mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-30 19:52:29 +00:00
* Fixed header banner * Added source drop-down fields for talents and quirks. * Removed hard-coded talents and quirks. Any data that was in these fields in v1.5 will be automatically migrated as a new row in their respective repeating sections. * Fixed upgrades/downgrades so be rules-correct for D20/D4 cases, respectively. * Moved Equipment and Campaign Notes to their own tabs. * Display version # in banner. * Updated preview image. * Include banner graphic in repository.
565 lines
16 KiB
JavaScript
565 lines
16 KiB
JavaScript
(() => {
|
|
'use strict';
|
|
|
|
// A list of the dice, in descending order.
|
|
let DICE_DESCENDING = ['D20', 'D12', 'D10', 'D8', 'D6', 'D4'];
|
|
|
|
// Constant for a normal upgrade/downgrade. No special rules apply.
|
|
let NORMAL_UPDOWNGRADE = 0;
|
|
|
|
// Constant for when a D20 is upgraded. The player can choose to reroll the
|
|
// D20 and use the new result.
|
|
let SUPER_UPGRADE = 1;
|
|
|
|
// Constant for when a D4 is downgraded. The player must reroll the D4 and
|
|
// use the worst result.
|
|
let SUPER_DOWNGRADE = 2;
|
|
|
|
// Map upgrade/downgrade type constants to an upgrade/downgrade note.
|
|
let UPDOWNGRADE_NOTES = {
|
|
[NORMAL_UPDOWNGRADE]: '',
|
|
[SUPER_UPGRADE]: 'Can choose to reroll D20. Must use new result.',
|
|
[SUPER_DOWNGRADE]: 'Must reroll D4 and use lowest result.'
|
|
};
|
|
|
|
/**
|
|
* Forces an update on a list of numerical fields, also making sure that
|
|
* any undefined fields are set to 0.
|
|
* @param {string[]} attrs
|
|
* @param {function} cb
|
|
*/
|
|
function forceUpdate(attrs, cb) {
|
|
parseAttrs(attrs, values => {
|
|
let tempValues = {};
|
|
_.each(attrs, attr => {
|
|
tempValues[attr] = -9999;
|
|
});
|
|
setAttrs(tempValues);
|
|
setAttrs(values);
|
|
});
|
|
}
|
|
|
|
function getRollDiceCount(roll) {
|
|
// Extract each die type used in the roll.
|
|
var regex = /{(.+?)}k1/;
|
|
var match = regex.exec(roll);
|
|
if(match)
|
|
roll = match[1];
|
|
var dice = roll.split(',');
|
|
|
|
// Count the number of each die type.
|
|
var diceCount = {
|
|
'D20': 0,
|
|
'D12': 0,
|
|
'D10': 0,
|
|
'D8': 0,
|
|
'D6': 0,
|
|
'D4': 0
|
|
};
|
|
_.each(dice, die => {
|
|
diceCount[die]++;
|
|
});
|
|
return diceCount;
|
|
}
|
|
|
|
/**
|
|
* Gets the view for some dice value.
|
|
* @param {string} roll
|
|
* @return {string}
|
|
*/
|
|
function getRollView(roll) {
|
|
var diceCount = getRollDiceCount(roll);
|
|
|
|
// Produce the appropriate view based on the dice counts.
|
|
var view = '';
|
|
_.each(DICE_DESCENDING, die => {
|
|
var count = diceCount[die];
|
|
if(view && count > 0)
|
|
view += '+';
|
|
|
|
if(count === 1)
|
|
view += die;
|
|
else if(count > 1)
|
|
view += `${count}${die}`;
|
|
});
|
|
return view;
|
|
}
|
|
|
|
/**
|
|
* @typedef {object} UpdownResult
|
|
* @property {string} roll
|
|
* The modified roll expression.
|
|
* @property {int} resultType
|
|
* One of SUPER_UPGRADE, SUPER_DOWNGRADE, or NORMAL_UPDOWNGRADE.
|
|
*/
|
|
|
|
/**
|
|
* Gets the upgraded/downgraded dice for a roll.
|
|
* @param {string} roll
|
|
* The roll expression.
|
|
* @param {int} steps
|
|
* Positive for upgrade, negative for downgrade.
|
|
* @return {string}
|
|
* The dice expression for the upgraded/downgraded roll.
|
|
*/
|
|
function getUpDowngradedRoll(roll, steps) {
|
|
if (steps === 0)
|
|
return roll;
|
|
|
|
// Map each die to the number of times it is normally rolled.
|
|
let diceCount = getRollDiceCount(roll);
|
|
|
|
// Apply the upgrade or downgrade a number of times equal to the
|
|
// unsigned steps. Stop early if we reach a rerollGood or rerollBad case.
|
|
let rerollGood = false;
|
|
let rerollBad = false;
|
|
_.find(_.range(Math.abs(steps)), () => {
|
|
// Determine the highest die in the roll.
|
|
let highestDie = _.find(DICE_DESCENDING, die => {
|
|
let count = diceCount[die];
|
|
if (count > 0)
|
|
return true;
|
|
}) || 'D4';
|
|
|
|
// Upgrade the highest die.
|
|
if (steps > 0) {
|
|
// If we're upgrading a D20, the player can choose to reroll.
|
|
if (highestDie === 'D20') {
|
|
rerollGood = true;
|
|
return true;
|
|
}
|
|
|
|
// Otherwise, decrement the highest die's count and increment the count
|
|
// for the die ranking above it.
|
|
else {
|
|
let nextIndex = DICE_DESCENDING.indexOf(highestDie) - 1;
|
|
let nextDie = DICE_DESCENDING[nextIndex];
|
|
|
|
diceCount[highestDie]--;
|
|
diceCount[nextDie]++;
|
|
}
|
|
}
|
|
|
|
// Downgrade the highest die.
|
|
else {
|
|
if (highestDie === 'D4') {
|
|
// Drop a D4 if we have more than 1.
|
|
if (diceCount['D4'] > 1)
|
|
diceCount['D4']--;
|
|
|
|
// If we're downgrading a lone D4, the player must reroll and use
|
|
// the lowest result.
|
|
else {
|
|
rerollBad = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// If the highest die is not a D4, decrement its count and increment
|
|
// the count of the die ranking below it.
|
|
else {
|
|
let nextIndex = DICE_DESCENDING.indexOf(highestDie) + 1;
|
|
let nextDie = DICE_DESCENDING[nextIndex];
|
|
|
|
diceCount[highestDie]--;
|
|
diceCount[nextDie]++;
|
|
}
|
|
}
|
|
});
|
|
|
|
// Compose a new roll based on the modified dice count.
|
|
let newDice = [];
|
|
_.each(DICE_DESCENDING, die => {
|
|
let count = diceCount[die];
|
|
if (count) {
|
|
_.each(_.range(count), () => {
|
|
newDice.push(die);
|
|
});
|
|
}
|
|
});
|
|
|
|
if (rerollGood)
|
|
return {
|
|
roll: `{${newDice.join(',')}}k1`,
|
|
type: SUPER_UPGRADE
|
|
};
|
|
else if (rerollBad)
|
|
return {
|
|
roll: `D4`,
|
|
type: SUPER_DOWNGRADE
|
|
};
|
|
else
|
|
return {
|
|
roll: `{${newDice.join(',')}}k1`,
|
|
type: NORMAL_UPDOWNGRADE
|
|
};
|
|
}
|
|
|
|
// Migrate sheet data from prior versions to the most recent version.
|
|
function migrateVersion(cb) {
|
|
_migrate1_5(cb);
|
|
}
|
|
|
|
/**
|
|
* Migrate from v1.5 to 1.6.
|
|
* @param {func} cb Callback
|
|
*/
|
|
function _migrate1_5(cb) {
|
|
_migrate1_5_hardcodedTalent('talent_cutieMark_', 'Cutie Mark', () => {
|
|
_migrate1_5_hardcodedTalent('talent_racial_', 'Race', () => {
|
|
_migrate1_5_mainQuirk(() => {
|
|
_migrate1_5_equipment(cb);
|
|
});
|
|
});
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Migrate a hardcoded talent from v1.5 to repeating talents section.
|
|
* @param {string} prefix The attribute prefix for the talent.
|
|
* @param {string} source The new value for the talent's source property.
|
|
* @param {func} cb Callback.
|
|
*/
|
|
function _migrate1_5_hardcodedTalent(prefix, source, cb) {
|
|
let attrList = [prefix + 'name', prefix + 'dice', prefix + 'trait', prefix + 'updowngrade', prefix + 'equation', prefix + 'readOnlyView', prefix + 'notes'];
|
|
parseAttrs(attrList, values => {
|
|
if (values[prefix + 'name']) {
|
|
let nextRowID = generateRowID();
|
|
let repPrefix = `repeating_talents_${nextRowID}_`;
|
|
setAttrs({
|
|
// Void the hard-coded talent's name.
|
|
[prefix + 'name']: '',
|
|
|
|
// Copy the hard-coded talent's values to a new repeating talent.
|
|
[repPrefix + 'name']: values[prefix + 'name'],
|
|
[repPrefix + 'source']: source,
|
|
[repPrefix + 'dice']: values[prefix + 'dice'],
|
|
[repPrefix + 'trait']: values[prefix + 'trait'],
|
|
[repPrefix + 'updowngrade']: values[prefix + 'updowngrade'],
|
|
[repPrefix + 'equation']: values[prefix + 'equation'],
|
|
[repPrefix + 'readOnlyView']: values[prefix + 'readOnlyView'],
|
|
[repPrefix + 'notes']: values[prefix + 'notes']
|
|
}, { silent: true }, cb);
|
|
}
|
|
else
|
|
cb();
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Migrate main quirk from v1.5 to repeating quirks section.
|
|
* @param {func} cb Callback.
|
|
*/
|
|
function _migrate1_5_mainQuirk(cb) {
|
|
let prefix = 'quirk_main_';
|
|
let attrList = [prefix + 'name', prefix + 'notes'];
|
|
parseAttrs(attrList, values => {
|
|
if (values[prefix + 'name']) {
|
|
let nextRowID = generateRowID();
|
|
let repPrefix = `repeating_quirks_${nextRowID}_`;
|
|
setAttrs({
|
|
// Void the hard-coded quirk.
|
|
[prefix + 'name']: '',
|
|
|
|
// Copy the hard-coded quirk's values to a new repeating quirk.
|
|
[repPrefix + 'name']: values[prefix + 'name'],
|
|
[repPrefix + 'notes']: values[prefix + 'notes']
|
|
}, { silent: true }, cb);
|
|
}
|
|
else
|
|
cb();
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Migrate equipment from v1.5 to v1.6.
|
|
* @param {func} cb Callback.
|
|
*/
|
|
function _migrate1_5_equipment(cb) {
|
|
getAttrs(['equipment'], values => {
|
|
let equipmentRaw = values['equipment'] || '';
|
|
|
|
// Transfer equipment from the 1.5 textarea to the 1.6 repeating section.
|
|
if (equipmentRaw) {
|
|
let equipmentList = equipmentRaw.split('\n');
|
|
|
|
_.each(equipmentList, item => {
|
|
let nextRowID = generateRowID();
|
|
let repPrefix = `repeating_equipment_${nextRowID}_`;
|
|
setAttrs({
|
|
[repPrefix + 'name']: item,
|
|
'equipment': ''
|
|
}, { silent: true }, cb);
|
|
});
|
|
}
|
|
});
|
|
}
|
|
|
|
// Registers an event listener for attribute changes.
|
|
// @param {string[]} attrs A list of attribute names.
|
|
// @param {fn} cb Callback with one parameter for a received event.
|
|
function onChange(attrs, cb) {
|
|
attrs = _.map(attrs, attr => {
|
|
return 'change:' + attr;
|
|
}).join(' ');
|
|
on(attrs, cb);
|
|
}
|
|
|
|
// Registers an event listener for attribute changes, and parses them to more
|
|
// useful forms.
|
|
// @param {string[]} attrs A list of attribute names.
|
|
// @param {fn} cb Callback with one parameter for a mapping of
|
|
// attribute names to their parsed values.
|
|
function onChangeParse(attrs, cb) {
|
|
onChange(attrs, () => {
|
|
parseAttrs(attrs, cb);
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Gets the specified attributes and parses them as an integer or 0.
|
|
*/
|
|
function parseAttrs(attrs, cb) {
|
|
try {
|
|
getAttrs(attrs, values => {
|
|
try {
|
|
_.each(attrs, attr => {
|
|
if(_.isUndefined(values[attr]))
|
|
values[attr] = 0;
|
|
else if(!isNaN(values[attr]))
|
|
values[attr] = parseInt(values[attr]);
|
|
});
|
|
cb(values);
|
|
}
|
|
catch (err) {
|
|
setAttrs({
|
|
"debug": `parseAttrs error: ${err.message}`
|
|
});
|
|
}
|
|
});
|
|
}
|
|
catch (err) {
|
|
setAttrs({
|
|
"debug": `parseAttrs error: ${err.message}`
|
|
});
|
|
}
|
|
}
|
|
|
|
// Update the equations and views for all talents.
|
|
function updateTalents(cb) {
|
|
cb = cb || _.noop;
|
|
|
|
getSectionIDs('repeating_talents', ids => {
|
|
// Create a semaphore that will invoke our callback once all the
|
|
// talents have been processed.
|
|
var idsLeft = ids.length;
|
|
var semaphore = () => {
|
|
idsLeft--;
|
|
if (!idsLeft)
|
|
cb();
|
|
};
|
|
|
|
// Process each talent in the repeating section.
|
|
_.each(ids, id => {
|
|
var prefix = 'repeating_talents_' + id;
|
|
_updateTalents(prefix, semaphore);
|
|
});
|
|
});
|
|
}
|
|
|
|
// Update the equations and views for all talents with the given prefix.
|
|
function _updateTalents(prefix, cb) {
|
|
cb = cb || _.noop;
|
|
|
|
// If we just up-ticked or down-ticked the up/downgrade, then quit early
|
|
// after handling that.
|
|
if(_tickDowngrade(prefix) || _tickUpgrade(prefix)) {
|
|
cb();
|
|
return;
|
|
}
|
|
|
|
parseAttrs([prefix + '_name', prefix + '_dice', prefix + '_trait', prefix + '_updowngrade', 'body_equation', 'mind_equation', 'charm_equation'], values => {
|
|
var talentName = values[prefix + '_name'];
|
|
var talentDice = values[prefix + '_dice'];
|
|
var talentDiceView = getRollView(talentDice);
|
|
|
|
var trait = values[prefix + '_trait'];
|
|
var traitDice = values[trait + '_equation'] || 'D0';
|
|
|
|
// Apply upgrades/downgrades to talent dice.
|
|
var updown = parseInt(values[prefix + '_updowngrade']) || 0;
|
|
var talentDiceModified = talentDice;
|
|
var updowngrade_note = '';
|
|
if(talentDice && updown) {
|
|
let {roll, type} = getUpDowngradedRoll(talentDice, updown, 'talent');
|
|
talentDiceModified = roll;
|
|
updowngrade_note = UPDOWNGRADE_NOTES[type];
|
|
}
|
|
|
|
// Update the attributes.
|
|
if(talentDiceModified === 'null')
|
|
setAttrs({
|
|
[prefix + '_equation']: 0,
|
|
[prefix + '_readOnlyView']: `${talentName}(n/a)`,
|
|
[prefix + '_updowngrade_note']: ''
|
|
}, {}, cb);
|
|
else {
|
|
//var traitDice = values[trait];
|
|
setAttrs({
|
|
[prefix + '_equation']: `{${talentDiceModified} [talent],${traitDice} [trait]}k1`,
|
|
[prefix + '_readOnlyView']: `${talentName}(${talentDiceView})`,
|
|
[prefix + '_updowngrade_note']: updowngrade_note
|
|
}, {}, cb);
|
|
}
|
|
});
|
|
}
|
|
|
|
// Update the equation values for all traits.
|
|
function updateTraits(cb) {
|
|
_updateTrait('body', () => {
|
|
_updateTrait('mind', () => {
|
|
_updateTrait('charm', cb);
|
|
});
|
|
});
|
|
}
|
|
|
|
// Updates the equation value for a single trait.
|
|
function _updateTrait(trait, cb) {
|
|
parseAttrs([trait, trait + '_updowngrade'], values => {
|
|
var traitDice = values[trait];
|
|
var updowngrade_note = '';
|
|
|
|
if(traitDice === 'null')
|
|
setAttrs({
|
|
[trait + '_equation']: 0,
|
|
[trait + '_updowngrade_note']: ''
|
|
}, {}, cb);
|
|
else {
|
|
// Apply upgrades/downgrades to the trait dice.
|
|
var updown = values[trait + '_updowngrade'] || 0;
|
|
if(updown) {
|
|
let {roll, type} = getUpDowngradedRoll(traitDice, updown, 'trait');
|
|
traitDice = roll;
|
|
updowngrade_note = UPDOWNGRADE_NOTES[type];
|
|
}
|
|
|
|
setAttrs({
|
|
[trait + '_equation']: traitDice,
|
|
[trait + '_updowngrade_note']: updowngrade_note
|
|
}, {}, cb);
|
|
}
|
|
});
|
|
}
|
|
|
|
// Process a downtick for an upgrade/downgrade field.
|
|
function _tickDowngrade(prefix) {
|
|
parseAttrs([prefix + '_tickdown', prefix + '_updowngrade'], values => {
|
|
let checked = !!values[prefix + '_tickdown'];
|
|
if(checked) {
|
|
var updown = parseInt(values[prefix + '_updowngrade']) || 0;
|
|
|
|
setAttrs({
|
|
[prefix + '_updowngrade']: updown - 1,
|
|
[prefix + '_tickdown']: 0
|
|
});
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
}
|
|
|
|
// Process an uptick for an upgrade/downgrade field.
|
|
function _tickUpgrade(prefix) {
|
|
parseAttrs([prefix + '_tickup', prefix + '_updowngrade'], values => {
|
|
let checked = !!values[prefix + '_tickup'];
|
|
if(checked) {
|
|
var updown = parseInt(values[prefix + '_updowngrade']) || 0;
|
|
|
|
setAttrs({
|
|
[prefix + '_updowngrade']: updown + 1,
|
|
[prefix + '_tickup']: 0
|
|
});
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
}
|
|
|
|
// Change events
|
|
|
|
on('change:repeating_talents', evt => {
|
|
updateTalents();
|
|
});
|
|
|
|
onChange(['body_equation', 'mind_equation', 'charm_equation'], () => {
|
|
updateTalents();
|
|
});
|
|
|
|
on('sheet:opened', () => {
|
|
setAttrs({
|
|
"debug": "Opening sheet"
|
|
});
|
|
|
|
setAttrs({
|
|
character_sheet: 'TailsOfEquestria vSCRIPT_VERSION'
|
|
});
|
|
|
|
// Migrate from v1.5 to 1.6
|
|
migrateVersion(() => {
|
|
setAttrs({
|
|
"debug": "Migration SUCCESS"
|
|
});
|
|
|
|
updateTraits(() => {
|
|
setAttrs({
|
|
"debug": "Update traits SUCCESS"
|
|
});
|
|
|
|
updateTalents(() => {
|
|
setAttrs({
|
|
"debug": "Update talents SUCCESS"
|
|
});
|
|
});
|
|
});
|
|
});
|
|
});
|
|
|
|
// Up/downgrade tick events
|
|
onChange(['body_tickup'], () => {
|
|
_tickUpgrade('body');
|
|
});
|
|
|
|
onChange(['body_tickdown'], () => {
|
|
_tickDowngrade('body');
|
|
});
|
|
|
|
onChange(['body', 'body_updowngrade'], () => {
|
|
_updateTrait('body');
|
|
});
|
|
|
|
onChange(['mind_tickup'], () => {
|
|
_tickUpgrade('mind');
|
|
});
|
|
|
|
onChange(['mind_tickdown'], () => {
|
|
_tickDowngrade('mind');
|
|
});
|
|
|
|
onChange(['mind', 'mind_updowngrade'], () => {
|
|
_updateTrait('mind');
|
|
});
|
|
|
|
onChange(['charm_tickup'], () => {
|
|
_tickUpgrade('charm');
|
|
});
|
|
|
|
onChange(['charm_tickdown'], () => {
|
|
_tickDowngrade('charm');
|
|
});
|
|
|
|
onChange(['charm', 'charm_updowngrade'], () => {
|
|
_updateTrait('charm');
|
|
});
|
|
|
|
})();
|