import DOTDUNGEON from "../../config.mjs"; import { DiceField } from "../fields/DiceField.mjs"; function diceChoiceField() { return new foundry.data.fields.StringField({ initial: ``, blank: true, trim: true, options() { return DOTDUNGEON.statDice; }, }); }; function trainingLevelField() { return new foundry.data.fields.NumberField({ initial: 0, min: -1, integer: true, options: Object.values(DOTDUNGEON.trainingLevels), }); }; export class PlayerData extends foundry.abstract.TypeDataModel { static defineSchema() { const fields = foundry.data.fields; return { /* These are special data properties that will be used by ActiveEffects to modify certain limits within the actor, allowing for neat hacks that change these */ weapon_slots: new fields.NumberField({ initial: 2 }), inventory_slots: new fields.NumberField({ initial: 0 }), bytes: new fields.NumberField({ initial: 0, min: 0, integer: true, }), stats: new fields.SchemaField({ build: diceChoiceField(), //new DiceField(), meta: diceChoiceField(), presence: diceChoiceField(), hands: diceChoiceField(), tilt: diceChoiceField(), rng: diceChoiceField(), }), skills: new fields.SchemaField({ build: new fields.SchemaField({ defense: trainingLevelField(), magic: trainingLevelField(), melee: trainingLevelField(), platforming: trainingLevelField(), strength: trainingLevelField(), }), meta: new fields.SchemaField({ alchemy: trainingLevelField(), arcanum: trainingLevelField(), dreams: trainingLevelField(), lore: trainingLevelField(), navigation: trainingLevelField(), }), presence: new fields.SchemaField({ animal_handling: trainingLevelField(), perception: trainingLevelField(), sneak: trainingLevelField(), speech: trainingLevelField(), vibes: trainingLevelField(), }), hands: new fields.SchemaField({ accuracy: trainingLevelField(), crafting: trainingLevelField(), engineering: trainingLevelField(), explosives: trainingLevelField(), piloting: trainingLevelField(), }) }), // ! Delete roles: new fields.SchemaField({ r1: new fields.StringField({ blank: true, trim: true }), r2: new fields.StringField({ blank: true, trim: true }), r3: new fields.StringField({ blank: true, trim: true }), r4: new fields.StringField({ blank: true, trim: true }), }), supplies: new fields.NumberField({ initial: 0, min: 0, integer: true }), respawns: new fields.SchemaField({ r1: new fields.BooleanField(), r2: new fields.BooleanField(), r3: new fields.BooleanField(), }), syncDelta: new fields.NumberField({ required: true, integer: true, initial: 0, }), }; }; };