Add fight options
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@ -3,39 +3,47 @@ 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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/* -------------------------------------------- */
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export class BoLRoll {
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/* -------------------------------------------- */
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static options() {
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return { classes: ["bol", "dialog"], width: 480, height: 540 };
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}
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/* -------------------------------------------- */
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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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}
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/* -------------------------------------------- */
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static getDefaultAttribute(key) {
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return _apt2attr[key]
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}
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/* -------------------------------------------- */
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static attributeCheck(actor, actorData, dataset, event) {
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const key = dataset.key;
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const adv = dataset.adv;
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let attribute = eval(`actor.data.data.attributes.${key}`);
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let label = (attribute.label) ? game.i18n.localize(attribute.label) : null;
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let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label);
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return this.displayRollDialog(
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{
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mode: "attribute",
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actor: actor,
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actorData: actorData,
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attribute: attribute,
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attrValue: attribute.value,
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aptValue: 0,
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label: label,
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careerBonus: 0,
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description: description,
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adv: this.convertToAdv(adv),
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mod: 0
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});
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const key = dataset.key
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const adv = dataset.adv
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let attribute = eval(`actor.data.data.attributes.${key}`)
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let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
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let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
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let rollData = {
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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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attrValue: attribute.value,
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aptValue: 0,
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label: label,
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careerBonus: 0,
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description: description,
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adv: this.convertToAdv(adv),
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mod: 0
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}
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return this.displayRollDialog( rollData )
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}
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/* -------------------------------------------- */
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@ -69,24 +77,31 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static weaponCheck(actor, actorData, dataset, event) {
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let target = BoLUtility.getTarget()
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const li = $(event.currentTarget).parents(".item");
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const weapon = actor.items.get(li.data("item-id"));
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const li = $(event.currentTarget).parents(".item")
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const weapon = actor.items.get(li.data("item-id"))
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if (!weapon) {
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ui.notifications.warn("Unable to find weapon !");
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ui.notifications.warn("Unable to find weapon !")
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return;
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}
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let weaponData = weapon.data.data
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let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
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let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
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console.debug("WEAPON!", weaponData)
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let attackDef = {
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// Manage specific case
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let fightOption= actor.getActiveFightOption()
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if ( fightOption && fightOption.data.fightoptiontype == "fulldefense") {
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ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
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return
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}
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// Build the roll structure
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let rolldata = {
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mode: "weapon",
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actor: actor,
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actorData: actorData,
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weapon: weapon,
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isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
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target: target,
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fightOption: fightOption,
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careerBonus: 0,
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defender: (target) ? game.actors.get(target.data.actorId) : undefined,
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attribute: attribute,
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@ -98,7 +113,7 @@ export class BoLRoll {
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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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return this.displayRollDialog(attackDef);
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return this.displayRollDialog(rolldata)
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}
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/* -------------------------------------------- */
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@ -179,7 +194,36 @@ export class BoLRoll {
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}
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$('#roll-modifier').val( this.rollData.attrValue + "+" + this.rollData.aptValue + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "+" + this.rollData.shieldMalus )
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this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
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this.rollData.shieldMalus + "+" + this.rollData.attackModifier )
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}
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/* -------------------------------------------- */
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static preProcessFightOption( rollData) {
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rollData.damagesIgnoresArmor = false // Always reset flags
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rollData.modArmorMalus = 0
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rollData.attackModifier = 0
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let fgItem = rollData.fightOption
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if (fgItem ) {
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console.log(fgItem)
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if (fgItem.data.properties.fightoptiontype == "armordefault") {
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rollData.modArmorMalus = rollData.armorMalus // Activate the armor malus
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rollData.damagesIgnoresArmor = true
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}
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if (fgItem.data.properties.fightoptiontype == "intrepid") {
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rollData.attackModifier += 2
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}
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if (fgItem.data.properties.fightoptiontype == "defense") {
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rollData.attackModifier += -1
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}
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if (fgItem.data.properties.fightoptiontype == "attack") {
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rollData.attackModifier += 1
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}
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if (fgItem.data.properties.fightoptiontype == "twoweaponsdef" || fgItem.data.properties.fightoptiontype == "twoweaponsatt") {
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rollData.attackModifier += -1
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}
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}
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}
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/* -------------------------------------------- */
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@ -250,15 +294,37 @@ export class BoLRoll {
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})
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}
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/* -------------------------------------------- */
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static preProcessWeapon( rollData) {
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if (rollData.mode == "weapon") {
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rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
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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.armorMalus = rollData.defender.armorMalusValue
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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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rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
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rollData.applyShieldMalus = false
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}
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}
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}
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}
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/* ROLL DIALOGS */
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/* -------------------------------------------- */
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static async displayRollDialog(rollData, onEnter = "submit") {
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// initialize default flags/values
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const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
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rollData.careers = rollData.actorData.features.careers
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rollData.boons = rollData.actor.bonusBoons
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rollData.flaws = rollData.actor.malusFlaws
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rollData.defence = 0
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rollData.attackModifier = 0 // Used for fight options
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rollData.modArmorMalus = 0 // Used for fight options
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rollData.bDice = 0
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rollData.mDice = 0
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rollData.nbBoons = 0
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@ -273,31 +339,17 @@ export class BoLRoll {
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rollData.modRanged = rollData.modRanged ?? 0
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rollData.mod = rollData.mod ?? 0
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rollData.id = randomID(16)
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// Weapon mode specific management
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rollData.weaponModifier = 0
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rollData.attackBonusDice = false
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// Saves
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rollData.armorMalus = 0
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// Specific stuff
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this.preProcessWeapon(rollData)
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this.preProcessFightOption(rollData)
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// Save
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this.rollData = rollData
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console.log("ROLLDATA", rollData)
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if (rollData.mode == "weapon") {
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rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
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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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let shields = rollData.defender.shields
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//console.log("Shields", 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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rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
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rollData.applyShieldMalus = false
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}
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}
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}
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// Then display+process the dialog
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const rollOptionContent = await renderTemplate(rollOptionTpl, rollData);
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let d = new Dialog({
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title: rollData.label,
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@ -325,7 +377,7 @@ export class BoLRoll {
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const isMalus = rollData.mDice > 0
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rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
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const modifiers = rollData.attrValue + rollData.aptValue + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence + rollData.shieldMalus
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const modifiers = rollData.attrValue + rollData.aptValue + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier
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const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers
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rollData.formula = formula
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rollData.modifiers = modifiers
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@ -365,15 +417,16 @@ export class BoLDefaultRoll {
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async roll() {
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const r = new Roll(this.rollData.formula);
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await r.roll({ "async": false });
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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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const r = new Roll(this.rollData.formula)
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// console.log("Roll formula", this.rollData.formula)
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await r.roll({ "async": false })
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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.isSuccess = (r.total >= 9)
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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.isFumble = (diceTotal === 2)
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this.rollData.isFailure = !this.rollData.isSuccess
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if (this.rollData.reroll == undefined) {
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this.rollData.reroll = this.rollData.actor.heroReroll()
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@ -456,10 +509,10 @@ export class BoLDefaultRoll {
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bonusDmg = 12
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}
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let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.data.properties.damageAttribute)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data, this.rollData.fightOption )
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let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
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console.log("DAMAGE !!!", damageFormula, attrDamageValue)
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console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
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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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@ -474,7 +527,7 @@ export class BoLDefaultRoll {
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_buildDamageChatMessage(rollData) {
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const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
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return renderTemplate(rollMessageTpl, rollData);
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return renderTemplate(rollMessageTpl, rollData)
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}
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_buildChatMessage(rollData) {
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