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fvtt-ftl-nomad/module/documents/roll.mjs
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2025-03-05 22:15:32 +01:00

351 lines
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JavaScript

import { SYSTEM } from "../config/system.mjs"
export default class FTLNomadRoll extends Roll {
/**
* The HTML template path used to render dice checks of this type
* @type {string}
*/
static CHAT_TEMPLATE = "systems/fvtt-ftl-nomad/templates/chat-message.hbs"
get type() {
return this.options.type
}
get isDamage() {
return this.type === ROLL_TYPE.DAMAGE
}
get target() {
return this.options.target
}
get value() {
return this.options.value
}
get actorId() {
return this.options.actorId
}
get actorName() {
return this.options.actorName
}
get actorImage() {
return this.options.actorImage
}
get help() {
return this.options.help
}
get resultType() {
return this.options.resultType
}
get isFailure() {
return this.resultType === "failure"
}
get hasTarget() {
return this.options.hasTarget
}
get realDamage() {
return this.options.realDamage
}
get weapon() {
return this.options.weapon
}
static updateFullFormula(options) {
let fullFormula
if ( options.numericModifier >= 0) {
fullFormula = `${options.formula} + ${options.rollItem.value} + ${options.numericModifier}D`
} else {
fullFormula = `${options.formula} + ${options.rollItem.value} - ${Math.abs(options.numericModifier)}D`
}
$('#roll-dialog-full-formula').text(fullFormula)
options.fullFormula = fullFormula
}
/**
* Prompt the user with a dialog to configure and execute a roll.
*
* @param {Object} options Configuration options for the roll.
* @param {string} options.rollType The type of roll being performed.
* @param {string} options.rollTarget The target of the roll.
* @param {string} options.actorId The ID of the actor performing the roll.
* @param {string} options.actorName The name of the actor performing the roll.
* @param {string} options.actorImage The image of the actor performing the roll.
* @param {boolean} options.hasTarget Whether the roll has a target.
* @param {Object} options.data Additional data for the roll.
*
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
*/
static async prompt(options = {}) {
let formula = "2d6"
switch (options.rollType) {
case "skill":
break
case "damage":
let formula = options.rollItem.system.damage
let damageRoll = new Roll(formula)
await damageRoll.evaluate()
await damageRoll.toMessage({
flavor: `${options.rollItem.name} - Damage Roll`
});
return
case "weapon":
let actor = game.actors.get(options.actorId)
options.weapon = foundry.utils.duplicate(options.rollItem)
options.rollItem = actor.system.skills.combat
break
default:
break
}
const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
const fieldRollMode = new foundry.data.fields.StringField({
choices: rollModes,
blank: false,
default: "public",
})
const choiceModifier = SYSTEM.MODIFIER_CHOICES
let choiceRangeModifier = {}
let rangeModifier = 0
if ( options.weapon) {
// Build the range modifiers
let range = SYSTEM.WEAPON_RANGE[options.weapon.system.rangeType]
for (let [key, value] of Object.entries(range.range)) {
choiceRangeModifier[key] = { label: `${key} (${value}D)`, value: value }
if (!rangeModifier && value) {
rangeModifier = value
}
}
}
let modifier = "0"
options.numericModifier = rangeModifier
let fullFormula = `${formula} + ${options.rollItem.value}`
if (options.isEncumbered) {
options.numericModifier += -1
fullFormula += ` - ${options.numericModifier}D`
} else {
options.numericModifier += 0
fullFormula += ` + ${options.numericModifier}D`
}
options.fullFormula = fullFormula
options.formula = formula
let dialogContext = {
actorId: options.actorId,
actorName: options.actorName,
rollType: options.rollType,
rollItem: foundry.utils.duplicate(options.rollItem), // Object only, no class
fullFormula,
weapon: options?.weapon,
isEncumbered: options.isEncumbered,
talents: options.talents,
rollModes,
fieldRollMode,
choiceModifier,
choiceRangeModifier,
rangeModifier,
formula,
hasTarget: options.hasTarget,
modifier,
}
const content = await renderTemplate("systems/fvtt-ftl-nomad/templates/roll-dialog.hbs", dialogContext)
const title = FTLNomadRoll.createTitle(options.rollType, options.rollTarget)
const label = game.i18n.localize("FTLNOMAD.Roll.roll")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: title },
classes: ["fvtt-ftl-nomad"],
content,
buttons: [
{
label: label,
callback: (event, button, dialog) => {
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
}, {})
return output
},
},
],
actions: {
},
rejectClose: false, // Click on Close button will not launch an error
render: (event, dialog) => {
$(".roll-skill-modifier").change(event => {
options.numericModifier += Number(event.target.value)
FTLNomadRoll.updateFullFormula(options)
})
$(".roll-skill-range-modifier").change(event => {
options.numericModifier += Number(event.target.value)
FTLNomadRoll.updateFullFormula(options)
})
$(".select-combat-option").change(event => {
console.log(event)
let field = $(event.target).data("field")
let modifier = SYSTEM.ATTACK_MODIFIERS[field]
if ( event.target.checked) {
options.numericModifier += modifier
} else {
options.numericModifier -= modifier
}
FTLNomadRoll.updateFullFormula(options)
})
}
})
// If the user cancels the dialog, exit
if (rollContext === null) return
let rollData = foundry.utils.mergeObject(foundry.utils.duplicate(options), rollContext)
rollData.rollMode = rollContext.visibility
// Update target score
rollData.targetScore = 8
if (Hooks.call("fvtt-ftl-nomad.preRoll", options, rollData) === false) return
let diceFormula = `${2+Math.abs(options.numericModifier)}D6`
if ( options.numericModifier > 0 ) {
diceFormula += `kh2 + ${options.rollItem.value}`
} else {
diceFormula += `kl2 + ${options.rollItem.value}`
}
const roll = new this(diceFormula, options.data, rollData)
await roll.evaluate()
roll.displayRollResult(roll, options, rollData)
if (Hooks.call("fvtt-ftl-nomad.Roll", options, rollData, roll) === false) return
return roll
}
displayRollResult(formula, options, rollData) {
// Compute the result quality
let resultType = "failure"
if (this.total >= 8) {
resultType = "success"
// Detect if decimal == unit in the dire total result
}
this.options.resultType = resultType
this.options.isSuccess = resultType === "success"
this.options.isFailure = resultType === "failure"
this.options.isEncumbered = rollData.isEncumbered
this.options.rollData = foundry.utils.duplicate(rollData)
}
/**
* Creates a title based on the given type.
*
* @param {string} type The type of the roll.
* @param {string} target The target of the roll.
* @returns {string} The generated title.
*/
static createTitle(type, target) {
switch (type) {
case "skill":
return `${game.i18n.localize("FTLNOMAD.Label.titleSkill")}`
case "weapon":
return `${game.i18n.localize("FTLNOMAD.Label.titleWeapon")}`
default:
return game.i18n.localize("FTLNOMAD.Label.titleStandard")
}
}
/** @override */
async render(chatOptions = {}) {
let chatData = await this._getChatCardData(chatOptions.isPrivate)
return await renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
}
/**
* Generates the data required for rendering a roll chat card.
*
* @param {boolean} isPrivate Indicates if the chat card is private.
* @returns {Promise<Object>} A promise that resolves to an object containing the chat card data.
* @property {Array<string>} css - CSS classes for the chat card.
* @property {Object} data - The data associated with the roll.
* @property {number} diceTotal - The total value of the dice rolled.
* @property {boolean} isGM - Indicates if the user is a Game Master.
* @property {string} formula - The formula used for the roll.
* @property {number} total - The total result of the roll.
* @property {boolean} isFailure - Indicates if the roll is a failure.
* @property {string} actorId - The ID of the actor performing the roll.
* @property {string} actingCharName - The name of the character performing the roll.
* @property {string} actingCharImg - The image of the character performing the roll.
* @property {string} resultType - The type of result (e.g., success, failure).
* @property {boolean} hasTarget - Indicates if the roll has a target.
* @property {string} targetName - The name of the target.
* @property {number} targetArmor - The armor value of the target.
* @property {number} realDamage - The real damage dealt.
* @property {boolean} isPrivate - Indicates if the chat card is private.
* @property {string} cssClass - The combined CSS classes as a single string.
* @property {string} tooltip - The tooltip text for the chat card.
*/
async _getChatCardData(isPrivate) {
let cardData = foundry.utils.duplicate(this.options)
cardData.css = [SYSTEM.id, "dice-roll"]
cardData.data = this.data
cardData.diceTotal = this.dice.reduce((t, d) => t + d.total, 0)
cardData.isGM = game.user.isGM
cardData.formula = this.formula
cardData.fullFormula = this.options.fullFormula
cardData.numericModifier = this.options.numericModifier
cardData.total = this.total
cardData.actorId = this.actorId
cardData.actingCharName = this.actorName
cardData.actingCharImg = this.actorImage
cardData.resultType = this.resultType
cardData.hasTarget = this.hasTarget
cardData.targetName = this.targetName
cardData.targetArmor = this.targetArmor
cardData.realDamage = this.realDamage
cardData.isPrivate = isPrivate
cardData.weapon = this.weapon
cardData.isEncumbered = this.isEncumbered
cardData.cssClass = cardData.css.join(" ")
cardData.tooltip = isPrivate ? "" : await this.getTooltip()
return cardData
}
/**
* Converts the roll result to a chat message.
*
* @param {Object} [messageData={}] Additional data to include in the message.
* @param {Object} options Options for message creation.
* @param {string} options.rollMode The mode of the roll (e.g., public, private).
* @param {boolean} [options.create=true] Whether to create the message.
* @returns {Promise} - A promise that resolves when the message is created.
*/
async toMessage(messageData = {}, { rollMode, create = true } = {}) {
super.toMessage(
{
isFailure: this.resultType === "failure",
actingCharName: this.actorName,
actingCharImg: this.actorImage,
hasTarget: this.hasTarget,
realDamage: this.realDamage,
...messageData,
},
{ rollMode: rollMode },
)
}
}