Add D30, spells, miracles and ranged defense roll

This commit is contained in:
2025-01-05 22:14:44 +01:00
parent dbd27b837f
commit 5fc40b2b18
39 changed files with 460 additions and 81 deletions

View File

@ -88,6 +88,10 @@ export default class LethalFantasyRoll extends Roll {
return this.options.rollTarget
}
get D30result() {
return this.options.D30result
}
/**
* Prompt the user with a dialog to configure and execute a roll.
*
@ -112,8 +116,11 @@ export default class LethalFantasyRoll extends Roll {
let modifierFormula = "1d0"
let hasModifier = true
let hasChangeDice = false
let hasD30 = false
if (options.rollType === "challenge" || options.rollType === "save") {
options.rollName = options.rollTarget.rollKey
hasD30 = options.rollType === "save"
if (options.rollTarget.rollKey === "dying") {
dice = options.rollTarget.value
maxValue = Number(options.rollTarget.value.match(/\d+/)[0])
@ -123,6 +130,7 @@ export default class LethalFantasyRoll extends Roll {
dice = "1D20"
maxValue = 20
}
} else if (options.rollType === "skill") {
options.rollName = options.rollTarget.name
dice = "1D100"
@ -131,7 +139,9 @@ export default class LethalFantasyRoll extends Roll {
hasModifier = true
hasChangeDice = false
options.rollTarget.value = options.rollTarget.system.skillTotal
} else if (options.rollType === "weapon-attack" || options.rollType === "weapon-defense") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
@ -145,6 +155,29 @@ export default class LethalFantasyRoll extends Roll {
options.rollTarget.value = options.rollTarget.combat.defenseModifier + options.rollTarget.weaponSkillModifier
options.rollTarget.charModifier = options.rollTarget.combat.defenseModifier
}
} else if (options.rollType === "spell") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
maxValue = 20
hasModifier = true
hasChangeDice = false
options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
} else if (options.rollType === "miracle") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
maxValue = 20
hasModifier = true
hasChangeDice = false
options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
} else if (options.rollType.includes("weapon-damage")) {
options.rollName = options.rollTarget.name
hasModifier = true
@ -174,7 +207,6 @@ export default class LethalFantasyRoll extends Roll {
default: "public",
})
const choiceModifier = SYSTEM.CHOICE_MODIFIERS
const choiceDice = SYSTEM.CHOICE_DICE
@ -197,6 +229,7 @@ export default class LethalFantasyRoll extends Roll {
dice,
hasTarget: options.hasTarget,
modifier,
saveSpell: false,
targetName
}
console.log("dialogContext", dialogContext)
@ -230,8 +263,10 @@ export default class LethalFantasyRoll extends Roll {
let titleFormula = ""
dice = rollContext.changeDice || dice
if (hasModifier) {
let bonus = Number(options.rollTarget.value)
let bonus = Number(options.rollTarget.value)
fullModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10) + bonus
fullModifier += (rollContext.saveSpell) ? options.rollTarget.actorModifiers.saveModifier : 0
if (fullModifier === 0) {
modifierFormula = "0"
} else {
@ -282,13 +317,18 @@ export default class LethalFantasyRoll extends Roll {
if (Hooks.call("fvtt-lethal-fantasy.preRoll", options, rollData) === false) return
const rollBase = new this(baseFormula, options.data, rollData)
await rollBase.evaluate()
const rollModifier = new Roll(modifierFormula, options.data, rollData)
await rollModifier.evaluate()
rollModifier.evaluate()
await rollBase.evaluate()
if (hasD30) {
let rollD30 = await new Roll("1D30").evaluate()
options.D30result = rollD30.total
}
let rollTotal = -1
let diceResults = []
let resultType
let diceResult = rollBase.dice[0].results[0].result
diceResults.push({ dice: `${dice}`, value: diceResult })
let diceSum = diceResult
@ -314,6 +354,7 @@ export default class LethalFantasyRoll extends Roll {
rollBase.options.diceResults = diceResults
rollBase.options.rollTarget = options.rollTarget
rollBase.options.titleFormula = titleFormula
rollBase.options.D30result = options.D30result
/**
* A hook event that fires after the roll has been made.
@ -329,6 +370,130 @@ export default class LethalFantasyRoll extends Roll {
return rollBase
}
static async promptRangedDefense(rollTarget) {
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",
})
let dialogContext = {
movementChoices : SYSTEM.MOVEMENT_CHOICES,
moveDirectionChoices : SYSTEM.MOVE_DIRECTION_CHOICES,
sizeChoices : SYSTEM.SIZE_CHOICES,
rangeChoices : SYSTEM.RANGE_CHOICES,
attackerAimChoices : SYSTEM.ATTACKER_AIM_CHOICES,
movement: "none",
moveDirection: "none",
size: "medium",
range: "short",
attackerAim: "simple",
fieldRollMode,
rollModes
}
console.log("CTX", dialogContext)
const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/range-defense-dialog.hbs", dialogContext)
const label = game.i18n.localize("LETHALFANTASY.Label.rangeDefenseRoll")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: "Range Defense" },
classes: ["lethalfantasy"],
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
},
},
],
rejectClose: false // Click on Close button will not launch an error
})
console.log("RollContext", rollContext)
// Build the final modifier
let fullModifier = Number(rollContext.moveDirection) +
Number(rollContext.size) +
Number(rollContext.range) +
Number(rollContext.attackerAim)
console.log("Modifier", fullModifier)
let modifierFormula
if (fullModifier === 0) {
modifierFormula = "0"
} else {
let modAbs = Math.abs(fullModifier)
modifierFormula = `d${modAbs + 1} - 1`
}
// If the user cancels the dialog, exit
if (rollContext === null) return
let rollData = {...rollContext}
let options = {...rollContext}
options.rollName = "Ranged Defense"
const rollBase = new this(rollContext.movement, options.data, rollData)
const rollModifier = new Roll(modifierFormula, options.data, rollData)
rollModifier.evaluate()
await rollBase.evaluate()
let rollD30 = await new Roll("1D30").evaluate()
options.D30result = rollD30.total
let dice = rollContext.movement
let maxValue = Number(dice.match(/\d+$/)[0]) // Update the max value agains
let rollTotal = -1
let diceResults = []
let resultType
let diceResult = rollBase.dice[0].results[0].result
diceResults.push({ dice: `${dice}`, value: diceResult })
let diceSum = diceResult
while (diceResult === maxValue) {
let r = await new Roll(baseFormula).evaluate()
diceResult = r.dice[0].results[0].result
diceResults.push({ dice: `${dice}-1`, value: diceResult - 1 })
diceSum += (diceResult - 1)
}
if (fullModifier !== 0) {
diceResults.push({ dice: `${rollModifier.formula}`, value: rollModifier.total })
if (fullModifier < 0) {
rollTotal = Math.max(diceSum - rollModifier.total, 0)
} else {
rollTotal = diceSum + rollModifier.total
}
} else {
rollTotal = diceSum
}
rollBase.options.resultType = resultType
rollBase.options.rollTotal = rollTotal
rollBase.options.diceResults = diceResults
rollBase.options.rollTarget = options.rollTarget
rollBase.options.titleFormula = `${dice}E + ${modifierFormula}`
rollBase.options.D30result = options.D30result
rollBase.options.rollName = "Ranged Defense"
/**
* A hook event that fires after the roll has been made.
* @function
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
@param {LethalFantasyRoll} roll The resulting roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
return rollBase
}
/**
* Creates a title based on the given type.
*
@ -352,6 +517,8 @@ export default class LethalFantasyRoll extends Roll {
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-small")}`
case "weapon-damage-medium":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-medium")}`
case "spell":
return `${game.i18n.localize("LETHALFANTASY.Label.spell")}`
default:
return game.i18n.localize("LETHALFANTASY.Label.titleStandard")
}
@ -409,6 +576,7 @@ export default class LethalFantasyRoll extends Roll {
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
D30result: this.D30result,
isPrivate: isPrivate
}
cardData.cssClass = cardData.css.join(" ")