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strike.ts
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strike.ts
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import { ActorPF2e, CharacterPF2e, NPCPF2e } from "@actor";
import { ActorType } from "@actor/data/index.ts";
import { AbilityString } from "@actor/types.ts";
import { WeaponPF2e } from "@item";
import { NPCAttackTrait } from "@item/melee/data.ts";
import { WeaponSource } from "@item/weapon/data.ts";
import {
BaseWeaponType,
OtherWeaponTag,
WeaponCategory,
WeaponGroup,
WeaponRangeIncrement,
WeaponTrait,
} from "@item/weapon/types.ts";
import { DamageDieSize, DamageType } from "@system/damage/index.ts";
import { PredicatePF2e } from "@system/predication.ts";
import { objectHasKey, sluggify } from "@util";
import type {
ArrayField,
BooleanField,
FilePathField,
NumberField,
SchemaField,
StringField,
} from "types/foundry/common/data/fields.d.ts";
import { RuleElementOptions, RuleElementPF2e, RuleElementSchema, RuleElementSource } from "./index.ts";
import { ResolvableValueField } from "./data.ts";
/**
* Create an ephemeral strike on an actor
* @category RuleElement
*/
class StrikeRuleElement extends RuleElementPF2e<StrikeSchema> {
protected static override validActorTypes: ActorType[] = ["character", "npc"];
constructor(source: StrikeSource, options: RuleElementOptions) {
source.img ??= options.parent.img;
super(source, options);
// Force a label of "Fist" if the `fist` shorthand is being used
if (this.fist) {
this.label = game.i18n.localize("PF2E.Weapon.Base.fist");
}
// Set defaults without writing to this#_source
this.slug ??= sluggify(this.label);
this.battleForm ??= false;
this.fist ??= false;
this.options ??= [];
}
static override defineSchema(): StrikeSchema {
const { fields } = foundry.data;
return {
...super.defineSchema(),
category: new fields.StringField({
required: true,
blank: false,
choices: CONFIG.PF2E.weaponCategories,
initial: "unarmed",
}),
group: new fields.StringField({
required: true,
nullable: true,
blank: false,
choices: CONFIG.PF2E.weaponGroups,
initial: null,
}),
baseType: new fields.StringField({
required: true,
nullable: true,
blank: false,
choices: CONFIG.PF2E.baseWeaponTypes,
initial: null,
}),
traits: new fields.ArrayField(
new fields.StringField({ required: true, blank: false, choices: CONFIG.PF2E.npcAttackTraits })
),
traitToggles: new fields.SchemaField(
{
modular: new fields.StringField({
required: true,
blank: false,
nullable: true,
choices: CONFIG.PF2E.damageTypes,
initial: null,
}),
versatile: new fields.StringField({
required: true,
blank: false,
nullable: true,
choices: CONFIG.PF2E.damageTypes,
initial: null,
}),
},
{ required: true, nullable: false, initial: { modular: null, versatile: null } }
),
otherTags: new fields.ArrayField(
new fields.StringField({ required: true, blank: false, choices: CONFIG.PF2E.otherWeaponTags }),
{ required: false, nullable: false, initial: [] }
),
range: new fields.SchemaField(
{
increment: new fields.NumberField({
required: true,
integer: true,
min: 5,
nullable: false,
initial: 5,
}),
max: new fields.NumberField({
required: false,
integer: true,
min: 5,
nullable: true,
initial: null,
}),
},
{ required: false, nullable: true, initial: null }
),
damage: new fields.SchemaField({
base: new fields.SchemaField({
damageType: new fields.StringField({ required: true, blank: false, initial: "bludgeoning" }),
dice: new ResolvableValueField({ required: true, nullable: false, initial: 1 }),
die: new fields.StringField({ required: true, choices: CONFIG.PF2E.damageDie, initial: "d4" }),
modifier: new fields.NumberField({ nullable: false, min: 0, initial: 0 }),
}),
}),
img: new fields.FilePathField({
categories: ["IMAGE"],
nullable: false,
initial: () => "systems/pf2e/icons/default-icons/melee.svg",
}),
attackModifier: new fields.NumberField({ integer: true, positive: true, nullable: true, initial: null }),
replaceAll: new fields.BooleanField({ required: false, nullable: false, initial: undefined }),
replaceBasicUnarmed: new fields.BooleanField({ required: false, nullable: false, initial: undefined }),
battleForm: new fields.BooleanField({ required: false, nullable: false, initial: undefined }),
ability: new fields.StringField({
required: false,
blank: false,
choices: CONFIG.PF2E.abilities,
nullable: true,
initial: null,
}),
options: new fields.ArrayField(new fields.StringField(), { required: false, initial: undefined }),
fist: new fields.BooleanField({ required: false, nullable: false, initial: undefined }),
};
}
/** Allow shorthand `fist` StrikeRuleElement data to pass `DataModel` validation */
override validate(options?: {
changes?: Record<string, unknown>;
clean?: boolean;
fallback?: boolean;
strict?: boolean;
fields?: boolean;
joint?: boolean;
}): boolean {
const source = options?.changes ?? this._source;
return source.fist === true ? true : super.validate(options);
}
/** Keep shorthand `fist` source data to its minimum form */
protected override _initializeSource(source: object, options: RuleElementOptions): this["_source"] {
return "fist" in source && source.fist === true
? (source as this["_source"])
: super._initializeSource(source, options);
}
protected override _initialize(options?: Record<string, unknown>): void {
if (this._source.fist) {
this.key = "Strike";
this.priority = 100;
this.slug = "fist";
this.img = "systems/pf2e/icons/features/classes/powerful-fist.webp";
this.category = "unarmed";
this.group = "brawling";
this.baseType = "fist";
this.traits = ["agile", "finesse", "nonlethal"];
this.traitToggles = mergeObject({ modular: null, versatile: null }, this._source.traitToggles ?? {});
this.otherTags = [];
this.range = null;
this.damage = {
base: {
dice: 1,
die: "d4",
damageType: "bludgeoning",
modifier: 0,
},
};
this.battleForm = false;
this.fist = true;
this.replaceAll = false;
this.replaceBasicUnarmed = false;
this.predicate = new PredicatePF2e([...(this._source.predicate ?? []), { gt: ["hands-free", 0] }]);
} else {
super._initialize(options);
}
}
/** Temporary workaround until real migration */
static override migrateData<TSource extends { range?: unknown; maxRange?: unknown }>(source: TSource): TSource {
const premigrated = super.migrateData(source);
if (typeof premigrated.range === "number") {
const maxRange = typeof premigrated.maxRange === "number" ? premigrated.maxRange : null;
premigrated.range = { increment: premigrated.range, max: maxRange };
} else if ("maxRange" in premigrated && typeof premigrated.maxRange === "number") {
premigrated.range = { increment: premigrated.maxRange, max: premigrated.maxRange };
}
delete premigrated.maxRange;
return premigrated;
}
override beforePrepareData(): void {
if (this.ignored) return;
const predicatePassed =
this.predicate.length === 0 ||
((): boolean => {
const rollOptions = new Set(this.actor.getRollOptions(["attack", "attack-roll", "strike-attack-roll"]));
return this.resolveInjectedProperties(this.predicate).test(rollOptions);
})();
const damageType = this.resolveInjectedProperties(this.damage.base.damageType);
if (!objectHasKey(CONFIG.PF2E.damageTypes, damageType)) {
return this.failValidation("Unrecognized damage type");
}
const dice = ((): number => {
const resolvedDice = Number(this.resolveValue(this.damage.base.dice));
return Math.clamped(Math.trunc(resolvedDice), 0, 8);
})();
if (Number.isNaN(dice)) {
return this.failValidation("dice does not resolve to a number");
}
if (predicatePassed) {
const weapon = this.#constructWeapon(damageType, dice);
const slug = weapon.slug ?? sluggify(weapon.name);
this.actor.synthetics.strikes.set(slug, weapon);
}
}
/** Exclude other strikes if this rule element specifies that its strike replaces all others */
override afterPrepareData(): void {
if (this.ignored || !this.actor.isOfType("character")) return;
if (this.replaceAll) {
const systemData = this.actor.system;
systemData.actions = systemData.actions.filter(
(a) => a.item.id === this.item.id && a.item.name === this.label && a.item.group === this.group
);
} else if (this.replaceBasicUnarmed) {
const systemData = this.actor.system;
systemData.actions.findSplice((a) => a.item?.slug === "basic-unarmed");
}
}
/**
* Construct a `WeaponPF2e` instance for use as the synthetic strike
* @param damageType The resolved damage type for the strike
*/
#constructWeapon(damageType: DamageType, dice: number): WeaponPF2e<ActorPF2e> {
const actorIsNPC = this.actor.isOfType("npc");
const source: PreCreate<WeaponSource> = deepClone({
_id: this.item.id,
name: this.label,
type: "weapon",
img: this.img,
flags: {
pf2e: {
battleForm: this.battleForm,
fixedAttack: actorIsNPC ? this.attackModifier ?? null : null,
},
},
system: {
slug: this.slug,
description: { value: "" },
category: this.category,
group: this.group,
baseItem: this.baseType,
ability: this.ability,
bonus: {
value: actorIsNPC ? this.attackModifier ?? 0 : 0,
},
damage: {
...this.damage.base,
dice,
damageType,
},
range: (this.range?.increment ?? null) as WeaponRangeIncrement | null,
maxRange: this.range?.max ?? null,
traits: {
value: this.traits as WeaponTrait[],
otherTags: this.otherTags,
rarity: "common",
toggles: {
modular: { selection: this.traitToggles.modular },
versatile: { selection: this.traitToggles.versatile },
},
},
options: { value: this.options },
usage: { value: "held-in-one-hand" },
equipped: {
carryType: "held",
handsHeld: 1,
},
},
});
return new WeaponPF2e(source, { parent: this.actor });
}
/** Toggle the modular or versatile trait of this strike's weapon */
async toggleTrait({ trait, selection }: UpdateToggleParams): Promise<void> {
const ruleSources = deepClone(this.item._source.system.rules);
const rule: StrikeSource | undefined = ruleSources.at(this.sourceIndex ?? NaN);
if (rule?.key === "Strike") {
rule.traitToggles = { ...this.traitToggles, [trait]: selection };
await this.item.update({ "system.rules": ruleSources });
}
}
}
interface StrikeRuleElement extends RuleElementPF2e<StrikeSchema>, ModelPropsFromSchema<StrikeSchema> {
slug: string;
fist: boolean;
options: string[];
get actor(): CharacterPF2e | NPCPF2e;
}
type StrikeSchema = RuleElementSchema & {
/** A weapon category */
category: StringField<WeaponCategory, WeaponCategory, true, false, true>;
/** A weapon group */
group: StringField<WeaponGroup, WeaponGroup, true, true, true>;
/** A weapon base type */
baseType: StringField<BaseWeaponType, BaseWeaponType, true, true, true>;
/** Permit NPC attack traits to sneak in for battle forms */
traits: ArrayField<StringField<NPCAttackTrait, NPCAttackTrait, true, false, false>>;
traitToggles: SchemaField<
{
modular: StringField<DamageType, DamageType, true, true, true>;
versatile: StringField<DamageType, DamageType, true, true, true>;
},
{ modular: DamageType | null; versatile: DamageType | null },
{ modular: DamageType | null; versatile: DamageType | null },
true,
false,
true
>;
otherTags: ArrayField<
StringField<OtherWeaponTag, OtherWeaponTag, true, false, false>,
OtherWeaponTag[],
OtherWeaponTag[],
false,
false,
true
>;
/**
* A fixed attack modifier: usable only if the strike is generated for an NPC
* Also causes the damage to not be recalculated when converting the resulting weapon to an NPC attack
*/
attackModifier: NumberField<number, number, false, true, true>;
range: SchemaField<
{
increment: NumberField<number, number, true, false, true>;
max: NumberField<number, number, false, true, true>;
},
{ increment: number; max: number | null },
{ increment: number; max: number | null } | null,
false,
true,
true
>;
damage: SchemaField<{
base: SchemaField<{
damageType: StringField<string, string, true, false, true>;
dice: ResolvableValueField<true, false, true>;
die: StringField<DamageDieSize, DamageDieSize, true, false, true>;
modifier: NumberField<number, number, false, false, true>;
}>;
}>;
ability: StringField<AbilityString, AbilityString, false, true, true>;
/** A representative icon for the strike */
img: FilePathField<ImageFilePath, ImageFilePath, true, false, true>;
/** Whether to replace all other strike actions */
replaceAll: BooleanField<boolean, boolean, false, false, false>;
/** Whether to replace the "basic unarmed" strike action */
replaceBasicUnarmed: BooleanField<boolean, boolean, false, false, false>;
/** Whether this attack is from a battle form */
battleForm: BooleanField<boolean, boolean, false, false, true>;
options: ArrayField<StringField<string, string, true, false, false>, string[], string[], false, false, false>;
/** Whether this was a request for a standard fist attack */
fist: BooleanField<boolean, boolean, false, false, false>;
};
interface StrikeSource extends RuleElementSource {
img?: unknown;
category?: unknown;
group?: unknown;
baseType?: unknown;
damage?: unknown;
range?: unknown;
maxRange?: unknown;
traits?: unknown;
traitToggles?: unknown;
replaceAll?: unknown;
replaceBasicUnarmed?: unknown;
battleForm?: unknown;
options?: unknown;
fist?: unknown;
}
interface UpdateToggleParams {
trait: "modular" | "versatile";
selection: DamageType | null;
}
export { StrikeRuleElement };