Files
roll20-character-sheets/Shadowrun5thEdition/src/js/shadowrunFunctions.js
T
Cassie Levett c8b6b8d46d Shadowrun5ev4.3 - Hot Sim & Running Silent toggles (#7161)
* refactor roll skill template

* add matrix buttons

* add running silent

* save hot sim configuration

* make buttons longer on cyber deck
2020-08-10 10:41:43 -04:00

171 lines
6.5 KiB
JavaScript

const shadowrunFunctions = {
addRepRow: (repRowID, attributeList) => {
let weaponAttributeWithRepeatingRow = []
attributeList.forEach(weaponAttribute => weaponAttributeWithRepeatingRow.push(`${repRowID}_${weaponAttribute}`))
return weaponAttributeWithRepeatingRow
},
attributeFactory: attrs => {
attrs = shadowrunFunctions.findFlagInKeys(attrs) ? shadowrunFunctions.processTempFlags(attrs) : attrs
attrs = processingFunctions.parseIntegers(attrs)
attrs = shadowrunFunctions.calculateBonuses(attrs)
attrs.total = processingFunctions.sumIntegers(Object.values(attrs))
attrs.base = attrs.total - attrs.bonus
return attrs
},
conditionFactory: attrs => {
attrs.attribute = shadowrunFunctions.determineConditionAttribute(attrs)
attrs.base = shadowrunFunctions.determineConditionBase(attrs.sheet_type, attrs.flag_drone)
attrs.modifier = attrs[shadowrunFunctions.findModifierInKeys(attrs)]
Object.keys(attrs).forEach(key => !['attribute', 'base', 'modifier'].includes(key) ? delete attrs[key] : false)
attrs = processingFunctions.parseIntegers(attrs)
return attrs
},
contructRepeatingWeaponAttributes: (repRowID, type) => {
const attributeList = shadowrunFunctions.determineWeaponAttributesByType(type)
const constructedWeaponAttributes = shadowrunFunctions.addRepRow(repRowID, attributeList)
return constructedWeaponAttributes
},
buildDisplay: (base, bonus) => bonus === 0 ? base : `${base} (${base + bonus})`,
calculateBonuses: attrs => {
attrs.bonus = 0
for (let [key, value] of Object.entries(attrs)) {
if (key.includes('modifier') || key.includes('temp')) {
attrs.bonus += value
delete attrs[key]
}
}
return attrs
},
calculateConditionTracks: conditionInts => Math.ceil(conditionInts.attribute/2) + conditionInts.base + conditionInts.modifier,
calculateLimitTotal: attrs => Math.ceil((attrs[0] + attrs[1] + (attrs[2] * 2))/3),
calculateRunSpeed: (agility, modifier) => (agility * 4) + modifier,
calculateWalkSpeed:(agility, modifier) => (agility * 2) + modifier,
calculateWounds: attrs => {
const divisor = attrs.low_pain_tolerance === 2 ? attrs.low_pain_tolerance : 3;
const highPain = attrs.high_pain_tolerance >= 1 ? attrs.high_pain_tolerance : 0;
let sum = 0;
["stun", "physical"].forEach(attr => {
const damageCompensator = attrs[`damage_compensators_${attr}`] || 0
let dividend = Math.max(attrs[`${attr}`] - (highPain + damageCompensator), 0)
sum -= Math.floor(dividend / divisor) || 0
})
return sum
},
convertSkillSelectToHiddenSkill: skillName => {
let skill = skillName.toLowerCase()
skill = skill.includes('group') ? skill.slice(0, -6) : skill
skill = skill.includes(" ") ? skill.replace(/ /g,"") : skill
return skill
},
determineConditionBase: (type, drone) => drone && drone === 'drone' ? 6 : type === 'vehicle' ? 12 : 8,
determineConditionAttribute: attrs => attrs.willpower ? attrs.willpower : attrs.body ? attrs.body : attrs.device_rating ? attrs.device_rating : 0,
determineExplodingEdge: newValue => newValue === `@{edge}` ? "!" : "",
determineWeaponAttributesByType: weaponType => weaponType === 'range' ? sheetAttributes.rangeAttributes : sheetAttributes.meleeAttributes,
findFlagInKeys: attrs => Object.keys(attrs).find(key => key.includes('_flag')),
findModifierInKeys: attrs => Object.keys(attrs).find(key => key.includes('_modifier')),
processTempFlags: attrs => {
try {
const tempFlag = shadowrunFunctions.findFlagInKeys(attrs)
const attrName = tempFlag.split('_temp_flag')[0]
attrs[`${tempFlag}`] === 'on' ? false : delete attrs[`${attrName}_temp`];
delete attrs[`${tempFlag}`];
return attrs
} catch (error) {
console.error(error)
}
},
resetRepeatingFieldsPrimaries: (repeatingSection, repRowID) => {
getSectionIDs(repeatingSection, ids => {
let attributesWithIDs = [];
let update = {};
ids.forEach(id => attributesWithIDs.push(`${repeatingSection}_${id}_primary`))
attributesWithIDs.forEach(attribute => !attribute.includes(repRowID) ? update[attribute] = 0 : false)
setAttrs(update);
})
},
shotsFired: (shots, trigger) => shots > 0 && trigger.includes('remove') ? shots -= 1 : trigger.includes('add') ? shots += 1 : shots,
//Reset will remove data in Primary entries on Core tab
resetPrimaryArmor: () => {
const resetPrimary = new PrimaryArmor()
let update = {}
for (let [key, value] of Object.entries(resetPrimary)) {
update[key] = value
}
return update
},
resetPrimaryWeapon: type => {
const resetPrimary = type === 'range' ? new PrimaryRangeWeapon(type) : new PrimaryMeleeWeapon(type)
let update = {}
for (let [key, value] of Object.entries(resetPrimary)) {
update[key] = value
}
return update
},
updateLimitTotal: attrs => {
attrs.essence ? Math.ceil(attrs.essence) || 0 : false;
return shadowrunFunctions.calculateLimitTotal(Object.values(attrs))
},
//Update Functions take data from one place and applies it to other attributes
updatePrimaryArmor: attrs => {
let update = {}
for (let [key, value] of Object.entries(attrs)) {
const repRowID = processingFunctions.getReprowid(key)
if (key.includes('name')) {
update['armor_name'] = attrs[`${repRowID}_name`]
} else if (key.includes('rating')) {
update['armor_rating'] = value
} else if (key.includes('dicepool_modifier')) {
update['soak_modifier'] = value
} else {
const type = key.split('_')[3]
update[`${type}_modifier`] = value
}
}
return update
},
updatePrimaryWeapons: attrs => {
let update = {}
for (let [key, value] of Object.entries(attrs)) {
const type = processingFunctions.findRepeatingField(key)
const weaponAttribute = processingFunctions.getReprowAttribute(key)
const primaryAttributeName = key.includes('weapon') ? `primary_${type}_weapon` : `primary_${type}_weapon_${weaponAttribute}`
update[primaryAttributeName] = value
if (key.includes('ammo')) {
update[`${primaryAttributeName}_max`] = value
}
}
return update
},
determineMatrixDice: attrs => {
const diceCheck = dice => dice >= 5 ? 5 : dice <= 1 ? 1 : dice;
if (attrs.edge) {
return 5
} else if (attrs.mode === 'cold') {
return diceCheck(3 + attrs.modifer)
} else {
//Hot Sims is the default
return diceCheck(4 + attrs.modifer)
}
}
}