Attack process path

This commit is contained in:
2021-12-29 19:15:06 +01:00
parent 3fe224f1b4
commit 420390eed7
8 changed files with 470 additions and 197 deletions

View File

@ -31,12 +31,7 @@ export class BoLRoll {
// const elt = $(event.currentTarget)[0];
// let key = elt.attributes["data-rolling"].value;
let target = BoLUtility.getTarget()
if ( !target) {
ui.notifications.warn("No target selected for attack !");
return;
}
const li = $(event.currentTarget).parents(".item");
console.log("ITEM", target);
const weapon = actor.items.get(li.data("item-id"));
if (!weapon) {
ui.notifications.warn("Unable to find weapon !");
@ -50,7 +45,7 @@ export class BoLRoll {
weapon :weapon,
mod: 0,
target : target,
defender: game.actors.get(target.data.actorId),
defender: (target) ? game.actors.get(target.data.actorId) : undefined,
adv :dataset.adv || 0,
attribute : eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`),
aptitude : eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`),
@ -123,7 +118,7 @@ export class BoLRoll {
careers: attackDef.attackerData.features.careers,
boons: attackDef.attackerData.features.boons,
flaws: attackDef.attackerData.features.flaws,
defence: attackDef.defender.defenseValue,
defence: (attackDef.defender) ? attackDef.defender.defenseValue : 0,
};
const rollOptionContent = await renderTemplate(rollOptionTpl, dialogData);
let d = new Dialog({
@ -270,7 +265,7 @@ export class BoLAttackRoll {
async roll(){
const r = new Roll(this.attackDef.formula);
await r.roll({"async": true});
await r.roll({"async": false});
const activeDice = r.terms[0].results.filter(r => r.active);
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
this._isSuccess = (r.total >= 9);
@ -290,17 +285,30 @@ export class BoLAttackRoll {
let weaponFormula = BoLUtility.getDamageFormula(this.attackDef.weapon.data.data.properties.damage)
let damageFormula = weaponFormula + "+" + this.attackDef.attacker.data.data.attributes[attrDamage].value;
this.damageRoll = new Roll(damageFormula);
await this.damageRoll.roll({"async": true});
await this.damageRoll.roll({"async": false});
// Update attackDef object
this.attackDef.damageFormula = damageFormula;
this.attackDef.damageRoll = this.damageRoll;
this._buildDamageChatMessage(this.attackDef.attacker, this.attackDef.weapon, this.damageRoll.total).then(msgFlavor => {
this.damageRoll.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({actor: this.attackDef.attacker}),
flags : {msgType : "default"}
}).then( result => {
if (this.attackDef.target) {
// Broadcast to GM or process it directly in case of GM defense
if ( !game.user.isGM) {
game.socket.emit("system.bol", { msg: "msg_attack_success", data: this.attackDef });
} else {
BoLUtility.processAttackSuccess( this.attackDef);
}
}
});
});
});
}
}
}
_buildDamageChatMessage(actor, weapon, total) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';