Merge pull request #3 from Cynicide/Calculate-Skill-Totals

Calculate skill total bonuses
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Cynicide 2022-09-12 06:25:03 +10:00 committed by GitHub
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5 changed files with 116 additions and 36 deletions

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@ -1,22 +1,26 @@
Small Small
1. Add Relationship between skills and skill categories 1. DONE - Add Relationship between skills and skill categories
2. Remove Tables and replace with CSS Grid 2. Remove Tables and replace with CSS Grid
3. Fix unaligned CSS 3. Fix unaligned CSS
4. Prevent Duplication on Drag and Drop for Skills and Skill Categories, possibly spells too. 4. Prevent Duplication on Drag and Drop for Skills and Skill Categories, possibly spells too.
DONE - Overriden _onDropItem on Player Sheet DONE - Overriden _onDropItem on Player Sheet
DONE - Skill Categories cannot be renamed if they are owned. DONE - Skill Categories cannot be renamed if they are owned.
DONE - Skills and Skill Categories are now seperate checks for Drag and Drop as some share names
Spells ?
5. Fix New Ranks Clickboxes - https://discord.com/channels/170995199584108546/670336275496042502/1018530650980102195
6. Fix Favorites Clickboxes on Actor Page
Medium Medium
4. Inventory sorted by types 4. Inventory sorted by types
i. Drag and drop should add an item if it already exists. i. Drag and drop should increment an item if it already exists.
ii. Equipables ii. Equipables
iii. Favorites iii. Favorites
5. Creature Sheet 5. Creature Sheet
6. Finish Character Sheet
Large Large
6. Dice Roller 6. Dice Roller
7. Initiative System 7. Initiative System

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@ -27,14 +27,16 @@ export class RMSSActor extends Actor {
if (actorData.type !== 'character') return; if (actorData.type !== 'character') return;
// Calculate Stat Bonuses for the Actor // Calculate Stat Bonuses for the Actor
this.prepareStatBonuses(actorData); this.calculateStatBonuses(actorData);
// Calculate Resistance Rolls for the Actor // Calculate Resistance Rolls for the Actor
this.prepareResistanceRolls(actorData); this.calculateResistanceRolls(actorData);
// Iterate through and apply Stat bonuses for Skill Category Items // Iterate through and apply Stat bonuses for Skill Category Items
this.prepareSkillCategoryStatBonuses(); this.calculateSkillCategoryStatBonuses();
// Iterate through and apply Skill Category Bonuses for Skill items
this.calculateSkillBonuses();
} }
/** /**
@ -45,11 +47,10 @@ export class RMSSActor extends Actor {
// Make modifications to data here. For example: // Make modifications to data here. For example:
const data = actorData.data; const data = actorData.data;
data.xp = (data.cr * data.cr) * 100;
} }
// Tally each stat bonus and populate the total field. // Tally each stat bonus and populate the total field.
prepareStatBonuses(actorData) { calculateStatBonuses(actorData) {
const systemData = actorData.system; const systemData = actorData.system;
actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)+Number(systemData.stats.agility.special_bonus)+Number(systemData.stats.agility.basic_bonus); actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)+Number(systemData.stats.agility.special_bonus)+Number(systemData.stats.agility.basic_bonus);
actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)+Number(systemData.stats.constitution.special_bonus)+Number(systemData.stats.constitution.basic_bonus); actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)+Number(systemData.stats.constitution.special_bonus)+Number(systemData.stats.constitution.basic_bonus);
@ -64,7 +65,7 @@ export class RMSSActor extends Actor {
} }
// Calculate each Resistance Roll with the formula on the character sheet. // Calculate each Resistance Roll with the formula on the character sheet.
prepareResistanceRolls(actorData) { // TODO: Add Racial modifiers to resistance calculateResistanceRolls(actorData) { // TODO: Add Racial modifiers to resistance
const systemData = actorData.system; const systemData = actorData.system;
actorData.system.resistance_rolls.essence = Number(systemData.stats.empathy.stat_bonus * 3); actorData.system.resistance_rolls.essence = Number(systemData.stats.empathy.stat_bonus * 3);
actorData.system.resistance_rolls.channeling = Number(systemData.stats.intuition.stat_bonus * 3); actorData.system.resistance_rolls.channeling = Number(systemData.stats.intuition.stat_bonus * 3);
@ -77,19 +78,24 @@ export class RMSSActor extends Actor {
actorData.system.resistance_rolls.arcane = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus); actorData.system.resistance_rolls.arcane = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
} }
/*prepareSkillCategoryBonuses() { calculateSkillBonuses() {
for (const item of this.items) { for (const item of this.items) {
if (item.type === "skill") { if (item.type === "skill") {
console.log("rmss | actor.js | Calculating skill bonus for Skill: " + item.name);
console.log("rmss | actor.js | Updating Skill Category Bonus for Skill: " + item.name);
item.calculateSelectedSkillCategoryBonus(item);
console.log("rmss | actor.js | Updating Skill Total Bonus for Skill: " + item.name);
item.calculateSkillTotalBonus(item);
} }
} }
}*/ }
// Tallys the bonus for each Stat that is applicable to the Skill Category and then updates the total // Tallys the bonus for each Stat that is applicable to the Skill Category and then updates the total
prepareSkillCategoryStatBonuses() { calculateSkillCategoryStatBonuses() {
for (const item of this.items) { for (const item of this.items) {
if (item.type === "skill_category") { if (item.type === "skill_category") {
console.log("rmss | actor.js | Calculating Skill Category Stat Bonuses for: " + item.name);
// Get all the applicable stats for this skill category // Get all the applicable stats for this skill category
var app_stat_1 = item.system.app_stat_1; var app_stat_1 = item.system.app_stat_1;
var app_stat_2 = item.system.app_stat_2; var app_stat_2 = item.system.app_stat_2;
@ -142,11 +148,24 @@ export class RMSSActor extends Actor {
// This is the format that the select helper on the skill sheet needs // This is the format that the select helper on the skill sheet needs
getOwnedSkillCategories() { getOwnedSkillCategories() {
var ownedSkillCategories = {None: "None"}; var ownedSkillCategories = {None: "None"};
for (const item of this.items) { console.log("rmss | actor.js | Getting owned skill categories for: " + this.name);
for (const item of this.items) {
if (item.type === "skill_category") { if (item.type === "skill_category") {
ownedSkillCategories[item._id] = item.name; ownedSkillCategories[item._id] = item.name;
} }
} }
return(ownedSkillCategories); return(ownedSkillCategories);
} }
getOwnedSkills() {
var ownedSkills = {None: "None"};
console.log("rmss | actor.js | Getting owned skills for: " + this.name);
for (const item of this.items) {
if (item.type === "skill") {
ownedSkills[item._id] = item.name;
}
}
return(ownedSkills);
}
} }

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@ -6,6 +6,7 @@ export class RMSSItem extends Item {
// the following, in order: data reset (to clear active effects), // the following, in order: data reset (to clear active effects),
// prepareBaseData(), prepareEmbeddedDocuments() (including active effects), // prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
// prepareDerivedData(). // prepareDerivedData().
console.log("rmss | item.js | prepareData for:" + this.name);
super.prepareData(); super.prepareData();
} }
@ -40,40 +41,77 @@ export class RMSSItem extends Item {
} }
} }
calculateSkillCategoryTotalBonus(itemData) {
if (this.type === "skill_category") {
const systemData = itemData.system;
itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.stat_bonus)+Number(systemData.prof_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
}
}
prepareDerivedData() { prepareDerivedData() {
const itemData = this; const itemData = this;
const systemData = itemData.system; const systemData = itemData.system;
const flags = itemData.flags.rmss || {}; const flags = itemData.flags.rmss || {};
// Make separate methods for each item type to keep things organized. // Make separate methods for each item type to keep things organized.
this._prepareSkillCategoryData(itemData);
this._prepareSkillData(itemData); if (itemData.type === 'skill') {
this._prepareSkillCategoryData(itemData);
}
if (itemData.type === 'skill') {
this._prepareSkillData(itemData);
}
} }
_prepareSkillCategoryData(itemData) { _prepareSkillCategoryData(itemData) {
if (itemData.type !== 'skill_category') return; if (itemData.type !== 'skill_category') return;
console.log("rmss | item.js | Preparing Skill Category Data for: " + itemData.name);
// Make modifications to data here. For example: // Calculate Skill Category Total Bonus
//const data = itemData.data;
// Calculate Stat Bonuses
this.calculateSkillCategoryTotalBonus(itemData); this.calculateSkillCategoryTotalBonus(itemData);
} }
_prepareSkillData(itemData) { _prepareSkillData(itemData) {
if (itemData.type !== 'skill') return; if (itemData.type !== 'skill') return;
console.log("rmss | item.js | Preparing Skill Data for: " + itemData.name);
// Make modifications to data here. For example: // Make modifications to data here. For example:
const systemData = itemData.system; const systemData = itemData.system;
// Calculate Stat Bonuses // Calculate Skill Category Bonus
itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.category_bonus)+Number(systemData.item_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2); this.calculateSelectedSkillCategoryBonus(itemData);
// Calculate Skill Total Bonus
this.calculateSkillTotalBonus(itemData);
}
calculateSkillCategoryTotalBonus(itemData) {
if (this.type === "skill_category") {
console.log("rmss | item.js | Calculating Skill Category Total Bonus for: " + itemData.name);
const systemData = itemData.system;
itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.stat_bonus)+Number(systemData.prof_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
}
}
calculateSkillTotalBonus(itemData) {
if (this.type === "skill") {
const systemData = itemData.system;
console.log("rmss | item.js | Calculating Skill Total Bonus for: " + itemData.name)
itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.category_bonus)+Number(systemData.item_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
}
}
calculateSelectedSkillCategoryBonus(itemData) {
if (this.isEmbedded === null) {
console.log("rmss | item.js | Skill " + this.name + " has no owner. Not calculating Skill Category bonus");
}
else
{
const items = this.parent.items;
console.log("rmss | item.js | Skill " + this.name + " has owner, calculating skill category bonus.");
for (const item of items) {
if (item.type === "skill_category" && item._id === itemData.system.category) {
console.log("rmss | item.js | Calculating Skill Category bonus for skill: " + this.name);
this.system.category_bonus = item.system.total_bonus;
}
}
}
} }
} }

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@ -41,7 +41,8 @@ export default class RMSSPlayerSheet extends ActorSheet {
const newitem = await Item.implementation.fromDropData(data); const newitem = await Item.implementation.fromDropData(data);
const itemData = newitem.toObject(); const itemData = newitem.toObject();
if (itemData.type === "skill_category" || itemData.type === "skill"){ // To Do: Seperate Skills and Skill Categories. Increment Counts for items
if (itemData.type === "skill_category"){
// Get the already owned Items from the actor and push into an array // Get the already owned Items from the actor and push into an array
const owneditems = this.object.getOwnedSkillCategories(); const owneditems = this.object.getOwnedSkillCategories();
@ -55,6 +56,19 @@ export default class RMSSPlayerSheet extends ActorSheet {
console.log("Not Owned!"); console.log("Not Owned!");
super._onDropItem(event, data); super._onDropItem(event, data);
} }
} else if ( itemData.type === "skill") {
// Get the already owned Items from the actor and push into an array
const owneditems = this.object.getOwnedSkills();
console.log(owneditems);
var owneditemslist = Object.values(owneditems);
// Check if the dragged item is not in the array and not owned
if (!owneditemslist.includes(itemData.name)) {
console.log("Not Owned!");
super._onDropItem(event, data);
}
} }
else { else {
super._onDropItem(event, data); super._onDropItem(event, data);
@ -65,6 +79,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
} }
_prepareItems(context) { _prepareItems(context) {
console.log("rmss | rmss_player_sheet.js | Preparing items for: "+ this.name);
// Initialize containers. // Initialize containers.
const gear = []; const gear = [];
const playerskill= []; const playerskill= [];
@ -145,12 +160,16 @@ export default class RMSSPlayerSheet extends ActorSheet {
async _onItemCreate(event) { async _onItemCreate(event) {
event.preventDefault(); event.preventDefault();
const header = event.currentTarget; const header = event.currentTarget;
// Get the type of item to create. // Get the type of item to create.
const type = header.dataset.type; const type = header.dataset.type;
// Grab any data associated with this control. // Grab any data associated with this control.
const data = duplicate(header.dataset); const data = duplicate(header.dataset);
// Initialize a default name. // Initialize a default name.
const name = `New ${type.capitalize()}`; const name = `New ${type.capitalize()}`;
// Prepare the item object. // Prepare the item object.
const itemData = { const itemData = {
name: name, name: name,
@ -158,7 +177,6 @@ export default class RMSSPlayerSheet extends ActorSheet {
data: data data: data
}; };
// Remove the type from the dataset since it's in the itemData.type prop. // Remove the type from the dataset since it's in the itemData.type prop.
//delete itemData.data["type"];
delete itemData.data.type; delete itemData.data.type;
// Finally, create the item! // Finally, create the item!
return await Item.create(itemData, {parent: this.actor}); return await Item.create(itemData, {parent: this.actor});

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@ -28,7 +28,7 @@ export default class RMSSSkillSheet extends ItemSheet {
// Figure out if a valid Skill Category is already selected // Figure out if a valid Skill Category is already selected
var selected_skillcat = this.prepareSelectedSkillCategory(owned_skillcats, this.object.system.category); var selected_skillcat = this.prepareSelectedSkillCategory(owned_skillcats, this.object.system.category);
this.prepareSelectedSkillCategoryBonus(selected_skillcat); //this.prepareSelectedSkillCategoryBonus(selected_skillcat);
let sheetData = { let sheetData = {
owner: this.item.isOwner, owner: this.item.isOwner,
@ -82,6 +82,7 @@ export default class RMSSSkillSheet extends ItemSheet {
for (const item of items) { for (const item of items) {
if (item.type === "skill_category" && item._id === selected_skillcat) { if (item.type === "skill_category" && item._id === selected_skillcat) {
console.log("rmss | rmss_skill_sheet | Calculating Skill Category bonus for skill: " + this.object.name);
this.object.system.category_bonus = item.system.total_bonus; this.object.system.category_bonus = item.system.total_bonus;
} }
} }