forked from public/bol
Review combat mode
This commit is contained in:
@ -1,18 +1,18 @@
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import { BoLUtility } from "../system/bol-utility.js";
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const __adv2dice = { ["1B"]: 3, ["2B"]: 4, ["2"]: 2, ["1M"]: 3, ["2M"]: 4}
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const _apt2attr = {init: "mind", melee: "agility", ranged: "agility", def: "vigor"}
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const __adv2dice = { ["1B"]: 3, ["2B"]: 4, ["2"]: 2, ["1M"]: 3, ["2M"]: 4 }
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const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vigor" }
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export class BoLRoll {
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static options() {
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return { classes: ["bol", "dialog"] };
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}
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static convertToAdv( adv) {
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static convertToAdv(adv) {
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if (adv == 0) return "2"
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return Math.abs(adv) + (adv < 0)?'M':'B';
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return Math.abs(adv) + (adv < 0) ? 'M' : 'B';
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}
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static getDefaultAttribute( key ) {
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static getDefaultAttribute(key) {
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return _apt2attr[key]
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}
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static attributeCheck(actor, actorData, dataset, event) {
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@ -25,7 +25,7 @@ export class BoLRoll {
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let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label);
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return this.displayRollDialog(
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{
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mode: "attribute",
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mode: "attribute",
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actor: actor,
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actorData: actorData,
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attribute: attribute,
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@ -50,7 +50,7 @@ export class BoLRoll {
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let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
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return this.displayRollDialog(
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{
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mode: "aptitude",
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mode: "aptitude",
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actor: actor,
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actorData: actorData,
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attribute: attribute,
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@ -108,7 +108,7 @@ export class BoLRoll {
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if (rollData.mode == "weapon") {
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if (rollData.defender) { // If target is selected
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rollData.defence = rollData.defender.defenseValue,
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rollData.shieldBlock = 'none'
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rollData.shieldBlock = 'none'
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let shields = rollData.defender.shields
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for (let shield of shields) {
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rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
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@ -143,10 +143,10 @@ export class BoLRoll {
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rollData.mod = html.find('#mod').val() || 0;
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let careers = html.find('#career').val();
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rollData.career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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rollData.registerInit = (rollData.aptKey == 'init') ? $('#register-init').is(":checked") : false;
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rollData.registerInit = (rollData.aptKey == 'init') ? $('#register-init').is(":checked") : false;
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let shieldMalus = 0;
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if ( rollData.mode == "weapon") {
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if (rollData.mode == "weapon") {
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const applyShieldMalus = html.find('#applyShieldMalus').val() || false;
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if (applyShieldMalus || rollData.shieldBlock == 'blockall') {
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shieldMalus = rollData.shieldAttackMalus;
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@ -158,10 +158,11 @@ export class BoLRoll {
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//// const dicePool = (isMalus) ? 2 - parseInt(rollData.adv) : 2 + parseInt(rollData.adv);
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const attrValue = (rollData.attrKey) && eval(`rollData.actor.data.data.attributes.${rollData.attrKey}.value`) || 0;
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const aptValue = (rollData.aptKey) && eval(`rollData.actor.data.data.aptitudes.${rollData.aptKey}.value`) || 0
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const modifiers = parseInt(attrValue) + parseInt(aptValue) + parseInt(rollData.mod) + parseInt(rollData.career) - rollData.defence - shieldMalus;
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const formula = (isMalus) ? dicePool + "d6kl2 + " + modifiers : dicePool + "d6kh2 + " + modifiers;
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rollData.formula = formula;
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rollData.modifiers = modifiers
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let r = new BoLDefaultRoll(rollData);
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r.roll();
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@ -177,84 +178,115 @@ export class BoLRoll {
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export class BoLDefaultRoll {
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constructor(rollData) {
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BoLUtility.storeRoll(rollData);
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BoLUtility.storeRoll(rollData)
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this.rollData = rollData
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this.rollData.isSuccess = false;
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this.rollData.isCritical = false;
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this.rollData.isFumble = false;
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if ( this.rollData.isSuccess == undefined ) { // First init
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this.rollData.isSuccess = false;
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this.rollData.isCritical = false;
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this.rollData.isFumble = false;
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}
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if ( this.rollData.optionsId) {
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$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
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}
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if ( this.rollData.applyId) {
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$(`#${this.rollData.applyId}`).hide() // Hide the options roll buttons
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}
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this.rollData.optionsId = randomID(16)
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this.rollData.applyId = randomID(16)
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}
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async roll() {
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console.log("ROLL", this.rollData)
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const r = new Roll(this.rollData.formula);
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await r.roll({ "async": false });
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//await BoLUtility.showDiceSoNice(r);
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const activeDice = r.terms[0].results.filter(r => r.active);
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const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
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this.rollData.roll = r
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this.rollData.isSuccess = (r.total >= 9);
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this.rollData.isCritical = (diceTotal === 12);
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this.rollData.isCritical = (diceTotal === 12)
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this.rollData.isRealCritical = (diceTotal === 12)
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this.rollData.isFumble = (diceTotal === 2);
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this.rollData.isFailure = !this.rollData.isSuccess
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this.rollData.reroll = this.rollData.actor.heroReroll()
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if (this.rollData.registerInit) {
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this.rollData.actor.registerInit( r.total, this.rollData.isCritical);
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if (this.rollData.reroll == undefined) {
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this.rollData.reroll = this.rollData.actor.heroReroll()
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}
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if (this.rollData.registerInit) {
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this.rollData.actor.registerInit(r.total, this.rollData.isCritical);
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}
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console.log("ROLL", this.rollData)
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await this.sendChatMessage()
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}
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async sendChatMessage() {
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this._buildChatMessage(this.rollData).then(msgFlavor => {
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r.toMessage({
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this.rollData.roll.toMessage({
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user: game.user.id,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
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flags: { msgType: "default" }
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}).then(this.processResult());
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})
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});
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}
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async processDefense() {
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if (this.rollData.isCritical) {
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ChatMessage.create({
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alias: this.rollData.actor.name,
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whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
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content: await renderTemplate('systems/bol/templates/chat/rolls/attack-heroic-card.hbs', this.rollData )
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})
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} else {
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BoLUtility.sendAttackSuccess(this.rollData);
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}
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upgradeToCritical() {
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// Force to Critical roll
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this.rollData.isCritical = true
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this.rollData.isRealCritical = false
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this.rollData.isSuccess = true
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this.rollData.isFailure = false
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this.rollData.reroll = false
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this.rollData.roll = new Roll("12+" + this.rollData.modifiers)
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this.rollData.reroll = false
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this.sendChatMessage()
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}
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setSuccess( flag) {
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setSuccess(flag) {
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this.rollData.isSuccess = flag
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}
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async processResult() {
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if ( this.rollData.mode != "weapon") { // Only specific process in Weapon mode
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async sendDamageMessage() {
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this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.damageRoll.toMessage({
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user: game.user.id,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
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flags: { msgType: "default" }
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})
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});
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}
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async rollDamage() {
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if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
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return;
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}
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if (this.rollData.isSuccess) {
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let attrDamage = this.rollData.weapon.data.data.properties.damageAttribute;
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data.properties.damage,
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this.rollData.weapon.data.data.properties.damageModifiers,
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this.rollData.weapon.data.data.properties.damageMultiplier)
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let damageFormula = weaponFormula + ((attrDamage) ? "+" + this.rollData.actor.data.data.attributes[attrDamage].value : "+0");
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if ( !this.rollData.damageRoll) {
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let bonusDmg = 0
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if ( this.rollData.damageMode == 'damage-plus-6') {
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bonusDmg = 6
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}
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if ( this.rollData.damageMode == 'damage-plus-12') {
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bonusDmg = 12
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}
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console.log("DAMAGE !!!")
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let attrDamage = this.rollData.weapon.data.data.properties.damageAttribute;
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data.properties.damage,
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this.rollData.weapon.data.data.properties.damageModifiers,
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this.rollData.weapon.data.data.properties.damageMultiplier)
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let damageFormula = weaponFormula + "+" + bonusDmg + ((attrDamage) ? "+" + this.rollData.actor.data.data.attributes[attrDamage].value : "+0");
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//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
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this.rollData.damageRoll = new Roll(damageFormula);
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await this.rollData.damageRoll.roll({ "async": false });
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await BoLUtility.showDiceSoNice(this.rollData.damageRoll);
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// Update rollData object
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this.rollData.damageFormula = damageFormula;
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this._buildDamageChatMessage( this.rollData ).then(msgFlavor => {
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this.rollData.damageRoll.toMessage({
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user: game.user.id,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
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flags: { msgType: "default" }
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}).then(this.processDefense());
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});
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//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
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this.rollData.damageFormula = damageFormula
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this.rollData.damageRoll = new Roll(damageFormula)
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this.rollData.damageTotal = this.rollData.damageRoll.total
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await this.rollData.damageRoll.roll({ "async": false })
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}
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$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
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this.sendDamageMessage()
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}
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}
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