refactor: remove D30 choice dialog, extract defense reaction buttons, fix bugs
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Release Creation / build (release) Successful in 45s
- Remove D30 choice dialog — auto-roll bonus dice, flag special effects - Fix d30ChangedAttack infinite loop in defense do-while (missing reset) - Fix chat button dataset attributes (rollType/rollTarget/rollAvantage) - Extract buildDefenseReactionButtons from both defense loops - Merge Aether/Grace deduction via _deductResourceOnCast helper - Extract HP HUD toggling (_toggleHudWraps/_disableHudWraps) - Fix SYSTEM.EQUIPMENT_CATEGORIES typo in equipment model - Add missing imports to combat.mjs - Remove dead d30Auto branches, _buildSpecialLabel, d30-special-choice.hbs
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+19
-74
@@ -28,63 +28,34 @@ export async function processD30BonusDice(d30Message, side, naturalRoll = null,
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return { modifier, specialEffect: null, specialName: null }
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}
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// ── Choice type ── present all options to the player
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// ── Choice type ── auto-roll bonus dice, alert about special effects
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if (d30Message.type === "choice") {
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// If we can't show dialogs (wrong client), skip — the primary client
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// will communicate its choice result via socket. Auto-rolling here
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// would give a different modifier on each client, causing divergence.
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// Non-controlling client can't roll dice here — the controlling client
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// sends the updated values via socket.
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if (!canDialog) {
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return { modifier: 0, specialEffect: null, specialName: null }
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}
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const buttons = d30Message.choices.map(c => {
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let label
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let icon
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if (c.type === "bonus_dice") {
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label = `Roll ${c.dice.toUpperCase()} and add to ${side}`
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icon = "fa-solid fa-dice"
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} else if (c.type === "special_strike") {
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label = _buildSpecialLabel(c, naturalRoll)
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icon = "fa-solid fa-star"
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} else if (c.type === "special_defense") {
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label = _buildSpecialLabel(c, naturalRoll)
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icon = "fa-solid fa-shield-halved"
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} else {
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label = c.type.replace(/_/g, " ").replace(/\b\w/g, l => l.toUpperCase())
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icon = "fa-solid fa-question"
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}
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return {
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action: c.type,
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type: "button",
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label,
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icon,
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callback: () => c
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}
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})
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const choice = await foundry.applications.api.DialogV2.wait({
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window: { title: "D30 Special — Choose Effect" },
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classes: ["lethalfantasy"],
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content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/d30-special-choice.hbs", {
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description: d30Message.description
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}),
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buttons,
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rejectClose: false
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})
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if (!choice) return { modifier: 0, specialEffect: null, specialName: null }
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if (choice.type === "bonus_dice") {
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const modifier = await _rollD30BonusDie(choice.dice, actor)
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return { modifier, specialEffect: null, specialName: null }
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// Auto-roll bonus dice (like d6E on 27 — no dialog)
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const bonusChoice = d30Message.choices.find(c => c.type === "bonus_dice")
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let modifier = 0
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if (bonusChoice) {
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modifier = await _rollD30BonusDie(bonusChoice.dice, actor)
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}
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if (choice.type === "special_strike" || choice.type === "special_defense") {
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return { modifier: 0, specialEffect: "auto", specialName: _buildSpecialName(choice, naturalRoll) }
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// Inform about special strike/defense or other effects (informational only)
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const specialChoice = d30Message.choices.find(c => c.type === "special_strike" || c.type === "special_defense")
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if (specialChoice) {
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return { modifier, specialEffect: "flag", specialName: _buildSpecialName(specialChoice, naturalRoll) }
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}
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// Non-standard choice (spell_calamity, etc.) — report it
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return { modifier: 0, specialEffect: "flag", specialName: choice.type }
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const nonStandardChoice = d30Message.choices.find(c => c.type !== "bonus_dice")
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if (nonStandardChoice) {
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return { modifier, specialEffect: "flag", specialName: _buildSpecialName(nonStandardChoice, naturalRoll) }
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}
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return { modifier, specialEffect: null, specialName: null }
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}
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// ── Combo type (bleed / internal injury) — flag for wound creation
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@@ -130,32 +101,6 @@ export async function _rollD30BonusDie(formula, actor, silent = false) {
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return roll.total
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}
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/**
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* Build a human-readable label for a special strike/defense choice in the D30 prompt.
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* @param {Object} specialChoice The choice object with type and options
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* @param {number|null} naturalRoll The natural D20 roll
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* @returns {string} Display label
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*/
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export function _buildSpecialLabel(specialChoice, naturalRoll) {
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if (specialChoice.type === "special_strike") {
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if (specialChoice.options.includes("lethal")) {
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if (naturalRoll === 20) return "Lethal Strike (auto-hit)"
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if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike (auto-hit)"
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return "Lethal/Vital Strike (auto-hit)"
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}
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if (specialChoice.options.includes("vicious")) return "Vicious Strike (auto-hit)"
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return "Special Strike (auto-hit)"
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}
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if (specialChoice.type === "special_defense") {
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if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense (auto-block)"
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if (specialChoice.options.includes("flawless")) return "Flawless Defense (auto-block)"
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if (specialChoice.options.includes("legendary")) return "Legendary Defense (auto-block)"
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if (specialChoice.options.includes("perfect")) return "Perfect Defense (auto-block)"
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return "Special Defense (auto-block)"
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}
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return "Special Effect"
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}
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/**
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* Build the special effect name based on the D30 result and natural roll.
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* @param {Object} specialChoice The choice object with type and options
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@@ -179,5 +124,5 @@ export function _buildSpecialName(specialChoice, naturalRoll) {
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if (specialChoice.options.includes("perfect")) return "Perfect Defense"
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return "Special Defense"
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}
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return "Special Effect"
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return specialChoice.type.replace(/_/g, " ").replace(/\b\w/g, l => l.toUpperCase())
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}
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