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@ -22,10 +22,6 @@ export default class CthulhuEternalRoll extends Roll {
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return this.options.value
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}
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get treshold() {
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return this.options.treshold
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}
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get actorId() {
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return this.options.actorId
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}
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@ -46,20 +42,16 @@ export default class CthulhuEternalRoll extends Roll {
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return this.options.introTextTooltip
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}
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get aide() {
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return this.options.aide
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get help() {
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return this.options.help
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}
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get gene() {
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return this.options.gene
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}
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get modificateur() {
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return this.options.modificateur
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}
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get avantages() {
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return this.options.avantages
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get modifier() {
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return this.options.modifier
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}
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get resultType() {
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@ -90,10 +82,6 @@ export default class CthulhuEternalRoll extends Roll {
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return this.options.realDamage
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}
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get rollAdvantage() {
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return this.options.rollAdvantage
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}
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/**
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* Generates introductory text based on the roll type.
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*
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@ -103,23 +91,11 @@ export default class CthulhuEternalRoll extends Roll {
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let text
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switch (this.type) {
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case ROLL_TYPE.SAVE:
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const saveLabel = game.i18n.localize(`CTHULHUETERNAL.Character.FIELDS.caracteristiques.${this.target}.valeur.label`)
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text = game.i18n.format("CTHULHUETERNAL.Roll.save", { save: saveLabel })
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case "skill":
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const skillLabel = game.i18n.localize(`CTHULHUETERNAL.Character.FIELDS.caracteristiques.${this.target}.valeur.label`)
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text = game.i18n.format("CTHULHUETERNAL.Roll.skill", { skill: "skill" })
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text = text.concat("<br>").concat(`Seuil : ${this.treshold}`)
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break
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case ROLL_TYPE.RESOURCE:
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const resourceLabel = game.i18n.localize(`CTHULHUETERNAL.Character.FIELDS.ressources.${this.target}.valeur.label`)
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text = game.i18n.format("CTHULHUETERNAL.Roll.resource", { resource: resourceLabel })
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break
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case ROLL_TYPE.DAMAGE:
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const damageLabel = this.target
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text = game.i18n.format("CTHULHUETERNAL.Roll.damage", { item: damageLabel })
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break
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case ROLL_TYPE.ATTACK:
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const attackLabel = this.target
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text = game.i18n.format("CTHULHUETERNAL.Roll.attack", { item: attackLabel })
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break
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}
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return text
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}
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@ -130,9 +106,9 @@ export default class CthulhuEternalRoll extends Roll {
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* @returns {string} A formatted string containing the value, help, hindrance, and modifier.
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*/
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_createIntroTextTooltip() {
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let tooltip = game.i18n.format("CTHULHUETERNAL.Tooltip.saveIntroTextTooltip", { value: this.value, aide: this.aide, gene: this.gene, modificateur: this.modificateur })
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let tooltip = game.i18n.format("CTHULHUETERNAL.Tooltip.saveIntroTextTooltip", { value: this.value, help: this.help, gene: this.gene, modifier: this.modifier })
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if (this.hasTarget) {
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tooltip = tooltip.concat(`<br>Cible : ${this.targetName}`)
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tooltip = tooltip.concat(`<br>Target : ${this.targetName}`)
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}
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return tooltip
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}
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@ -141,29 +117,29 @@ export default class CthulhuEternalRoll extends Roll {
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* Prompt the user with a dialog to configure and execute a roll.
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*
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* @param {Object} options Configuration options for the roll.
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* @param {string} options.rollType The type of roll being performed (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
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* @param {string} options.rollValue The initial value or formula for the roll.
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* @param {string} options.rollType The type of roll being performed.
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* @param {string} options.rollTarget The target of the roll.
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* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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* @param {string} options.actorId The ID of the actor performing the roll.
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* @param {string} options.actorName The name of the actor performing the roll.
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* @param {string} options.actorImage The image of the actor performing the roll.
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* @param {boolean} options.hasTarget Whether the roll has a target.
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* @param {Object} options.target The target of the roll, if any.
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* @param {Object} options.data Additional data for the roll.
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*
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* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
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*/
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static async prompt(options = {}) {
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let formula = options.rollValue
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// Formula for a resource roll
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if (options.rollType === ROLL_TYPE.RESOURCE) {
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let ressource = game.i18n.localize(`CTHULHUETERNAL.Character.FIELDS.ressources.${options.rollTarget}.valeur.label`)
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if (formula === "0" || formula === "") {
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ui.notifications.warn(game.i18n.format("CTHULHUETERNAL.Warning.plusDeRessource", { ressource: ressource }))
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return null
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}
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let formula = "1d100"
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switch (options.rollType) {
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case "skill":
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console.log(options.rollItem)
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options.targetScore = options.rollItem.system.computeScore()
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break
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case "characteristic":
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options.targetScore = options.rollItem.value * 5
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break
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default:
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options.targetScore = 50
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break
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}
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const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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@ -173,94 +149,33 @@ export default class CthulhuEternalRoll extends Roll {
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default: "public",
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})
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const choiceAide = foundry.utils.mergeObject({ 0: "0" }, options.rollValue <= 10 ? { 1: "1" } : { 1: "1", 2: "2" })
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const choiceGene = {
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0: "0",
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"-1": "-1",
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"-2": "-2",
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"-3": "-3",
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"-4": "-4",
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"-5": "-5",
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"-6": "-6",
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"-7": "-7",
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"-8": "-8",
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"-9": "-9",
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const choiceModifier = {
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"-10": "-10",
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}
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const choiceAvantage = { normal: "Normal", avantage: "Avantage", desavantage: "Désavantage", doubleAvantage: "Double avantage", doubleDesavantage: "Double désavantage" }
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const choiceModificateur = {
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"-20": "-20",
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"-40": "-40",
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0: "0",
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"-1": "-1",
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"-2": "-2",
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"-3": "-3",
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"-4": "-4",
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"-5": "-5",
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"-6": "-6",
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"-7": "-7",
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"-8": "-8",
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"-9": "-9",
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"-10": "-10",
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"+10": "+10",
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"+20": "+20",
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"+40": "+40",
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}
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let damageDice
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let damageDiceMax
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let damageDiceFinal
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let damageDiceLowered
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// Damage roll : check the roll is not above the maximum damage
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if (options.rollType === ROLL_TYPE.DAMAGE) {
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damageDice = options.rollValue
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damageDiceMax = game.actors.get(options.actorId).system.dmax.valeur
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damageDiceFinal = CthulhuEternalUtils.maxDamage(damageDice, damageDiceMax)
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damageDiceLowered = damageDiceFinal !== damageDice
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// Récupération du nom de l'objet si c'est un jet depuis la fiche de l'acteur
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// Si c'est via une macro le nom est connu
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options.rollTarget = game.actors.get(options.actorId).items.get(options.rollTarget).name
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}
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if (options.rollType === ROLL_TYPE.ATTACK) {
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damageDice = options.rollValue
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}
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let malus = "0"
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let modifier = "0"
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let targetMalus = "0"
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let targetName
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let targetArmor
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const displayOpponentMalus = game.settings.get("tenebris", "displayOpponentMalus")
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if (options.rollType === ROLL_TYPE.SAVE && options.hasTarget && options.target.document.actor.type === "opponent") {
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targetName = options.target.document.actor.name
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if (displayOpponentMalus) malus = options.target.document.actor.system.malus.toString()
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else targetMalus = options.target.document.actor.system.malus.toString()
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}
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if (options.rollType === ROLL_TYPE.DAMAGE && options.hasTarget && options.target.document.actor.type === "opponent") {
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targetName = options.target.document.actor.name
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targetArmor = options.target.document.actor.system.armure.toString()
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}
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let dialogContext = {
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isSave: options.rollType === ROLL_TYPE.SAVE,
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isResource: options.rollType === ROLL_TYPE.RESOURCE,
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isDamage: options.rollType === ROLL_TYPE.DAMAGE,
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isAttack: options.rollType === ROLL_TYPE.ATTACK,
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rollType: options.rollType,
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rollItem: foundry.utils.duplicate(options.rollItem), // Object only, no class
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targetScore: options.targetScore,
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rollModes,
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fieldRollMode,
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choiceAide,
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choiceGene,
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choiceAvantage,
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choiceModificateur,
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damageDice,
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damageDiceMax,
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damageDiceFinal,
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damageDiceLowered,
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choiceModifier,
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formula,
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hasTarget: options.hasTarget,
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malus,
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modifier,
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targetName,
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targetArmor,
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rollAdvantage: this._convertAvantages(options.rollAdvantage),
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rangeAdvantage: this._convertRollAdvantageToRange(options.rollAdvantage),
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targetArmor
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}
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const content = await renderTemplate("systems/fvtt-cthulhu-eternal/templates/roll-dialog.hbs", dialogContext)
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@ -278,89 +193,21 @@ export default class CthulhuEternalRoll extends Roll {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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// Avantages
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switch (output.avantages) {
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case "1":
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output.avantages = "doubleDesavantage"
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break
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case "2":
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output.avantages = "desavantage"
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break
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case "3":
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output.avantages = "normal"
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break
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case "4":
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output.avantages = "avantage"
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break
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case "5":
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output.avantages = "doubleAvantage"
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break
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}
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return output
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},
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},
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],
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rejectClose: false, // Click on Close button will not launch an error
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render: (event, dialog) => {
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const rangeInput = dialog.querySelector('input[name="avantages"]')
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if (rangeInput) {
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rangeInput.addEventListener("change", (event) => {
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event.preventDefault()
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event.stopPropagation()
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const readOnly = dialog.querySelector('input[name="selectAvantages"]')
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readOnly.value = this._convertAvantages(event.target.value)
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})
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}
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},
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})
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// If the user cancels the dialog, exit
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if (rollContext === null) return
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let treshold
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if (options.rollType === ROLL_TYPE.SAVE) {
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const aide = rollContext.aide === "" ? 0 : parseInt(rollContext.aide, 10)
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const gene = rollContext.gene === "" ? 0 : parseInt(rollContext.gene, 10)
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const modificateur = rollContext.modificateur === "" ? 0 : parseInt(rollContext.modificateur, 10)
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if (options.rollType === ROLL_TYPE.SAVE) {
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let dice = "1d20"
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switch (rollContext.avantages) {
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case "avantage":
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dice = "2d20kl"
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break
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case "desavantage":
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dice = "2d20kh"
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break
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case "doubleAvantage":
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dice = "3d20kl"
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break
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case "doubleDesavantage":
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dice = "3d20kh"
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break
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}
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formula = `${dice}`
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}
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treshold = options.rollValue + aide + gene + modificateur
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}
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// Formula for a damage roll
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if (options.rollType === ROLL_TYPE.DAMAGE) {
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formula = damageDiceFinal
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}
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// Formula for an attack roll
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if (options.rollType === ROLL_TYPE.ATTACK) {
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formula = damageDice
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}
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const rollData = {
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type: options.rollType,
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target: options.rollTarget,
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value: options.rollValue,
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treshold: treshold,
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rollType: options.rollType,
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rollItem: options.rollItem,
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actorId: options.actorId,
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actorName: options.actorName,
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actorImage: options.actorImage,
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@ -372,48 +219,30 @@ export default class CthulhuEternalRoll extends Roll {
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...rollContext,
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}
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// Update target score
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rollData.targetScore = options.targetScore + Number(rollData.modifier)
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/**
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* A hook event that fires before the roll is made.
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* @function tenebris.preRoll
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* @memberof hookEvents
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* @param {Object} options Options for the roll.
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* @param {Object} rollData All data related to the roll.
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* @returns {boolean} Explicitly return `false` to prevent roll to be made.
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*/
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if (Hooks.call("tenebris.preRoll", options, rollData) === false) return
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if (Hooks.call("fvtt-cthulhu-eternal.preRoll", options, rollData) === false) return
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const roll = new this(formula, options.data, rollData)
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await roll.evaluate()
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let resultType
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if (options.rollType === ROLL_TYPE.SAVE) {
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resultType = roll.total <= treshold ? "success" : "failure"
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} else if (options.rollType === ROLL_TYPE.RESOURCE) {
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resultType = roll.total === 1 || roll.total === 2 ? "failure" : "success"
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}
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let realDamage
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if (options.rollType === ROLL_TYPE.DAMAGE) {
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realDamage = Math.max(0, roll.total - parseInt(targetArmor, 10))
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let resultType = "failure"
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if (roll.total <= rollData.targetScore) {
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resultType = "success"
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}
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roll.options.resultType = resultType
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roll.options.treshold = treshold
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roll.options.introText = roll._createIntroText()
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roll.options.introTextTooltip = roll._createIntroTextTooltip()
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roll.options.realDamage = realDamage
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/**
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* A hook event that fires after the roll has been made.
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* @function tenebris.Roll
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* @memberof hookEvents
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* @param {Object} options Options for the roll.
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* @param {Object} rollData All data related to the roll.
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@param {CthulhuEternalRoll} roll The resulting roll.
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* @returns {boolean} Explicitly return `false` to prevent roll to be made.
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*/
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if (Hooks.call("tenebris.Roll", options, rollData, roll) === false) return
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if (Hooks.call("fvtt-cthulhu-eternal.Roll", options, rollData, roll) === false) return
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return roll
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}
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@ -427,14 +256,8 @@ export default class CthulhuEternalRoll extends Roll {
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*/
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static createTitle(type, target) {
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switch (type) {
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case ROLL_TYPE.SAVE:
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return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleSave")} : ${game.i18n.localize(`CTHULHUETERNAL.Manager.${target}`)}`
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case ROLL_TYPE.RESOURCE:
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return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleResource")} : ${game.i18n.localize(`CTHULHUETERNAL.Manager.${target}`)}`
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case ROLL_TYPE.DAMAGE:
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return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleDamage")} : ${target}`
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case ROLL_TYPE.ATTACK:
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return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleAttack")} : ${target}`
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case "skill":
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return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleSkill")}`
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default:
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return game.i18n.localize("CTHULHUETERNAL.Dialog.titleStandard")
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}
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@ -457,11 +280,7 @@ export default class CthulhuEternalRoll extends Roll {
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* @property {boolean} isGM - Indicates if the user is a Game Master.
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* @property {string} formula - The formula used for the roll.
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* @property {number} total - The total result of the roll.
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* @property {boolean} isSave - Indicates if the roll is a saving throw.
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* @property {boolean} isResource - Indicates if the roll is related to a resource.
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* @property {boolean} isDamage - Indicates if the roll is for damage.
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* @property {boolean} isFailure - Indicates if the roll is a failure.
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* @property {Array} avantages - Advantages associated with the roll.
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* @property {string} actorId - The ID of the actor performing the roll.
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* @property {string} actingCharName - The name of the character performing the roll.
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* @property {string} actingCharImg - The image of the character performing the roll.
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@ -482,13 +301,12 @@ export default class CthulhuEternalRoll extends Roll {
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data: this.data,
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diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
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isGM: game.user.isGM,
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rollItem: this.options.rollItem,
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targetScore: this.options.targetScore,
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rollType: this.options.rollType,
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formula: this.formula,
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total: this.total,
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isSave: this.isSave,
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isResource: this.isResource,
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isDamage: this.isDamage,
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isFailure: this.isFailure,
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avantages: this.avantages,
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actorId: this.actorId,
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actingCharName: this.actorName,
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actingCharImg: this.actorImage,
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@ -501,6 +319,7 @@ export default class CthulhuEternalRoll extends Roll {
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realDamage: this.realDamage,
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isPrivate: isPrivate,
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||||
}
|
||||
console.log(cardData)
|
||||
cardData.cssClass = cardData.css.join(" ")
|
||||
cardData.tooltip = isPrivate ? "" : await this.getTooltip()
|
||||
return cardData
|
||||
@ -518,12 +337,8 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
async toMessage(messageData = {}, { rollMode, create = true } = {}) {
|
||||
super.toMessage(
|
||||
{
|
||||
isSave: this.isSave,
|
||||
isResource: this.isResource,
|
||||
isDamage: this.isDamage,
|
||||
isFailure: this.resultType === "failure",
|
||||
avantages: this.avantages,
|
||||
introText: this.introText,
|
||||
introText: this.introText,
|
||||
introTextTooltip: this.introTextTooltip,
|
||||
actingCharName: this.actorName,
|
||||
actingCharImg: this.actorImage,
|
||||
@ -538,45 +353,4 @@ export default class CthulhuEternalRoll extends Roll {
|
||||
)
|
||||
}
|
||||
|
||||
// Used in the avantages select and with the rollAdvantage parameter: convert the selected value to the corresponding string
|
||||
static _convertAvantages(value) {
|
||||
switch (value) {
|
||||
case "1":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.doubleDesavantage")
|
||||
case "2":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.desavantage")
|
||||
case "3":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.normal")
|
||||
case "4":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.avantage")
|
||||
case "5":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.doubleAvantage")
|
||||
case "--":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.doubleDesavantage")
|
||||
case "-":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.desavantage")
|
||||
case "=":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.normal")
|
||||
case "+":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.avantage")
|
||||
case "++":
|
||||
return game.i18n.localize("CTHULHUETERNAL.Roll.doubleAvantage")
|
||||
}
|
||||
}
|
||||
|
||||
// Used in the rollAdvantage parameter: convert the selected value to the corresponding range value
|
||||
static _convertRollAdvantageToRange(value) {
|
||||
switch (value) {
|
||||
case "--":
|
||||
return 1
|
||||
case "-":
|
||||
return 2
|
||||
case "=":
|
||||
return 3
|
||||
case "+":
|
||||
return 4
|
||||
case "++":
|
||||
return 5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user