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helpers.ts
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helpers.ts
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import type { ActorPF2e } from "@actor";
import { AttackTraitHelpers } from "@actor/creature/helpers.ts";
import { ModifierPF2e } from "@actor/modifiers.ts";
import { AbilityItemPF2e, ArmorPF2e, ConditionPF2e, WeaponPF2e } from "@item";
import { ItemCarryType } from "@item/physical/index.ts";
import { toggleWeaponTrait } from "@item/weapon/helpers.ts";
import { ChatMessagePF2e } from "@module/chat-message/document.ts";
import { ZeroToThree, ZeroToTwo } from "@module/data.ts";
import { extractModifierAdjustments } from "@module/rules/helpers.ts";
import { SheetOptions, createSheetOptions } from "@module/sheet/helpers.ts";
import { DAMAGE_DIE_FACES } from "@system/damage/values.ts";
import { PredicatePF2e } from "@system/predication.ts";
import { ErrorPF2e, getActionGlyph, objectHasKey, pick, setHasElement, traitSlugToObject, tupleHasValue } from "@util";
import * as R from "remeda";
import type { CharacterPF2e } from "./document.ts";
/** Handle weapon traits that introduce modifiers or add other weapon traits */
class PCAttackTraitHelpers extends AttackTraitHelpers {
static adjustWeapon(weapon: WeaponPF2e): void {
const traits = weapon.system.traits.value;
for (const trait of [...traits]) {
switch (trait.replace(/-d?\d{1,3}$/, "")) {
case "fatal-aim": {
if (weapon.range?.increment && weapon.handsHeld === 2) {
const fatal = trait.replace("-aim", "");
if (objectHasKey(CONFIG.PF2E.weaponTraits, fatal) && !traits.includes(fatal)) {
traits.push(fatal);
}
}
break;
}
case "jousting": {
if (weapon.handsHeld === 1) {
const die = /(d\d{1,2})$/.exec(trait)?.[1];
if (setHasElement(DAMAGE_DIE_FACES, die)) {
weapon.system.damage.die = die;
}
}
break;
}
default:
break;
}
}
}
static override createAttackModifiers({ item, domains }: CreateAttackModifiersParams): ModifierPF2e[] {
const { actor } = item;
if (!actor) throw ErrorPF2e("The weapon must be embedded");
const traitsAndTags = R.compact([item.system.traits.value, item.system.traits.otherTags].flat());
const synthetics = actor.synthetics.modifierAdjustments;
const pcSpecificModifiers = traitsAndTags.flatMap((trait) => {
const unannotatedTrait = this.getUnannotatedTrait(trait);
switch (unannotatedTrait) {
case "kickback": {
// (pre-remaster language)
// "Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with
// 14 or more Strength ignore the penalty."
return new ModifierPF2e({
slug: unannotatedTrait,
label: CONFIG.PF2E.weaponTraits.kickback,
modifier: -2,
type: "circumstance",
predicate: new PredicatePF2e({ lt: ["attribute:str:mod", 2] }),
adjustments: extractModifierAdjustments(synthetics, domains, unannotatedTrait),
});
}
case "improvised": {
return new ModifierPF2e({
slug: unannotatedTrait,
label: this.getLabel(trait),
modifier: -2,
type: "item",
predicate: new PredicatePF2e({ not: "self:ignore-improvised-penalty" }),
adjustments: extractModifierAdjustments(synthetics, domains, unannotatedTrait),
});
}
default:
return [];
}
});
return [...super.createAttackModifiers({ item }), ...pcSpecificModifiers];
}
}
interface AuxiliaryInteractParams {
weapon: WeaponPF2e<CharacterPF2e>;
action: "Interact";
purpose: "Draw" | "Grip" | "Modular" | "PickUp" | "Retrieve" | "Sheathe";
hands?: ZeroToTwo;
}
interface AuxiliaryReleaseParams {
weapon: WeaponPF2e<CharacterPF2e>;
action: "Release";
purpose: "Grip" | "Drop";
hands: 0 | 1;
}
type AuxiliaryActionParams = AuxiliaryInteractParams | AuxiliaryReleaseParams;
type AuxiliaryActionPurpose = AuxiliaryActionParams["purpose"];
/** Create an "auxiliary" action, an Interact or Release action using a weapon */
class WeaponAuxiliaryAction {
readonly weapon: WeaponPF2e<CharacterPF2e>;
readonly action: "Interact" | "Release";
readonly actions: ZeroToThree;
readonly carryType: ItemCarryType | null;
readonly hands: ZeroToThree | null;
readonly purpose: AuxiliaryActionPurpose;
/** A "full purpose" reflects the options to draw, sheathe, etc. a weapon */
readonly fullPurpose: string;
constructor({ weapon, action, purpose, hands }: AuxiliaryActionParams) {
this.weapon = weapon;
this.action = action;
this.purpose = purpose;
this.hands = hands ?? null;
type ActionsCarryTypePurpose = [ZeroToThree, ItemCarryType, string] | [1, null, "Modular"];
const [actions, carryType, fullPurpose] = ((): ActionsCarryTypePurpose => {
switch (purpose) {
case "Draw":
return [1, "held", `${purpose}${hands}H`];
case "PickUp":
return [1, "held", `${purpose}${hands}H`];
case "Retrieve":
return [weapon.container?.isHeld ? 2 : 3, "held", `${purpose}${hands}H`];
case "Grip":
return [action === "Interact" ? 1 : 0, "held", purpose];
case "Sheathe":
return [1, "worn", purpose];
case "Modular":
return [1, null, purpose];
case "Drop":
return [0, "dropped", purpose];
}
})();
this.actions = actions;
this.carryType = carryType;
this.fullPurpose = fullPurpose;
}
get actor(): CharacterPF2e {
return this.weapon.parent;
}
get label(): string {
return game.i18n.localize(`PF2E.Actions.${this.action}.${this.fullPurpose}.Title`);
}
get glyph(): string {
return getActionGlyph(this.actions);
}
get options(): SheetOptions | null {
if (this.purpose === "Modular") {
return createSheetOptions(
pick(CONFIG.PF2E.damageTypes, this.weapon.system.traits.toggles.modular.options),
[this.weapon.system.traits.toggles.modular.selection ?? []].flat()
);
}
return null;
}
async execute({ selection = null }: { selection?: string | null } = {}): Promise<void> {
const { actor, weapon } = this;
if (typeof this.carryType === "string") {
await actor.adjustCarryType(this.weapon, { carryType: this.carryType, handsHeld: this.hands ?? 0 });
} else if (selection && tupleHasValue(weapon.system.traits.toggles.modular.options, selection)) {
const updated = await toggleWeaponTrait({ weapon, trait: "modular", selection });
if (!updated) return;
}
if (!game.combat) return; // Only send out messages if in encounter mode
const templates = {
flavor: "./systems/pf2e/templates/chat/action/flavor.hbs",
content: "./systems/pf2e/templates/chat/action/content.hbs",
};
const flavorAction = {
title: `PF2E.Actions.${this.action}.Title`,
subtitle: `PF2E.Actions.${this.action}.${this.fullPurpose}.Title`,
glyph: this.glyph,
};
const flavor = await renderTemplate(templates.flavor, {
action: flavorAction,
traits: [traitSlugToObject("manipulate", CONFIG.PF2E.actionTraits)],
});
const content = await renderTemplate(templates.content, {
imgPath: weapon.img,
message: game.i18n.format(`PF2E.Actions.${this.action}.${this.fullPurpose}.Description`, {
actor: actor.name,
weapon: weapon.name,
damageType: game.i18n.localize(`PF2E.Damage.RollFlavor.${selection}`),
}),
});
const token = actor.getActiveTokens(false, true).shift();
await ChatMessagePF2e.create({
content,
speaker: ChatMessagePF2e.getSpeaker({ actor, token }),
flavor,
type: CONST.CHAT_MESSAGE_TYPES.EMOTE,
});
}
}
/** Make a PC Clumsy 1 when wielding an oversized weapon */
function imposeOversizedWeaponCondition(actor: CharacterPF2e): void {
const wieldedOversizedWeapon = actor.itemTypes.weapon.find(
(w) => w.isEquipped && w.isOversized && w.category !== "unarmed"
);
const compendiumCondition = game.pf2e.ConditionManager.getCondition("clumsy");
const conditionSource =
wieldedOversizedWeapon && actor.conditions.bySlug("clumsy").length === 0
? mergeObject(compendiumCondition.toObject(), {
_id: "xxxxOVERSIZExxxx",
system: { slug: "clumsy", references: { parent: { id: wieldedOversizedWeapon.id } } },
})
: null;
if (!conditionSource) return;
const clumsyOne = new ConditionPF2e(conditionSource, { parent: actor });
clumsyOne.prepareSiblingData();
clumsyOne.prepareActorData();
for (const rule of clumsyOne.prepareRuleElements()) {
rule.beforePrepareData?.();
}
}
interface CreateAttackModifiersParams {
item: AbilityItemPF2e<CharacterPF2e> | WeaponPF2e<CharacterPF2e>;
domains: string[];
}
/** Create a penalty for attempting to Force Open without a crowbar or equivalent tool */
function createForceOpenPenalty(actor: CharacterPF2e, domains: string[]): ModifierPF2e {
const slug = "no-crowbar";
const { modifierAdjustments } = actor.synthetics;
return new ModifierPF2e({
slug,
label: "PF2E.Actions.ForceOpen.NoCrowbarPenalty",
type: "item",
modifier: -2,
predicate: ["action:force-open", "action:force-open:prying"],
hideIfDisabled: true,
adjustments: extractModifierAdjustments(modifierAdjustments, domains, slug),
});
}
function createShoddyPenalty(
actor: ActorPF2e,
item: WeaponPF2e | ArmorPF2e | null,
domains: string[]
): ModifierPF2e | null {
if (!actor.isOfType("character") || !item?.isShoddy) return null;
const slug = "shoddy";
return new ModifierPF2e({
label: "PF2E.Item.Physical.OtherTag.Shoddy",
type: "item",
slug,
modifier: -2,
adjustments: extractModifierAdjustments(actor.synthetics.modifierAdjustments, domains, slug),
});
}
/**
* Create a penalty for wearing armor with the "ponderous" trait
* "You take a –5 penalty to all your Speeds (to a minimum of a 5-foot Speed). This is separate from and in addition to
* the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's
* Speed penalty."
*/
function createHinderingPenalty(actor: CharacterPF2e): ModifierPF2e | null {
const slug = "hindering";
return actor.wornArmor?.traits.has(slug)
? new ModifierPF2e({
label: "PF2E.TraitHindering",
type: "untyped",
slug,
modifier: -5,
adjustments: [],
})
: null;
}
/**
* Create a penalty for wearing armor with the "ponderous" trait
* "While wearing the armor, you take a –1 penalty to initiative checks. If you don't meet the armor's required Strength
* score, this penalty increases to be equal to the armor's check penalty if it's worse."
*/
function createPonderousPenalty(actor: CharacterPF2e): ModifierPF2e | null {
const armor = actor.wornArmor;
const slug = "ponderous";
if (!armor?.traits.has(slug)) return null;
const penaltyValue = actor.abilities.str.mod >= (armor.strength ?? -Infinity) ? -1 : armor.checkPenalty || -1;
return new ModifierPF2e({
label: "PF2E.TraitPonderous",
type: "untyped",
slug,
modifier: penaltyValue,
adjustments: extractModifierAdjustments(actor.synthetics.modifierAdjustments, ["all", "initiative"], slug),
});
}
export {
PCAttackTraitHelpers,
WeaponAuxiliaryAction,
createForceOpenPenalty,
createHinderingPenalty,
createPonderousPenalty,
createShoddyPenalty,
imposeOversizedWeaponCondition,
};