// TODO export default function applyDamage(node, actionContext) { applyNodeTriggers(node, 'before', actionContext); const prop = node.doc const scope = actionContext.scope; // Skip if there is no parse node to work with if (!prop.amount?.parseNode) return; // Choose target let damageTargets = prop.target === 'self' ? [actionContext.creature] : actionContext.targets; // Determine if the hit is critical let criticalHit = scope['~criticalHit']?.value && prop.damageType !== 'healing' // Can't critically heal ; // Double the damage rolls if the hit is critical let context = new Context({ options: { doubleRolls: criticalHit }, }); // Gather all the lines we need to log into an array const logValue = []; const logName = prop.damageType === 'healing' ? 'Healing' : 'Damage'; // roll the dice only and store that string recalculateCalculation(prop.amount, actionContext, 'compile'); const { result: rolled } = resolve('roll', prop.amount.valueNode, scope, context); if (rolled.parseType !== 'constant') { logValue.push(toString(rolled)); } logErrors(context.errors, actionContext); // Reset the errors so we don't log the same errors twice context.errors = []; // Resolve the roll to a final value const { result: reduced } = resolve('reduce', rolled, scope, context); logErrors(context.errors, actionContext); // Store the result if (reduced.parseType === 'constant') { prop.amount.value = reduced.value; } else if (reduced.parseType === 'error') { prop.amount.value = null; } else { prop.amount.value = toString(reduced); } let damage = +reduced.value; // If we didn't end up with a constant of finite amount, give up if (reduced?.parseType !== 'constant' || !isFinite(reduced.value)) { return applyChildren(node, actionContext); } // Round the damage to a whole number damage = Math.floor(damage); scope['~damage'] = damage; // Convert extra damage into the stored type if (prop.damageType === 'extra' && scope['~lastDamageType']?.value) { prop.damageType = scope['~lastDamageType']?.value; } // Store current damage type if (prop.damageType !== 'healing') { scope['~lastDamageType'] = { value: prop.damageType }; } // Memoise the damage suffix for the log let suffix = (criticalHit ? ' critical ' : ' ') + prop.damageType + (prop.damageType !== 'healing' ? ' damage ' : ''); // If there is a save, calculate the save damage let damageOnSave, saveNode, saveRoll; if (prop.save) { if (prop.save.damageFunction?.calculation) { recalculateCalculation(prop.save.damageFunction, actionContext, undefined, 'compile'); let { result: saveDamageRolled } = resolve('roll', prop.save.damageFunction.valueNode, scope, context); saveRoll = toString(saveDamageRolled); let { result: saveDamageResult } = resolve('reduce', saveDamageRolled, scope, context); // If we didn't end up with a constant of finite amount, give up if (reduced?.parseType !== 'constant' || !isFinite(reduced.value)) { return applyChildren(node, actionContext); } damageOnSave = +saveDamageResult.value; // Round the damage to a whole number damageOnSave = Math.floor(damageOnSave); } else { damageOnSave = Math.floor(damage / 2); } saveNode = { node: { ...prop.save, name: prop.save.stat, silent: prop.silent, }, children: [], } } if (damageTargets && damageTargets.length) { // Iterate through all the targets damageTargets.forEach(target => { actionContext.target = [target]; let damageToApply = damage; // If there is a saving throw, apply that first if (prop.save) { applySavingThrow(saveNode, actionContext); if (scope['~saveSucceeded']?.value) { // Log the total damage logValue.push(toString(reduced)); // Log the save damage const damageText = damageFunctionText(prop.save); if (damageText) { logValue.push(damageText); } else { logValue.push( '**Damage on successful save**', prop.save.damageFunction.calculation, saveRoll ); } damageToApply = damageOnSave; } } // Apply weaknesses/resistances/immunities damageToApply = applyDamageMultipliers({ target, damage: damageToApply, damageProp: prop, logValue }); // Deal the damage to the target let damageDealt = dealDamage({ target, damageType: prop.damageType, amount: damageToApply, actionContext }); // Log the damage done if (target._id === actionContext.creature._id) { // Target is same as self, log damage as such logValue.push(`**${damageDealt}** ${suffix} to self`); } else { logValue.push(`Dealt **${damageDealt}** ${suffix} ${target.name && ' to '}${target.name}`); // Log the damage received on that creature's log as well insertCreatureLog.call({ log: { creatureId: target._id, content: [{ name, value: `Received **${damageDealt}** ${suffix}`, }], } }); } }); } else { // There are no targets, just log the result logValue.push(`**${damage}** ${suffix}`); if (prop.save) { applySavingThrow(saveNode, actionContext); logValue.push(`**${damageOnSave}** ${suffix} on a successful save`); } } if (!prop.silent) actionContext.addLog({ name: logName, value: logValue.join('\n'), inline: true, }); return applyChildren(node, actionContext); } function damageFunctionText(save, scope, context, actionContext) { if (!save) return []; if (!save.damageFunction) { return '**Half damage on successful save**'; } if (save.damageFunction.calculation == '0' || save.damageFunction.value === 0) { return '**No damage on successful save**' } } function applyDamageMultipliers({ target, damage, damageProp, logValue }) { const damageType = damageProp?.damageType; if (!damageType) return damage; const multiplier = target?.variables?.[damageType]; if (!multiplier) return damage; const damageTypeText = damageType == 'healing' ? 'healing' : `${damageType} damage`; if ( multiplier.immunity && some(multiplier.immunities, multiplierAppliesTo(damageProp, 'immunity')) ) { logValue.push(`Immune to ${damageTypeText}`); return 0; } else { if ( multiplier.resistance && some(multiplier.resistances, multiplierAppliesTo(damageProp, 'resistance')) ) { logValue.push(`Resistant to ${damageTypeText}`); damage = Math.floor(damage / 2); } if ( multiplier.vulnerability && some(multiplier.vulnerabilities, multiplierAppliesTo(damageProp, 'vulnerability')) ) { logValue.push(`Vulnerable to ${damageTypeText}`); damage = Math.floor(damage * 2); } } return damage; } function multiplierAppliesTo(damageProp, multiplierType) { return multiplier => { // Apply the default 'ignore x' tags const effectiveTags = getEffectivePropTags(damageProp); if (includes(effectiveTags, `ignore ${multiplierType}`)) return false; const hasRequiredTags = difference( multiplier.includeTags, effectiveTags ).length === 0; const hasNoExcludedTags = intersection( multiplier.excludeTags, effectiveTags ).length === 0; return hasRequiredTags && hasNoExcludedTags; } } function dealDamage({ target, damageType, amount, actionContext }) { // Get all the health bars and do damage to them let healthBars = getPropertiesOfType(target._id, 'attribute'); // Keep only the healthbars that can take damage/healing healthBars = healthBars.filter((bar) => { if (bar.attributeType !== 'healthBar' || bar.inactive || bar.removed || bar.overridden) { return false; } if (damageType === 'healing' && bar.healthBarNoHealing) { return false; } if (damageType !== 'healing' && amount >= 0 && bar.healthBarNoDamage) { return false; } return true; }); // Sort healthbars by damage/healing order or tree order as a fallback healthBars.sort((a, b) => { let diff; if (amount >= 0) { diff = a.healthBarDamageOrder - b.healthBarDamageOrder; } else { diff = a.healthBarHealingOrder - b.healthBarHealingOrder; } if (Number.isFinite(diff)) { return diff; } else { return a.order - b.order; } }); // Deal the damage to each healthbar in order until all damage is done const totalDamage = amount; let damageLeft = totalDamage; if (damageType === 'healing') damageLeft = -totalDamage; healthBars.forEach(healthBar => { if (damageLeft === 0) return; // Replace the healthbar by the one in the action context if we can // The damagePropertyWork function bashes the prop with the damage // So we can use the new value in later action properties if (healthBar.variableName) { const targetHealthBar = target.variables[healthBar.variableName]; if (targetHealthBar?._id === healthBar._id) { healthBar = targetHealthBar; } } // Do the damage let damageAdded = damagePropertyWork({ prop: healthBar, operation: 'increment', value: damageLeft, actionContext }); damageLeft -= damageAdded; // Prevent overflow if ( damageType === 'healing' ? healthBar.healthBarNoHealingOverflow : healthBar.healthBarNoDamageOverflow ) { damageLeft = 0; } }); return totalDamage; }