Foundry-free actor logic.

Namespaces

BodyLogic

Classes

BeingLogic
BodyLogic
CohortLogic
SohlActorBaseLogic
StructureLogic
VehicleLogic

Interfaces

AffiliationLike
AffiliationRow
AfflictionChoice
AfflictionGroup
AfflictionLike
AfflictionRow
AmputationCardInfo
AspectProtection
BeingCombatMode
BeingData
BodyLocationLike
BodyLocationRow
BodyPartLike
BodyPartLozenge
BodyPartNode
BodyZoneLike
BodyZoneNode
CohortData
CohortMemberRow
CombatantTokenRef
ContagionTestChoice
ContainerNode
ContainerTree
GearContainerMove
GearContainerRef
Health
HealthInput
HoldableOption
InjuryAimTrace
InjuryCardContext
InjurySection
MeleeReachOption
MovementProfile
MovementRow
MysticalAbilityColumn
PallCloudPenalties
PallRecoveryOutcome
PartHealthInput
PrintChargesInput
ResolveInjuryData
SharedGearCandidate
SharedGearCarrier
SharedGearEntry
SkillGroup
SkillLike
SkillRow
SohlActorData
SohlActorLogic
StatusPill
StrikeModeRangeInfo
StructureData
TokenActorRef
TraumaColumn
TraumaLike
TraumaRow
ValueDescBand
VehicleData
VehicleOccupant
VehicleOccupantRow
WeaponRangeSplit
WeaponStrikeGroup

Type Aliases

HealthBand
MysticalAbilityColumnKind
RallyOutcome
ShockReTestOutcome
ShockState
TraumaColumnKind

Variables

BODY_PART_STATUS_PRINT_LABEL
DEFAULT_TARGET_ZONE_NUMBER
FEAR_AFRAID_CLEAR
FEAR_BRAVE_BONUS
FEAR_BRAVE_DURATION
FEAR_TERRIFIED_CLEAR
HEALTH_BAND
MAX_SHOCK_STATE
MORALE_BRAVE_BONUS
MORALE_BRAVE_DURATION
MYSTICALABILITY_SUBTYPE_COLUMNS
NONE_MOVE_PROFILE
PALL_DEPTH_PER_PAL
PALL_FATE
PALL_LIGHT_REDUCTION
PALL_RECOVERY_INTERVAL_FORMULA
PALL_STATE
PRINT_EM_DASH
PRINT_INFINITY
RALLY_LOCKOUT_LONG
RALLY_LOCKOUT_SHORT
SECONDS_PER_DAY
SHOCK_RETEST_MODIFIER
SHOCK_RETEST_OWN_TURN_PREDICATE
SHOCK_RETEST_UNCONSCIOUS_DELAY
SHOCK_STATE
SHOCK_STATE_LABEL_KEYS
SHOCK_STATUS_BY_LEVEL
SHOCK_STATUS_IDS
SKILL_DISPLAY_SUBTYPE_ORDER
TRAUMA_SUBTYPE_COLUMNS

Functions

applySearchFilter
attributeDescriptor
buildAffiliationRows
buildAfflictionGroups
buildBodyLocationTree
buildBodyPartLozenges
buildContainerTree
buildContractedAfflictionData
buildHoldableGear
buildInjuryCardData
buildInjurySections
buildMissCardData
buildMovementRows
buildResolveInjuryData
buildSkillGroups
buildStatusPills
buildTraumaRows
clampHealthPct
clampShockState
collectSharedGear
comaHealingRate
computeActorReach
contagionTarget
createTraumaFromInjury
deriveHealth
fearCategoryLabelKey
fearClearDuration
fearDefenseRestricted
fearHelpless
fearMustFlee
fearPsyGain
fearStateFromTest
filterHeldWeapons
formatPrintChargesDisplay
formatPrintHealthLine
formatPrintLevel
formatZoneRange
getActorBody
getActorBodyStructure
groupBySubType
healingBaseFor
healthBand
healthBandLabel
healthPercent
htmlToPlainText
isContracted
isFearfulState
isPallFailure
isShakenMorale
isSharedWithCohort
keepControlTable
moraleCategoryLabelKey
moraleHelpless
moraleMoreSevere
moralePsyGain
moraleRouts
moraleStateFromTest
moraleWithdraws
mostSevereFear
mostSevereMorale
mysticalAbilityColumns
mysticalAbilityLedgerCols
onsetDaysFor
pallCloudPenalties
pallDepthPenalty
pallRecoveryOutcome
pallResistState
pallStrengthAt
pallStressGain
physicalHealthCeiling
promptContagionTest
rallyOutcome
reactionOutcome
readContagionTestForm
readResolveInjuryForm
resolveActorSheetParts
resolveGearContainerMove
selectActorCombatant
selectActorTokens
selectMoveProfile
selectStrikeModeModifier
shockCourseHrDelta
shockIndexAdjustment
shockReTestOutcome
shockRollNeeded
shockStateFromIndex
shockStateFromStatuses
shockStateLabelKey
shockStatusForLevel
splitWeaponsByRange
summarizeActiveStatuses
summarizeInjuredParts
traumaLedgerCols
traumaSeverityLabel
usableHeldStrikeModes