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 attributeBonus() { return this.options.attributeBonus ?? 0 } get bonus() { return this.options.bonus ?? 0 } get knowledgeBonus() { return this.options.knowledgeBonus ?? 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 } get sourceItemName() { return this.options.sourceItemName } get sourceItemImg() { return this.options.sourceItemImg } get damageFormula() { return this.options.damageFormula } get damageType() { return this.options.damageType } get damageResult() { return this.options.damageResult } get damageCritical() { return this.options.damageCritical ?? false } get conditionBonus() { return this.options.conditionBonus ?? 0 } get conditionLabels() { return this.options.conditionLabels ?? [] } get rollTwice() { return this.options.rollTwice ?? "" } // --- 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 (level + boostLevel) * @param {number} [options.attributeBonus] Persistent attribute bonus/penalty from the +/- column * @param {object[]} [options.knowledgeBonuses] Field knowledge bonuses [{label, bonus}] * @param {number} [options.dc] Pre-set DC * @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 mod = options.modifier ?? 0 const attrBonus = options.attributeBonus ?? 0 const knowledgeBonuses = options.knowledgeBonuses ?? [] const rollModes = Object.fromEntries( Object.entries(CONFIG.Dice.rollModes).map(([k, v]) => [k, game.i18n.localize(v.label ?? v)]) ) // Bonus choices: -5 to +5 const bonusChoices = Array.from({length: 11}, (_, i) => i - 5) .map(v => ({ value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 })) // DC choices: blank + 10..30 const dcChoices = [{ value: "", label: "—", selected: !options.dc }] .concat(Array.from({length: 21}, (_, i) => i + 10) .map(v => ({ value: v, label: String(v), selected: v === (options.dc ?? null) }))) const content = await foundry.applications.handlebars.renderTemplate( "systems/fvtt-adventures-with-emmy/templates/roll-dialog.hbs", { attrLabel, modifier: mod, attributeBonus: attrBonus, totalMod: mod + attrBonus, knowledgeBonuses, bonusChoices, dcChoices, rollModes, visibility: game.settings.get("core", "rollMode") } ) const result = await foundry.applications.api.DialogV2.wait({ window: { title: game.i18n.format("AWEMMY.Roll.DialogTitle", { name: attrLabel }) }, classes: ["awemmy"], content, render: (event, dialog) => { const baseMod = mod + attrBonus + (options.conditionBonus ?? 0) const el = dialog.element const bonusSelect = el.querySelector('#awe-bonus') const knowledgeSel = el.querySelector('#awe-knowledge') const rollTwiceSel = el.querySelector('#awe-roll-twice') const preview = el.querySelector('#awe-formula-preview') const diceExprEl = el.querySelector('#awe-dice-expr') function updatePreview() { const sit = parseInt(bonusSelect?.value) || 0 const kn = parseInt(knowledgeSel?.value) || 0 const total = baseMod + sit + kn const sign = total >= 0 ? '+' : '−' const abs = Math.abs(total) const mode = rollTwiceSel?.value const dice = mode === 'higher' ? '2d20kh1' : mode === 'lower' ? '2d20kl1' : '1d20' if (diceExprEl) diceExprEl.textContent = dice preview.textContent = total === 0 ? dice : `${dice} ${sign} ${abs}` } bonusSelect?.addEventListener('change', updatePreview) knowledgeSel?.addEventListener('change', updatePreview) rollTwiceSel?.addEventListener('change', updatePreview) updatePreview() }, 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 bonus = parseInt(result.bonus) || 0 const knowledgeBonus = parseInt(result.knowledgeBonus) || 0 const dc = result.dc !== "" ? parseInt(result.dc) : undefined const rollMode = result.visibility ?? game.settings.get("core", "rollMode") const rollTwice = result.rollTwice ?? "" // Dice expression based on roll-twice mode const diceExpr = rollTwice === 'higher' ? '2d20kh1' : rollTwice === 'lower' ? '2d20kl1' : '1d20' // Formula: {diceExpr} + (mod + attrBonus) [± bonus] [± knowledgeBonus] [± conditionBonus] const totalMod = mod + attrBonus + bonus + knowledgeBonus + (options.conditionBonus ?? 0) let formula = diceExpr if (totalMod > 0) formula += ` + ${totalMod}` else if (totalMod < 0) formula += ` - ${Math.abs(totalMod)}` const roll = new this(formula, {}, { attributeKey: options.attributeKey, rollName: attrLabel, modifier: mod + attrBonus, attributeBonus: attrBonus, bonus, knowledgeBonus, conditionBonus: options.conditionBonus ?? 0, conditionLabels: options.conditionLabels ?? [], rollTwice, dc, actorId: options.actorId, actorName: options.actorName, actorImage: options.actorImage, sourceItemName: options.sourceItemName, sourceItemImg: options.sourceItemImg, damageFormula: options.damageFormula, damageType: options.damageType }) await roll.evaluate() // Compute degree of success when a DC is known // Use the *kept* die result (active:true) for nat-20/nat-1 adjustment if (dc !== undefined) { const d20Value = roll.dice[0]?.results.find(r => r.active)?.result ?? 0 roll.options.outcome = AwERoll.computeOutcome(roll.total, dc, d20Value) } // If this is a weapon attack and it hit, roll damage if (options.damageFormula && roll.options.outcome) { const isHit = roll.options.outcome === "success" || roll.options.outcome === "criticalSuccess" const isCrit = roll.options.outcome === "criticalSuccess" if (isHit) { // Double the dice count on critical success const formula = isCrit ? options.damageFormula.replace(/(\d+)d(\d+)/gi, (_, n, d) => `${Number(n) * 2}d${d}`) : options.damageFormula const dmgRoll = new Roll(formula) await dmgRoll.evaluate() roll.options.damageResult = dmgRoll.total roll.options.damageCritical = isCrit roll.options.damageType = options.damageType } } await roll.toMessage({ speaker: ChatMessage.getSpeaker({ actor: game.actors.get(options.actorId) }), flavor: attrLabel, rollMode }) return roll } /** @override — render the custom chat message template */ async render(chatOptions = {}) { const isPrivate = chatOptions.isPrivate ?? false return foundry.applications.handlebars.renderTemplate( AwERoll.CHAT_TEMPLATE, { flavor: this.rollName, total: this.total, modifier: this.modifier, bonus: this.bonus, knowledgeBonus: this.knowledgeBonus, conditionBonus: isPrivate ? null : this.conditionBonus, conditionLabels: this.conditionLabels, dice: this.dice, rollTwice: this.rollTwice, outcome: isPrivate ? null : this.outcome, dc: this.dc, actorId: this.actorId, actorName: this.actorName, actorImage: this.actorImage, sourceItemName: this.sourceItemName, sourceItemImg: this.sourceItemImg, damageFormula: this.damageFormula, damageResult: isPrivate ? null : this.damageResult, damageCritical: this.damageCritical, damageType: this.damageType, isPrivate } ) } }