You've already forked obsidian-visualiser
Migration to Nuxt v4 file structure and dependencies update
This commit is contained in:
248
app/types/character.d.ts
vendored
Normal file
248
app/types/character.d.ts
vendored
Normal file
@@ -0,0 +1,248 @@
|
||||
import type { MAIN_STATS, ABILITIES, LEVELS, TRAINING_LEVELS, SPELL_TYPES, CATEGORIES, SPELL_ELEMENTS, ALIGNMENTS, RESISTANCES, DAMAGE_TYPES, WEAPON_TYPES } from "#shared/character.util";
|
||||
import type { Localized } from "../types/general";
|
||||
|
||||
export type MainStat = typeof MAIN_STATS[number];
|
||||
export type Ability = typeof ABILITIES[number];
|
||||
export type Level = typeof LEVELS[number];
|
||||
export type TrainingLevel = typeof TRAINING_LEVELS[number];
|
||||
export type SpellType = typeof SPELL_TYPES[number];
|
||||
export type Category = typeof CATEGORIES[number];
|
||||
export type SpellElement = typeof SPELL_ELEMENTS[number];
|
||||
export type Alignment = typeof ALIGNMENTS[number];
|
||||
export type Resistance = typeof RESISTANCES[number];
|
||||
export type DamageType = typeof DAMAGE_TYPES[number];
|
||||
export type WeaponType = typeof WEAPON_TYPES[number];
|
||||
|
||||
export type FeatureID = string;
|
||||
export type i18nID = string;
|
||||
|
||||
export type RecursiveKeyOf<TObj extends object> = {
|
||||
[TKey in keyof TObj & (string | number)]:
|
||||
TObj[TKey] extends any[] ? `${TKey}` :
|
||||
TObj[TKey] extends object
|
||||
? `${TKey}` | `${TKey}/${RecursiveKeyOf<TObj[TKey]>}`
|
||||
: `${TKey}`;
|
||||
}[keyof TObj & (string | number)];
|
||||
|
||||
export type Character = {
|
||||
id: number;
|
||||
|
||||
name: string; //Free text
|
||||
people?: string; //People ID
|
||||
level: number;
|
||||
aspect?: number;
|
||||
notes?: { public?: string, private?: string }; //Free text
|
||||
|
||||
training: Record<MainStat, Partial<Record<TrainingLevel, number>>>;
|
||||
leveling: Partial<Record<Level, number>>;
|
||||
abilities: Partial<Record<Ability, number>>;
|
||||
variables: CharacterVariables;
|
||||
choices: Record<FeatureID, number[]>;
|
||||
|
||||
owner: number;
|
||||
username?: string;
|
||||
visibility: "private" | "public";
|
||||
};
|
||||
export type CharacterVariables = {
|
||||
health: number;
|
||||
mana: number;
|
||||
exhaustion: number;
|
||||
|
||||
sickness: Array<{ id: string, state: number | true }>;
|
||||
poisons: Array<{ id: string, state: number | true }>;
|
||||
spells: string[]; //Spell ID
|
||||
items: ItemState[];
|
||||
|
||||
money: number;
|
||||
};
|
||||
type ItemState = {
|
||||
id: string;
|
||||
amount: number;
|
||||
enchantments?: string[];
|
||||
charges?: number;
|
||||
equipped?: boolean;
|
||||
state?: any;
|
||||
};
|
||||
export type CharacterConfig = {
|
||||
peoples: Record<string, RaceConfig>;
|
||||
training: Record<MainStat, Record<TrainingLevel, FeatureID[]>>;
|
||||
spells: SpellConfig[];
|
||||
aspects: AspectConfig[];
|
||||
features: Record<FeatureID, Feature>;
|
||||
enchantments: Record<string, EnchantementConfig>; //TODO
|
||||
items: Record<string, ItemConfig>;
|
||||
sickness: Record<string, { id: string, name: string, description: string, effect: FeatureID[] }>;
|
||||
action: Record<string, { id: string, name: string, description: string, cost: number }>;
|
||||
reaction: Record<string, { id: string, name: string, description: string, cost: number }>;
|
||||
freeaction: Record<string, { id: string, name: string, description: string }>;
|
||||
passive: Record<string, { id: string, name: string, description: string }>;
|
||||
texts: Record<i18nID, Localized>;
|
||||
};
|
||||
export type EnchantementConfig = {
|
||||
name: string; //TODO -> TextID
|
||||
effect: Array<FeatureEquipment | FeatureValue | FeatureList>;
|
||||
power: number;
|
||||
}
|
||||
export type ItemConfig = CommonItemConfig & (ArmorConfig | WeaponConfig | WondrousConfig | MundaneConfig);
|
||||
type CommonItemConfig = {
|
||||
id: string;
|
||||
name: string; //TODO -> TextID
|
||||
description: i18nID;
|
||||
rarity: 'common' | 'uncommon' | 'rare' | 'legendary';
|
||||
weight?: number; //Optionnal but highly recommended
|
||||
price?: number; //Optionnal but highly recommended
|
||||
capacity?: number; //Optionnal as most mundane items should not receive enchantments (potions, herbal heals, etc...)
|
||||
powercost?: number; //Optionnal
|
||||
charge?: number //Max amount of charges
|
||||
enchantments?: string[]; //Enchantment ID
|
||||
effects?: Array<FeatureValue | FeatureEquipment | FeatureList>;
|
||||
equippable: boolean;
|
||||
consummable: boolean;
|
||||
}
|
||||
type ArmorConfig = {
|
||||
category: 'armor';
|
||||
health: number;
|
||||
type: 'light' | 'medium' | 'heavy';
|
||||
absorb: { static: number, percent: number };
|
||||
};
|
||||
type WeaponConfig = {
|
||||
category: 'weapon';
|
||||
type: Array<WeaponType>;
|
||||
damage: {
|
||||
value: string; //Dice formula
|
||||
type: DamageType;
|
||||
};
|
||||
};
|
||||
type WondrousConfig = {
|
||||
category: 'wondrous';
|
||||
};
|
||||
type MundaneConfig = {
|
||||
category: 'mundane';
|
||||
};
|
||||
export type SpellConfig = {
|
||||
id: string;
|
||||
name: string; //TODO -> TextID
|
||||
rank: 1 | 2 | 3 | 4;
|
||||
type: SpellType;
|
||||
cost: number;
|
||||
speed: "action" | "reaction" | number;
|
||||
elements: Array<SpellElement>;
|
||||
description: string; //TODO -> TextID
|
||||
concentration: boolean;
|
||||
range: 'personnal' | number;
|
||||
tags?: string[];
|
||||
};
|
||||
export type RaceConfig = {
|
||||
id: string;
|
||||
name: string; //TODO -> TextID
|
||||
description: string; //TODO -> TextID
|
||||
options: Record<Level, FeatureID[]>;
|
||||
};
|
||||
export type AspectConfig = {
|
||||
name: string;
|
||||
description: string; //TODO -> TextID
|
||||
stat: MainStat | 'special';
|
||||
alignment: Alignment;
|
||||
magic: boolean;
|
||||
difficulty: number;
|
||||
physic: { min: number, max: number };
|
||||
mental: { min: number, max: number };
|
||||
personality: { min: number, max: number };
|
||||
options: FeatureItem[];
|
||||
};
|
||||
|
||||
export type FeatureValue = {
|
||||
id: FeatureID;
|
||||
category: "value";
|
||||
operation: "add" | "set" | "min";
|
||||
property: RecursiveKeyOf<CompiledCharacter> | 'spec' | 'ability' | 'training';
|
||||
value: number | `modifier/${MainStat}` | false;
|
||||
}
|
||||
export type FeatureEquipment = {
|
||||
id: FeatureID;
|
||||
category: "value";
|
||||
operation: "add" | "set" | "min";
|
||||
property: 'weapon/damage/value' | 'armor/health' | 'armor/absorb/flat' | 'armor/absorb/percent';
|
||||
value: number | `modifier/${MainStat}` | false;
|
||||
}
|
||||
export type FeatureList = {
|
||||
id: FeatureID;
|
||||
category: "list";
|
||||
list: "spells" | "sickness" | "action" | "reaction" | "freeaction" | "passive";
|
||||
action: "add" | "remove";
|
||||
item: string;
|
||||
};
|
||||
export type FeatureChoice = {
|
||||
id: FeatureID;
|
||||
category: "choice";
|
||||
text: string; //TODO -> TextID
|
||||
settings?: { //If undefined, amount is 1 by default
|
||||
amount: number;
|
||||
exclusive: boolean; //Disallow to pick the same option twice
|
||||
};
|
||||
options: Array<{ text: string, effects: Array<FeatureValue | FeatureList> }>; //TODO -> TextID
|
||||
};
|
||||
export type FeatureItem = FeatureValue | FeatureList | FeatureChoice;
|
||||
export type Feature = {
|
||||
id: FeatureID;
|
||||
description: string; //TODO -> TextID
|
||||
effect: FeatureItem[];
|
||||
};
|
||||
|
||||
export type CompiledCharacter = {
|
||||
id: number;
|
||||
owner?: number;
|
||||
username?: string;
|
||||
name: string;
|
||||
health: number; //Max
|
||||
mana: number; //Max
|
||||
race: string;
|
||||
spellslots: number; //Max
|
||||
artslots: number; //Max
|
||||
spellranks: Record<SpellType, 0 | 1 | 2 | 3>;
|
||||
aspect: string; //ID
|
||||
speed: number | false;
|
||||
capacity: number | false;
|
||||
initiative: number;
|
||||
exhaust: number;
|
||||
itempower: number;
|
||||
|
||||
action: number;
|
||||
reaction: number;
|
||||
|
||||
variables: CharacterVariables,
|
||||
|
||||
defense: {
|
||||
hardcap: number;
|
||||
static: number;
|
||||
activeparry: number;
|
||||
activedodge: number;
|
||||
passiveparry: number;
|
||||
passivedodge: number;
|
||||
};
|
||||
|
||||
mastery: {
|
||||
strength: number;
|
||||
dexterity: number;
|
||||
shield: number;
|
||||
armor: number;
|
||||
multiattack: number;
|
||||
magicpower: number;
|
||||
magicspeed: number;
|
||||
magicelement: number;
|
||||
magicinstinct: number;
|
||||
};
|
||||
|
||||
bonus: {
|
||||
defense: Partial<Record<MainStat, number>>;
|
||||
abilities: Partial<Record<Ability, number>>;
|
||||
}; //Any special bonus goes here
|
||||
resistance: Record<string, number>;
|
||||
|
||||
modifier: Record<MainStat, number>;
|
||||
abilities: Partial<Record<Ability, number>>;
|
||||
level: number;
|
||||
lists: { [K in FeatureList['list']]?: string[] }; //string => ListItem ID
|
||||
|
||||
notes: { public: string, private: string };
|
||||
};
|
||||
Reference in New Issue
Block a user