adjust character data to consist of basic character data

This commit is contained in:
Johannes Loher 2020-12-29 22:44:56 +01:00
parent 589a3c87ce
commit 59fb033db8
5 changed files with 218 additions and 66 deletions

View file

@ -1,26 +1,65 @@
export interface DS4ActorDataType {
attributes: DS4ActorDataAttributes;
traits: DS4ActorDataTraits;
combatValues: DS4ActorDataCombatValues;
baseInfo: DS4ActorDataBaseInfo;
progression: DS4ActorDataProgression;
}
interface DS4ActorDataAttributes {
body: BodyAttribute;
mobility: ExtensibleData<number>;
mind: ExtensibleData<number>;
mobility: ModifiableData<number>;
mind: ModifiableData<number>;
}
interface ExtensibleData<T> {
initial: T;
export interface ModifiableData<T> {
base: T;
mod: T;
total?: T;
}
interface UsableResource<T> {
total: T;
used: T;
}
interface CurrentData<T> extends ModifiableData<T> {
current: T;
}
// Blueprint in case we need more detailed differentiation
type BodyAttribute = ExtensibleData<number>;
type BodyAttribute = ModifiableData<number>;
interface DS4ActorDataTraits {
strength: ExtensibleData<number>;
constitution: ExtensibleData<number>;
agility: ExtensibleData<number>;
dexterity: ExtensibleData<number>;
intellect: ExtensibleData<number>;
aura: ExtensibleData<number>;
strength: ModifiableData<number>;
constitution: ModifiableData<number>;
agility: ModifiableData<number>;
dexterity: ModifiableData<number>;
intellect: ModifiableData<number>;
aura: ModifiableData<number>;
}
interface DS4ActorDataCombatValues {
hitPoints: CurrentData<number>;
defense: ModifiableData<number>;
initiative: ModifiableData<number>;
movement: ModifiableData<number>;
meleeAttack: ModifiableData<number>;
rangedAttack: ModifiableData<number>;
spellcasting: ModifiableData<number>;
targetedSpellcasting: ModifiableData<number>;
}
interface DS4ActorDataBaseInfo {
race: string;
class: string;
heroClass: string;
racialAbilities: string;
}
interface DS4ActorDataProgression {
level: number;
experiencePoints: number;
talenPoints: UsableResource<number>;
progressPoints: UsableResource<number>;
}

View file

@ -1,43 +1,22 @@
import { DS4Item } from "../item/item";
import { DS4ItemDataType } from "../item/item-data";
import { DS4ActorDataType } from "./actor-data";
import { DS4ActorDataType, ModifiableData } from "./actor-data";
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item> {
/** @override */
prepareDerivedData(): void {
const data = this.data;
this._prepareCombatValues(data);
}
private _prepareCombatValues(data: ActorData<DS4ActorDataType>): void {
const hitPointsModifier = getProperty(data, "data.combatValues.hitPoints.modifier") || 0;
const actorData = data.data;
setProperty(
data,
"data.combatValues.hitPoints.max",
actorData.attributes.body.initial + actorData.traits.constitution.initial + 10 + hitPointsModifier,
const attributes = data.data.attributes;
Object.values(attributes).forEach(
(attribute: ModifiableData<number>) => (attribute.total = attribute.base + attribute.mod),
);
const defenseModifier = getProperty(data, "data.combatValues.defense.modifier") || 0;
setProperty(
data,
"data.combatValues.defense.value",
actorData.attributes.body.initial +
actorData.traits.constitution.initial +
this._getArmorValue() +
defenseModifier,
);
}
const traits = data.data.traits;
Object.values(traits).forEach((trait: ModifiableData<number>) => (trait.total = trait.base + trait.mod));
private _getArmorValue(): number {
return this.data["items"]
.filter((item) => ["armor", "shield"].includes(item.type))
.filter((item) => item.data.equipped)
.map((item) => item.data.armorValue)
.reduce((a, b) => a + b, 0);
const combatValues = data.data.combatValues;
Object.values(combatValues).forEach(
(combatValue: ModifiableData<number>) => (combatValue.total = combatValue.base + combatValue.mod),
);
}
}