '{itemType}'.",
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"DS4.ErrorDiceCritOverlap": "There's an overlap between Fumbles and Coups",
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"DS4.ErrorExplodingRecursionLimitExceeded": "Maximum recursion depth for exploding dice roll exceeded",
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"DS4.ErrorDuringMigration": "Error while migrating DS4 system from version {currentVersion} to {targetVersion}. The error occurred during execution of migration script with version {migrationVersion}. Later migrations have not been executed. For more details, please look at the development console (F12).",
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"DS4.InfoSystemUpdateStart": "Migrating DS4 system from version {currentVersion} to {targetVersion}. Please be patient and do not close your game or shut down your server.",
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"DS4.InfoSystemUpdateCompleted": "Migration of DS4 system from version {currentVersion} to {targetVersion} successful!",
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"DS4.UnitRounds": "Rounds",
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"DS4.UnitRoundsAbbr": "rnd",
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"DS4.UnitMinutes": "Minutes",
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@ -1,6 +1,6 @@
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import { ModifiableData } from "../common/common-data";
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import { DS4Item } from "../item/item";
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import { DS4ItemDataType, ItemType } from "../item/item-data";
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import { DS4Armor, DS4ItemDataType, DS4Shield, ItemType } from "../item/item-data";
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import { DS4ActorDataType } from "./actor-data";
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export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item> {
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@ -15,12 +15,7 @@ export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item>
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const traits = data.data.traits;
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Object.values(traits).forEach((trait: ModifiableData<number>) => (trait.total = trait.base + trait.mod));
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const combatValues = data.data.combatValues;
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Object.values(combatValues).forEach(
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(combatValue: ModifiableData<number>) => (combatValue.total = combatValue.base + combatValue.mod),
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);
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combatValues.hitPoints.max = combatValues.hitPoints.total;
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this._prepareCombatValues();
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}
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/**
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@ -55,4 +50,44 @@ export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item>
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canOwnItemType(itemType: ItemType): boolean {
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return this.ownableItemTypes.includes(itemType);
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}
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/**
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* Prepares the combat values of the actor.
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*/
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private _prepareCombatValues(): void {
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const data = this.data.data;
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const armorValueOfEquippedItems = this._calculateArmorValueOfEquippedItems();
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data.combatValues.hitPoints.base =
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(data.attributes.body.total ?? 0) + (data.traits.constitution.total ?? 0) + 10;
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data.combatValues.defense.base =
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(data.attributes.body.total ?? 0) + (data.traits.constitution.total ?? 0) + armorValueOfEquippedItems;
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data.combatValues.initiative.base = (data.attributes.mobility.total ?? 0) + (data.traits.agility.total ?? 0);
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data.combatValues.movement.base = (data.attributes.mobility.total ?? 0) / 2 + 1;
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data.combatValues.meleeAttack.base = (data.attributes.body.total ?? 0) + (data.traits.strength.total ?? 0);
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data.combatValues.rangedAttack.base =
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(data.attributes.mobility.total ?? 0) + (data.traits.dexterity.total ?? 0);
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data.combatValues.spellcasting.base =
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(data.attributes.mind.total ?? 0) + (data.traits.aura.total ?? 0) - armorValueOfEquippedItems;
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data.combatValues.targetedSpellcasting.base =
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(data.attributes.mind.total ?? 0) + (data.traits.dexterity.total ?? 0) - armorValueOfEquippedItems;
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Object.values(data.combatValues).forEach(
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(combatValue: ModifiableData<number>) => (combatValue.total = combatValue.base + combatValue.mod),
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);
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data.combatValues.hitPoints.max = data.combatValues.hitPoints.total;
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}
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/**
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* Calculates the total armor value of all equipped items.
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*/
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private _calculateArmorValueOfEquippedItems(): number {
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return this.items
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.filter((item) => ["armor", "shield"].includes(item.type))
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.map((item) => item.data.data as DS4Armor | DS4Shield)
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.filter((itemData) => itemData.equipped)
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.map((itemData) => itemData.armorValue)
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.reduce((a, b) => a + b, 0);
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}
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}
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@ -14,6 +14,7 @@ export class DS4ActorSheet extends ActorSheet<DS4ActorDataType, DS4Actor, DS4Ite
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classes: ["ds4", "sheet", "actor"],
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width: 745,
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height: 600,
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scrollY: [".sheet-body"],
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});
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}
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@ -4,7 +4,13 @@ export interface ModifiableData<T> {
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total?: T;
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}
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export interface ResourceData<T> extends ModifiableData<T> {
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export interface ModifiableMaybeData<T> {
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base?: T;
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mod: T;
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total?: T;
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}
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export interface ResourceData<T> extends ModifiableMaybeData<T> {
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value: T;
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max?: T;
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}
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@ -7,6 +7,8 @@ import { DS4Check } from "./rolls/check";
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import { DS4CharacterActorSheet } from "./actor/sheets/character-sheet";
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import { DS4CreatureActorSheet } from "./actor/sheets/creature-sheet";
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import { createCheckRoll } from "./rolls/check-factory";
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import { registerSystemSettings } from "./settings";
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import { migrate } from "./migrations";
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Hooks.once("init", async function () {
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console.log(`DS4 | Initializing the DS4 Game System\n${DS4.ASCII}`);
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@ -37,6 +39,9 @@ Hooks.once("init", async function () {
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s: DS4Check,
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};
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// Register system settings
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registerSystemSettings();
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// Register sheet application classes
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Actors.unregisterSheet("core", ActorSheet);
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Actors.registerSheet("ds4", DS4CharacterActorSheet, { types: ["character"], makeDefault: true });
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@ -123,3 +128,7 @@ Hooks.once("setup", function () {
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}, {});
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}
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});
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Hooks.once("ready", function () {
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migrate();
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});
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@ -24,7 +24,7 @@ interface DS4Weapon extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable {
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opponentDefense: number;
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}
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interface DS4Armor extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable, DS4ItemProtective {
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export interface DS4Armor extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable, DS4ItemProtective {
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armorMaterialType: "cloth" | "leather" | "chain" | "plate";
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armorType: "body" | "helmet" | "vambrace" | "greaves" | "vambraceGreaves";
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}
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@ -57,7 +57,7 @@ interface DS4Spell extends DS4ItemBase, DS4ItemEquipable {
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scrollPrice: number;
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}
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interface DS4Shield extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable, DS4ItemProtective {}
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export interface DS4Shield extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable, DS4ItemProtective {}
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interface DS4Trinket extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable {}
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interface DS4Equipment extends DS4ItemBase, DS4ItemPhysical {}
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type DS4RacialAbility = DS4ItemBase;
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@ -13,6 +13,7 @@ export class DS4ItemSheet extends ItemSheet<DS4ItemDataType, DS4Item> {
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height: 400,
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classes: ["ds4", "sheet", "item"],
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }],
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scrollY: [".sheet-body"],
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});
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}
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77
src/module/migrations.ts
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77
src/module/migrations.ts
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import { migrate as migrate0_1_0 } from "./migrations/0-1-0";
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export async function migrate(): Promise<void> {
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if (!game.user.isGM) {
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return;
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}
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const currentVersion: string = game.settings.get("ds4", "systemMigrationVersion");
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const targetVersion = game.system.data.version;
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if (isFirstWorldStart(currentVersion)) {
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game.settings.set("ds4", "systemMigrationVersion", targetVersion);
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return;
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}
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if (isNewerVersion(targetVersion, currentVersion)) {
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ui.notifications.info(
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game.i18n.format("DS4.InfoSystemUpdateStart", {
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currentVersion: currentVersion,
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targetVersion: targetVersion,
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}),
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{ permanent: true },
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);
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const migrationFunctionsToExecute = Object.entries(migrations)
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.filter(([version]) => !isNewerVersion(currentVersion, version)) // currentVersion <= version of migration
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.filter(([version]) => isNewerVersion(targetVersion, version)); // targetVersion > version of migration
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for (const migration of migrationFunctionsToExecute) {
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try {
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await migration[1]();
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} catch (err) {
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ui.notifications.error(
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game.i18n.format("DS4.ErrorDuringMigration", {
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currentVersion: currentVersion,
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targetVersion: targetVersion,
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migrationVersion: migration[0],
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}),
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{ permanent: true },
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);
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err.message = `Failed ds4 system migration: ${err.message}`;
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console.error(err);
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return;
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}
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}
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ui.notifications.info(
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game.i18n.format("DS4.InfoSystemUpdateCompleted", {
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currentVersion: currentVersion,
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targetVersion: targetVersion,
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}),
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{ permanent: true },
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);
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game.settings.set("ds4", "systemMigrationVersion", targetVersion);
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return;
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}
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}
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/**
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* The migrations to (potentially) execute when a world is loaded. The key
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* specifies the version number _from_ which is being migrated to the next
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* version.
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*
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* @example
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* Given the migration version numbers "0.0.1", "0.0.2", "0.1.2", "0.4.9", and
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* "0.5.0" an update from version "0.0.2" to "0.5.0" would execute the
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* migrations with version "0.0.2", "0.1.2", and "0.4.9". In particular,
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* migrations of a version lower than the current version or higher or equal to
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* the target version are _not_ executed while all others are.
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*/
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const migrations: Record<string, () => Promise<void>> = {
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"0.1.0": migrate0_1_0,
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};
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function isFirstWorldStart(version: string): boolean {
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return version === "";
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}
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28
src/module/migrations/0-1-0.ts
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28
src/module/migrations/0-1-0.ts
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export async function migrate(): Promise<void> {
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for (const a of game.actors.entities) {
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const updateData = getActorUpdateData();
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console.log(`Migrating actor ${a.name}`);
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await a.update(updateData, { enforceTypes: false });
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}
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}
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function getActorUpdateData(): Record<string, unknown> {
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const updateData = {
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data: {
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combatValues: [
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"hitPoints",
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"defense",
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"initiative",
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"movement",
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"meleeAttack",
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"rangedAttack",
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"spellcasting",
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"targetedSpellcasting",
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].reduce((acc, curr) => {
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acc[curr] = { "-=base": null };
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return acc;
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}, {}),
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},
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};
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return updateData;
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}
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@ -33,7 +33,7 @@ class CheckFactory {
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private checkOptions: DS4CheckFactoryOptions;
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async execute(): Promise<ChatMessage | any> {
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async execute(): Promise<ChatMessage | unknown> {
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const rollCls: typeof Roll = CONFIG.Dice.rolls[0];
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const formula = [
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export async function createCheckRoll(
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targetValue: number,
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options: Partial<DS4CheckFactoryOptions> = {},
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): Promise<ChatMessage | any> {
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): Promise<ChatMessage | unknown> {
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// Ask for additional required data;
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const gmModifierData = await askGmModifier(targetValue, options);
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// Possibly additional processing
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// Execute roll
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await cf.execute();
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return cf.execute();
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}
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/**
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12
src/module/settings.ts
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12
src/module/settings.ts
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export function registerSystemSettings(): void {
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/**
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* Track the system version upon which point a migration was last applied
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*/
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game.settings.register("ds4", "systemMigrationVersion", {
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name: "System Migration Version",
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scope: "world",
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config: false,
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type: String,
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default: "",
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});
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}
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@ -40,8 +40,9 @@
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.combat-value-formula {
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width: $size;
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input {
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text-align: center;
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text-align: center;
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span {
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line-height: $default-input-height;
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}
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}
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}
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},
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"combatValues": {
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"hitPoints": {
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"base": 0,
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"mod": 0,
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"value": 0
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},
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"defense": {
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"base": 0,
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"mod": 0
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},
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"initiative": {
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"base": 0,
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"mod": 0
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},
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"movement": {
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"base": 0,
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"mod": 0
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},
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"meleeAttack": {
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"base": 0,
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"mod": 0
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},
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"rangedAttack": {
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"base": 0,
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"mod": 0
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},
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"spellcasting": {
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"base": 0,
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"mod": 0
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},
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"targetedSpellcasting": {
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"base": 0,
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"mod": 0
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}
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}
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<div class="combat-value-with-formula">
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<div class="combat-value {{combat-value-key}}"><span class="combat-value-total">{{combat-value-data.total}}</span>
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</div>
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<div class="combat-value-formula flexrow"><input type="number" name="data.combatValues.{{combat-value-key}}.base"
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value='{{combat-value-data.base}}' data-dtype="Number" /><input type="number"
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name="data.combatValues.{{combat-value-key}}.mod" value='{{combat-value-data.mod}}' data-dtype="Number" />
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<div class="combat-value-formula flexrow"><span class="combat-value-base">{{combat-value-data.base}}</span><span>+</span><input
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type="number" name="data.combatValues.{{combat-value-key}}.mod" value='{{combat-value-data.mod}}'
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data-dtype="Number" />
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</div>
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</div>
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{{/inline}}
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{{> combat-value combat-value-key=combat-value-key combat-value-data=(lookup ../data.combatValues
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combat-value-key)}}
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{{/each}}
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</div>
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</div>
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