Files
fvtt-lethal-fantasy/module/documents/roll-combat.mjs
T
uberwald 3df46b5848 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
2026-06-28 19:13:05 +02:00

715 lines
29 KiB
JavaScript

import { SYSTEM } from "../config/system.mjs"
import D30Roll from "./d30-roll.mjs"
import LethalFantasyUtils from "../utils.mjs"
/* ***********************************************************/
export async function promptInitiative(options = {}) {
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : 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",
})
if (SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass]) {
options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS[options.actorClass]
} else {
options.initiativeDiceChoice = SYSTEM.INITIATIVE_DICE_CHOICES_PER_CLASS["untrained"]
}
let dialogContext = {
actorClass: options.actorClass,
initiativeDiceChoice: options.initiativeDiceChoice,
initiativeDice: "1D20",
maxInit: options.maxInit,
fieldRollMode,
rollModes
}
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-initiative-dialog.hbs", dialogContext)
const label = game.i18n.localize("LETHALFANTASY.Label.initiative")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: "Initiative Roll" },
classes: ["lethalfantasy"],
content,
buttons: [
{
action: "initiative",
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 (!rollContext) return
// When the value is a plain number (e.g. "1" for Declared Ready on Alert), wrapping it in
// min(1, maxInit) produces a dice-less formula that FoundryVTT cannot evaluate to a valid
// total. Use the constant directly; min() is only needed for actual dice expressions.
const isDiceFormula = /[dD]/.test(rollContext.initiativeDice)
const formula = isDiceFormula ? `min(${rollContext.initiativeDice}, ${options.maxInit})` : rollContext.initiativeDice
let initRoll = new Roll(formula, options.data)
await initRoll.evaluate()
let msg = await initRoll.toMessage({ flavor: `Initiative for ${options.actorName}` }, { messageMode: rollContext.visibility })
if (game?.dice3d && initRoll.dice?.length) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
}
if (options.combatId && options.combatantId) {
let combat = game.combats.get(options.combatId)
await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0, [`flags.${SYSTEM.id}.firstActionTaken`]: false }])
}
}
/* ***********************************************************/
export async function promptCombatAction(options = {}) {
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes); // v12 : 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 combatant = game.combats.get(options.combatId)?.combatants?.get(options.combatantId)
if (!combatant) {
console.error("No combatant found for this combat")
return
}
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,
rollModes,
currentAction,
...options
}
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/combat-action-dialog.hbs", dialogContext)
let buttons = []
if (currentAction) {
if (currentAction.type === "weapon") {
let weaponLabel = "Roll progression dice"
if (currentAction.rangedMode) {
// Compute loading count from the speed formula (e.g. "3+1d6" → load=3)
const speedStr = currentAction.system?.speed?.[currentAction.rangedMode] ?? ""
const rangedLoad = currentAction.rangedLoad ?? (Number(speedStr.split("+")[0]) || 0)
if (rangedLoad > 0 && !currentAction.weaponLoaded) {
weaponLabel = "Load weapon"
}
}
buttons.push({
action: "roll",
type: "button",
label: weaponLabel,
callback: (event, button) => {
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",
type: "button",
label: label,
callback: (event, button) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
return "rollLethargyDice"
},
})
}
} else {
buttons.push({
action: "roll",
type: "button",
label: "Select action",
callback: (event, button) => {
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
}, {})
return output
},
},
)
}
buttons.push({
action: "cancel",
type: "button",
label: "Other action, not listed here",
callback: (event, button) => {
let pos = $('#combat-action-dialog').position()
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
return null;
}
})
let rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: "Combat Action Dialog" },
id: "combat-action-dialog",
classes: ["lethalfantasy"],
position,
content,
buttons,
rejectClose: false // Click on Close button will not launch an error
})
log("RollContext", dialogContext, rollContext)
// If action is cancelled, exit
if (rollContext === null || rollContext === "cancel") {
await combatant.setFlag(SYSTEM.id, "currentAction", "")
let message = `${combatant.name} : Other action, progression reset`
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
return
}
// Setup the current action
if (!currentAction || currentAction === "") {
// Get the item from the returned selectedChoice value
let selectedChoice = rollContext.selectedChoice
let rangedMode
if (selectedChoice.match("simpleAim")) {
selectedChoice = selectedChoice.replace("simpleAim", "")
rangedMode = "simpleAim"
}
if (selectedChoice.match("carefulAim")) {
selectedChoice = selectedChoice.replace("carefulAim", "")
rangedMode = "carefulAim"
}
if (selectedChoice.match("focusedAim")) {
selectedChoice = selectedChoice.replace("focusedAim", "")
rangedMode = "focusedAim"
}
let selectedItem = combatant.actor.items.find(i => i.id === selectedChoice)
// Setup flag for combat action usage
let actionItem = foundry.utils.duplicate(selectedItem)
// First action of this combat: use the class-based starting threshold;
// all subsequent actions reset to 1 (normal progression).
const firstActionTaken = combatant.getFlag(SYSTEM.id, "firstActionTaken")
actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
actionItem.rangedMode = rangedMode
// If this is a spell/miracle with multiple damage tiers, prompt tier choice
if (actionItem.system?.damageDice) {
const tiers = [
{ id: "standard", label: "Standard", dice: actionItem.system.damageDice },
{ id: "overpowered", label: "Overpowered", dice: actionItem.system.damageDiceOverpowered },
{ id: "overpowered2", label: "Overpowered 2", dice: actionItem.system.damageDiceOverpowered2 },
].filter(t => t.dice)
if (tiers.length > 1) {
const tierChoice = await foundry.applications.api.DialogV2.wait({
window: { title: "Choose Damage Tier" },
classes: ["lethalfantasy"],
content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/damage-tier.hbs", {itemName: selectedItem.name}),
buttons: tiers.map(t => ({
action: t.id,
type: "button",
label: `${t.label} (${t.dice.toUpperCase()})`,
icon: "fa-solid fa-wand-magic-sparkles",
callback: () => t.id
})),
rejectClose: false
})
actionItem.damageTier = tierChoice || "standard"
}
}
actionItem.castingTime = 1
actionItem.spellStatus = "castingTime"
// Set the flag on the combatant
await combatant.setFlag(SYSTEM.id, "currentAction", actionItem)
let message = `${combatant.name} action : ${selectedItem.name}, start rolling progression dice or casting time`
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
rollContext = (actionItem.type === "weapon") ? "rollProgressionDice" : "rollLethargyDice" // Set the roll context to rollProgressionDice
currentAction = actionItem
}
if (currentAction) {
if (rollContext === "rollLethargyDice") {
if (currentAction.spellStatus === "castingTime") {
let time = currentAction.type === "spell" ? currentAction.system.castingTime : currentAction.system.prayerTime
if (currentAction.castingTime < time) {
let message = `Casting time : ${currentAction.name}, count : ${currentAction.castingTime}/${time}`
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.castingTime += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
return
} else {
// Last counting second — announce ready and transition immediately (no extra second consumed)
let message = `Casting time : ${currentAction.name}, count : ${time}/${time} — ready to cast next second !`
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.castingTime = 1
currentAction.spellStatus = "toBeCasted"
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
return
}
}
if (currentAction.spellStatus === "toBeCasted") {
combatant.actor.prepareRoll((currentAction.type === "spell") ? "spell-attack" : "miracle-attack", currentAction._id)
if (currentAction.type === "spell") {
currentAction.spellStatus = "lethargy"
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
} else {
// No lethargy for miracle
await combatant.setFlag(SYSTEM.id, "currentAction", "")
}
return
}
if (currentAction.spellStatus === "lethargy") {
// Roll lethargy dice
let dice = LethalFantasyUtils.getLethargyDice(currentAction.system.level)
let roll = new Roll(dice)
await roll.evaluate()
if (game?.dice3d) {
await game.dice3d.showForRoll(roll)
}
let max = roll.dice[0].faces - 1
let toCompare = Math.min(currentAction.progressionCount, max)
if (roll.total <= toCompare) {
// Notify that the player can act now with a chat message
const messageContent = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
{
success: true,
actorName: combatant.actor.name,
weaponName: currentAction.name,
rollResult: roll.total,
isLethargy: true
}
)
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
// Update the combatant progression count
await combatant.setFlag(SYSTEM.id, "currentAction", "")
// Display the action selection window again
combatant.actor.system.rollProgressionDice(options.combatId, options.combatantId)
} else {
// Notify that the player cannot act now with a chat message
currentAction.progressionCount += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
const messageContent = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
{
success: false,
actorName: combatant.actor.name,
weaponName: currentAction.name,
rollResult: roll.total,
progressionCount: currentAction.progressionCount,
isLethargy: true
}
)
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
}
}
}
if (rollContext === "rollProgressionDice") {
let formula = currentAction.system.combatProgressionDice
if (currentAction?.rangedMode) {
let toSplit = currentAction.system.speed[currentAction.rangedMode]
let split = toSplit.split("+")
currentAction.rangedLoad = Number(split[0]) || 0
formula = split[1]
log("Ranged Mode", currentAction.rangedMode, currentAction.rangedLoad, formula)
}
// Range weapon loading
if (!currentAction.weaponLoaded && currentAction.rangedLoad) {
if (currentAction.progressionCount < currentAction.rangedLoad) {
let message = `Ranged weapon ${currentAction.name} is loading, loading count : ${currentAction.progressionCount}/${currentAction.rangedLoad}`
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.progressionCount += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
} else {
let message = `Ranged weapon ${currentAction.name} is loaded !`
await ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.weaponLoaded = true
currentAction.progressionCount = 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
}
return
}
// Melee mode
let isMonster = combatant.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(currentAction.progressionCount, max)
let msg = await roll.toMessage({ flavor: `Progression Roll for ${currentAction.name}, progression count : ${currentAction.progressionCount}/${max}` }, { messageMode: 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
const messageContent = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
{
success: true,
actorName: combatant.actor.name,
weaponName: currentAction.name,
rollResult: roll.total
}
)
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
await combatant.setFlag(SYSTEM.id, "currentAction", "")
combatant.actor.prepareRoll(currentAction.type === "weapon" ? "weapon-attack" : "spell-attack", currentAction._id)
} else {
// Notify that the player cannot act now with a chat message
currentAction.progressionCount += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
const messageContent = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-lethal-fantasy/templates/progression-message.hbs",
{
success: false,
actorName: combatant.actor.name,
weaponName: currentAction.name,
rollResult: roll.total,
progressionCount: currentAction.progressionCount
}
)
await ChatMessage.create({ content: messageContent, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
}
}
}
}
/* ***********************************************************/
export async function promptRangedDefense(options = {}) {
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes);
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: "+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
}