3df46b5848
- 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
715 lines
29 KiB
JavaScript
715 lines
29 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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import D30Roll from "./d30-roll.mjs"
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import LethalFantasyUtils from "../utils.mjs"
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/* ***********************************************************/
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export async function promptInitiative(options = {}) {
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const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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if (SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass]) {
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options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass]
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} else {
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options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS["untrained"]
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}
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let dialogContext = {
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actorClass: options.actorClass,
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initiativeDiceChoice: options.initiativeDiceChoice,
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initiativeDice: "1D20",
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maxInit: options.maxInit,
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fieldRollMode,
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rollModes
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}
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const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-initiative-dialog.hbs", dialogContext)
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const label = game.i18n.localize("LETHALFANTASY.Label.initiative")
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const rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: "Initiative Roll" },
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classes: ["lethalfantasy"],
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content,
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buttons: [
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{
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action: "initiative",
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type: "button",
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label: label,
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callback: (event, button) => {
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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return output
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},
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},
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],
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rejectClose: false // Click on Close button will not launch an error
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})
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if (!rollContext) return
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// When the value is a plain number (e.g. "1" for Declared Ready on Alert), wrapping it in
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// min(1, maxInit) produces a dice-less formula that FoundryVTT cannot evaluate to a valid
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// total. Use the constant directly; min() is only needed for actual dice expressions.
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const isDiceFormula = /[dD]/.test(rollContext.initiativeDice)
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const formula = isDiceFormula ? `min(${rollContext.initiativeDice}, ${options.maxInit})` : rollContext.initiativeDice
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let initRoll = new Roll(formula, options.data)
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await initRoll.evaluate()
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let msg = await initRoll.toMessage({ flavor: `Initiative for ${options.actorName}` }, { messageMode: rollContext.visibility })
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if (game?.dice3d && initRoll.dice?.length) {
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
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}
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if (options.combatId && options.combatantId) {
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let combat = game.combats.get(options.combatId)
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await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0, [`flags.${SYSTEM.id}.firstActionTaken`]: false }])
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}
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}
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/* ***********************************************************/
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export async function promptCombatAction(options = {}) {
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const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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let combatant = game.combats.get(options.combatId)?.combatants?.get(options.combatantId)
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if (!combatant) {
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console.error("No combatant found for this combat")
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return
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}
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let currentAction = combatant.getFlag(SYSTEM.id, "currentAction")
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let position = game.user.getFlag(SYSTEM.id, "combat-action-dialog-pos") || { top: -1, left: -1 }
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let dialogContext = {
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progressionDiceId: "",
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fieldRollMode,
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rollModes,
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currentAction,
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...options
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}
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const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/combat-action-dialog.hbs", dialogContext)
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let buttons = []
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if (currentAction) {
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if (currentAction.type === "weapon") {
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let weaponLabel = "Roll progression dice"
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if (currentAction.rangedMode) {
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// Compute loading count from the speed formula (e.g. "3+1d6" → load=3)
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const speedStr = currentAction.system?.speed?.[currentAction.rangedMode] ?? ""
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const rangedLoad = currentAction.rangedLoad ?? (Number(speedStr.split("+")[0]) || 0)
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if (rangedLoad > 0 && !currentAction.weaponLoaded) {
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weaponLabel = "Load weapon"
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}
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}
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buttons.push({
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action: "roll",
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type: "button",
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label: weaponLabel,
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callback: (event, button) => {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
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return "rollProgressionDice"
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},
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})
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} else if (currentAction.type === "spell" || currentAction.type === "miracle") {
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let label = ""
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if (currentAction.spellStatus === "castingTime") {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
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label = "Wait casting time"
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}
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if (currentAction.spellStatus === "toBeCasted") {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
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label = "Cast spell/miracle"
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}
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if (currentAction.spellStatus === "lethargy") {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
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label = "Roll lethargy dice"
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}
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buttons.push({
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action: "roll",
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type: "button",
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label: label,
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callback: (event, button) => {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
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return "rollLethargyDice"
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},
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})
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}
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} else {
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buttons.push({
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action: "roll",
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type: "button",
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label: "Select action",
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callback: (event, button) => {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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return output
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},
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},
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)
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}
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buttons.push({
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action: "cancel",
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type: "button",
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label: "Other action, not listed here",
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callback: (event, button) => {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
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return null;
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}
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})
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let rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: "Combat Action Dialog" },
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id: "combat-action-dialog",
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classes: ["lethalfantasy"],
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position,
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content,
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buttons,
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rejectClose: false // Click on Close button will not launch an error
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})
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log("RollContext", dialogContext, rollContext)
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// If action is cancelled, exit
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if (rollContext === null || rollContext === "cancel") {
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await combatant.setFlag(SYSTEM.id, "currentAction", "")
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let message = `${combatant.name} : Other action, progression reset`
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await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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return
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}
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// Setup the current action
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if (!currentAction || currentAction === "") {
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// Get the item from the returned selectedChoice value
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let selectedChoice = rollContext.selectedChoice
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let rangedMode
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if (selectedChoice.match("simpleAim")) {
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selectedChoice = selectedChoice.replace("simpleAim", "")
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rangedMode = "simpleAim"
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}
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if (selectedChoice.match("carefulAim")) {
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selectedChoice = selectedChoice.replace("carefulAim", "")
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rangedMode = "carefulAim"
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}
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if (selectedChoice.match("focusedAim")) {
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selectedChoice = selectedChoice.replace("focusedAim", "")
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rangedMode = "focusedAim"
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}
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let selectedItem = combatant.actor.items.find(i => i.id === selectedChoice)
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// Setup flag for combat action usage
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let actionItem = foundry.utils.duplicate(selectedItem)
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// First action of this combat: use the class-based starting threshold;
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// all subsequent actions reset to 1 (normal progression).
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const firstActionTaken = combatant.getFlag(SYSTEM.id, "firstActionTaken")
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actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
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if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
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actionItem.rangedMode = rangedMode
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// If this is a spell/miracle with multiple damage tiers, prompt tier choice
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if (actionItem.system?.damageDice) {
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const tiers = [
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{ id: "standard", label: "Standard", dice: actionItem.system.damageDice },
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{ id: "overpowered", label: "Overpowered", dice: actionItem.system.damageDiceOverpowered },
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{ id: "overpowered2", label: "Overpowered 2", dice: actionItem.system.damageDiceOverpowered2 },
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].filter(t => t.dice)
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if (tiers.length > 1) {
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const tierChoice = await foundry.applications.api.DialogV2.wait({
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window: { title: "Choose Damage Tier" },
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classes: ["lethalfantasy"],
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content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/damage-tier.hbs", {itemName: selectedItem.name}),
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buttons: tiers.map(t => ({
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action: t.id,
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type: "button",
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label: `${t.label} (${t.dice.toUpperCase()})`,
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icon: "fa-solid fa-wand-magic-sparkles",
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callback: () => t.id
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})),
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rejectClose: false
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})
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actionItem.damageTier = tierChoice || "standard"
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}
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}
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actionItem.castingTime = 1
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actionItem.spellStatus = "castingTime"
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// Set the flag on the combatant
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await combatant.setFlag(SYSTEM.id, "currentAction", actionItem)
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let message = `${combatant.name} action : ${selectedItem.name}, start rolling progression dice or casting time`
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await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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rollContext = (actionItem.type === "weapon") ? "rollProgressionDice" : "rollLethargyDice" // Set the roll context to rollProgressionDice
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currentAction = actionItem
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}
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if (currentAction) {
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if (rollContext === "rollLethargyDice") {
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if (currentAction.spellStatus === "castingTime") {
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let time = currentAction.type === "spell" ? currentAction.system.castingTime : currentAction.system.prayerTime
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if (currentAction.castingTime < time) {
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let message = `Casting time : ${currentAction.name}, count : ${currentAction.castingTime}/${time}`
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await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.castingTime += 1
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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return
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} else {
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// Last counting second — announce ready and transition immediately (no extra second consumed)
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let message = `Casting time : ${currentAction.name}, count : ${time}/${time} — ready to cast next second !`
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await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.castingTime = 1
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currentAction.spellStatus = "toBeCasted"
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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return
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}
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}
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if (currentAction.spellStatus === "toBeCasted") {
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combatant.actor.prepareRoll((currentAction.type === "spell") ? "spell-attack" : "miracle-attack", currentAction._id)
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if (currentAction.type === "spell") {
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currentAction.spellStatus = "lethargy"
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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} else {
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// No lethargy for miracle
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await combatant.setFlag(SYSTEM.id, "currentAction", "")
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}
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return
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}
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if (currentAction.spellStatus === "lethargy") {
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// Roll lethargy dice
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let dice = LethalFantasyUtils.getLethargyDice(currentAction.system.level)
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let roll = new Roll(dice)
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await roll.evaluate()
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if (game?.dice3d) {
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await game.dice3d.showForRoll(roll)
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}
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let max = roll.dice[0].faces - 1
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let toCompare = Math.min(currentAction.progressionCount, max)
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if (roll.total <= toCompare) {
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// Notify that the player can act now with a chat message
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const messageContent = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
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{
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success: true,
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actorName: combatant.actor.name,
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weaponName: currentAction.name,
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rollResult: roll.total,
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isLethargy: true
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}
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)
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await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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// Update the combatant progression count
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await combatant.setFlag(SYSTEM.id, "currentAction", "")
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// Display the action selection window again
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combatant.actor.system.rollProgressionDice(options.combatId, options.combatantId)
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} else {
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// Notify that the player cannot act now with a chat message
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currentAction.progressionCount += 1
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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const messageContent = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
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{
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success: false,
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actorName: combatant.actor.name,
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weaponName: currentAction.name,
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rollResult: roll.total,
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progressionCount: currentAction.progressionCount,
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isLethargy: true
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}
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)
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await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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}
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}
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}
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if (rollContext === "rollProgressionDice") {
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let formula = currentAction.system.combatProgressionDice
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if (currentAction?.rangedMode) {
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let toSplit = currentAction.system.speed[currentAction.rangedMode]
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let split = toSplit.split("+")
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currentAction.rangedLoad = Number(split[0]) || 0
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formula = split[1]
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log("Ranged Mode", currentAction.rangedMode, currentAction.rangedLoad, formula)
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}
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// Range weapon loading
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if (!currentAction.weaponLoaded && currentAction.rangedLoad) {
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if (currentAction.progressionCount < currentAction.rangedLoad) {
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let message = `Ranged weapon ${currentAction.name} is loading, loading count : ${currentAction.progressionCount}/${currentAction.rangedLoad}`
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await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.progressionCount += 1
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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} else {
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let message = `Ranged weapon ${currentAction.name} is loaded !`
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await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.weaponLoaded = true
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currentAction.progressionCount = 1
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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}
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return
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}
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// Melee mode
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let isMonster = combatant.actor.type === "monster"
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// Get the dice and roll it if
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let roll = new Roll(formula)
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await roll.evaluate()
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let max = roll.dice[0].faces - 1
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max = Math.min(currentAction.progressionCount, max)
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let msg = await roll.toMessage({ flavor: `Progression Roll for ${currentAction.name}, progression count : ${currentAction.progressionCount}/${max}` }, { messageMode: rollContext.visibility })
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if (game?.dice3d) {
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
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}
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if (roll.total <= max) {
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// Notify that the player can act now with a chat message
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const messageContent = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
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{
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success: true,
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actorName: combatant.actor.name,
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weaponName: currentAction.name,
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rollResult: roll.total
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}
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)
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await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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await combatant.setFlag(SYSTEM.id, "currentAction", "")
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combatant.actor.prepareRoll(currentAction.type === "weapon" ? "weapon-attack" : "spell-attack", currentAction._id)
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} else {
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// Notify that the player cannot act now with a chat message
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currentAction.progressionCount += 1
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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const messageContent = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
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{
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success: false,
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actorName: combatant.actor.name,
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weaponName: currentAction.name,
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rollResult: roll.total,
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progressionCount: currentAction.progressionCount
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}
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)
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await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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}
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}
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}
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}
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/* ***********************************************************/
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export async function promptRangedDefense(options = {}) {
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const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes);
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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let dialogContext = {
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movementChoices: SYSTEM.MOVEMENT_CHOICES,
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|
moveDirectionChoices: SYSTEM.MOVE_DIRECTION_CHOICES,
|
|
sizeChoices: SYSTEM.SIZE_CHOICES,
|
|
rangeChoices: SYSTEM.RANGE_CHOICES,
|
|
attackerAimChoices: SYSTEM.ATTACKER_AIM_CHOICES,
|
|
movement: "none",
|
|
moveDirection: "none",
|
|
size: "+5",
|
|
range: "short",
|
|
attackerAim: "simple",
|
|
fieldRollMode,
|
|
rollModes
|
|
}
|
|
|
|
const content = await foundry.applications.handlebars.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: [
|
|
{
|
|
action: "rangeDefense",
|
|
type: "button",
|
|
label: label,
|
|
callback: (event, button) => {
|
|
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
|
|
})
|
|
|
|
// If the user cancels the dialog, exit
|
|
if (rollContext === null) return
|
|
|
|
log("RollContext", rollContext)
|
|
// Add disfavor/favor option if point blank range
|
|
if (rollContext.range === "pointblank") {
|
|
rollContext.movement = rollContext.movement.replace("kh", "")
|
|
rollContext.movement = rollContext.movement.replace("kl", "")
|
|
rollContext.movement += "kl" // Add the kl to the movement (disfavor for point blank range)
|
|
rollContext.range = "0"
|
|
}
|
|
if (rollContext.range === "beyondskill") {
|
|
rollContext.movement = rollContext.movement.replace("kh", "")
|
|
rollContext.movement = rollContext.movement.replace("kl", "")
|
|
rollContext.movement += "kh" // Add the kl to the movement (favor for point blank range)
|
|
rollContext.range = "+11"
|
|
}
|
|
|
|
// Build the final modifier
|
|
let fullModifier = Number(rollContext.moveDirection) +
|
|
Number(rollContext.size) +
|
|
Number(rollContext.range) +
|
|
Number(rollContext?.attackerAim || 0)
|
|
|
|
let modifierFormula
|
|
if (fullModifier === 0) {
|
|
modifierFormula = "0"
|
|
} else {
|
|
let modAbs = Math.abs(fullModifier)
|
|
modifierFormula = `D${modAbs + 1} -1`
|
|
}
|
|
|
|
let rollData = { ...rollContext }
|
|
// Merge rollContext object into options object
|
|
options = { ...options, ...rollContext }
|
|
options.rollName = "Ranged Defense"
|
|
options.rollType = "weapon-defense"
|
|
options.type = options.rollType // Required: this.type reads options.type
|
|
options.rollMode = rollContext.visibility // Required: callers pass roll.options.rollMode to toMessage
|
|
|
|
const rollBase = new this(rollContext.movement, options.data, rollData)
|
|
const rollModifier = new Roll(modifierFormula, options.data, rollData)
|
|
await rollModifier.evaluate()
|
|
await rollBase.evaluate()
|
|
let rollD30 = await new Roll("1D30").evaluate()
|
|
options.D30result = rollD30.total
|
|
options.D30message = D30Roll.getResult(rollD30.total, options.rollType, options.rollTarget?.weapon, { isRanged: true })
|
|
|
|
let badResult = 0
|
|
if (rollContext.movement.includes("kh")) {
|
|
rollData.favor = "favor"
|
|
badResult = Math.min(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 20)
|
|
}
|
|
if (rollContext.movement.includes("kl")) {
|
|
rollData.favor = "disfavor"
|
|
badResult = Math.max(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 1)
|
|
}
|
|
let dice = rollContext.movement
|
|
let maxValue = 20 // As per latest changes (was : Number(dice.match(/\d+$/)[0])
|
|
let rollTotal = -1
|
|
let diceResults = []
|
|
let resultType
|
|
|
|
let diceResult = rollBase.dice[0].results[0].result
|
|
diceResults.push({ dice: `${dice.toUpperCase()}`, value: diceResult })
|
|
let diceSum = diceResult
|
|
while (diceResult === maxValue) {
|
|
let r = await new Roll(dice).evaluate()
|
|
diceResult = r.dice[0].results[0].result
|
|
diceResults.push({ dice: `${dice.toUpperCase()}-1`, value: diceResult - 1 })
|
|
diceSum += (diceResult - 1)
|
|
rollBase.dice[0].results.push({ result: diceResult, active: true })
|
|
}
|
|
if (fullModifier !== 0) {
|
|
diceResults.push({ dice: `${rollModifier.formula.toUpperCase()}`, value: rollModifier.total })
|
|
if (fullModifier < 0) {
|
|
rollTotal = Math.max(diceSum - rollModifier.total, 0)
|
|
} else {
|
|
rollTotal = diceSum + rollModifier.total
|
|
}
|
|
} else {
|
|
rollTotal = diceSum
|
|
}
|
|
rollBase.options = { ...rollBase.options, ...options }
|
|
rollBase.options.resultType = resultType
|
|
rollBase.options.rollTotal = rollTotal
|
|
rollBase.options.diceResults = diceResults
|
|
rollBase.options.rollTarget = options.rollTarget
|
|
rollBase.options.titleFormula = `1D20E + ${modifierFormula}`
|
|
rollBase.options.D30result = options.D30result
|
|
rollBase.options.D30message = options.D30message
|
|
rollBase.options.rollName = "Ranged Defense"
|
|
rollBase.options.badResult = badResult
|
|
rollBase.options.rollData = foundry.utils.duplicate(rollData)
|
|
|
|
return rollBase
|
|
}
|
|
|
|
/**
|
|
* Prompts the GM for ranged attack context (movement, range, target size, aim) when a monster
|
|
* attacks with a ranged weapon, then evaluates an exploding D20 attack roll with the resulting modifiers.
|
|
*
|
|
* @param {Object} options Options for the roll.
|
|
* @param {string} options.actorId The attacker actor ID.
|
|
* @param {string} options.actorName The attacker actor name.
|
|
* @param {Object} options.rollTarget The rollTarget containing attackModifier and related data.
|
|
* @returns {Promise<LethalFantasyRoll|null>} The resulting roll, or null if cancelled.
|
|
*/
|
|
export async function promptRangedAttack(options = {}) {
|
|
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes)
|
|
const fieldRollMode = new foundry.data.fields.StringField({
|
|
choices: rollModes,
|
|
blank: false,
|
|
default: "public",
|
|
})
|
|
|
|
let dialogContext = {
|
|
attackerMovementChoices: SYSTEM.ATTACKER_MOVEMENT_CHOICES,
|
|
rangeChoices: SYSTEM.RANGE_CHOICES,
|
|
sizeChoices: SYSTEM.SIZE_CHOICES,
|
|
attackerAimChoices: SYSTEM.ATTACKER_AIM_CHOICES,
|
|
movement: "none",
|
|
range: "short",
|
|
size: "+5",
|
|
attackerAim: "simple",
|
|
fieldRollMode,
|
|
rollModes
|
|
}
|
|
|
|
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/range-attack-dialog.hbs", dialogContext)
|
|
|
|
const label = game.i18n.localize("LETHALFANTASY.Label.rangeAttackRoll")
|
|
const rollContext = await foundry.applications.api.DialogV2.wait({
|
|
window: { title: "Ranged Attack" },
|
|
classes: ["lethalfantasy"],
|
|
content,
|
|
buttons: [
|
|
{
|
|
action: "rangedAttack",
|
|
type: "button",
|
|
label,
|
|
callback: (event, button) => {
|
|
const output = Array.from(button.form.elements).reduce((obj, input) => {
|
|
if (input.name) obj[input.name] = input.value
|
|
return obj
|
|
}, {})
|
|
return output
|
|
},
|
|
},
|
|
],
|
|
rejectClose: false
|
|
})
|
|
|
|
if (rollContext === null) return null
|
|
|
|
// Handle pointblank: attacker at point blank gets favor (standing still easier to aim)
|
|
if (rollContext.range === "pointblank") {
|
|
rollContext.movement = rollContext.movement.replace("kh", "")
|
|
rollContext.movement = rollContext.movement.replace("kl", "")
|
|
rollContext.movement += "kh" // Favor for attacker at point blank
|
|
rollContext.range = "0"
|
|
}
|
|
// Handle beyondskill: extreme range gives disfavor to attacker
|
|
if (rollContext.range === "beyondskill") {
|
|
rollContext.movement = rollContext.movement.replace("kh", "")
|
|
rollContext.movement = rollContext.movement.replace("kl", "")
|
|
rollContext.movement += "kl" // Disfavor for attacker beyond skill range
|
|
rollContext.range = "+11"
|
|
}
|
|
|
|
// Compute contextual penalty: range + target_size, reduced by aim bonus and attack modifier
|
|
const attackModifier = options.rollTarget?.attackModifier ?? 0
|
|
const contextualPenalty = Number(rollContext.range) + Number(rollContext.size)
|
|
const aimBonus = Number(rollContext.attackerAim || 0)
|
|
const fullModifier = contextualPenalty - aimBonus - attackModifier
|
|
|
|
let modifierFormula
|
|
if (fullModifier === 0) {
|
|
modifierFormula = "0"
|
|
} else {
|
|
const modAbs = Math.abs(fullModifier)
|
|
modifierFormula = `D${modAbs + 1} -1`
|
|
}
|
|
|
|
const rollData = { ...rollContext }
|
|
options = { ...options, ...rollContext }
|
|
options.rollName = "Ranged Attack"
|
|
options.rollType = options.rollType || "monster-attack"
|
|
options.type = options.rollType // Required: this.type reads options.type, used to build weaponDamageOptions in toHTML
|
|
options.rollMode = rollContext.visibility // Required: callers pass roll.options.rollMode to toMessage
|
|
options.isRangedAttack = true
|
|
|
|
const rollBase = new this(rollContext.movement, options.data, rollData)
|
|
const rollModifier = new Roll(modifierFormula, options.data, rollData)
|
|
await rollModifier.evaluate()
|
|
await rollBase.evaluate()
|
|
const rollD30 = await new Roll("1D30").evaluate()
|
|
options.D30result = rollD30.total
|
|
options.D30message = D30Roll.getResult(rollD30.total, options.rollType, undefined, { isRanged: true })
|
|
|
|
// Determine favor from dice formula
|
|
let badResult = 0
|
|
if (rollContext.movement.includes("kh")) {
|
|
rollData.favor = "favor"
|
|
badResult = Math.min(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 20)
|
|
}
|
|
if (rollContext.movement.includes("kl")) {
|
|
rollData.favor = "disfavor"
|
|
badResult = Math.max(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 1)
|
|
}
|
|
|
|
const dice = rollContext.movement
|
|
const maxValue = 20
|
|
let rollTotal = -1
|
|
let diceResults = []
|
|
|
|
let diceResult = rollBase.dice[0].results[0].result
|
|
diceResults.push({ dice: `${dice.toUpperCase()}`, value: diceResult })
|
|
let diceSum = diceResult
|
|
// Exploding dice
|
|
while (diceResult === maxValue) {
|
|
const r = await new Roll(dice).evaluate()
|
|
diceResult = r.dice[0].results[0].result
|
|
diceResults.push({ dice: `${dice.toUpperCase()}-1`, value: diceResult - 1 })
|
|
diceSum += (diceResult - 1)
|
|
rollBase.dice[0].results.push({ result: diceResult, active: true })
|
|
}
|
|
|
|
if (fullModifier !== 0) {
|
|
diceResults.push({ dice: `${rollModifier.formula.toUpperCase()}`, value: rollModifier.total })
|
|
if (fullModifier > 0) {
|
|
// Net penalty: subtract from roll
|
|
rollTotal = Math.max(diceSum - rollModifier.total, 0)
|
|
} else {
|
|
// Net bonus: add to roll
|
|
rollTotal = diceSum + rollModifier.total
|
|
}
|
|
} else {
|
|
rollTotal = diceSum
|
|
}
|
|
|
|
rollBase.options = { ...rollBase.options, ...options }
|
|
rollBase.options.resultType = undefined
|
|
rollBase.options.rollTotal = rollTotal
|
|
rollBase.options.diceResults = diceResults
|
|
rollBase.options.rollTarget = options.rollTarget
|
|
rollBase.options.titleFormula = `1D20E + ${modifierFormula}`
|
|
rollBase.options.D30result = options.D30result
|
|
rollBase.options.D30message = options.D30message
|
|
rollBase.options.rollName = "Ranged Attack"
|
|
rollBase.options.badResult = badResult
|
|
rollBase.options.rollData = foundry.utils.duplicate(rollData)
|
|
|
|
return rollBase
|
|
}
|