Manage selective fire
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@@ -31,7 +31,6 @@ export default class CthulhuEternalActor extends Actor {
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}
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_onUpdate(changed, options, userId) {
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// DEBUG : console.log("CthulhuEternalActor.update", changed, options, userId)
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if (changed?.system?.wp?.exhausted) {
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ChatMessage.create({
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user: userId,
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@@ -105,6 +105,105 @@ export default class CthulhuEternalRoll extends Roll {
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$(".resource-score").text(`${rating} (${options.percentScore}%)`)
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}
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static buildSelectiveFireChoices(actor, weapon) {
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if (!weapon || !weapon?.system?.hasSelectiveFire) {
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return {}
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}
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// Loop thru the selective fire choices and build the choices object when enough ammo in the weapon
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let choices = {}
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for (let choiceKey in SYSTEM.WEAPON_SELECTIVE_FIRE_CHOICES) {
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let choice = SYSTEM.WEAPON_SELECTIVE_FIRE_CHOICES[choiceKey]
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if (choice.ammoUsed > 0 && choice.ammoUsed <= weapon.system.ammo.value) {
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choices[choiceKey] = choice
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}
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}
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// If no choices available, warn the user
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if (Object.keys(choices).length === 0) {
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ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Notifications.NoSelectiveFireChoices"))
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return {}
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}
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return choices
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}
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static async processWeaponDamage(actor, options) {
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let isLethal = false
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let weapon = options.rollItem
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let ammoUsed = weapon.system.weaponType.includes("ranged") ? 1 : 0 // Default ammo used for melee weapons is 0
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options.isNudge = false
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// Selective fire management
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if (weapon.system.hasSelectiveFire && weapon.selectiveFireChoice) {
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let choice = SYSTEM.WEAPON_SELECTIVE_FIRE_CHOICES[weapon.selectiveFireChoice]
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if (choice.ammoUsed > weapon.system.ammo.value) {
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ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Notifications.NoAmmo"))
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return
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}
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weapon.system.selectiveFireChoiceLabel = choice.label // Store the choice in the weapon
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weapon.system.lethality = choice.lethality // Override lethality
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weapon.system.killRadius = choice.killRadius // Override kill radius
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ammoUsed = choice.ammoUsed // Override ammo used
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}
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if (weapon.system.lethality > 0) {
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let lethalityRoll = new Roll("1d100")
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await lethalityRoll.evaluate()
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let lethalScore = (options?.previousResultType === "successCritical") ? weapon.system.lethality * 2 : weapon.system.lethality
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isLethal = (lethalityRoll.total <= lethalScore)
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if (ammoUsed > 0) {
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await actor.updateEmbeddedDocuments("Item", [{
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_id: weapon._id,
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"system.ammo.value": Math.max(0, weapon.system.ammo.value - ammoUsed)
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}])
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}
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let wounds = Math.floor(lethalityRoll.total / 10) + (lethalityRoll.total % 10)
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let msgData = {
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weapon,
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wounds,
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lethalScore,
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isLethal,
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ammoUsed,
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rollResult: lethalityRoll.total,
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}
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let flavor = await foundry.applications.handlebars.renderTemplate("systems/fvtt-cthulhu-eternal/templates/chat-lethal-damage.hbs", msgData)
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ChatMessage.create({
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user: game.user.id,
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content: flavor,
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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}, { rollMode: options.rollMode, create: true })
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return
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}
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// If the weapon is not lethal, we can proceed with the regular damage roll
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let formula = weapon.system.damage
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if (weapon.system.weaponType === "melee" || weapon.system.weaponType === "unarmed") {
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formula += ` + ${weapon.damageBonus}`
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}
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if (options?.previousResultType === "successCritical") {
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formula = `( ${formula} ) * 2`
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}
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if (ammoUsed > 0) {
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await actor.updateEmbeddedDocuments("Item", [{
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_id: weapon._id,
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"system.ammo.value": Math.max(0, weapon.system.ammo.value - ammoUsed)
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}])
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}
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let damageRoll = new Roll(formula)
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await damageRoll.evaluate()
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let msgData = {
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weapon,
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formula,
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ammoUsed,
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rollResult: damageRoll.total,
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}
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let flavor = await foundry.applications.handlebars.renderTemplate("systems/fvtt-cthulhu-eternal/templates/chat-regular-damage.hbs", msgData)
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ChatMessage.create({
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user: game.user.id,
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content: flavor,
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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}, { rollMode: options.rollMode, create: true })
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}
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/**
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* Prompt the user with a dialog to configure and execute a roll.
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*
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@@ -124,12 +223,18 @@ export default class CthulhuEternalRoll extends Roll {
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let hasModifier = true
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let hasMultiplier = false
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options.isNudge = true
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let actor = game.actors.get(options.actorId)
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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.initialScore = options.rollItem.system.computeScore()
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break
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case "luck":
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hasModifier = false
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options.initialScore = 50
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options.isNudge = false
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break
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case "san":
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case "char":
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options.initialScore = options.rollItem.targetScore
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@@ -146,40 +251,8 @@ export default class CthulhuEternalRoll extends Roll {
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options.rollItem.enableStorage = true
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options.isNudge = false
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break
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case "damage": {
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let isLethal = false
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options.isNudge = false
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if (options.rollItem.system.lethality > 0) {
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let lethalityRoll = new Roll("1d100")
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await lethalityRoll.evaluate()
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let lethalScore = (options?.previousResultType === "successCritical") ? options.rollItem.system.lethality * 2 : options.rollItem.system.lethality
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isLethal = (lethalityRoll.total <= lethalScore)
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let flavor = `${options.rollItem.name} - <strong> ${game.i18n.localize("CTHULHUETERNAL.Label.lethalityRoll")} </strong> : ${lethalityRoll.total} <= ${lethalScore} => ${isLethal}`
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if (isLethal) {
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flavor += `<br> ${game.i18n.localize("CTHULHUETERNAL.Label.lethalityWounded")} => HP = 0`
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} else {
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let wounds = Math.floor(lethalityRoll.total / 10) + (lethalityRoll.total % 10)
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flavor += `<br> ${game.i18n.localize("CTHULHUETERNAL.Label.lethalityNotWounded")} => HP loss = ${wounds}`
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}
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await lethalityRoll.toMessage({
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flavor: flavor
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});
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return
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}
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let formula = options.rollItem.system.damage
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if (options.rollItem.system.weaponType === "melee" || options.rollItem.system.weaponType === "unarmed") {
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formula += ` + ${options.rollItem.damageBonus}`
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}
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if (options?.previousResultType === "successCritical") {
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formula = `( ${formula} ) * 2`
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}
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let damageRoll = new Roll(formula)
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await damageRoll.evaluate()
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await damageRoll.toMessage({
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flavor: `${options.rollItem.name} - ${game.i18n.localize("CTHULHUETERNAL.Label.damageRoll")}`
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});
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}
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return
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case "damage":
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return this.processWeaponDamage(actor, options)
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case "weapon": {
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let era = game.settings.get("fvtt-cthulhu-eternal", "settings-era")
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if (era !== options.rollItem.system.settings) {
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@@ -192,6 +265,11 @@ export default class CthulhuEternalRoll extends Roll {
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console.log("WP Not found", era, options.rollItem.system.weaponType)
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return
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}
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// Check if the weapon has enouth ammo in case of a firearm
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if (options.rollItem.system.isFireArm() && options.rollItem.system.ammo.value <= 0) {
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ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Notifications.NoAmmo"))
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return
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}
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options.weapon = options.rollItem
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if (options.rollItem.system.hasDirectSkill) {
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let skillName = options.rollItem.name
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@@ -199,7 +277,6 @@ export default class CthulhuEternalRoll extends Roll {
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options.initialScore = options.weapon.system.directSkillValue
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} else {
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let skillName = game.i18n.localize(SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType])
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let actor = game.actors.get(options.actorId)
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options.rollItem = actor.items.find(i => i.type === "skill" && i.name.toLowerCase() === skillName.toLowerCase())
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if (!options.rollItem) {
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ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.NoWeaponSkill"))
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@@ -215,7 +292,6 @@ export default class CthulhuEternalRoll extends Roll {
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break
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}
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console.log("Roll options", CONFIG.Dice.rollModes);
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const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes); //Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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@@ -225,7 +301,7 @@ export default class CthulhuEternalRoll extends Roll {
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const choiceModifier = SYSTEM.MODIFIER_CHOICES
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const choiceMultiplier = SYSTEM.MULTIPLIER_CHOICES
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const choiceSelectiveFire = SYSTEM.WEAPON_SELECTIVE_FIRE_CHOICES
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const choiceSelectiveFire = this.buildSelectiveFireChoices(actor, options?.weapon)
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let modifier = "+0"
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let multiplier = "5"
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@@ -318,6 +394,10 @@ export default class CthulhuEternalRoll extends Roll {
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}
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rollData.targetScore = Math.min(Math.max(rollData.targetScore, 0), 100)
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}
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if (!rollData.targetScore) {
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rollData.targetScore = options.initialScore
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rollData.modifier = "0"
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}
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if (Hooks.call("fvtt-cthulhu-eternal.preRoll", options, rollData) === false) return
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@@ -390,6 +470,8 @@ 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 "luck":
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return `${game.i18n.localize("CTHULHUETERNAL.Label.titleLuck")}`
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case "skill":
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return `${game.i18n.localize("CTHULHUETERNAL.Label.titleSkill")}`
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case "weapon":
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