automatically calculate base combat values

This commit is contained in:
Johannes Loher 2021-01-19 03:31:40 +01:00
parent a020cb7403
commit ecfbe9fa2a
15 changed files with 195 additions and 27 deletions

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@ -175,6 +175,9 @@
"DS4.WarningActorCannotOwnItem": "Der Aktor '{actorName}' vom Typ '{actorType}' kann das Item '{itemName}' vom Typ '{itemType}' nicht besitzen.",
"DS4.ErrorDiceCritOverlap": "Es gibt eine Überlappung zwischen Patzern und Immersiegen.",
"DS4.ErrorExplodingRecursionLimitExceeded": "Die maximale Rekursionstiefe für slayende Würfelwürfe wurde überschritten.",
"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).",
"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.",
"DS4.InfoSystemUpdateCompleted": "Aktualisierung des DS4 Systems von Version {currentVersion} auf {targetVersion} erfolgreich!",
"DS4.UnitRounds": "Runden",
"DS4.UnitRoundsAbbr": "Rnd",
"DS4.UnitMinutes": "Minuten",

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@ -175,6 +175,9 @@
"DS4.WarningActorCannotOwnItem": "The actor '{actorName}' of type '{actorType}' cannot own the item '{itemName}' of type '{itemType}'.",
"DS4.ErrorDiceCritOverlap": "There's an overlap between Fumbles and Coups",
"DS4.ErrorExplodingRecursionLimitExceeded": "Maximum recursion depth for exploding dice roll exceeded",
"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).",
"DS4.InfoSystemUpdateStart": "Migrating DS4 system from version {currentVersion} to {targetVersion}. Please be patient and do not close your game or shut down your server.",
"DS4.InfoSystemUpdateCompleted": "Migration of DS4 system from version {currentVersion} to {targetVersion} successful!",
"DS4.UnitRounds": "Rounds",
"DS4.UnitRoundsAbbr": "rnd",
"DS4.UnitMinutes": "Minutes",

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@ -1,6 +1,6 @@
import { ModifiableData } from "../common/common-data";
import { DS4Item } from "../item/item";
import { DS4ItemDataType, ItemType } from "../item/item-data";
import { DS4Armor, DS4ItemDataType, DS4Shield, ItemType } from "../item/item-data";
import { DS4ActorDataType } from "./actor-data";
export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item> {
@ -15,12 +15,7 @@ export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item>
const traits = data.data.traits;
Object.values(traits).forEach((trait: ModifiableData<number>) => (trait.total = trait.base + trait.mod));
const combatValues = data.data.combatValues;
Object.values(combatValues).forEach(
(combatValue: ModifiableData<number>) => (combatValue.total = combatValue.base + combatValue.mod),
);
combatValues.hitPoints.max = combatValues.hitPoints.total;
this._prepareCombatValues();
}
/**
@ -55,4 +50,44 @@ export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item>
canOwnItemType(itemType: ItemType): boolean {
return this.ownableItemTypes.includes(itemType);
}
/**
* Prepares the combat values of the actor.
*/
private _prepareCombatValues(): void {
const data = this.data.data;
const armorValueOfEquippedItems = this._calculateArmorValueOfEquippedItems();
data.combatValues.hitPoints.base =
(data.attributes.body.total ?? 0) + (data.traits.constitution.total ?? 0) + 10;
data.combatValues.defense.base =
(data.attributes.body.total ?? 0) + (data.traits.constitution.total ?? 0) + armorValueOfEquippedItems;
data.combatValues.initiative.base = (data.attributes.mobility.total ?? 0) + (data.traits.agility.total ?? 0);
data.combatValues.movement.base = (data.attributes.mobility.total ?? 0) / 2 + 1;
data.combatValues.meleeAttack.base = (data.attributes.body.total ?? 0) + (data.traits.strength.total ?? 0);
data.combatValues.rangedAttack.base =
(data.attributes.mobility.total ?? 0) + (data.traits.dexterity.total ?? 0);
data.combatValues.spellcasting.base =
(data.attributes.mind.total ?? 0) + (data.traits.aura.total ?? 0) - armorValueOfEquippedItems;
data.combatValues.targetedSpellcasting.base =
(data.attributes.mind.total ?? 0) + (data.traits.dexterity.total ?? 0) - armorValueOfEquippedItems;
Object.values(data.combatValues).forEach(
(combatValue: ModifiableData<number>) => (combatValue.total = combatValue.base + combatValue.mod),
);
data.combatValues.hitPoints.max = data.combatValues.hitPoints.total;
}
/**
* Calculates the total armor value of all equipped items.
*/
private _calculateArmorValueOfEquippedItems(): number {
return this.items
.filter((item) => ["armor", "shield"].includes(item.type))
.map((item) => item.data.data as DS4Armor | DS4Shield)
.filter((itemData) => itemData.equipped)
.map((itemData) => itemData.armorValue)
.reduce((a, b) => a + b, 0);
}
}

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@ -14,6 +14,7 @@ export class DS4ActorSheet extends ActorSheet<DS4ActorDataType, DS4Actor, DS4Ite
classes: ["ds4", "sheet", "actor"],
width: 745,
height: 600,
scrollY: [".sheet-body"],
});
}

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@ -4,7 +4,13 @@ export interface ModifiableData<T> {
total?: T;
}
export interface ResourceData<T> extends ModifiableData<T> {
export interface ModifiableMaybeData<T> {
base?: T;
mod: T;
total?: T;
}
export interface ResourceData<T> extends ModifiableMaybeData<T> {
value: T;
max?: T;
}

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@ -7,6 +7,8 @@ import { DS4Check } from "./rolls/check";
import { DS4CharacterActorSheet } from "./actor/sheets/character-sheet";
import { DS4CreatureActorSheet } from "./actor/sheets/creature-sheet";
import { createCheckRoll } from "./rolls/check-factory";
import { registerSystemSettings } from "./settings";
import { migrate } from "./migrations";
Hooks.once("init", async function () {
console.log(`DS4 | Initializing the DS4 Game System\n${DS4.ASCII}`);
@ -37,6 +39,9 @@ Hooks.once("init", async function () {
s: DS4Check,
};
// Register system settings
registerSystemSettings();
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("ds4", DS4CharacterActorSheet, { types: ["character"], makeDefault: true });
@ -123,3 +128,7 @@ Hooks.once("setup", function () {
}, {});
}
});
Hooks.once("ready", function () {
migrate();
});

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@ -24,7 +24,7 @@ interface DS4Weapon extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable {
opponentDefense: number;
}
interface DS4Armor extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable, DS4ItemProtective {
export interface DS4Armor extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable, DS4ItemProtective {
armorMaterialType: "cloth" | "leather" | "chain" | "plate";
armorType: "body" | "helmet" | "vambrace" | "greaves" | "vambraceGreaves";
}
@ -57,7 +57,7 @@ interface DS4Spell extends DS4ItemBase, DS4ItemEquipable {
scrollPrice: number;
}
interface DS4Shield extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable, DS4ItemProtective {}
export interface DS4Shield extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable, DS4ItemProtective {}
interface DS4Trinket extends DS4ItemBase, DS4ItemPhysical, DS4ItemEquipable {}
interface DS4Equipment extends DS4ItemBase, DS4ItemPhysical {}
type DS4RacialAbility = DS4ItemBase;

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@ -13,6 +13,7 @@ export class DS4ItemSheet extends ItemSheet<DS4ItemDataType, DS4Item> {
height: 400,
classes: ["ds4", "sheet", "item"],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }],
scrollY: [".sheet-body"],
});
}

77
src/module/migrations.ts Normal file
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@ -0,0 +1,77 @@
import { migrate as migrate0_1_0 } from "./migrations/0-1-0";
export async function migrate(): Promise<void> {
if (!game.user.isGM) {
return;
}
const currentVersion: string = game.settings.get("ds4", "systemMigrationVersion");
const targetVersion = game.system.data.version;
if (isFirstWorldStart(currentVersion)) {
game.settings.set("ds4", "systemMigrationVersion", targetVersion);
return;
}
if (isNewerVersion(targetVersion, currentVersion)) {
ui.notifications.info(
game.i18n.format("DS4.InfoSystemUpdateStart", {
currentVersion: currentVersion,
targetVersion: targetVersion,
}),
{ permanent: true },
);
const migrationFunctionsToExecute = Object.entries(migrations)
.filter(([version]) => !isNewerVersion(currentVersion, version)) // currentVersion <= version of migration
.filter(([version]) => isNewerVersion(targetVersion, version)); // targetVersion > version of migration
for (const migration of migrationFunctionsToExecute) {
try {
await migration[1]();
} catch (err) {
ui.notifications.error(
game.i18n.format("DS4.ErrorDuringMigration", {
currentVersion: currentVersion,
targetVersion: targetVersion,
migrationVersion: migration[0],
}),
{ permanent: true },
);
err.message = `Failed ds4 system migration: ${err.message}`;
console.error(err);
return;
}
}
ui.notifications.info(
game.i18n.format("DS4.InfoSystemUpdateCompleted", {
currentVersion: currentVersion,
targetVersion: targetVersion,
}),
{ permanent: true },
);
game.settings.set("ds4", "systemMigrationVersion", targetVersion);
return;
}
}
/**
* The migrations to (potentially) execute when a world is loaded. The key
* specifies the version number _from_ which is being migrated to the next
* version.
*
* @example
* Given the migration version numbers "0.0.1", "0.0.2", "0.1.2", "0.4.9", and
* "0.5.0" an update from version "0.0.2" to "0.5.0" would execute the
* migrations with version "0.0.2", "0.1.2", and "0.4.9". In particular,
* migrations of a version lower than the current version or higher or equal to
* the target version are _not_ executed while all others are.
*/
const migrations: Record<string, () => Promise<void>> = {
"0.1.0": migrate0_1_0,
};
function isFirstWorldStart(version: string): boolean {
return version === "";
}

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@ -0,0 +1,28 @@
export async function migrate(): Promise<void> {
for (const a of game.actors.entities) {
const updateData = getActorUpdateData();
console.log(`Migrating actor ${a.name}`);
await a.update(updateData, { enforceTypes: false });
}
}
function getActorUpdateData(): Record<string, unknown> {
const updateData = {
data: {
combatValues: [
"hitPoints",
"defense",
"initiative",
"movement",
"meleeAttack",
"rangedAttack",
"spellcasting",
"targetedSpellcasting",
].reduce((acc, curr) => {
acc[curr] = { "-=base": null };
return acc;
}, {}),
},
};
return updateData;
}

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@ -33,7 +33,7 @@ class CheckFactory {
private checkOptions: DS4CheckFactoryOptions;
async execute(): Promise<ChatMessage | any> {
async execute(): Promise<ChatMessage | unknown> {
const rollCls: typeof Roll = CONFIG.Dice.rolls[0];
const formula = [
@ -82,7 +82,7 @@ class CheckFactory {
export async function createCheckRoll(
targetValue: number,
options: Partial<DS4CheckFactoryOptions> = {},
): Promise<ChatMessage | any> {
): Promise<ChatMessage | unknown> {
// Ask for additional required data;
const gmModifierData = await askGmModifier(targetValue, options);
@ -99,7 +99,7 @@ export async function createCheckRoll(
// Possibly additional processing
// Execute roll
await cf.execute();
return cf.execute();
}
/**

12
src/module/settings.ts Normal file
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@ -0,0 +1,12 @@
export function registerSystemSettings(): void {
/**
* Track the system version upon which point a migration was last applied
*/
game.settings.register("ds4", "systemMigrationVersion", {
name: "System Migration Version",
scope: "world",
config: false,
type: String,
default: "",
});
}

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@ -40,8 +40,9 @@
.combat-value-formula {
width: $size;
input {
text-align: center;
span {
line-height: $default-input-height;
}
}
}

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@ -45,36 +45,28 @@
},
"combatValues": {
"hitPoints": {
"base": 0,
"mod": 0,
"value": 0
},
"defense": {
"base": 0,
"mod": 0
},
"initiative": {
"base": 0,
"mod": 0
},
"movement": {
"base": 0,
"mod": 0
},
"meleeAttack": {
"base": 0,
"mod": 0
},
"rangedAttack": {
"base": 0,
"mod": 0
},
"spellcasting": {
"base": 0,
"mod": 0
},
"targetedSpellcasting": {
"base": 0,
"mod": 0
}
}

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@ -13,9 +13,9 @@
<div class="combat-value-with-formula">
<div class="combat-value {{combat-value-key}}"><span class="combat-value-total">{{combat-value-data.total}}</span>
</div>
<div class="combat-value-formula flexrow"><input type="number" name="data.combatValues.{{combat-value-key}}.base"
value='{{combat-value-data.base}}' data-dtype="Number" /><input type="number"
name="data.combatValues.{{combat-value-key}}.mod" value='{{combat-value-data.mod}}' data-dtype="Number" />
<div class="combat-value-formula flexrow"><span class="combat-value-base">{{combat-value-data.base}}</span><span>+</span><input
type="number" name="data.combatValues.{{combat-value-key}}.mod" value='{{combat-value-data.mod}}'
data-dtype="Number" />
</div>
</div>
{{/inline}}