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feat: Add a data model for Monster actors #275

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Dec 30, 2022
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2 changes: 1 addition & 1 deletion src/module/actor/actor-sheet.js
Original file line number Diff line number Diff line change
Expand Up @@ -164,7 +164,7 @@ export class OseActorSheet extends ActorSheet {
if (item.type == "weapon") {
if (this.actor.type === "monster") {
item.update({
data: { counter: { value: itemData.counter.value - 1 } },
'system.counter.value': itemData.counter.value - 1
});
}
item.rollWeapon({ skipDialog: event.ctrlKey || event.metaKey });
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,7 @@ export default class OseDataModelCharacterSpells implements CharacterSpells {
let othersAtLvl = list[lvl] || [];
return {
...list,
[lvl]: [ ...othersAtLvl, item ]
[lvl]: [ ...othersAtLvl, item ].sort((a, b) => a.name.localeCompare(b.name))
}};

return this.#spellList.reduce(reducedSpells, {})
Expand Down
179 changes: 179 additions & 0 deletions src/module/actor/data-model-monster.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,179 @@
import OseDataModelCharacterSpells from "./data-model-classes/data-model-character-spells";

// Encumbrance schemes
import OseDataModelCharacterEncumbranceDisabled from "./data-model-classes/data-model-character-encumbrance-disabled";

const getItemsOfActorOfType = (actor, filterType, filterFn = null) =>
actor.items
.filter(({ type }) => type === filterType)
.filter(filterFn ? filterFn : () => true);

export default class OseDataModelMonster extends foundry.abstract.DataModel {
prepareDerivedData() {
this.encumbrance = new OseDataModelCharacterEncumbranceDisabled();
this.spells = new OseDataModelCharacterSpells(
this.spells,
this.#spellList
)
}

// @todo define schema options; stuff like min/max values and so on.
static defineSchema() {
const { SchemaField, StringField, NumberField, BooleanField, ArrayField, ObjectField } = foundry.data.fields;

return {
spells: new ObjectField(),
details: new ObjectField(),
ac: new ObjectField(),
aac: new ObjectField(),
encumbrance: new ObjectField(),
movement: new ObjectField(),
config: new ObjectField(),
initiative: new ObjectField(),
hp: new ObjectField({
hd: new StringField(),
value: new NumberField({ integer: true }),
max: new NumberField({ integer: true })
}),
thac0: new ObjectField(),
initiative: new ObjectField(),
languages: new ObjectField(),
saves: new ObjectField({
breath: new ObjectField({ value: new NumberField({ integer: true }) }),
death: new ObjectField({ value: new NumberField({ integer: true }) }),
paralysis: new ObjectField({ value: new NumberField({ integer: true }) }),
spell: new ObjectField({ value: new NumberField({ integer: true }) }),
wand: new ObjectField({ value: new NumberField({ integer: true }) }),
}),
retainer: new ObjectField({
enabled: new BooleanField(),
loyalty: new NumberField({ integer: true }),
wage: new StringField()
})
};
}

// @todo This only needs to be public until
// we can ditch sharing out AC/AAC.
get usesAscendingAC() {
return game.settings.get(game.system.id, 'ascendingAC');
}

get isNew() {
return !Object.values(this.saves).reduce(
(prev, curr) => prev + (parseInt(curr?.value) || 0),
0
)
}

get containers() {
const containerContent = this.parent.items
.filter(({ system: { containerId } }) => containerId)
.reduce((obj, item) => {
const { containerId } = item.system;

return {
...obj,
[containerId]: obj[containerId] ? [...obj[containerId], item] : [item]
}
}, {});

const containers = getItemsOfActorOfType(
this.parent,
'container',
({ system: { containerId } }) => !containerId
);

const reducedWeight = (acc, { system: { weight, quantity } }) => (
acc + weight * (quantity?.value || 1)
);

const mapItemsToContainer = (container, key) => ({
...container,
system: {
...container.system,
itemIds: containerContent[container.id] || [],
totalWeight: containerContent[container.id]?.reduce(reducedWeight, 0)
}
});

return containers.map(mapItemsToContainer);
}
get treasures() {
return getItemsOfActorOfType(
this.parent,
'item',
({ system: { treasure, containerId } }) => treasure && !containerId
).sort((a, b) => a.name.localeCompare(b.name));
}
get items() {
return getItemsOfActorOfType(
this.parent,
'item',
({ system: { treasure, containerId } }) => !treasure && !containerId
).sort((a, b) => a.name.localeCompare(b.name));
}
get weapons() {
return getItemsOfActorOfType(
this.parent,
'weapon',
({ system: { containerId } }) => !containerId
).sort((a, b) => a.name.localeCompare(b.name));
}
get armor() {
return getItemsOfActorOfType(
this.parent,
'armor',
({ system: { containerId } }) => !containerId
).sort((a, b) => a.name.localeCompare(b.name));
}
get abilities() {
return getItemsOfActorOfType(
this.parent,
'ability',
({ system: { containerId } }) => !containerId
).sort((a, b) => (a.sort || 0) - (b.sort || 0));
}
get attackPatterns() {
return [
...this.weapons,
...this.abilities
]
.sort((a, b) => {
if (a.system.pattern !== 'transparent' && b.system.pattern === 'transparent')
return -1;
b.type.localeCompare(a.type) ||
a.name.localeCompare(b.name)
})
.reduce( (prev, curr) => {
const {pattern} = curr.system;
if (!prev[pattern])
prev[pattern] = [];
return {...prev, [pattern]: [...prev[pattern], curr]};
}, {});
}

get #spellList() {
return getItemsOfActorOfType(
this.parent,
'spell',
({ system: { containerId } }) => !containerId
);
}

get isSlow() {
return (!this.weapons.length)
? false
: this.weapons.every((item) =>
!(
item.type !== "weapon" ||
!item.system.slow
));
}

get init() {
const group = game.settings.get(game.system.id, "initiative") !== "group"

return (group) ? this.initiative.mod : 0;
}
}
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