import { SYSTEM } from "../config/system.mjs" export default class AwERoll extends Roll { /** @type {string} */ static CHAT_TEMPLATE = "systems/fvtt-adventures-with-emmy/templates/chat-message.hbs" // --- Accessors for roll options --- get attributeKey() { return this.options.attributeKey } get rollName() { return this.options.rollName } get modifier() { return this.options.modifier ?? 0 } get bonus() { return this.options.bonus ?? 0 } get dc() { return this.options.dc } get outcome() { return this.options.outcome } get actorId() { return this.options.actorId } get actorName() { return this.options.actorName } get actorImage() { return this.options.actorImage } // --- Outcome calculation --- /** * Compute the degree of success for a d20 check. * - Critical Success : total ≥ dc + 10, OR natural 20 upgrades result * - Success : total ≥ dc * - Failure : total < dc * - Critical Failure : total ≤ dc − 10, OR natural 1 downgrades result * * @param {number} total The final roll total (d20 + modifiers) * @param {number} dc The Difficulty Class to compare against * @param {number} d20Value The raw d20 result (for nat-20 / nat-1 adjustment) * @returns {"criticalSuccess"|"success"|"failure"|"criticalFailure"} */ static computeOutcome(total, dc, d20Value) { const DEGREES = ["criticalFailure", "failure", "success", "criticalSuccess"] let idx if (total >= dc + 10) idx = 3 else if (total >= dc) idx = 2 else if (total <= dc - 10) idx = 0 else idx = 1 if (d20Value === 20) idx = Math.min(3, idx + 1) if (d20Value === 1) idx = Math.max(0, idx - 1) return DEGREES[idx] } // --- Prompt dialog --- /** * Open a dialog so the player can add a situational bonus and choose visibility, * then evaluate and post the roll to chat. * * @param {object} options * @param {string} options.attributeKey Attribute id (agility | fitness | awareness | influence) * @param {number} options.modifier Base attribute modifier * @param {number} [options.dc] Pre-set DC (skips DC field if provided) * @param {string} options.actorId * @param {string} options.actorName * @param {string} options.actorImage * @returns {Promise} Resolved roll, or null if dialog was cancelled */ static async prompt(options = {}) { const attrLabel = options.attributeKey ? game.i18n.localize(SYSTEM.ATTRIBUTES[options.attributeKey]?.label ?? options.attributeKey) : (options.rollName ?? game.i18n.localize("AWEMMY.Roll.Check")) const rollModes = Object.fromEntries( Object.entries(CONFIG.Dice.rollModes).map(([k, v]) => [k, game.i18n.localize(v.label ?? v)]) ) const content = await foundry.applications.handlebars.renderTemplate( "systems/fvtt-adventures-with-emmy/templates/roll-dialog.hbs", { attrLabel, modifier: options.modifier ?? 0, dc: options.dc ?? "", rollModes, visibility: game.settings.get("core", "rollMode") } ) const result = await foundry.applications.api.DialogV2.wait({ window: { title: game.i18n.format("AWEMMY.Roll.DialogTitle", { name: attrLabel }) }, classes: ["awemmy"], content, buttons: [{ label: game.i18n.localize("AWEMMY.Roll.Roll"), callback: (_event, button) => Array.from(button.form.elements).reduce((obj, input) => { if (input.name) obj[input.name] = input.value return obj }, {}) }], rejectClose: false }) if (!result) return null const mod = options.modifier ?? 0 const bonus = parseInt(result.bonus) || 0 const dc = result.dc !== "" ? parseInt(result.dc) : undefined const rollMode = result.visibility ?? game.settings.get("core", "rollMode") // Build formula: 1d20 + mod [± bonus] let formula = `1d20 + ${mod}` if (bonus > 0) formula += ` + ${bonus}` else if (bonus < 0) formula += ` - ${Math.abs(bonus)}` const roll = new this(formula, {}, { attributeKey: options.attributeKey, rollName: attrLabel, modifier: mod, bonus, dc, actorId: options.actorId, actorName: options.actorName, actorImage: options.actorImage }) await roll.evaluate() // Compute degree of success when a DC is known if (dc !== undefined) { const d20Value = roll.dice[0]?.results[0]?.result ?? 0 roll.options.outcome = AwERoll.computeOutcome(roll.total, dc, d20Value) } await roll.toMessage({ speaker: ChatMessage.getSpeaker({ actor: game.actors.get(options.actorId) }), flavor: attrLabel, rollMode }) return roll } }