mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-09-07 23:52:29 +00:00
* initial upload * save 4e start * saving * save color updates * remove limits * update the colors * save changes * begin refactoring names * fix attribute changes * save progress. commlinks added * move attrs to match hero lab * hide the other sheets until they are converted * fix translation keys * update drain, update roll template * make d6 explode * save css upates * move stuff around, fix primary weapons, add skills, add program buttons * add spec to programs * save shadowrun progress * fix primary bug * update force in npc buttons * remove unit tests * add to core ratings * save preview images
186 lines
7.6 KiB
JavaScript
186 lines
7.6 KiB
JavaScript
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const processingFunctions = {
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convertIntegerNegative: number => number > 0 ? -Math.abs(number) : number,
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convertIntegersNegatives: numbers => {
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for (let [key, value] of Object.entries(numbers)) {
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numbers[key] = processingFunctions.convertIntegerNegative(value);
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}
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return numbers
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},
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findRepeatingField: trigger => trigger.split('_')[1],
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//Roll20 does not allow for Promises
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//getAttributes: array => new Promise((resolve, reject) => array ? getAttrs(array, v => resolve(v)) : reject(errorMessage('Function failed'))),
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getReprowid: trigger => {
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const split = trigger.split('_');
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return `${split[0]}_${split[1]}_${split[2]}`
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},
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getReprowAttribute: key => {
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const getReprowid = processingFunctions.getReprowid(key)
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return key.split(`${getReprowid}_`)[1]
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},
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getTranslations: translationKeys => {
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let translations = {}
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translationKeys.forEach(key => translations[`${key}`] = getTranslationByKey(key))
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return translations
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},
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parseInteger: string => parseInt(string) || 0,
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parseIntegers: numbers => {
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for (let [key, value] of Object.entries(numbers)) {
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numbers[key] = parseInt(value) || 0;
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}
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return numbers
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},
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setAttributes: (update, silent) => silent && typeof update === 'object' ? setAttrs(update, {silent:true}) : typeof update === 'object' ? setAttrs(update) : console.error(`${update} is not an object`),
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sliceAttr: attribute => attribute.slice(2, -1),
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sumIntegers: numbers => numbers.reduce((a,b) => a + b, 0),
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shadowrun: {
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addRepRow: (repRowID, attributeList) => {
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let weaponAttributeWithRepeatingRow = []
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attributeList.forEach(weaponAttribute => weaponAttributeWithRepeatingRow.push(`${repRowID}_${weaponAttribute}`))
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return weaponAttributeWithRepeatingRow
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},
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attributeFactory: attrs => {
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attrs = processingFunctions.shadowrun.findFlagInKeys(attrs) ? processingFunctions.shadowrun.processTempFlags(attrs) : attrs
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attrs = processingFunctions.parseIntegers(attrs)
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attrs = processingFunctions.shadowrun.calculateBonuses(attrs)
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attrs.total = processingFunctions.sumIntegers(Object.values(attrs))
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attrs.base = attrs.total - attrs.bonus
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return attrs
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},
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conditionFactory: attrs => {
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attrs.attribute = processingFunctions.shadowrun.determineConditionAttribute(attrs)
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attrs.base = processingFunctions.shadowrun.determineConditionBase(attrs.sheet_type, attrs.flag_drone)
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attrs.modifier = attrs[processingFunctions.shadowrun.findModifierInKeys(attrs)]
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Object.keys(attrs).forEach(key => !['attribute', 'base', 'modifier'].includes(key) ? delete attrs[key] : false)
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attrs = processingFunctions.parseIntegers(attrs)
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return attrs
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},
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contructRepeatingWeaponAttributes: (repRowID, type) => {
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const attributeList = processingFunctions.shadowrun.determineWeaponAttributesByType(type)
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const constructedWeaponAttributes = processingFunctions.shadowrun.addRepRow(repRowID, attributeList)
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return constructedWeaponAttributes
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},
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buildDisplay: (base, bonus) => bonus === 0 ? base : `${base} (${base + bonus})`,
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calculateBonuses: attrs => {
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attrs.bonus = 0
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for (let [key, value] of Object.entries(attrs)) {
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if (key.includes('modifier') || key.includes('temp')) {
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attrs.bonus += value
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delete attrs[key]
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}
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}
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return attrs
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},
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calculateConditionTracks: conditionInts => Math.ceil(conditionInts.attribute/2) + conditionInts.base + conditionInts.modifier,
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calculateRunSpeed: (agility, modifier) => 25 + modifier,
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calculateWalkSpeed:(agility, modifier) => 10 + modifier,
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calculateWounds: attrs => {
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const divisor = attrs.low_pain_tolerance === 2 ? attrs.low_pain_tolerance : 3;
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const highPain = attrs.high_pain_tolerance >= 1 ? attrs.high_pain_tolerance : 0;
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let sum = 0;
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["stun", "physical"].forEach(attr => {
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const damageCompensator = attrs[`damage_compensators_${attr}`] || 0
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let dividend = Math.max(attrs[`${attr}`] - (highPain + damageCompensator), 0)
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sum -= Math.floor(dividend / divisor) || 0
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})
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return sum
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},
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convertSkillSelectToHiddenSkill: skillName => {
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let skill = skillName.toLowerCase()
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skill = skill.includes('group') ? skill.slice(0, -6) : skill
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skill = skill.includes(" ") ? skill.replace(/ /g,"") : skill
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return skill
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},
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determineConditionBase: (type, drone) => drone && drone === 'drone' ? 6 : type === 'vehicle' ? 12 : 8,
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determineConditionAttribute: attrs => attrs.willpower ? attrs.willpower : attrs.body ? attrs.body : attrs.device_rating ? attrs.device_rating : 0,
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determineWeaponAttributesByType: weaponType => weaponType === 'range' ? sheetAttributes.rangeAttributes : sheetAttributes.meleeAttributes,
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determineExplodingEdge: newValue => newValue === `@{edge}` ? "!" : "",
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findFlagInKeys: attrs => Object.keys(attrs).find(key => key.includes('_flag')),
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findModifierInKeys: attrs => Object.keys(attrs).find(key => key.includes('_modifier')),
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processTempFlags: attrs => {
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try {
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const tempFlag = processingFunctions.shadowrun.findFlagInKeys(attrs)
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const attrName = tempFlag.split('_temp_flag')[0]
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attrs[`${tempFlag}`] === 'on' ? false : delete attrs[`${attrName}_temp`];
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delete attrs[`${tempFlag}`];
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return attrs
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} catch (error) {
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console.error(error)
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}
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},
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resetRepeatingFieldsPrimaries: (repeatingSection, repRowID) => {
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getSectionIDs(repeatingSection, ids => {
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let attributesWithIDs = [];
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let update = {};
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ids.forEach(id => attributesWithIDs.push(`${repeatingSection}_${id}_primary`))
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attributesWithIDs.forEach(attribute => !attribute.includes(repRowID) ? update[attribute] = 0 : false)
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setAttrs(update);
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})
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},
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shotsFired: (shots, trigger) => shots > 0 && trigger.includes('remove') ? shots -= 1 : trigger.includes('add') ? shots += 1 : shots,
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resetPrimaryArmor: () => {
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const resetPrimary = new PrimaryArmor()
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let update = {}
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for (let [key, value] of Object.entries(resetPrimary)) {
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update[key] = value
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}
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return update
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},
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resetPrimaryWeapon: type => {
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const resetPrimary = type === 'range' ? new PrimaryRangeWeapon(type) : new PrimaryMeleeWeapon(type)
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let update = {}
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for (let [key, value] of Object.entries(resetPrimary)) {
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update[key] = value
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}
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return update
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},
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updatePrimaryArmor: attrs => {
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let update = {}
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for (let [key, value] of Object.entries(attrs)) {
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const repRowID = processingFunctions.getReprowid(key)
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if (key.includes('name')) {
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update['armor_name'] = attrs[`${repRowID}_name`]
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} else if (key.includes('impact')) {
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update['impact'] = value
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} else if (key.includes('modifier')) {
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update['soak_modifier'] = value
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} else {
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update[`ballistic`] = value
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}
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}
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return update
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},
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updatePrimaryWeapons: attrs => {
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let update = {}
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for (let [key, value] of Object.entries(attrs)) {
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const type = processingFunctions.findRepeatingField(key)
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const weaponAttribute = processingFunctions.getReprowAttribute(key)
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const primaryAttributeName = key.includes('weapon') ? `primary_${type}_weapon` : `primary_${type}_weapon_${weaponAttribute}`
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update[primaryAttributeName] = value
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if (key.includes('ammo')) {
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update[`${primaryAttributeName}_max`] = value
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}
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}
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return update
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}
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}
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}
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//for Mocha Unit Texting
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//module.exports = processingFunctions;
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