Update fight options
All checks were successful
Release Creation / build (release) Successful in 53s

This commit is contained in:
2025-11-11 19:56:33 +01:00
parent 8d9cc1045c
commit 68a0d03740
30 changed files with 406 additions and 213 deletions

View File

@@ -1,5 +1,6 @@
import { SYSTEM } from "../config/system.mjs"
import CthulhuEternalUtils from "../utils.mjs"
export default class CthulhuEternalRoll extends Roll {
/**
@@ -128,29 +129,21 @@ export default class CthulhuEternalRoll extends Roll {
static async processWeaponDamage(actor, options) {
let isLethal = false
let weapon = options.rollItem
let ammoUsed = weapon.system.weaponType.includes("ranged") ? 1 : 0 // Default ammo used for melee weapons is 0
options.isNudge = false
// Selective fire management
if (weapon.system.hasSelectiveFire && weapon.selectiveFireChoice) {
let choice = SYSTEM.WEAPON_SELECTIVE_FIRE_CHOICES[weapon.selectiveFireChoice]
if (choice.ammoUsed > weapon.system.ammo.value) {
ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Notifications.NoAmmo"))
return
}
weapon.system.selectiveFireChoiceLabel = choice.label // Store the choice in the weapon
weapon.system.lethality = choice.lethality // Override lethality
weapon.system.killRadius = choice.killRadius // Override kill radius
ammoUsed = choice.ammoUsed // Override ammo used
}
ammoUsed = Number(ammoUsed)
let combatants = []
if (game?.combat?.combatants) {
for (let c of game.combat.combatants) {
if (c.actor.id !== actor.id) {
combatants.push({ id: c.actor.id, name: c.name })
combatants.push({ id: c.id, name: c.name })
}
}
}
@@ -160,12 +153,6 @@ export default class CthulhuEternalRoll extends Roll {
await lethalityRoll.evaluate()
let lethalScore = (options?.previousResultType === "successCritical") ? weapon.system.lethality * 2 : weapon.system.lethality
isLethal = (lethalityRoll.total <= lethalScore)
if (ammoUsed > 0) {
await actor.updateEmbeddedDocuments("Item", [{
_id: weapon._id,
"system.ammo.value": Math.max(0, weapon.system.ammo.value - ammoUsed)
}])
}
let wounds = Math.floor(lethalityRoll.total / 10) + (lethalityRoll.total % 10)
let msgData = {
actorId: actor.id,
@@ -173,7 +160,7 @@ export default class CthulhuEternalRoll extends Roll {
wounds,
lethalScore,
isLethal,
ammoUsed,
ammoUsed: weapon?.ammoUsed || 0,
rollResult: lethalityRoll.total,
combatants: combatants
}
@@ -195,12 +182,6 @@ export default class CthulhuEternalRoll extends Roll {
if (options?.previousResultType === "successCritical") {
formula = `( ${formula} ) * 2`
}
if (ammoUsed > 0) {
await actor.updateEmbeddedDocuments("Item", [{
_id: weapon._id,
"system.ammo.value": Math.max(0, weapon.system.ammo.value - ammoUsed)
}])
}
let damageRoll = new Roll(formula)
await damageRoll.evaluate()
@@ -208,7 +189,7 @@ export default class CthulhuEternalRoll extends Roll {
actorId: actor.id,
weapon,
formula,
ammoUsed,
ammoUsed: weapon?.ammoUsed || 0,
rollResult: damageRoll.total,
combatants: combatants
}
@@ -234,6 +215,27 @@ export default class CthulhuEternalRoll extends Roll {
return modifier
}
static async processAmmoUsed(actor, weapon) {
let ammoUsed = weapon.system.weaponType.includes("ranged") ? 1 : 0 // Default ammo used for melee weapons is 0
// Selective fire management
if (weapon.system.hasSelectiveFire && weapon.selectiveFireChoice) {
let choice = SYSTEM.WEAPON_SELECTIVE_FIRE_CHOICES[weapon.selectiveFireChoice]
if (choice.ammoUsed > weapon.system.ammo.value) {
ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Notifications.NoAmmo"))
return
}
ammoUsed = choice.ammoUsed // Override ammo used
}
ammoUsed = Number(ammoUsed)
if (ammoUsed > 0) {
await actor.updateEmbeddedDocuments("Item", [{
_id: weapon._id,
"system.ammo.value": Math.max(0, weapon.system.ammo.value - ammoUsed)
}])
}
weapon.ammoUsed = ammoUsed
}
/**
* Prompt the user with a dialog to configure and execute a roll.
*
@@ -255,9 +257,10 @@ export default class CthulhuEternalRoll extends Roll {
options.isNudge = true
let actor = game.actors.get(options.actorId)
let target = CthulhuEternalUtils.getTarget()
switch (options.rollType) {
case "skill":
console.log(options.rollItem)
options.initialScore = options.rollItem.system.computeScore()
break
case "luck":
@@ -295,12 +298,16 @@ export default class CthulhuEternalRoll extends Roll {
console.log("WP Not found", era, options.rollItem.system.weaponType)
return
}
if (!target) {
ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Notifications.AttackNoTarget"))
}
// Check if the weapon has enouth ammo in case of a firearm
if (options.rollItem.system.isFireArm() && options.rollItem.system.ammo.value <= 0) {
ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Notifications.NoAmmo"))
return
}
options.weapon = options.rollItem
if (options.rollItem.system.hasDirectSkill) {
let skillName = options.rollItem.name
options.rollItem = { type: "skill", name: skillName, system: { base: 0, bonus: options.weapon.system.directSkillValue } }
@@ -371,6 +378,7 @@ export default class CthulhuEternalRoll extends Roll {
aimingWithSight: false,
modifier,
formula,
targetName: target?.name,
hasTarget: options.hasTarget,
hasModifier,
hasMultiplier,
@@ -423,10 +431,14 @@ export default class CthulhuEternalRoll extends Roll {
if (rollContext === null) return
let rollData = foundry.utils.mergeObject(foundry.utils.duplicate(options), rollContext)
// If we have a target, get its data
rollData.targetId = target?.id
rollData.targetName = target?.name
rollData.rollMode = rollContext.visibility
// Update target score
console.log("Rolldata", rollData, options)
console.log("Rolldata", rollData)
if (options.rollType === "resource") {
rollData.targetScore = options.initialScore * Number(rollContext.multiplier)
} else {
@@ -446,6 +458,10 @@ export default class CthulhuEternalRoll extends Roll {
rollData.modifier = "0"
}
if (options.rollType === "weapon") {
await this.processAmmoUsed(actor, rollData.weapon)
}
if (Hooks.call("fvtt-cthulhu-eternal.preRoll", options, rollData) === false) return
const roll = new this(formula, options.data, rollData)
@@ -506,7 +522,64 @@ export default class CthulhuEternalRoll extends Roll {
this.options.isLowWP = rollData.isLowWP
this.options.isZeroWP = rollData.isZeroWP
this.options.isExhausted = rollData.isExhausted
rollData.isSuccess = this.options.isSuccess
rollData.isFailure = this.options.isFailure
rollData.isCritical = this.options.isCritical
rollData.resultType = resultType
this.options.rollData = foundry.utils.duplicate(rollData)
// Keep track of the last defense roll for the actor
if (game.combat && (rollData?.weapon?.system.type === "melee" || (rollData?.rollItem.type === "skill" && rollData?.rollItem.name?.toLowerCase().includes(game.i18n.localize("CTHULHUETERNAL.Skill.dodgeName").toLowerCase())))) {
let actor = game.actors.get(options.actorId)
rollData.round = game.combat.round
actor.setLastDefenseRoll(foundry.utils.duplicate(rollData))
}
if (game.combat && rollData?.weapon) { // An attack roll
rollData.isAttackRoll = true
}
// Now check if we have a target for the current roll, and if the target has done its defense roll this round
if (rollData.targetId) {
let token = game.scenes.current.tokens.get(rollData.targetId)
let defender = token.actor
let lastDefenseRoll = defender?.getLastDefenseRoll()
// Now compare opposition
this.compareRolls(rollData, lastDefenseRoll)
rollData.defenseRoll = lastDefenseRoll
}
}
compareRolls(attackRoll, defenseRoll) {
if (!defenseRoll || defenseRoll.round !== game?.combat?.round) {
ui.notifications.info(game.i18n.localize("CTHULHUETERNAL.Notifications.NoDefenseRoll"))
return
}
if (attackRoll.isFailure) {
attackRoll.attackSucess = false
}
if (attackRoll.isSuccess && defenseRoll.isFailure) {
attackRoll.attackSucess = true
}
if (attackRoll.isSuccess && defenseRoll.isSuccess) {
if (attackRoll.isCritical && !defenseRoll.isCritical) {
attackRoll.attackSucess = true
}
else if (!attackRoll.isCritical && defenseRoll.isCritical) {
attackRoll.attackSucess = false
}
else {
// Both are normal success, compare the roll results
if (attackRoll.total >= defenseRoll.total) {
// Attack successful
attackRoll.attackSucess = true
} else {
// Defense successful
attackRoll.attackSucess = false
}
}
}
}
/**