Enhance rolls and fix dialog position

This commit is contained in:
2025-04-25 21:28:02 +02:00
parent 2ce5088471
commit 791a7d6b67
28 changed files with 122 additions and 249 deletions

View File

@ -223,7 +223,7 @@ export default class LethalFantasyRoll extends Roll {
options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
hasStaticModifier = options.rollType === "spell-power"
//hasModifier = options.rollType !== "spell-attack"
if ( hasStaticModifier ) {
if (hasStaticModifier) {
options.rollTarget.staticModifier = options.rollTarget.actorLevel
} else {
options.rollTarget.staticModifier = 0
@ -240,7 +240,7 @@ export default class LethalFantasyRoll extends Roll {
options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
hasStaticModifier = options.rollType === "miracle-power"
//hasModifier = options.rollType !== "miracle-attack"
if ( hasStaticModifier ) {
if (hasStaticModifier) {
options.rollTarget.staticModifier = options.rollTarget.actorLevel
} else {
options.rollTarget.staticModifier = 0
@ -331,16 +331,19 @@ export default class LethalFantasyRoll extends Roll {
}
const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-dialog.hbs", dialogContext)
const title = LethalFantasyRoll.createTitle(options.rollType, options.rollTarget)
let position = game.user.getFlag(SYSTEM.id, "roll-dialog-pos") || { top: -1, left: -1 }
const label = game.i18n.localize("LETHALFANTASY.Roll.roll")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: title },
window: { title: "Roll dialog" },
classes: ["lethalfantasy"],
content,
position,
buttons: [
{
label: label,
callback: (event, button, dialog) => {
let position = $(dialog).position()
game.user.setFlag(SYSTEM.id, "roll-dialog-pos", foundry.utils.duplicate(position))
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
@ -352,6 +355,15 @@ export default class LethalFantasyRoll extends Roll {
actions: {
"selectGranted": (event, button, dialog) => {
hasGrantedDice = true
},
"gotoToken" : (event, button, dialog) => {
let tokenId = $(button).data("tokenId")
let token = canvas.tokens?.get(tokenId)
if (token) {
canvas.animatePan({ x: token.x, y: token.y, duration: 200 })
canvas.tokens.releaseAll();
token.control({ releaseOthers: true });
}
}
},
rejectClose: false // Click on Close button will not launch an error
@ -630,6 +642,8 @@ export default class LethalFantasyRoll extends Roll {
}
let currentAction = combatant.getFlag(SYSTEM.id, "currentAction")
let position = game.user.getFlag(SYSTEM.id, "combat-action-dialog-pos") || { top: -1, left: -1 }
let dialogContext = {
progressionDiceId: "",
fieldRollMode,
@ -647,24 +661,34 @@ export default class LethalFantasyRoll extends Roll {
action: "roll",
label: "Roll progression dice",
callback: (event, button, dialog) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
return "rollProgressionDice"
},
})
} else if (currentAction.type === "spell" || currentAction.type === "miracle") {
let label = ""
if (currentAction.spellStatus === "castingTime") {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
label = "Wait casting time"
}
if (currentAction.spellStatus === "toBeCasted") {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
label = "Cast spell/miracle"
}
if (currentAction.spellStatus === "lethargy") {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
label = "Roll lethargy dice"
}
buttons.push({
action: "roll",
label: label,
callback: (event, button, dialog) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
return "rollLethargyDice"
},
})
@ -674,6 +698,8 @@ export default class LethalFantasyRoll extends Roll {
action: "roll",
label: "Select action",
callback: (event, button, dialog) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
@ -687,13 +713,17 @@ export default class LethalFantasyRoll extends Roll {
action: "cancel",
label: "Other action, not listed here",
callback: (event, button, dialog) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
return null;
}
})
let rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: "Combat Action Dialog" },
id: "combat-action-dialog",
classes: ["lethalfantasy"],
position,
content,
buttons,
rejectClose: false // Click on Close button will not launch an error
@ -854,178 +884,6 @@ export default class LethalFantasyRoll extends Roll {
}
}
/* ***********************************************************/
static async promptProgressionDice(options = {}) {
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 = {
progressionDiceId: "",
fieldRollMode,
rollModes,
...options
}
const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-progression-dice-dialog.hbs", dialogContext)
const label = game.i18n.localize("LETHALFANTASY.Label.rollProgressionDice")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: "Progression Roll" },
classes: ["lethalfantasy"],
content,
buttons: [
{
action: "roll",
label: "Roll Progression Dice or Continue Loading",
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
},
},
{
action: "cast",
label: "Cast a spell/Miracle",
callback: (event, button, dialog) => {
return "casting"
},
},
{
action: "cancel",
label: "Other action, no progression dice",
callback: (event, button, dialog) => {
return null;
}
}
],
rejectClose: false // Click on Close button will not launch an error
})
console.log("RollContext", dialogContext, rollContext)
let combat = game.combats.get(options.combatId)
let actor = game.actors.get(options.actorId)
if (rollContext === "casting") {
combat.setCasting(options.combatantId)
let message = `Starting casting a spell !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return
}
if (rollContext === null || !rollContext?.progressionDiceId) {
c.resetCasting(options.combatantId)
combat.resetProgression(options.combatantId)
let message = `${actor.name} : Other action, progression reset`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return
}
// Get the weapons from the actor items
let rangedMode
let searchId = rollContext.progressionDiceId
if (searchId.match("simpleAim")) {
searchId = searchId.replace("simpleAim", "")
rangedMode = "simpleAim"
}
if (searchId.match("carefulAim")) {
searchId = searchId.replace("carefulAim", "")
rangedMode = "carefulAim"
}
if (searchId.match("focusedAim")) {
searchId = searchId.replace("focusedAim", "")
rangedMode = "focusedAim"
}
if (searchId.match("spell")) {
searchId = searchId.replace("spell", "")
let spell = actor.items.find(i => i.type === "spell" && i.id === searchId)
let dice = LethalFantasyUtils.getLethargyDice(spell.system.level)
if (combat.isCasting(options.combatantId)) {
if (options.rollProgressionCount <= spell.system.castingTime) {
let message = `Spell casting time : ${spell.name}, count : ${options.rollProgressionCount}/${spell.system.castingTime}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return
}
if (options.rollProgressionCount > spell.system.castingTime) {
let message = `Spell ${spell.name} has been cast !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
combat.resetCasting(options.combatantId)
combat.resetProgression(options.combatantId)
return
}
} else {
let formula = dice
let roll = new Roll(formula)
await roll.evaluate()
let max = roll.dice[0].faces - 1
let toCompare = Math.min(options.rollProgressionCount, max)
let message
if (roll.total > toCompare) {
message = `Spell Lethargy ongoing ... (${roll.total}/${toCompare}, spell level ${spell.system.level})`
} else {
combat.resetProgression(options.combatantId)
message = `Spell Lethargy ended ! (${roll.total}/${toCompare}, spell level ${spell.system.level})<br>${actor.name} can return to normal actions.`
}
let msg = await roll.toMessage({ flavor: message }, { rollMode: rollContext.visibility })
if (game?.dice3d) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
}
}
return
}
let weapon = actor.items.find(i => i.type === "weapon" && i.id === searchId)
let formula = weapon.system.combatProgressionDice
let rangedLoad
if (rangedMode) {
let toSplit = weapon.system.speed[rangedMode]
let split = toSplit.split("+")
rangedLoad = Number(split[0]) || 0
formula = split[1]
console.log("Ranged Mode", rangedMode, rangedLoad, formula, options.rollProgressionCount)
}
if (rangedLoad && options.rollProgressionCount <= rangedLoad) {
let message = `Ranged weapon ${weapon.name} is loading, loading count : ${options.rollProgressionCount}/${rangedLoad}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return
}
let isMonster = actor.type === "monster"
// Get the dice and roll it if
let roll = new Roll(formula)
await roll.evaluate()
let max = roll.dice[0].faces - 1
max = Math.min(options.rollProgressionCount, max)
let msg = await roll.toMessage({ flavor: `Progression Roll for ${weapon.name}, progression count : ${options.rollProgressionCount}/${max}` }, { rollMode: rollContext.visibility })
if (game?.dice3d) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
}
if (roll.total <= max) {
// Notify that the player can act now with a chat message
let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionOK", { isMonster, name: actor.name, weapon: weapon.name, roll: roll.total })
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
// Update the combatant progression count
let combat = game.combats.get(options.combatId)
let combatant = combat.combatants.get(options.combatantId)
combatant.update({ 'system.progressionCount': 0 })
} else {
// Notify that the player cannot act now with a chat message
let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionKO", { isMonster, name: actor.name, weapon: weapon.name, roll: roll.total })
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
}
}
/* ***********************************************************/
static async promptRangedDefense(rollTarget) {