Merge branch 'Develop-VJ' into cyr-power-point-ui

This commit is contained in:
TJ 2021-02-10 16:17:14 -06:00
commit 70d399e8f6
7 changed files with 215 additions and 64 deletions

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@ -144,6 +144,10 @@
"SW5E.BonusRWDamage": "Ranged Weapon Damage Bonus",
"SW5E.BonusSaveForm": "Update Bonuses",
"SW5E.BonusPowerDC": "Global Power DC Bonus",
"SW5E.BonusForceLightPowerDC": "Global Force Light Power DC Bonus",
"SW5E.BonusForceDarkPowerDC": "Global Force Dark Power DC Bonus",
"SW5E.BonusForceUnivPowerDC": "Global Force Universal Power DC Bonus",
"SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus",
"SW5E.BonusTitle": "Configure Actor Bonuses",
"SW5E.Bonuses": "Global Bonuses",
"SW5E.BonusesHint": "Define global bonuses as formulas which are added to certain rolls. For example: 1d4 + 2",

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@ -94,7 +94,7 @@ export default class Actor5e extends Actor {
// Prepare power-casting data
data.attributes.powerForceLightDC = 8 + data.abilities.wis.mod + data.attributes.prof ?? 10;
data.attributes.powerForceDarkDC = 8 + data.abilities.cha.mod + data.attributes.prof ?? 10;
data.attributes.powerForceUnivDC = Math.ceil(data.attributes.powerForceLightDC,data.attributes.powerForceDarkDC) ?? 10;
data.attributes.powerForceUnivDC = Math.max(data.attributes.powerForceLightDC,data.attributes.powerForceDarkDC) ?? 10;
data.attributes.powerTechDC = 8 + data.abilities.int.mod + data.attributes.prof ?? 10;
this._computePowercastingProgression(this.data);
@ -506,7 +506,6 @@ export default class Actor5e extends Actor {
}
// Look up the number of slots per level from the powerLimit table
// TODO: Add Tech progression afterwards
let forcePowerLimit = SW5E.powerLimit['none'];
for (let i = 0; i < (forceProgression.maxClassPowerLevel); i++) {
forcePowerLimit[i] = SW5E.powerLimit[forceProgression.maxClass][i];
@ -515,9 +514,22 @@ export default class Actor5e extends Actor {
for ( let [n, lvl] of Object.entries(powers) ) {
let i = parseInt(n.slice(-1));
if ( Number.isNaN(i) ) continue;
if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0);
else lvl.max = forcePowerLimit[i-1] || 0;
lvl.value = parseInt(lvl.value);
if ( Number.isNumeric(lvl.foverride) ) lvl.fmax = Math.max(parseInt(lvl.foverride), 0);
else lvl.fmax = forcePowerLimit[i-1] || 0;
lvl.fvalue = parseInt(lvl.fvalue);
}
let techPowerLimit = SW5E.powerLimit['none'];
for (let i = 0; i < (techProgression.maxClassPowerLevel); i++) {
techPowerLimit[i] = SW5E.powerLimit[techProgression.maxClass][i];
}
for ( let [n, lvl] of Object.entries(powers) ) {
let i = parseInt(n.slice(-1));
if ( Number.isNaN(i) ) continue;
if ( Number.isNumeric(lvl.toverride) ) lvl.tmax = Math.max(parseInt(lvl.toverride), 0);
else lvl.tmax = techPowerLimit[i-1] || 0;
lvl.tvalue = parseInt(lvl.tvalue);
}
// Set Force and tech power
@ -1119,8 +1131,6 @@ export default class Actor5e extends Actor {
}
}
// Note the change in HP and HD and TP which occurred
const dhd = this.data.data.attributes.hd - hd0;
const dhp = this.data.data.attributes.hp.value - hp0;

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@ -100,32 +100,63 @@ export default class AbilityUseDialog extends Dialog {
// Determine the levels which are feasible
let lmax = 0;
const powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {max: 0, override: null};
let max = parseInt(l.override || l.max || 0);
let slots = Math.clamped(parseInt(l.value || 0), 0, max);
if ( max > 0 ) lmax = i;
arr.push({
level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
return arr;
}, []).filter(sl => sl.level <= lmax);
// If this character has pact slots, present them as an option for casting the power.
const pact = actorData.powers.pact;
if (pact.level >= lvl) {
powerLevels.push({
level: 'pact',
label: `${game.i18n.format('SW5E.PowerLevelPact', {level: pact.level, n: pact.value})}`,
canCast: true,
hasSlots: pact.value > 0
});
let points;
let powerType;
switch (itemData.school){
case "lgt":
case "uni":
case "drk": {
powerType = "force"
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
break;
}
case "tec": {
powerType = "tech"
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
break;
}
}
let powerLevels
if (powerType === "force"){
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {fmax: 0, foverride: null};
let max = parseInt(l.foverride || l.fmax || 0);
let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
if ( max > 0 ) lmax = i;
if ((max > 0) && (slots > 0) && (points > i)){
arr.push({
level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
}
return arr;
}, []).filter(sl => sl.level <= lmax);
}else if (powerType === "tech"){
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {tmax: 0, toverride: null};
let max = parseInt(l.override || l.tmax || 0);
let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
if ( max > 0 ) lmax = i;
if ((max > 0) && (slots > 0) && (points > i)){
arr.push({
level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
}
return arr;
}, []).filter(sl => sl.level <= lmax);
}
const canCast = powerLevels.some(l => l.hasSlots);
if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", {
level: CONFIG.SW5E.powerLevels[lvl],

View file

@ -74,7 +74,11 @@ export default class ActorSheetFlags extends BaseEntitySheet {
{name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"},
{name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"},
{name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"},
{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"}
{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"},
{name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"},
{name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"},
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
];
for ( let b of bonuses ) {
b.value = getProperty(this.object._data, b.name) || "";

View file

@ -25,8 +25,17 @@ export default class Item5e extends Item {
else if (this.actor) {
const actorData = this.actor.data.data;
// Powers - Use Actor powercasting modifier
if (this.data.type === "power") return actorData.attributes.powercasting || "int";
// Powers - Use Actor powercasting modifier based on power school
if (this.data.type === "power") {
switch (this.data.data.school) {
case "lgt": return "wis";
case "uni": return (actorData.abilities["wis"].mod >= actorData.abilities["cha"].mod) ? "wis" : "cha";
case "drk": return "cha";
case "tec": return "int";
}
return "none";
}
// Tools - default to Intelligence
else if (this.data.type === "tool") return "int";
@ -311,7 +320,24 @@ export default class Item5e extends Item {
// Actor power-DC based scaling
if ( save.scaling === "power" ) {
save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerdc") : null;
switch (this.data.data.school) {
case "lgt": {
save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerForceLightDC") : null;
break;
}
case "uni": {
save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerForceUnivDC") : null;
break;
}
case "drk": {
save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerForceDarkDC") : null;
break;
}
case "tec": {
save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerTechDC") : null;
break;
}
}
}
// Ability-score based scaling
@ -414,6 +440,7 @@ export default class Item5e extends Item {
const recharge = id.recharge || {}; // Recharge mechanic
const uses = id?.uses ?? {}; // Limited uses
const isPower = this.type === "power"; // Does the item require a power slot?
// TODO: Possibly Mod this to not consume slots based on class?
const requirePowerSlot = isPower && (id.level > 0) && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode);
// Define follow-up actions resulting from the item usage
@ -424,11 +451,18 @@ export default class Item5e extends Item {
let consumeUsage = !!uses.per; // Consume limited uses
let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses
/*//set rollback values in case you pick a spell level you can't cast anymore
let forcePointValueRollback = actor.data.data.attributes.force.points.value;
let forcePointTempRollback = actor.data.data.attributes.force.points.temp;
let techPointValueRollback = actor.data.data.attributes.tech.points.value;
let techPointTempRollback = actor.data.data.attributes.tech.points.temp;
*/
// Display a configuration dialog to customize the usage
const needsConfiguration = createMeasuredTemplate || consumeRecharge || consumeResource || consumePowerSlot || consumeUsage;
if (configureDialog && needsConfiguration) {
const configuration = await AbilityUseDialog.create(this);
if (!configuration) return;
// Determine consumption preferences
createMeasuredTemplate = Boolean(configuration.placeTemplate);
@ -440,18 +474,20 @@ export default class Item5e extends Item {
// Handle power upcasting
if ( requirePowerSlot ) {
const slotLevel = configuration.level;
const powerLevel = slotLevel === "pact" ? actor.data.data.powers.pact.level : parseInt(slotLevel);
const powerLevel = parseInt(slotLevel);
if (powerLevel !== id.level) {
const upcastData = mergeObject(this.data, {"data.level": powerLevel}, {inplace: false});
item = this.constructor.createOwned(upcastData, actor); // Replace the item with an upcast version
}
if ( consumePowerSlot ) consumePowerSlot = slotLevel === "pact" ? "pact" : `power${powerLevel}`;
if ( consumePowerSlot ) consumePowerSlot = `power${powerLevel}`;
}
}
// Determine whether the item can be used by testing for resource consumption
const usage = item._getUsageUpdates({consumeRecharge, consumeResource, consumePowerSlot, consumeUsage, consumeQuantity});
if ( !usage ) return;
const {actorUpdates, itemUpdates, resourceUpdates} = usage;
// Commit pending data updates
@ -513,14 +549,47 @@ export default class Item5e extends Item {
// Consume Power Slots
if ( consumePowerSlot ) {
const level = this.actor?.data.data.powers[consumePowerSlot];
const powers = Number(level?.value ?? 0);
if ( powers === 0 ) {
const label = game.i18n.localize(consumePowerSlot === "pact" ? "SW5E.PowerProgPact" : `SW5E.PowerLevel${id.level}`);
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
return false;
const fp = this.actor.data.data.attributes.force.points;
const tp = this.actor.data.data.attributes.tech.points;
const powerCost = level + 1;
switch (id.school){
case "lgt":
case "uni":
case "drk": {
const powers = Number(level?.fvalue ?? 0);
if ( powers === 0 ) {
const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`);
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
return false;
}
actorUpdates[`data.powers.${consumePowerSlot}.fvalue`] = Math.max(powers - 1, 0);
if (fp.temp >= powerCost) {
actorUpdates["data.attributes.force.points.temp"] = fp.temp - powerCost;
}else{
actorUpdates["data.attributes.force.points.value"] = fp.value + fp.temp - powerCost;
actorUpdates["data.attributes.force.points.temp"] = 0;
}
break;
}
case "tec": {
const powers = Number(level?.tvalue ?? 0);
if ( powers === 0 ) {
const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`);
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
return false;
}
actorUpdates[`data.powers.${consumePowerSlot}.tvalue`] = Math.max(powers - 1, 0);
if (tp.temp >= powerCost) {
actorUpdates["data.attributes.force.points.temp"] = tp.temp - powerCost;
}else{
actorUpdates["data.attributes.force.points.value"] = tp.value + tp.temp - powerCost;
actorUpdates["data.attributes.force.points.temp"] = 0;
}
break;
}
}
actorUpdates[`data.powers.${consumePowerSlot}.value`] = Math.max(powers - 1, 0);
}
// Consume Limited Usage
if ( consumeUsage ) {
@ -792,7 +861,7 @@ export default class Item5e extends Item {
/* -------------------------------------------- */
/**
* Prepare chat card data for tool type items
* Prepare chat card data for loot type items
* @private
*/
_lootChatData(data, labels, props) {

View file

@ -286,13 +286,28 @@ function _migrateActorPowers(actorData, updateData) {
updateData["data.attributes.tech.points.tempmax"] = 0;
updateData["data.attributes.tech.level"] = 0;
}
// If new Power F/T split data is not present, create it
const hasNewBonus = ad?.powers?.power1?.fvalue !== undefined;
if ( !hasNewBonus ) {
for (let i = 1; i <= 9; i++) {
// add new
updateData["data.powers.power" + i + ".fvalue"] = 0;
updateData["data.powers.power" + i + ".foverride"] = null;
updateData["data.powers.power" + i + ".tvalue"] = 0;
updateData["data.powers.power" + i + ".toverride"] = null;
//remove old
updateData["data.powers.power" + i + ".-=value"] = null;
updateData["data.powers.power" + i + ".-=override"] = null;
}
}
// If new Bonus Power DC data is not present, create it
const hasNewBonus = ad?.bonuses?.power?.forceLightDC !== undefined;
if ( !hasNewBonus ) {
updateData["data.bonuses.power.forceLightDC"] = "";
updateData["data.bonuses.power.forceDarkDC"] = "";
updateData["data.bonuses.power.forceUnivDC"] = "";
updateData["data.bonuses.power.TechDC"] = "";
updateData["data.bonuses.power.techDC"] = "";
}
// Remove the Power DC Bonus

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@ -211,40 +211,58 @@
},
"powers": {
"power1": {
"value": 0,
"override": null
"fvalue": 0,
"foverride": null,
"tvalue": 0,
"toverride": null
},
"power2": {
"value": 0,
"override": null
"fvalue": 0,
"foverride": null,
"tvalue": 0,
"toverride": null
},
"power3": {
"value": 0,
"override": null
"fvalue": 0,
"foverride": null,
"tvalue": 0,
"toverride": null
},
"power4": {
"value": 0,
"override": null
"fvalue": 0,
"foverride": null,
"tvalue": 0,
"toverride": null
},
"power5": {
"value": 0,
"override": null
"fvalue": 0,
"foverride": null,
"tvalue": 0,
"toverride": null
},
"power6": {
"value": 0,
"override": null
"fvalue": 0,
"foverride": null,
"tvalue": 0,
"toverride": null
},
"power7": {
"value": 0,
"override": null
"fvalue": 0,
"foverride": null,
"tvalue": 0,
"toverride": null
},
"power8": {
"value": 0,
"override": null
"fvalue": 0,
"foverride": null,
"tvalue": 0,
"toverride": null
},
"power9": {
"value": 0,
"override": null
"fvalue": 0,
"foverride": null,
"tvalue": 0,
"toverride": null
}
},
"bonuses": {