Files
fvtt-lethal-fantasy/module/utils/d30.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

184 lines
7.7 KiB
JavaScript

import { SYSTEM } from "../config/system.mjs"
export { log } from "./helpers.mjs"
export function hasD30Reroll(d30Message) {
return d30Message?.type === "mulligan"
}
/**
* Process D30 bonus dice for attack or defense.
* Rolls and applies bonus dice BEFORE grit/luck/shield decisions.
* For `choice` type results (D30=20, 30), shows dialog to choose between bonus dice and special effect.
* For `bonus_dice` type results (D30=27, 2, 3), auto-rolls the dice.
* @param {Object|null} d30Message The D30 result object
* @param {"attack"|"defense"} side Whether processing the attack or defense side
* @param {number|null} naturalRoll The natural D20 roll (for special strike type detection)
* @param {Object} actor The actor (for dice3d display)
* @returns {Promise<{modifier: number, specialEffect: string|null, specialName: string|null}>}
*/
export async function processD30BonusDice(d30Message, side, naturalRoll = null, actor = null, canDialog = true) {
if (!d30Message) return { modifier: 0, specialEffect: null, specialName: null }
const validTargets = side === "attack" ? ["attack", "spell_attack"] : ["defense", "spell_defense"]
// ── Simple bonus_dice type ── auto-roll if target matches
if (d30Message.type === "bonus_dice") {
if (!validTargets.includes(d30Message.target)) return { modifier: 0, specialEffect: null, specialName: null }
const modifier = await _rollD30BonusDie(d30Message.dice, actor, !canDialog)
return { modifier, specialEffect: null, specialName: null }
}
// ── Choice type ── present all options to the player
if (d30Message.type === "choice") {
// If we can't show dialogs (wrong client), skip — the primary client
// will communicate its choice result via socket. Auto-rolling here
// would give a different modifier on each client, causing divergence.
if (!canDialog) {
return { modifier: 0, specialEffect: null, specialName: null }
}
const buttons = d30Message.choices.map(c => {
let label
let icon
if (c.type === "bonus_dice") {
label = `Roll ${c.dice.toUpperCase()} and add to ${side}`
icon = "fa-solid fa-dice"
} else if (c.type === "special_strike") {
label = _buildSpecialLabel(c, naturalRoll)
icon = "fa-solid fa-star"
} else if (c.type === "special_defense") {
label = _buildSpecialLabel(c, naturalRoll)
icon = "fa-solid fa-shield-halved"
} else {
label = c.type.replace(/_/g, " ").replace(/\b\w/g, l => l.toUpperCase())
icon = "fa-solid fa-question"
}
return {
action: c.type,
type: "button",
label,
icon,
callback: () => c
}
})
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "D30 Special — Choose Effect" },
classes: ["lethalfantasy"],
content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/d30-special-choice.hbs", {
description: d30Message.description
}),
buttons,
rejectClose: false
})
if (!choice) return { modifier: 0, specialEffect: null, specialName: null }
if (choice.type === "bonus_dice") {
const modifier = await _rollD30BonusDie(choice.dice, actor)
return { modifier, specialEffect: null, specialName: null }
}
if (choice.type === "special_strike" || choice.type === "special_defense") {
return { modifier: 0, specialEffect: "auto", specialName: _buildSpecialName(choice, naturalRoll) }
}
// Non-standard choice (spell_calamity, etc.) — report it
return { modifier: 0, specialEffect: "flag", specialName: choice.type }
}
// ── Combo type (bleed / internal injury) — flag for wound creation
if (d30Message.type === "combo") {
const hasBleed = d30Message.effects?.some(e => e.type === "bleed" || e.type === "internal_injury")
if (hasBleed) {
return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding/Internal Injury" }
}
}
// ── Damage multiplier type (2x/3x damage before DR)
if (d30Message.type === "damage_multiplier") {
return { modifier: 0, specialEffect: "damageMultiplier", specialName: `x${d30Message.multiplier} Damage`, multiplier: d30Message.multiplier }
}
// ── DR multiplier type (2x/3x DR including shield)
if (d30Message.type === "dr_multiplier") {
return { modifier: 0, specialEffect: "drMultiplier", specialName: `x${d30Message.multiplier} DR`, multiplier: d30Message.multiplier }
}
return { modifier: 0, specialEffect: null, specialName: null }
}
/**
* Roll a D30 bonus die and show with 3D dice if available.
* @param {string} formula Dice formula (e.g. "D6", "D12", "D20E")
* @param {Object} actor Actor for chat message speaker
* @returns {Promise<number>} The roll total
*/
export async function _rollD30BonusDie(formula, actor, silent = false) {
const cleaned = formula.replace(/NE$/i, "").replace("E", "")
const roll = new Roll(cleaned)
await roll.evaluate()
if (game?.dice3d) {
await game.dice3d.showForRoll(roll, game.user, true)
}
if (!silent) {
await ChatMessage.create({
content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30BonusRoll", formula: cleaned.toUpperCase(), value: roll.total}),
speaker: ChatMessage.getSpeaker({ actor })
})
}
return roll.total
}
/**
* Build a human-readable label for a special strike/defense choice in the D30 prompt.
* @param {Object} specialChoice The choice object with type and options
* @param {number|null} naturalRoll The natural D20 roll
* @returns {string} Display label
*/
export function _buildSpecialLabel(specialChoice, naturalRoll) {
if (specialChoice.type === "special_strike") {
if (specialChoice.options.includes("lethal")) {
if (naturalRoll === 20) return "Lethal Strike (auto-hit)"
if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike (auto-hit)"
return "Lethal/Vital Strike (auto-hit)"
}
if (specialChoice.options.includes("vicious")) return "Vicious Strike (auto-hit)"
return "Special Strike (auto-hit)"
}
if (specialChoice.type === "special_defense") {
if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense (auto-block)"
if (specialChoice.options.includes("flawless")) return "Flawless Defense (auto-block)"
if (specialChoice.options.includes("legendary")) return "Legendary Defense (auto-block)"
if (specialChoice.options.includes("perfect")) return "Perfect Defense (auto-block)"
return "Special Defense (auto-block)"
}
return "Special Effect"
}
/**
* Build the special effect name based on the D30 result and natural roll.
* @param {Object} specialChoice The choice object with type and options
* @param {number|null} naturalRoll The natural D20 roll
* @returns {string} The special effect name
*/
export function _buildSpecialName(specialChoice, naturalRoll) {
if (specialChoice.type === "special_strike") {
if (specialChoice.options.includes("lethal")) {
if (naturalRoll === 20) return "Lethal Strike"
if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike"
return "Lethal/Vital Strike"
}
if (specialChoice.options.includes("vicious")) return "Vicious Strike"
return "Special Strike"
}
if (specialChoice.type === "special_defense") {
if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense"
if (specialChoice.options.includes("flawless")) return "Flawless Defense"
if (specialChoice.options.includes("legendary")) return "Legendary Defense"
if (specialChoice.options.includes("perfect")) return "Perfect Defense"
return "Special Defense"
}
return "Special Effect"
}