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uberwald 1ea1a4b4b7
Release Creation / build (release) Successful in 2m19s
FIx mulligan rolls
2026-07-01 10:38:19 +02:00

134 lines
5.8 KiB
JavaScript

import { SYSTEM } from "../config/system.mjs"
export { log } from "./helpers.mjs"
export function hasD30Reroll(d30Message) {
return d30Message?.type === "mulligan"
}
/**
* Process D30 bonus dice for attack or defense.
* Rolls and applies bonus dice BEFORE grit/luck/shield decisions.
* For `choice` type results (D30=20, 30), shows dialog to choose between bonus dice and special effect.
* For `bonus_dice` type results (D30=27, 2, 3), auto-rolls the dice.
* @param {Object|null} d30Message The D30 result object
* @param {"attack"|"defense"} side Whether processing the attack or defense side
* @param {number|null} naturalRoll The natural D20 roll (for special strike type detection)
* @param {Object} actor The actor (for dice3d display)
* @returns {Promise<{modifier: number, specialEffect: string|null, specialName: string|null}>}
*/
export async function processD30BonusDice(d30Message, side, naturalRoll = null, actor = null, canDialog = true) {
if (!d30Message) return { modifier: 0, specialEffect: null, specialName: null }
const validTargets = side === "attack" ? ["attack", "spell_attack"] : ["defense", "spell_defense"]
// ── Simple bonus_dice type ── auto-roll if target matches
if (d30Message.type === "bonus_dice") {
if (!validTargets.includes(d30Message.target)) return { modifier: 0, specialEffect: null, specialName: null }
const modifier = await _rollD30BonusDie(d30Message.dice, actor, !canDialog)
return { modifier, specialEffect: null, specialName: null }
}
// ── Choice type ── auto-roll bonus dice, alert about special effects
if (d30Message.type === "choice") {
// Non-controlling client can't roll dice here — the controlling client
// sends the updated values via socket.
if (!canDialog) {
return { modifier: 0, specialEffect: null, specialName: null }
}
// Auto-roll bonus dice (like d6E on 27 — no dialog)
const bonusChoice = d30Message.choices.find(c => c.type === "bonus_dice")
let modifier = 0
if (bonusChoice) {
modifier = await _rollD30BonusDie(bonusChoice.dice, actor)
}
// Inform about special strike/defense or other effects (informational only)
const specialChoice = d30Message.choices.find(c => c.type === "special_strike" || c.type === "special_defense")
if (specialChoice) {
return { modifier, specialEffect: "flag", specialName: _buildSpecialName(specialChoice, naturalRoll) }
}
// Non-standard choice (spell_calamity, etc.) — report it
const nonStandardChoice = d30Message.choices.find(c => c.type !== "bonus_dice")
if (nonStandardChoice) {
return { modifier, specialEffect: "flag", specialName: _buildSpecialName(nonStandardChoice, naturalRoll) }
}
return { modifier, specialEffect: null, specialName: null }
}
// ── Combo type (bleed / internal injury) — flag for wound creation
if (d30Message.type === "combo") {
const hasBleed = d30Message.effects?.some(e => e.type === "bleed" || e.type === "internal_injury")
if (hasBleed) {
return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding/Internal Injury" }
}
}
// ── Bleed type (ranged attacks) — flag for wound creation, same as combo bleed
if (d30Message.type === "bleed") {
return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding" }
}
// ── Damage multiplier type (2x/3x damage before DR)
if (d30Message.type === "damage_multiplier") {
return { modifier: 0, specialEffect: "damageMultiplier", specialName: `x${d30Message.multiplier} Damage`, multiplier: d30Message.multiplier }
}
// ── DR multiplier type (2x/3x DR including shield)
if (d30Message.type === "dr_multiplier") {
return { modifier: 0, specialEffect: "drMultiplier", specialName: `x${d30Message.multiplier} DR`, multiplier: d30Message.multiplier }
}
return { modifier: 0, specialEffect: null, specialName: null }
}
/**
* Roll a D30 bonus die and show with 3D dice if available.
* @param {string} formula Dice formula (e.g. "D6", "D12", "D20E")
* @param {Object} actor Actor for chat message speaker
* @returns {Promise<number>} The roll total
*/
export async function _rollD30BonusDie(formula, actor, silent = false) {
const cleaned = formula.replace(/NE$/i, "").replace("E", "")
const roll = new Roll(cleaned)
await roll.evaluate()
if (game?.dice3d) {
await game.dice3d.showForRoll(roll, game.user, true)
}
if (!silent) {
await ChatMessage.create({
content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30BonusRoll", formula: cleaned.toUpperCase(), value: roll.total}),
speaker: ChatMessage.getSpeaker({ actor })
})
}
return roll.total
}
/**
* Build the special effect name based on the D30 result and natural roll.
* @param {Object} specialChoice The choice object with type and options
* @param {number|null} naturalRoll The natural D20 roll
* @returns {string} The special effect name
*/
export function _buildSpecialName(specialChoice, naturalRoll) {
if (specialChoice.type === "special_strike") {
if (specialChoice.options.includes("lethal")) {
if (naturalRoll === 20) return "Lethal Strike"
if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike"
return "Lethal/Vital Strike"
}
if (specialChoice.options.includes("vicious")) return "Vicious Strike"
return "Special Strike"
}
if (specialChoice.type === "special_defense") {
if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense"
if (specialChoice.options.includes("flawless")) return "Flawless Defense"
if (specialChoice.options.includes("legendary")) return "Legendary Defense"
if (specialChoice.options.includes("perfect")) return "Perfect Defense"
return "Special Defense"
}
return specialChoice.type.replace(/_/g, " ").replace(/\b\w/g, l => l.toUpperCase())
}