First row of tests and fixes
This commit is contained in:
+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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