refactor: extract inline HTML to templates, split oversized files, fix bugs
- Extract all inline HTML from JS into 21 Handlebars templates (chat/, dialogs/, ui/) - Split utils.mjs (1507) into barrel + helpers.mjs, combat.mjs, d30.mjs - Split roll.mjs (1632) into barrel + roll-base.mjs, roll-prompt.mjs, roll-combat.mjs, roll-damage.mjs - Split lethal-fantasy.mjs (1426) into bootstrap + chat-reaction.mjs - Fix: missing async on injectDiceTray (free-roll.mjs:29 SyntaxError) - Fix: weapon._id fallback for deserialized chat-message weapon objects - Fix: missing await on rollModifier.evaluate() calls in roll-combat.mjs - Fix: choices→choicesList ReferenceError in utils.mjs - Fix: add 12 missing i18n keys (chooseWeapon, chooseSave, attackRoll, etc.) - Fix: restore sideLabel in bonus-die-select.hbs - Clean: remove dead messageContent param, console.log→log() - Style: barrel files preserve existing import paths
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import { SYSTEM } from "../config/system.mjs"
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export { log } from "./helpers.mjs"
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export function hasD30Reroll(d30Message) {
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return d30Message?.type === "mulligan"
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}
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/**
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* Process D30 bonus dice for attack or defense.
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* Rolls and applies bonus dice BEFORE grit/luck/shield decisions.
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* For `choice` type results (D30=20, 30), shows dialog to choose between bonus dice and special effect.
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* For `bonus_dice` type results (D30=27, 2, 3), auto-rolls the dice.
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* @param {Object|null} d30Message The D30 result object
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* @param {"attack"|"defense"} side Whether processing the attack or defense side
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* @param {number|null} naturalRoll The natural D20 roll (for special strike type detection)
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* @param {Object} actor The actor (for dice3d display)
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* @returns {Promise<{modifier: number, specialEffect: string|null, specialName: string|null}>}
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*/
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export async function processD30BonusDice(d30Message, side, naturalRoll = null, actor = null, canDialog = true) {
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if (!d30Message) return { modifier: 0, specialEffect: null, specialName: null }
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const validTargets = side === "attack" ? ["attack", "spell_attack"] : ["defense", "spell_defense"]
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// ── Simple bonus_dice type ── auto-roll if target matches
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if (d30Message.type === "bonus_dice") {
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if (!validTargets.includes(d30Message.target)) return { modifier: 0, specialEffect: null, specialName: null }
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const modifier = await _rollD30BonusDie(d30Message.dice, actor, !canDialog)
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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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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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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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}
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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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}
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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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}
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// ── Combo type (bleed / internal injury) — flag for wound creation
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if (d30Message.type === "combo") {
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const hasBleed = d30Message.effects?.some(e => e.type === "bleed" || e.type === "internal_injury")
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if (hasBleed) {
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return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding/Internal Injury" }
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}
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}
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// ── Damage multiplier type (2x/3x damage before DR)
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if (d30Message.type === "damage_multiplier") {
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return { modifier: 0, specialEffect: "damageMultiplier", specialName: `x${d30Message.multiplier} Damage`, multiplier: d30Message.multiplier }
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}
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// ── DR multiplier type (2x/3x DR including shield)
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if (d30Message.type === "dr_multiplier") {
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return { modifier: 0, specialEffect: "drMultiplier", specialName: `x${d30Message.multiplier} DR`, multiplier: d30Message.multiplier }
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}
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return { modifier: 0, specialEffect: null, specialName: null }
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}
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/**
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* Roll a D30 bonus die and show with 3D dice if available.
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* @param {string} formula Dice formula (e.g. "D6", "D12", "D20E")
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* @param {Object} actor Actor for chat message speaker
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* @returns {Promise<number>} The roll total
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*/
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export async function _rollD30BonusDie(formula, actor, silent = false) {
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const cleaned = formula.replace(/NE$/i, "").replace("E", "")
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const roll = new Roll(cleaned)
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await roll.evaluate()
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if (game?.dice3d) {
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await game.dice3d.showForRoll(roll, game.user, true)
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}
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if (!silent) {
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await ChatMessage.create({
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content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30BonusRoll", formula: cleaned.toUpperCase(), value: roll.total}),
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speaker: ChatMessage.getSpeaker({ actor })
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})
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}
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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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* @param {number|null} naturalRoll The natural D20 roll
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* @returns {string} The special effect name
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*/
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export function _buildSpecialName(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"
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if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike"
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return "Lethal/Vital Strike"
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}
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if (specialChoice.options.includes("vicious")) return "Vicious Strike"
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return "Special Strike"
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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"
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if (specialChoice.options.includes("flawless")) return "Flawless Defense"
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if (specialChoice.options.includes("legendary")) return "Legendary Defense"
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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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}
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