229 lines
9.0 KiB
JavaScript
229 lines
9.0 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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export default class AwERoll extends Roll {
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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 attributeBonus() { return this.options.attributeBonus ?? 0 }
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get bonus() { return this.options.bonus ?? 0 }
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get knowledgeBonus() { return this.options.knowledgeBonus ?? 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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get sourceItemName() { return this.options.sourceItemName }
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get sourceItemImg() { return this.options.sourceItemImg }
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get damageFormula() { return this.options.damageFormula }
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get damageType() { return this.options.damageType }
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get damageResult() { return this.options.damageResult }
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get damageCritical() { return this.options.damageCritical ?? false }
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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 (level + boostLevel)
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* @param {number} [options.attributeBonus] Persistent attribute bonus/penalty from the +/- column
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* @param {object[]} [options.knowledgeBonuses] Field knowledge bonuses [{label, bonus}]
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* @param {number} [options.dc] Pre-set DC
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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 mod = options.modifier ?? 0
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const attrBonus = options.attributeBonus ?? 0
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const knowledgeBonuses = options.knowledgeBonuses ?? []
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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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// Bonus choices: -5 to +5
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const bonusChoices = Array.from({length: 11}, (_, i) => i - 5)
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.map(v => ({ value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }))
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// DC choices: blank + 10..30
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const dcChoices = [{ value: "", label: "—", selected: !options.dc }]
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.concat(Array.from({length: 21}, (_, i) => i + 10)
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.map(v => ({ value: v, label: String(v), selected: v === (options.dc ?? null) })))
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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: mod,
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attributeBonus: attrBonus,
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totalMod: mod + attrBonus,
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knowledgeBonuses,
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bonusChoices,
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dcChoices,
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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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render: (event, dialog) => {
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const baseMod = mod + attrBonus
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const el = dialog.element
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const bonusSelect = el.querySelector('#awe-bonus')
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const knowledgeSel = el.querySelector('#awe-knowledge')
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const preview = el.querySelector('#awe-formula-preview')
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function updatePreview() {
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const sit = parseInt(bonusSelect?.value) || 0
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const kn = parseInt(knowledgeSel?.value) || 0
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const total = baseMod + sit + kn
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const sign = total >= 0 ? '+' : '−'
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const abs = Math.abs(total)
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preview.textContent = total === 0 ? '1d20' : `1d20 ${sign} ${abs}`
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}
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bonusSelect?.addEventListener('change', updatePreview)
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knowledgeSel?.addEventListener('change', updatePreview)
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updatePreview()
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},
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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 bonus = parseInt(result.bonus) || 0
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const knowledgeBonus = parseInt(result.knowledgeBonus) || 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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// Formula: 1d20 + (mod + attrBonus) [± bonus] [± knowledgeBonus]
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const totalMod = mod + attrBonus + bonus + knowledgeBonus
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let formula = `1d20`
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if (totalMod > 0) formula += ` + ${totalMod}`
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else if (totalMod < 0) formula += ` - ${Math.abs(totalMod)}`
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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 + attrBonus,
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attributeBonus: attrBonus,
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bonus,
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knowledgeBonus,
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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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sourceItemName: options.sourceItemName,
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sourceItemImg: options.sourceItemImg
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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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// If this is a weapon attack and it hit, roll damage
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if (options.damageFormula && roll.options.outcome) {
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const isHit = roll.options.outcome === "success" || roll.options.outcome === "criticalSuccess"
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const isCrit = roll.options.outcome === "criticalSuccess"
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if (isHit) {
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// Double the dice count on critical success
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const formula = isCrit
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? options.damageFormula.replace(/(\d+)d(\d+)/gi, (_, n, d) => `${Number(n) * 2}d${d}`)
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: options.damageFormula
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const dmgRoll = new Roll(formula)
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await dmgRoll.evaluate()
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roll.options.damageResult = dmgRoll.total
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roll.options.damageCritical = isCrit
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roll.options.damageType = options.damageType
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}
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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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/** @override — render the custom chat message template */
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async render(chatOptions = {}) {
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const isPrivate = chatOptions.isPrivate ?? false
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return foundry.applications.handlebars.renderTemplate(
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AwERoll.CHAT_TEMPLATE,
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{
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flavor: this.rollName,
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total: this.total,
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modifier: this.modifier,
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bonus: this.bonus,
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knowledgeBonus: this.knowledgeBonus,
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dice: this.dice,
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outcome: isPrivate ? null : this.outcome,
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dc: this.dc,
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actorName: this.actorName,
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actorImage: this.actorImage,
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sourceItemName: this.sourceItemName,
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sourceItemImg: this.sourceItemImg,
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damageResult: isPrivate ? null : this.damageResult,
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damageCritical: this.damageCritical,
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damageType: this.damageType,
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isPrivate
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}
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)
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}
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}
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