obsidian-visualiser/types/character.d.ts

203 lines
5.5 KiB
TypeScript

import type { MAIN_STATS, ABILITIES, LEVELS, TRAINING_LEVELS, SPELL_TYPES, CATEGORIES, SPELL_ELEMENTS, ALIGNMENTS } from "#shared/character.util";
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 FeatureID = string;
export type TextID = string;
export type Resistance = string;
export type Dice = `${number}d${4 | 6 | 8 | 10 | 12 | 20}`;
export type Character = {
id: number;
name: string;
people?: string;
level: number;
aspect?: number;
notes?: string | null;
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 }>;
spells: string[]; //Spell ID
equipment: string[]; //Equipment ID
};
export type CharacterConfig = {
peoples: Record<string, RaceConfig>;
resistances: Record<Resistance, { name: string, statistic: MainStat }>;
training: Record<MainStat, Record<TrainingLevel, FeatureID[]>>;
abilities: Record<Ability, AbilityConfig>;
spells: SpellConfig[];
aspects: AspectConfig[];
features: Record<FeatureID, Feature>;
enchantments: Record<string, { name: string, effect: FeatureEffect[] }>; //TODO
items: Record<string, ItemConfig & { enchantments: string[] }>;
lists: Record<string, { id: string, name: string, [key: string]: any }[]>;
texts: Record<TextID, Localized>;
};
export type ItemConfig = { id: string, weight?: number, price?: number, power: number } & (ArmorConfig | WeaponConfig | WondrousConfig | MundaneConfig);
type ArmorConfig = {
category: 'armor';
name: string; //TODO -> TextID
description: TextID;
life: number;
absorb: number;
};
type WeaponConfig = {
category: 'armor';
name: string; //TODO -> TextID
description: TextID;
damage: Dice;
};
type WondrousConfig = {
category: 'armor';
name: string; //TODO -> TextID
description: TextID;
effect: FeatureEffect[];
};
type MundaneConfig = {
category: 'armor';
name: string; //TODO -> TextID
description: TextID;
};
export type SpellConfig = {
id: string;
name: string;
rank: 1 | 2 | 3 | 4;
type: SpellType;
cost: number;
speed: "action" | "reaction" | number;
elements: Array<SpellElement>;
effect: string;
concentration: boolean;
tags?: string[];
};
export type AbilityConfig = {
max: [MainStat, MainStat];
name: string;
description: string;
};
export type RaceConfig = {
id: string;
name: string;
description: string;
options: Record<Level, FeatureID[]>;
};
export type AspectConfig = {
name: string;
description: string;
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: FeatureEffect[];
};
export type FeatureEffect = {
id: FeatureID;
category: "value";
operation: "add" | "set";
property: string;
value: number | `modifier/${MainStat}` | false;
} | {
id: FeatureID;
category: "list";
list: "spells" | "sickness" | "action" | "reaction" | "freeaction" | "passive";
action: "add" | "remove";
item: string;
extra?: any;
};
export type FeatureItem = FeatureEffect | {
id: FeatureID;
category: "choice";
text: string;
settings?: { //If undefined, amount is 1 by default
amount: number;
exclusive: boolean; //Disallow to pick the same option twice
};
options: Array<FeatureEffect & { text: string }>;
}
export type Feature = {
id: FeatureID;
description: string;
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: Record<string, number>; //Any special bonus goes here
resistance: Record<string, number>;
modifier: Record<MainStat, number>;
abilities: Partial<Record<Ability, number>>;
level: number;
lists: { [K in Extract<FeatureEffect, { category: "list" }>["list"]]?: string[] };
notes: string;
};