forked from public/bol
Weapon attacke management, step1
This commit is contained in:
@ -1,3 +1,5 @@
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import { BoLUtility } from "../system/bol-utility.js";
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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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@ -25,6 +27,40 @@ export class BoLRoll {
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return this.aptitudeRollDialog(actor, actorData, aptitude, label, description, adv, 0);
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}
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static weaponCheck(actor, actorData, dataset, event) {
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// const elt = $(event.currentTarget)[0];
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// let key = elt.attributes["data-rolling"].value;
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let target = BoLUtility.getTarget()
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if ( !target) {
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ui.notifications.warn("No target selected for attack !");
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return;
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}
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const li = $(event.currentTarget).parents(".item");
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console.log("ITEM", target);
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const weapon = actor.items.get(li.data("item-id"));
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if (!weapon) {
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ui.notifications.warn("Unable to find weapon !");
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return;
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}
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let weaponData = weapon.data.data;
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let attackDef= {
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id:randomID(16),
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attacker: actor,
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attackerData: actorData,
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weapon :weapon,
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mod: 0,
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target : target,
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defender: game.actors.get(target.data.actorId),
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adv :dataset.adv || 0,
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attribute : eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`),
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aptitude : eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`),
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label : (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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description : actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'),
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}
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console.log("WEAPON!", attackDef, weaponData);
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return this.weaponRollDialog(attackDef);
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}
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/* -------------------------------------------- */
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/* ROLL DIALOGS */
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/* -------------------------------------------- */
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@ -58,7 +94,7 @@ export class BoLRoll {
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const adv = html.find('#adv').val();
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const mod = html.find('#mod').val();
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let careers = html.find('#career').val();
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const career = (!careers) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const career = (careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const isMalus = adv < 0;
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const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
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const attrValue = eval(`actor.data.data.attributes.${attr}.value`);
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@ -75,6 +111,59 @@ export class BoLRoll {
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return d.render(true);
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}
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static async weaponRollDialog( attackDef) {
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const rollOptionTpl = 'systems/bol/templates/dialogs/weapon-roll-dialog.hbs';
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const dialogData = {
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attr:attackDef.attribute,
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adv:attackDef.adv,
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mod: attackDef.mod,
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apt:attackDef.aptitude,
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weapon: attackDef.weapon,
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attackId: attackDef.id,
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careers: attackDef.attackerData.features.careers,
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boons: attackDef.attackerData.features.boons,
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flaws: attackDef.attackerData.features.flaws,
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defence: attackDef.defender.defenseValue,
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};
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const rollOptionContent = await renderTemplate(rollOptionTpl, dialogData);
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let d = new Dialog({
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title: attackDef.label,
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content: rollOptionContent,
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buttons: {
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cancel: {
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icon: '<i class="fas fa-times"></i>',
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label: game.i18n.localize("BOL.ui.cancel"),
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callback: () => {
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}
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},
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submit: {
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icon: '<i class="fas fa-check"></i>',
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label: game.i18n.localize("BOL.ui.submit"),
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callback: (html) => {
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const attr = html.find('#attr').val();
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const apt = html.find('#apt').val();
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const adv = html.find('#adv').val();
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const mod = html.find('#mod').val() || 0;
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let careers = html.find('#career').val();
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const career = (careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const isMalus = adv < 0;
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const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
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const attrValue = eval(`attackDef.attacker.data.data.attributes.${attr}.value`);
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const aptValue = eval(`attackDef.attacker.data.data.aptitudes.${apt}.value`);
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const modifiers = parseInt(attrValue) + parseInt(aptValue) + parseInt(mod) + parseInt(career) - dialogData.defence;
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const formula = (isMalus) ? dicePool + "d6kl2 + " + modifiers : dicePool + "d6kh2 + " + modifiers;
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attackDef.formula = formula;
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let r = new BoLAttackRoll(attackDef);
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r.roll();
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}
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}
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},
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default: 'submit',
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close: () => {}
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}, this.options());
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return d.render(true);
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}
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static async aptitudeRollDialog(actor, actorData, aptitude, label, description, adv, mod, onEnter = "submit") {
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const rollOptionTpl = 'systems/bol/templates/dialogs/aptitude-roll-dialog.hbs';
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const dialogData = {
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@ -104,7 +193,7 @@ export class BoLRoll {
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const adv = html.find('#adv').val();
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const mod = html.find('#mod').val();
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let careers = html.find('#career').val();
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const career = (!careers) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const career = (careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const isMalus = adv < 0;
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const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
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const aptValue = eval(`actor.data.data.aptitudes.${apt}.value`);
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@ -123,12 +212,13 @@ export class BoLRoll {
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}
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export class BoLDefaultRoll {
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constructor(label, formula, description){
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constructor(label, formula, description, isWeapon=false){
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this._label = label;
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this._formula = formula;
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this._isSuccess = false;
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this._isCritical = false;
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this._isFumble = false;
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this._isWeapon = isWeapon;
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this._description = description;
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}
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@ -148,6 +238,9 @@ export class BoLDefaultRoll {
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flags : {msgType : "default"}
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});
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});
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if (this._isSuccess && this._isWeapon) {
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}
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}
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_buildChatMessage(actor) {
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@ -167,6 +260,75 @@ export class BoLDefaultRoll {
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}
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export class BoLAttackRoll {
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constructor(attackDef){
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this.attackDef = attackDef;
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this._isSuccess = false;
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this._isCritical = false;
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this._isFumble = false;
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}
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async roll(){
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const r = new Roll(this.attackDef.formula);
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await r.roll({"async": true});
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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._isSuccess = (r.total >= 9);
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this._isCritical = (diceTotal === 12);
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this._isFumble = (diceTotal === 2);
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this._buildChatMessage(this.attackDef.attacker).then(msgFlavor => {
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r.toMessage({
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user: game.user.id,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({actor: this.attackDef.attacker}),
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flags : {msgType : "default"}
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});
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});
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if (this._isSuccess ) {
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let attrDamage = this.attackDef.weapon.data.data.properties.damageAttribute;
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let weaponFormula = BoLUtility.getDamageFormula(this.attackDef.weapon.data.data.properties.damage)
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let damageFormula = weaponFormula + "+" + this.attackDef.attacker.data.data.attributes[attrDamage].value;
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this.damageRoll = new Roll(damageFormula);
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await this.damageRoll.roll({"async": true});
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this._buildDamageChatMessage(this.attackDef.attacker, this.attackDef.weapon, this.damageRoll.total).then(msgFlavor => {
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this.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.attackDef.attacker}),
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flags : {msgType : "default"}
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});
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});
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}
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}
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_buildDamageChatMessage(actor, weapon, total) {
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const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
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const tplData = {
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actor : actor,
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label : this._label,
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weapon: weapon,
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damage: total,
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};
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return renderTemplate(rollMessageTpl, tplData);
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}
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_buildChatMessage(actor) {
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const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
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const tplData = {
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actor : actor,
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label : this._label,
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isSuccess : this._isSuccess,
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isFailure : !this._isSuccess,
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isCritical : this._isCritical,
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isFumble : this._isFumble,
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hasDescription : this._description && this._description.length > 0,
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description : this._description
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};
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return renderTemplate(rollMessageTpl, tplData);
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}
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}
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// export class BoLWeaponRoll {
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// constructor(actor, label, formula, isCritical, description){
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// this._label = label;
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