Fix history

This commit is contained in:
2024-12-17 09:25:02 +01:00
parent 2ac69e2108
commit 2c29acd56c
32 changed files with 395 additions and 779 deletions

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