First row of tests and fixes
This commit is contained in:
@@ -30,7 +30,9 @@ export default class AwEItemSheet extends HandlebarsApplicationMixin(foundry.app
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dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }],
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actions: {
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toggleSheet: AwEItemSheet.#onToggleSheet,
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editImage: AwEItemSheet.#onEditImage
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editImage: AwEItemSheet.#onEditImage,
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addTrait: AwEItemSheet.#onAddTrait,
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removeTrait: AwEItemSheet.#onRemoveTrait
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}
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}
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@@ -77,6 +79,16 @@ export default class AwEItemSheet extends HandlebarsApplicationMixin(foundry.app
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_onRender(context, options) {
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super._onRender(context, options)
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this.#dragDrop.forEach(d => d.bind(this.element))
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// Bind Enter key on tag input fields to trigger the addTrait/addSpecialization actions
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this.element.querySelectorAll("input.new-tag[data-action]").forEach(input => {
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input.addEventListener("keydown", event => {
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if (event.key !== "Enter") return
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event.preventDefault()
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const actionName = input.dataset.action
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const handler = this.options.actions?.[actionName]
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if (handler) handler.call(this, event, input)
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})
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})
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}
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// #region Drag-and-Drop Workflow
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@@ -182,4 +194,34 @@ export default class AwEItemSheet extends HandlebarsApplicationMixin(foundry.app
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}
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// #endregion
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// #region Array field helpers (traits, specializations)
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/**
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* Handle adding a tag (trait, specialization) from the input field.
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* @param {PointerEvent|KeyboardEvent} event - The initiating event.
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* @param {HTMLElement} target - The input element.
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*/
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static async #onAddTrait(event, target) {
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const value = target.value.trim()
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if (!value) return
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const fieldName = target.dataset.field ?? "system.traits"
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const current = foundry.utils.getProperty(this.document, fieldName) ?? []
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await this.document.update({ [fieldName]: [...current, value] })
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target.value = ""
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}
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/**
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* Handle removing a tag (trait, specialization) from an array field.
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* @param {PointerEvent} event - The initiating click event.
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* @param {HTMLElement} target - The remove button.
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*/
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static async #onRemoveTrait(event, target) {
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const index = Number(target.dataset.index)
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const fieldName = target.dataset.field ?? "system.traits"
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const current = [...(foundry.utils.getProperty(this.document, fieldName) ?? [])]
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current.splice(index, 1)
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await this.document.update({ [fieldName]: current })
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}
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// #endregion
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}
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@@ -1,4 +1,5 @@
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import AwEActorSheet from "./base-actor-sheet.mjs"
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import { SYSTEM } from "../../config/system.mjs"
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export default class AwECharacterSheet extends AwEActorSheet {
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/** @override */
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@@ -23,6 +24,9 @@ export default class AwECharacterSheet extends AwEActorSheet {
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/** @override */
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static PARTS = {
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header: {
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template: "systems/fvtt-adventures-with-emmy/templates/character-header.hbs"
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},
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main: {
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template: "systems/fvtt-adventures-with-emmy/templates/character-main.hbs"
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},
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@@ -72,7 +76,10 @@ export default class AwECharacterSheet extends AwEActorSheet {
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switch (partId) {
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case "main":
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context.tab = context.tabs.main
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context.abilities = doc.itemTypes.ability
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context.abilities = doc.itemTypes.ability.map(item => ({
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...item,
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costLabel: game.i18n.localize(SYSTEM.ABILITY_COST[item.system.cost]?.label ?? item.system.cost)
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}))
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break
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case "biography":
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context.tab = context.tabs.biography
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@@ -5,7 +5,11 @@ export default class AwEFieldSheet extends AwEItemSheet {
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static DEFAULT_OPTIONS = {
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classes: ["field"],
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position: { width: 620 },
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window: { contentClasses: ["field-content"] }
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window: { contentClasses: ["field-content"] },
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actions: {
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addSpecialization: AwEFieldSheet.#onAddSpecialization,
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removeSpecialization: AwEFieldSheet.#onRemoveSpecialization
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}
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}
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/** @override */
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@@ -14,4 +18,29 @@ export default class AwEFieldSheet extends AwEItemSheet {
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template: "systems/fvtt-adventures-with-emmy/templates/field.hbs"
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}
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}
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/**
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* Handle adding a specialization.
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* @param {PointerEvent} event - The initiating event.
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* @param {HTMLElement} target - The input element.
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*/
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static async #onAddSpecialization(event, target) {
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const value = target.value.trim()
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if (!value) return
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const current = this.document.system.specializations ?? []
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await this.document.update({ "system.specializations": [...current, value] })
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target.value = ""
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}
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/**
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* Handle removing a specialization.
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* @param {PointerEvent} event - The initiating click event.
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* @param {HTMLElement} target - The remove button.
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*/
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static async #onRemoveSpecialization(event, target) {
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const index = Number(target.dataset.index)
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const current = [...(this.document.system.specializations ?? [])]
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current.splice(index, 1)
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await this.document.update({ "system.specializations": current })
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}
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}
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+11
-27
@@ -1,3 +1,5 @@
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import AwERoll from "./roll.mjs"
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export default class AwEActor extends Actor {
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/** @override */
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prepareData() {
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@@ -33,38 +35,20 @@ export default class AwEActor extends Actor {
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/**
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* Roll an attribute check.
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* @param {string} attributeId - The attribute to roll.
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* @param {object} options - Roll options.
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* @returns {Promise<Roll>} The roll result.
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* @param {object} options - Roll options (passed through to AwERoll.prompt).
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* @returns {Promise<AwERoll|null>} The evaluated roll, or null if cancelled.
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*/
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async rollAttribute(attributeId, options = {}) {
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const attribute = this.system.attributes[attributeId]
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if (!attribute) return null
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const mod = attribute.mod ?? 0
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const formula = `1d20 + ${mod}`
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const roll = new Roll(formula)
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await roll.evaluate()
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// Determine outcome vs DC if provided
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let outcome = null
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if (options.dc !== undefined) {
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const total = roll.total
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const dc = options.dc
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if (total >= dc + 10) outcome = "criticalSuccess"
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else if (total >= dc) outcome = "success"
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else if (total <= dc - 10) outcome = "criticalFailure"
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else outcome = "failure"
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}
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// Send to chat
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const attrLabel = attributeId.charAt(0).toUpperCase() + attributeId.slice(1)
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const flavor = options.flavor || game.i18n.localize(`AWEMMY.Attribute.${attrLabel}`)
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await roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this }),
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flavor,
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rollMode: game.settings.get("core", "rollMode")
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return AwERoll.prompt({
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attributeKey: attributeId,
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modifier: attribute.mod ?? 0,
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actorId: this.id,
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actorName: this.name,
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actorImage: this.img,
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...options
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})
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return { roll, outcome }
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}
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}
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@@ -1,7 +1,25 @@
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import AwERoll from "./roll.mjs"
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export default class AwEChatMessage extends ChatMessage {
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/** @override */
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async getHTML(...args) {
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const html = await super.getHTML(...args)
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return html
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async _renderRollContent(messageData) {
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if (this.rolls[0] instanceof AwERoll) {
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const isPrivate = !this.isContentVisible
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const roll = this.rolls[0]
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const html = await foundry.applications.handlebars.renderTemplate(
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AwERoll.CHAT_TEMPLATE,
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{
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flavor: this.flavor,
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total: roll.total,
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outcome: isPrivate ? null : roll.outcome,
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dc: roll.dc,
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isPrivate
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}
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)
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messageData.message.content = html
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return
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}
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return super._renderRollContent(messageData)
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}
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}
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+133
-2
@@ -1,5 +1,136 @@
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import { SYSTEM } from "../config/system.mjs"
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export default class AwERoll extends Roll {
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constructor(formula, data = {}, options = {}) {
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super(formula, data, options)
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/** @type {string} */
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static CHAT_TEMPLATE = "systems/fvtt-adventures-with-emmy/templates/chat-message.hbs"
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// --- Accessors for roll options ---
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get attributeKey() { return this.options.attributeKey }
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get rollName() { return this.options.rollName }
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get modifier() { return this.options.modifier ?? 0 }
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get bonus() { return this.options.bonus ?? 0 }
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get dc() { return this.options.dc }
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get outcome() { return this.options.outcome }
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get actorId() { return this.options.actorId }
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get actorName() { return this.options.actorName }
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get actorImage() { return this.options.actorImage }
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// --- Outcome calculation ---
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/**
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* Compute the degree of success for a d20 check.
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* - Critical Success : total ≥ dc + 10, OR natural 20 upgrades result
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* - Success : total ≥ dc
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* - Failure : total < dc
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* - Critical Failure : total ≤ dc − 10, OR natural 1 downgrades result
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*
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* @param {number} total The final roll total (d20 + modifiers)
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* @param {number} dc The Difficulty Class to compare against
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* @param {number} d20Value The raw d20 result (for nat-20 / nat-1 adjustment)
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* @returns {"criticalSuccess"|"success"|"failure"|"criticalFailure"}
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*/
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static computeOutcome(total, dc, d20Value) {
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const DEGREES = ["criticalFailure", "failure", "success", "criticalSuccess"]
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let idx
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if (total >= dc + 10) idx = 3
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else if (total >= dc) idx = 2
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else if (total <= dc - 10) idx = 0
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else idx = 1
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if (d20Value === 20) idx = Math.min(3, idx + 1)
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if (d20Value === 1) idx = Math.max(0, idx - 1)
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return DEGREES[idx]
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}
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// --- Prompt dialog ---
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/**
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* Open a dialog so the player can add a situational bonus and choose visibility,
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* then evaluate and post the roll to chat.
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*
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* @param {object} options
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* @param {string} options.attributeKey Attribute id (agility | fitness | awareness | influence)
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* @param {number} options.modifier Base attribute modifier
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* @param {number} [options.dc] Pre-set DC (skips DC field if provided)
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* @param {string} options.actorId
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* @param {string} options.actorName
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* @param {string} options.actorImage
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* @returns {Promise<AwERoll|null>} Resolved roll, or null if dialog was cancelled
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*/
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static async prompt(options = {}) {
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const attrLabel = options.attributeKey
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? game.i18n.localize(SYSTEM.ATTRIBUTES[options.attributeKey]?.label ?? options.attributeKey)
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: (options.rollName ?? game.i18n.localize("AWEMMY.Roll.Check"))
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const rollModes = Object.fromEntries(
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Object.entries(CONFIG.Dice.rollModes).map(([k, v]) => [k, game.i18n.localize(v.label ?? v)])
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)
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-adventures-with-emmy/templates/roll-dialog.hbs",
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{
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attrLabel,
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modifier: options.modifier ?? 0,
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dc: options.dc ?? "",
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rollModes,
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visibility: game.settings.get("core", "rollMode")
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}
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("AWEMMY.Roll.DialogTitle", { name: attrLabel }) },
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classes: ["awemmy"],
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content,
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buttons: [{
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label: game.i18n.localize("AWEMMY.Roll.Roll"),
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callback: (_event, button) =>
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Array.from(button.form.elements).reduce((obj, input) => {
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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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}],
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rejectClose: false
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})
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if (!result) return null
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const mod = options.modifier ?? 0
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const bonus = parseInt(result.bonus) || 0
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const dc = result.dc !== "" ? parseInt(result.dc) : undefined
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const rollMode = result.visibility ?? game.settings.get("core", "rollMode")
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// Build formula: 1d20 + mod [± bonus]
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let formula = `1d20 + ${mod}`
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if (bonus > 0) formula += ` + ${bonus}`
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else if (bonus < 0) formula += ` - ${Math.abs(bonus)}`
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const roll = new this(formula, {}, {
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attributeKey: options.attributeKey,
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rollName: attrLabel,
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modifier: mod,
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bonus,
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dc,
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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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})
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await roll.evaluate()
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// Compute degree of success when a DC is known
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if (dc !== undefined) {
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const d20Value = roll.dice[0]?.results[0]?.result ?? 0
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roll.options.outcome = AwERoll.computeOutcome(roll.total, dc, d20Value)
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}
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await roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: game.actors.get(options.actorId) }),
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flavor: attrLabel,
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rollMode
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})
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return roll
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}
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}
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@@ -10,13 +10,13 @@ export default class AwEAbility extends foundry.abstract.TypeDataModel {
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required: true,
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nullable: false,
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initial: "field",
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choices: Object.keys(SYSTEM.ABILITY_TYPE)
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choices: Object.fromEntries(Object.values(SYSTEM.ABILITY_TYPE).map(a => [a.id, a.label]))
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})
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schema.cost = new fields.StringField({
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required: true,
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nullable: false,
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initial: "one",
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choices: Object.keys(SYSTEM.ABILITY_COST)
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choices: Object.fromEntries(Object.values(SYSTEM.ABILITY_COST).map(a => [a.id, a.label]))
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})
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schema.frequency = new fields.StringField({ initial: "", required: false, nullable: true })
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schema.requirements = new fields.StringField({ initial: "", required: false, nullable: true })
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@@ -63,12 +63,5 @@ export default class AwECharacter extends foundry.abstract.TypeDataModel {
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attr.mod = level + attr.boostLevel + attr.bonus
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attr.dc = 10 + attr.mod
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}
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// Compute max HP if not overridden
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// Base HP = 10 + (level * 2) + fitness modifier
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const fitnessMod = this.attributes.fitness.mod ?? 0
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if (this.hp.max === 10) {
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this.hp.max = 10 + (level * 2) + fitnessMod
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}
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}
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}
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@@ -10,13 +10,14 @@ export default class AwEField extends foundry.abstract.TypeDataModel {
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required: true,
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nullable: false,
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initial: "agility",
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choices: Object.keys(SYSTEM.ATTRIBUTES)
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choices: Object.fromEntries(Object.values(SYSTEM.ATTRIBUTES).map(a => [a.id, a.label]))
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})
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schema.keyAttribute2 = new fields.StringField({
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required: false,
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nullable: true,
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initial: null,
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choices: [...Object.keys(SYSTEM.ATTRIBUTES), null]
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initial: "",
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blank: true,
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choices: { "": "—", ...Object.values(SYSTEM.ATTRIBUTES).reduce((o, a) => { o[a.id] = a.label; return o }, {}) }
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})
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schema.specializations = new fields.ArrayField(new fields.StringField())
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schema.knowledgeBonus = new fields.StringField({ initial: "", required: false, nullable: true })
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@@ -14,7 +14,7 @@ export default class AwEWeapon extends foundry.abstract.TypeDataModel {
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required: true,
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nullable: false,
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initial: "agility",
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choices: Object.keys(SYSTEM.ATTRIBUTES)
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choices: Object.fromEntries(Object.values(SYSTEM.ATTRIBUTES).map(a => [a.id, a.label]))
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})
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schema.traits = new fields.ArrayField(new fields.StringField())
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