Manage selective fire

This commit is contained in:
2025-06-15 00:30:24 +02:00
parent e0400793ff
commit 9e4d76298c
35 changed files with 654 additions and 122 deletions

View File

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