630 lines
21 KiB
JavaScript

import { SYSTEM } from "../config/system.mjs"
import LethalFantasyUtils from "../utils.mjs"
export default class LethalFantasyRoll extends Roll {
/**
* The HTML template path used to render dice checks of this type
* @type {string}
*/
static CHAT_TEMPLATE = "systems/fvtt-lethal-fantasy/templates/chat-message.hbs"
get type() {
return this.options.type
}
get titleFormula() {
return this.options.titleFormula
}
get rollName() {
return this.options.rollName
}
get target() {
return this.options.target
}
get value() {
return this.options.value
}
get treshold() {
return this.options.treshold
}
get actorId() {
return this.options.actorId
}
get actorName() {
return this.options.actorName
}
get actorImage() {
return this.options.actorImage
}
get modifier() {
return this.options.modifier
}
get resultType() {
return this.options.resultType
}
get isFailure() {
return this.resultType === "failure"
}
get hasTarget() {
return this.options.hasTarget
}
get targetName() {
return this.options.targetName
}
get targetArmor() {
return this.options.targetArmor
}
get targetMalus() {
return this.options.targetMalus
}
get realDamage() {
return this.options.realDamage
}
get rollTotal() {
return this.options.rollTotal
}
get diceResults() {
return this.options.diceResults
}
get rollTarget() {
return this.options.rollTarget
}
get D30result() {
return this.options.D30result
}
/**
* Prompt the user with a dialog to configure and execute a roll.
*
* @param {Object} options Configuration options for the roll.
* @param {string} options.rollType The type of roll being performed (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
* @param {string} options.rollValue The initial value or formula for the roll.
* @param {string} options.rollTarget The target of the roll.
* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @param {string} options.actorId The ID of the actor performing the roll.
* @param {string} options.actorName The name of the actor performing the roll.
* @param {string} options.actorImage The image of the actor performing the roll.
* @param {boolean} options.hasTarget Whether the roll has a target.
* @param {Object} options.target The target of the roll, if any.
* @param {Object} options.data Additional data for the roll.
*
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
*/
static async prompt(options = {}) {
let dice = "1D20"
let maxValue = 20
let baseFormula = "1D20"
let modifierFormula = "1d0"
let hasModifier = true
let hasChangeDice = false
let hasD30 = false
if (options.rollType === "challenge" || options.rollType === "save") {
options.rollName = options.rollTarget.rollKey
hasD30 = options.rollType === "save"
if (options.rollTarget.rollKey === "dying") {
dice = options.rollTarget.value
maxValue = Number(options.rollTarget.value.match(/\d+/)[0])
hasModifier = false
hasChangeDice = true
} else {
dice = "1D20"
maxValue = 20
}
} else if (options.rollType === "skill") {
options.rollName = options.rollTarget.name
dice = "1D100"
baseFormula = "D100"
maxValue = 100
hasModifier = true
hasChangeDice = false
options.rollTarget.value = options.rollTarget.system.skillTotal
} else if (options.rollType === "weapon-attack" || options.rollType === "weapon-defense") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
maxValue = 20
hasModifier = true
hasChangeDice = false
if (options.rollType === "weapon-attack") {
options.rollTarget.value = options.rollTarget.combat.attackModifier + options.rollTarget.weaponSkillModifier
options.rollTarget.charModifier = options.rollTarget.combat.attackModifier
} else {
options.rollTarget.value = options.rollTarget.combat.defenseModifier + options.rollTarget.weaponSkillModifier
options.rollTarget.charModifier = options.rollTarget.combat.defenseModifier
}
} else if (options.rollType === "spell") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
maxValue = 20
hasModifier = true
hasChangeDice = false
options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
} else if (options.rollType === "miracle") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
maxValue = 20
hasModifier = true
hasChangeDice = false
options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
} else if (options.rollType.includes("weapon-damage")) {
options.rollName = options.rollTarget.name
hasModifier = true
hasChangeDice = false
options.rollTarget.value = options.rollTarget.combat.damageModifier + options.rollTarget.weaponSkillModifier
options.rollTarget.charModifier = options.rollTarget.combat.damageModifier
if (options.rollType.includes("small")) {
dice = options.rollTarget.weapon.system.damage.damageS
} else {
dice = options.rollTarget.weapon.system.damage.damageM
}
dice = dice.replace("E", "")
baseFormula = dice
maxValue = 20
}
if (options.rollType === "save" && options.rollTarget.rollKey === "pain") {
dice = options.rollTarget.rollDice
baseFormula = options.rollTarget.rollDice
hasModifier = false
}
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",
})
const choiceModifier = SYSTEM.CHOICE_MODIFIERS
const choiceDice = SYSTEM.CHOICE_DICE
let modifier = "+0"
let targetName
let dialogContext = {
rollType: options.rollType,
rollTarget: options.rollTarget,
rollName: options.rollName,
rollModes,
hasModifier,
hasChangeDice,
baseValue: options.rollTarget.value,
changeDice: `${dice}`,
fieldRollMode,
choiceModifier,
choiceDice,
baseFormula,
dice,
hasTarget: options.hasTarget,
modifier,
saveSpell: false,
targetName
}
console.log("dialogContext", dialogContext)
const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-dialog.hbs", dialogContext)
const title = LethalFantasyRoll.createTitle(options.rollType, options.rollTarget)
const label = game.i18n.localize("LETHALFANTASY.Roll.roll")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: title },
classes: ["lethalfantasy"],
content,
buttons: [
{
label: label,
callback: (event, button, dialog) => {
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
}, {})
return output
},
},
],
rejectClose: false // Click on Close button will not launch an error
})
// If the user cancels the dialog, exit
if (rollContext === null) return
let fullModifier = 0
let titleFormula = ""
dice = rollContext.changeDice || dice
if (hasModifier) {
let bonus = Number(options.rollTarget.value)
fullModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10) + bonus
fullModifier += (rollContext.saveSpell) ? options.rollTarget.actorModifiers.saveModifier : 0
if (fullModifier === 0) {
modifierFormula = "0"
} else {
let modAbs = Math.abs(fullModifier)
modifierFormula = `d${modAbs + 1} - 1`
}
let sign = fullModifier < 0 ? "-" : "+"
titleFormula = `${dice}E ${sign} ${modifierFormula}`
} else {
modifierFormula = "0"
fullModifier = 0
baseFormula = `${dice}`
titleFormula = `${dice}E`
}
// Specific pain case
if (options.rollType === "save" && options.rollTarget.rollKey === "pain") {
baseFormula = options.rollTarget.rollDice
titleFormula = `${dice}`
modifierFormula = "0"
fullModifier = 0
}
// Specific pain/poison/contagion case
if (options.rollType === "save" && options.rollTarget.rollKey.includes(["pain", "poison", "contagion"])) {
hasD30 = false
}
maxValue = Number(baseFormula.match(/\d+$/)[0]) // Update the max value agains
const rollData = {
type: options.rollType,
rollType: options.rollType,
target: options.rollTarget,
rollName: options.rollName,
actorId: options.actorId,
actorName: options.actorName,
actorImage: options.actorImage,
rollMode: rollContext.visibility,
hasTarget: options.hasTarget,
titleFormula,
targetName,
...rollContext,
}
/**
* A hook event that fires before the roll is made.
* @function
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
if (Hooks.call("fvtt-lethal-fantasy.preRoll", options, rollData) === false) return
const rollBase = new this(baseFormula, options.data, rollData)
const rollModifier = new Roll(modifierFormula, options.data, rollData)
rollModifier.evaluate()
await rollBase.evaluate()
if (hasD30) {
let rollD30 = await new Roll("1D30").evaluate()
options.D30result = rollD30.total
}
let rollTotal = -1
let diceResults = []
let resultType
let diceSum = 0
let singleDice = `1D${maxValue}`
for (let i = 0; i < rollBase.dice.length; i++) {
for (let j = 0; j < rollBase.dice[i].results.length; j++) {
let diceResult = rollBase.dice[i].results[j].result
diceResults.push({ dice: `${singleDice}`, value: diceResult })
diceSum += diceResult
while (diceResult === maxValue) {
let r = await new Roll(baseFormula).evaluate()
diceResult = r.dice[0].results[0].result
diceResults.push({ dice: `${singleDice}-1`, value: diceResult - 1 })
diceSum += (diceResult - 1)
}
}
}
if (fullModifier !== 0) {
diceResults.push({ dice: `${rollModifier.formula}`, value: rollModifier.total })
if (fullModifier < 0) {
rollTotal = Math.max(diceSum - rollModifier.total, 0)
} else {
rollTotal = diceSum + rollModifier.total
}
} else {
rollTotal = diceSum
}
rollBase.options.resultType = resultType
rollBase.options.rollTotal = rollTotal
rollBase.options.diceResults = diceResults
rollBase.options.rollTarget = options.rollTarget
rollBase.options.titleFormula = titleFormula
rollBase.options.D30result = options.D30result
/**
* A hook event that fires after the roll has been made.
* @function
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
@param {LethalFantasyRoll} roll The resulting roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
if (Hooks.call("fvtt-lethal-fantasy.Roll", options, rollData, rollBase) === false) return
return rollBase
}
static async promptRangedDefense(rollTarget) {
const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
const fieldRollMode = new foundry.data.fields.StringField({
choices: rollModes,
blank: false,
default: "public",
})
let dialogContext = {
movementChoices : SYSTEM.MOVEMENT_CHOICES,
moveDirectionChoices : SYSTEM.MOVE_DIRECTION_CHOICES,
sizeChoices : SYSTEM.SIZE_CHOICES,
rangeChoices : SYSTEM.RANGE_CHOICES,
attackerAimChoices : SYSTEM.ATTACKER_AIM_CHOICES,
movement: "none",
moveDirection: "none",
size: "medium",
range: "short",
attackerAim: "simple",
fieldRollMode,
rollModes
}
console.log("CTX", dialogContext)
const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/range-defense-dialog.hbs", dialogContext)
const label = game.i18n.localize("LETHALFANTASY.Label.rangeDefenseRoll")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: "Range Defense" },
classes: ["lethalfantasy"],
content,
buttons: [
{
label: label,
callback: (event, button, dialog) => {
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
}, {})
return output
},
},
],
rejectClose: false // Click on Close button will not launch an error
})
console.log("RollContext", rollContext)
// Build the final modifier
let fullModifier = Number(rollContext.moveDirection) +
Number(rollContext.size) +
Number(rollContext.range) +
Number(rollContext.attackerAim)
console.log("Modifier", fullModifier)
let modifierFormula
if (fullModifier === 0) {
modifierFormula = "0"
} else {
let modAbs = Math.abs(fullModifier)
modifierFormula = `d${modAbs + 1} - 1`
}
// If the user cancels the dialog, exit
if (rollContext === null) return
let rollData = {...rollContext}
let options = {...rollContext}
options.rollName = "Ranged Defense"
const rollBase = new this(rollContext.movement, options.data, rollData)
const rollModifier = new Roll(modifierFormula, options.data, rollData)
rollModifier.evaluate()
await rollBase.evaluate()
let rollD30 = await new Roll("1D30").evaluate()
options.D30result = rollD30.total
let dice = rollContext.movement
let maxValue = Number(dice.match(/\d+$/)[0]) // Update the max value agains
let rollTotal = -1
let diceResults = []
let resultType
let diceResult = rollBase.dice[0].results[0].result
diceResults.push({ dice: `${dice}`, value: diceResult })
let diceSum = diceResult
while (diceResult === maxValue) {
let r = await new Roll(baseFormula).evaluate()
diceResult = r.dice[0].results[0].result
diceResults.push({ dice: `${dice}-1`, value: diceResult - 1 })
diceSum += (diceResult - 1)
}
if (fullModifier !== 0) {
diceResults.push({ dice: `${rollModifier.formula}`, value: rollModifier.total })
if (fullModifier < 0) {
rollTotal = Math.max(diceSum - rollModifier.total, 0)
} else {
rollTotal = diceSum + rollModifier.total
}
} else {
rollTotal = diceSum
}
rollBase.options.resultType = resultType
rollBase.options.rollTotal = rollTotal
rollBase.options.diceResults = diceResults
rollBase.options.rollTarget = options.rollTarget
rollBase.options.titleFormula = `${dice}E + ${modifierFormula}`
rollBase.options.D30result = options.D30result
rollBase.options.rollName = "Ranged Defense"
/**
* A hook event that fires after the roll has been made.
* @function
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
@param {LethalFantasyRoll} roll The resulting roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
return rollBase
}
/**
* Creates a title based on the given type.
*
* @param {string} type The type of the roll.
* @param {string} target The target of the roll.
* @returns {string} The generated title.
*/
static createTitle(type, target) {
switch (type) {
case "challenge":
return `${game.i18n.localize("LETHALFANTASY.Label.titleChallenge")}`
case "save":
return `${game.i18n.localize("LETHALFANTASY.Label.titleSave")}`
case "skill":
return `${game.i18n.localize("LETHALFANTASY.Label.titleSkill")}`
case "weapon-attack":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
case "weapon-defense":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
case "weapon-damage-small":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-small")}`
case "weapon-damage-medium":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-medium")}`
case "spell":
return `${game.i18n.localize("LETHALFANTASY.Label.spell")}`
default:
return game.i18n.localize("LETHALFANTASY.Label.titleStandard")
}
}
/** @override */
async render(chatOptions = {}) {
let chatData = await this._getChatCardData(chatOptions.isPrivate)
return await renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
}
/**
* Generates the data required for rendering a roll chat card.
*
* @param {boolean} isPrivate Indicates if the chat card is private.
* @returns {Promise<Object>} A promise that resolves to an object containing the chat card data.
* @property {Array<string>} css - CSS classes for the chat card.
* @property {Object} data - The data associated with the roll.
* @property {number} diceTotal - The total value of the dice rolled.
* @property {boolean} isGM - Indicates if the user is a Game Master.
* @property {string} formula - The formula used for the roll.
* @property {number} total - The total result of the roll.
* @property {boolean} isSave - Indicates if the roll is a saving throw.
* @property {boolean} isDamage - Indicates if the roll is for damage.
* @property {boolean} isFailure - Indicates if the roll is a failure.
* @property {string} actorId - The ID of the actor performing the roll.
* @property {string} actingCharName - The name of the character performing the roll.
* @property {string} actingCharImg - The image of the character performing the roll.
* @property {string} resultType - The type of result (e.g., success, failure).
* @property {boolean} hasTarget - Indicates if the roll has a target.
* @property {string} targetName - The name of the target.
* @property {number} targetArmor - The armor value of the target.
* @property {boolean} isPrivate - Indicates if the chat card is private.
* @property {string} cssClass - The combined CSS classes as a single string.
* @property {string} tooltip - The tooltip text for the chat card.
*/
async _getChatCardData(isPrivate) {
const cardData = {
css: [SYSTEM.id, "dice-roll"],
data: this.data,
diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
isGM: game.user.isGM,
formula: this.formula,
titleFormula: this.titleFormula,
rollName: this.rollName,
rollType: this.type,
rollTarget: this.rollTarget,
total: this.rollTotal,
isFailure: this.isFailure,
actorId: this.actorId,
diceResults: this.diceResults,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
resultType: this.resultType,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
D30result: this.D30result,
isPrivate: isPrivate
}
cardData.cssClass = cardData.css.join(" ")
cardData.tooltip = isPrivate ? "" : await this.getTooltip()
return cardData
}
/**
* Converts the roll result to a chat message.
*
* @param {Object} [messageData={}] Additional data to include in the message.
* @param {Object} options Options for message creation.
* @param {string} options.rollMode The mode of the roll (e.g., public, private).
* @param {boolean} [options.create=true] Whether to create the message.
* @returns {Promise} - A promise that resolves when the message is created.
*/
async toMessage(messageData = {}, { rollMode, create = true } = {}) {
super.toMessage(
{
isSave: this.isSave,
isChallenge: this.isChallenge,
isFailure: this.resultType === "failure",
rollType: this.type,
rollTarget: this.rollTarget,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
targetMalus: this.targetMalus,
realDamage: this.realDamage,
...messageData,
},
{ rollMode: rollMode },
)
}
}