Files
fvtt-lethal-fantasy/module/documents/roll.mjs
T
uberwald 539841c4ff fix: push explosion dice to DieTerm results so DSN displays them
Explosion rolls were evaluated as separate Roll instances but never
added to the original DieTerm's results array. Dice So Nice reads
DieTerm.results to render 3D dice, so explosions were invisible.

Now each explosion result is pushed into the DieTerm's results array
({result, active:true}), letting DSN render explosion dice in the
correct chronological order alongside the main die.

Applies to prompt(), promptRangedDefense(), promptRangedAttack(),
and rollSpellDamageToMessage().
2026-06-16 19:29:07 +02:00

1617 lines
62 KiB
JavaScript

import { SYSTEM } from "../config/system.mjs"
import LethalFantasyUtils from "../utils.mjs"
import D30Roll from "./d30-roll.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
}
get D30message() {
return this.options.D30message
}
get badResult() {
return this.options.badResult
}
get rollData() {
return this.options.rollData
}
get defenderId() {
return this.options.defenderId
}
/**
* 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 = {}) {
try {
let dice = "1D20"
let maxValue = 20
let baseFormula = "1D20"
let modifierFormula = "1D0"
let hasModifier = true
let hasChangeDice = false
let hasD30 = false
let hasFavor = false
let hasMaxValue = true
let hasGrantedDice = false
let pointBlank = false
let letItFly = false
let saveSpell = game.lethalFantasy?.spellDefense ?? false
let beyondSkill = false
let hasStaticModifier = false
let hasExplode = true
let actor = game.actors.get(options.actorId)
if (options.rollType === "challenge" || options.rollType === "save") {
options.rollName = game.i18n.localize(`LETHALFANTASY.Label.${options.rollTarget.rollKey}`)
hasD30 = options.rollType === "save"
if (options.rollTarget.rollKey === "dying") {
dice = options.rollTarget.value
hasModifier = false
hasChangeDice = true
hasFavor = true
} else {
dice = "1D20"
hasFavor = true
}
} else if (options.rollType === "granted") {
hasD30 = false
options.rollName = `Granted ${options.rollTarget.rollKey}`
dice = options.rollTarget.formula
baseFormula = options.rollTarget.formula
hasModifier = false
hasMaxValue = false
hasChangeDice = false
hasFavor = false
} else if (options.rollType === "monster-attack" || options.rollType === "monster-defense") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
hasModifier = true
hasChangeDice = false
hasFavor = true
if (options.rollType === "monster-attack") {
options.rollTarget.value = options.rollTarget.attackModifier
options.rollTarget.charModifier = 0
} else {
options.rollTarget.value = options.rollTarget.defenseModifier
options.rollTarget.charModifier = 0
options.isRangedDefense = options.rollTarget.isRangedDefense ?? false
}
} else if (options.rollType === "monster-skill") {
options.rollName = game.i18n.localize(`LETHALFANTASY.Label.${options.rollTarget.rollKey}`)
dice = "1D20"
baseFormula = "D20"
hasModifier = true
hasFavor = true
hasChangeDice = false
} else if (options.rollType === "skill") {
options.rollName = options.rollTarget.name
hasD30 = true
dice = "1D20"
baseFormula = "D20"
hasModifier = true
hasFavor = true
hasChangeDice = false
options.rollTarget.value = Math.floor(options.rollTarget.system.skillTotal / 10)
} else if (options.rollType === "weapon-attack" || options.rollType === "weapon-defense") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
hasModifier = true
hasChangeDice = false
hasFavor = true
if (options.rollType === "weapon-attack") {
if (options.rollTarget.weapon.system.weaponType === "melee") {
options.rollTarget.value = options.rollTarget.combat.attackModifier + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.attackBonus
options.rollTarget.charModifier = options.rollTarget.combat.attackModifier
} else {
options.rollTarget.value = options.rollTarget.combat.rangedAttackModifier + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.attackBonus
options.rollTarget.charModifier = options.rollTarget.combat.rangedAttackModifier
}
} else {
// For defense, check if it's a ranged defense
const defenseModifier = options.rollTarget.isRangedDefense
? options.rollTarget.combat.rangedDefenseModifier
: options.rollTarget.combat.defenseModifier
options.rollTarget.value = defenseModifier + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.defenseBonus + options.rollTarget.armorDefense
options.rollTarget.charModifier = defenseModifier
// Store isRanged flag for D30 lookup
options.isRangedDefense = options.rollTarget.isRangedDefense
}
} else if (options.rollType === "spell" || options.rollType === "spell-attack" || options.rollType === "spell-power") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
hasModifier = true
hasChangeDice = false
hasFavor = true
options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
hasStaticModifier = options.rollType === "spell-power"
//hasModifier = options.rollType !== "spell-attack"
if (hasStaticModifier) {
options.rollTarget.staticModifier = options.rollTarget.actorLevel
} else {
options.rollTarget.staticModifier = 0
}
} else if (options.rollType === "miracle" || options.rollType === "miracle-attack" || options.rollType === "miracle-power") {
hasD30 = true
options.rollName = options.rollTarget.name
dice = "1D20"
baseFormula = "D20"
hasChangeDice = false
hasFavor = true
options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
hasStaticModifier = options.rollType === "miracle-power"
//hasModifier = options.rollType !== "miracle-attack"
if (hasStaticModifier) {
options.rollTarget.staticModifier = options.rollTarget.actorLevel
} else {
options.rollTarget.staticModifier = 0
}
} else if (options.rollType === "shield-roll") {
hasD30 = false
options.rollName = "Shield Defense"
dice = options.rollTarget.system.defense.toUpperCase()
baseFormula = dice
hasModifier = true
hasChangeDice = false
hasMaxValue = false
hasExplode = false
hasFavor = true
options.rollTarget.value = 0
} else if (options.rollType.includes("weapon-damage")) {
options.rollName = options.rollTarget.name
options.isDamage = true
hasModifier = true
hasChangeDice = false
let damageBonus = (options.rollTarget.weapon.system.applyStrengthDamageBonus) ? options.rollTarget.combat.damageModifier : 0
options.rollTarget.value = damageBonus + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.damageBonus
options.rollTarget.charModifier = damageBonus
dice = options.rollTarget.weapon.system.damage.damageM
if (/NE$/i.test(dice)) {
hasMaxValue = false
hasExplode = false
}
dice = dice.replace(/NE$/i, "").replace("E", "")
baseFormula = dice
} else if (options.rollType.includes("monster-damage")) {
options.rollName = options.rollTarget.name
options.isDamage = true
hasModifier = true
hasChangeDice = false
options.rollTarget.value = options.rollTarget.damageModifier
options.rollTarget.charModifier = 0
dice = options.rollTarget.damageDice
dice = dice.replace("E", "")
baseFormula = dice
if (options.rollTarget.noExplode) {
hasMaxValue = false
hasExplode = false
}
}
if (options.rollType === "save" && (options.rollTarget.rollKey === "pain" || options.rollTarget.rollKey === "paincourage")) {
dice = options.rollTarget.rollDice
baseFormula = options.rollTarget.rollDice
hasModifier = false
}
const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes);
const fieldRollMode = new foundry.data.fields.StringField({
choices: rollModes,
blank: false,
default: "public",
})
const choiceModifier = SYSTEM.CHOICE_MODIFIERS
const choiceDice = SYSTEM.CHOICE_DICE
const choiceFavor = SYSTEM.FAVOR_CHOICES
let modifier = "+0"
let targetName
// True for any ranged attack: PC weapon (ranged type) or monster attack (ranged mode)
const isRangedAttack = (options.rollType === "weapon-attack" && options.rollTarget?.weapon?.system?.weaponType === "ranged")
|| (options.rollType === "monster-attack" && options.rollTarget?.attackMode === "ranged")
let dialogContext = {
rollType: options.rollType,
rollTarget: options.rollTarget,
rollName: options.rollName,
actorName: options.actorName,
rollModes,
hasModifier,
hasFavor,
hasChangeDice,
pointBlank,
baseValue: options.rollTarget.value,
attackerAimChoices: SYSTEM.ATTACKER_AIM_CHOICES,
attackerAim: "0",
changeDice: `${dice}`,
fieldRollMode,
choiceModifier,
choiceDice,
choiceFavor,
baseFormula,
dice,
hasTarget: options.hasTarget,
modifier,
saveSpell,
favor: "none",
targetName,
isRangedAttack
}
let rollContext
if (options.rollContext) {
rollContext = foundry.utils.duplicate(options.rollContext)
hasGrantedDice = !!rollContext.hasGrantedDice
pointBlank = !!rollContext.pointBlank
beyondSkill = !!rollContext.beyondSkill
letItFly = !!rollContext.letItFly
saveSpell = !!rollContext.saveSpell
const _rawMode = rollContext.rollMode || game.settings.get("core", "rollMode")
const _modeMap = { publicroll: "public", gmroll: "gm", blindroll: "blind", selfroll: "self" }
rollContext.visibility ||= _modeMap[_rawMode] ?? _rawMode ?? "public"
rollContext.modifier ||= modifier
rollContext.favor ||= "none"
rollContext.changeDice ||= `${dice}`
rollContext.attackerAim ||= "0"
} else {
const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-dialog.hbs", dialogContext)
let position = game.user.getFlag(SYSTEM.id, "roll-dialog-pos") || { top: -1, left: -1 }
const label = game.i18n.localize("LETHALFANTASY.Roll.roll")
rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: "Roll dialog" },
classes: ["lethalfantasy"],
content,
position,
buttons: [
{
action: "roll",
type: "button",
label: label,
callback: (event, button, dialog) => {
log("Roll context", event, button, dialog)
let position = dialog?.position
game.user.setFlag(SYSTEM.id, "roll-dialog-pos", foundry.utils.duplicate(position))
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
}, {})
return output
},
},
],
actions: {
"selectGranted": (event, button) => {
hasGrantedDice = event.target.checked
},
"selectBeyondSkill": (event, button) => {
beyondSkill = button.checked
},
"selectPointBlank": (event, button) => {
pointBlank = button.checked
},
"selectLetItFly": (event, button) => {
letItFly = button.checked
},
"saveSpellCheck": (event, button) => {
saveSpell = button.checked
},
"gotoToken": (event, button) => {
let tokenId = $(button).data("tokenId")
let token = canvas.tokens?.get(tokenId)
if (token) {
canvas.animatePan({ x: token.x, y: token.y, duration: 200 })
canvas.tokens.releaseAll()
token.control({ releaseOthers: true })
}
}
},
rejectClose: false // Click on Close button will not launch an error
})
}
// If the user cancels the dialog, exit
if (rollContext === null) return
log("rollContext", rollContext, hasGrantedDice)
rollContext.saveSpell = saveSpell // Update fucking flag
let fullModifier = 0
let titleFormula = ""
dice = rollContext.changeDice || dice
if (hasModifier) {
let bonus = Number(options.rollTarget.value)
fullModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10) + bonus
fullModifier += (rollContext.saveSpell) ? (options.rollTarget.actorModifiers?.saveModifier ?? 0) : 0
if (Number(rollContext.attackerAim) > 0) {
fullModifier += Number(rollContext.attackerAim)
}
if (fullModifier === 0) {
modifierFormula = "0"
} else {
let modAbs = Math.abs(fullModifier)
modifierFormula = `D${modAbs + 1} - 1`
}
if (hasStaticModifier) {
modifierFormula += ` + ${options.rollTarget.staticModifier}`
}
let sign = fullModifier < 0 ? "-" : "+"
if (hasExplode) {
titleFormula = `${dice}E ${sign} ${modifierFormula}`
} else {
titleFormula = `${dice} ${sign} ${modifierFormula}`
}
} else {
modifierFormula = "0"
fullModifier = 0
baseFormula = `${dice}`
if (hasExplode) {
titleFormula = `${dice}E`
} else {
titleFormula = `${dice}`
}
}
// Latest addition : favor choice at point blank range
if (pointBlank) {
rollContext.favor = "favor"
}
if (beyondSkill) {
rollContext.favor = "disfavor"
}
// Specific pain case
if (options.rollType === "save" && options.rollTarget.rollKey === "pain" || options.rollTarget.rollKey === "paincourage") {
baseFormula = options.rollTarget.rollDice
titleFormula = `${dice}`
modifierFormula = "0"
fullModifier = 0
}
// Specific pain/poison/contagion case
if (options.rollType === "save" && (options.rollTarget.rollKey === "poison" || options.rollTarget.rollKey === "contagion")) {
hasD30 = false
hasStaticModifier = true
modifierFormula = ` + ${Math.abs(fullModifier)}`
titleFormula = `${dice}E + ${Math.abs(fullModifier)}`
}
if (letItFly) {
baseFormula = "1D20"
titleFormula = `1D20E`
modifierFormula = "0"
fullModifier = 0
hasFavor = false
hasExplode = true
rollContext.favor = "none"
}
const maxMatch = baseFormula ? baseFormula.match(/\d+$/) : null
maxValue = maxMatch ? Number(maxMatch[0]) : 0
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,
isDamage: options.isDamage,
pointBlank,
beyondSkill,
letItFly,
hasGrantedDice,
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
let rollBase = new this(baseFormula, options.data, rollData)
const rollModifier = new Roll(modifierFormula, options.data, rollData)
await rollModifier.evaluate()
await rollBase.evaluate()
let rollFavor
let badResult
if (rollContext.favor === "favor") {
rollFavor = new this(baseFormula, options.data, rollData)
await rollFavor.evaluate()
log("Rolling with favor", rollFavor)
if (game?.dice3d) {
game.dice3d.showForRoll(rollFavor, game.user, true)
}
if (Number(rollFavor.result) > Number(rollBase.result)) {
badResult = rollBase.result
rollBase = rollFavor
} else {
badResult = rollFavor.result
}
rollFavor = null
}
if (rollContext.favor === "disfavor") {
rollFavor = new this(baseFormula, options.data, rollData)
await rollFavor.evaluate()
if (game?.dice3d) {
game.dice3d.showForRoll(rollFavor, game.user, true)
}
if (Number(rollFavor.result) < Number(rollBase.result)) {
badResult = rollBase.result
rollBase = rollFavor
} else {
badResult = rollFavor.result
}
rollFavor = null
}
if (options.forceNoD30) {
hasD30 = false
}
if (hasD30) {
let rollD30 = await new Roll("1D30").evaluate()
if (game?.dice3d) {
game.dice3d.showForRoll(rollD30, game.user, true)
}
options.D30result = rollD30.total
// Compute isRanged for D30: covers defense (isRangedDefense), monster ranged attacks (attackMode),
// and PC weapon attacks (isRangedAttack or weaponType)
const isRangedForD30 = options.isRangedDefense
|| options.rollTarget?.attackMode === "ranged"
|| options.rollTarget?.isRangedAttack === true
|| options.rollTarget?.weapon?.system?.weaponType === "ranged"
const d30Message = D30Roll.getResult(
rollD30.total,
options.rollType,
options.rollTarget?.weapon,
{ isRanged: isRangedForD30, isSpellSave: saveSpell }
)
options.D30message = d30Message
}
let rollTotal = 0
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.toUpperCase()}`, value: diceResult })
diceSum += diceResult
if (hasMaxValue) {
while (diceResult === maxValue) {
let r = await new Roll(baseFormula).evaluate()
diceResult = r.dice[0].results[0].result
diceResults.push({ dice: `${singleDice.toUpperCase()}-1`, value: diceResult - 1 })
diceSum += (diceResult - 1)
// Add to DieTerm results so DSN/Foundry display shows explosion dice
rollBase.dice[i].results.push({ result: diceResult, active: true })
}
}
}
}
if (hasGrantedDice && options.rollTarget.grantedDice && options.rollTarget.grantedDice !== "") {
titleFormula += ` + ${options.rollTarget.grantedDice.toUpperCase()}`
let grantedRoll = new Roll(options.rollTarget.grantedDice)
await grantedRoll.evaluate()
if (game?.dice3d) {
await game.dice3d.showForRoll(grantedRoll, game.user, true)
}
diceResults.push({ dice: `${options.rollTarget.grantedDice.toUpperCase()}`, value: grantedRoll.total })
rollTotal += grantedRoll.total
}
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.resultType = resultType
rollBase.options.rollTotal = rollTotal
rollBase.options.diceResults = diceResults
rollBase.options.rollTarget = options.rollTarget
rollBase.options.titleFormula = titleFormula
rollBase.options.D30result = options.D30result
rollBase.options.D30message = options.D30message
rollBase.options.badResult = badResult
rollBase.options.rollData = foundry.utils.duplicate(rollData)
rollBase.options.defenderId = options.defenderId
rollBase.options.defenderTokenId = options.defenderTokenId
rollBase.options.extraShieldDr = options.extraShieldDr || 0
rollBase.options.damageTier = options.damageTier || "standard"
rollBase.options.d30Bleed = options.d30Bleed || false
rollBase.options.d30DamageMultiplier = options.d30DamageMultiplier || 1
rollBase.options.d30DrMultiplier = options.d30DrMultiplier || 1
/**
* 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
} finally {
// Clear one-shot flag so it doesn't leak to subsequent non-spell saves
if (game.lethalFantasy) game.lethalFantasy.spellDefense = false
}
}
/* ***********************************************************/
static async 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 }])
}
}
/* ***********************************************************/
static async 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: `<div class="grit-luck-dialog"><p><strong>${selectedItem.name}</strong> has multiple damage tiers.</p><p>Choose which damage to use when the attack lands:</p></div>`,
buttons: tiers.map(t => ({
action: t.id,
type: "button",
label: `${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 }) })
}
}
}
}
/* ***********************************************************/
static async 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${modAbs + 1} -1`
}
let rollData = { ...rollContext }
// Merge rollContext object into options object
options = { ...options, ...rollContext }
options.rollName = "Ranged Defense"
options.rollType = "weapon-defense"
options.type = options.rollType // Required: this.type reads options.type
options.rollMode = rollContext.visibility // Required: callers pass roll.options.rollMode to toMessage
const rollBase = new this(rollContext.movement, options.data, rollData)
const rollModifier = new Roll(modifierFormula, options.data, rollData)
rollModifier.evaluate()
await rollBase.evaluate()
let rollD30 = await new Roll("1D30").evaluate()
options.D30result = rollD30.total
options.D30message = D30Roll.getResult(rollD30.total, options.rollType, options.rollTarget?.weapon, { isRanged: true })
let badResult = 0
if (rollContext.movement.includes("kh")) {
rollData.favor = "favor"
badResult = Math.min(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 20)
}
if (rollContext.movement.includes("kl")) {
rollData.favor = "disfavor"
badResult = Math.max(rollBase.terms[0].results[0].result, rollBase.terms[0].results[1]?.result || 1)
}
let dice = rollContext.movement
let maxValue = 20 // As per latest changes (was : Number(dice.match(/\d+$/)[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)
/**
* 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
}
/**
* 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.
*/
static async 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)
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 + ${modifierFormula}`
rollBase.options.D30result = options.D30result
rollBase.options.D30message = options.D30message
rollBase.options.rollName = "Ranged Attack"
rollBase.options.badResult = badResult
rollBase.options.rollData = foundry.utils.duplicate(rollData)
return rollBase
}
/**
* Creates a title based on the given type.
*
* @param {string} type The type of the roll.
* @param {string} target The target of the roll.
* @returns {string} The generated title.
*/
static createTitle(type, target) {
switch (type) {
case "challenge":
return `${game.i18n.localize("LETHALFANTASY.Label.titleChallenge")}`
case "save":
return `${game.i18n.localize("LETHALFANTASY.Label.titleSave")}`
case "monster-skill":
case "skill":
return `${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":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage")}`
case "spell":
case "spell-attack":
case "spell-power":
return `${game.i18n.localize("LETHALFANTASY.Label.spell")}`
case "miracle":
case "miracle-attack":
case "miracle-power":
return `${game.i18n.localize("LETHALFANTASY.Label.miracle")}`
default:
return game.i18n.localize("LETHALFANTASY.Label.titleStandard")
}
}
/** @override */
async render(chatOptions = {}) {
let chatData = await this._getChatCardData(chatOptions.isPrivate)
log("ChatData", chatData)
return await foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
}
/*
* Generates the data required for rendering a roll chat card.
*/
async _getChatCardData(isPrivate) {
// Générer la liste des combatants de la scène
let combatants = []
let isAttack = this.type === "weapon-attack" || this.type === "monster-attack" || this.type === "spell-attack" || this.type === "miracle-attack"
if (this.rollData?.isDamage || isAttack) {
// D'abord, ajouter les combattants du combat actif
if (game?.combat?.combatants) {
for (let c of game.combat.combatants) {
if (c.actorId !== this.actorId) {
combatants.push({ id: c.id, name: c.name, tokenId: c.token.id })
}
}
}
// Ensuite, ajouter tous les tokens de la scène active qui ne sont pas déjà dans la liste
if (canvas?.scene?.tokens) {
const existingTokenIds = new Set(combatants.map(c => c.tokenId))
for (let token of canvas.scene.tokens) {
if (token.actorId !== this.actorId && !existingTokenIds.has(token.id)) {
combatants.push({
id: token.id,
name: token.name,
tokenId: token.id
})
}
}
}
}
// Récupérer les informations de l'arme pour les attaques réussies
let weaponDamageOptions = null
log("Roll type:", this.type, "rollTarget:", this.rollTarget, "Has weapon:", !!this.rollTarget?.weapon)
if (this.type === "weapon-attack" && this.rollTarget?.weapon) {
const weapon = this.rollTarget.weapon
weaponDamageOptions = {
weaponId: weapon.id,
weaponName: weapon.name,
damageM: weapon.system?.damage?.damageM
}
log("Weapon damage options:", weaponDamageOptions)
} else if (this.type === "monster-attack" && this.rollTarget) {
weaponDamageOptions = {
weaponId: this.rollTarget.rollKey,
weaponName: this.rollTarget.name,
damageFormula: this.rollTarget.damageDice,
damageModifier: this.rollTarget.damageModifier,
isMonster: true
}
log("Monster damage options:", weaponDamageOptions)
}
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,
D30message: this.D30message,
badResult: this.badResult,
rollData: this.rollData,
isPrivate: isPrivate,
combatants: combatants,
weaponDamageOptions: weaponDamageOptions,
isAttack: isAttack,
defenderId: this.defenderId,
// Vérifier si l'utilisateur peut sélectionner une cible (est GM ou possède l'acteur)
canSelectTarget: game.user.isGM || game.actors.get(this.actorId)?.testUserPermission(game.user, "OWNER")
}
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.messageMode 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 = {}, { messageMode, create = true } = {}) {
return await 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,
rollData: this.rollData,
...messageData,
},
{ messageMode, create },
)
}
/**
* Evaluate a spell/miracle damage formula with per-die explosion, then post to chat.
* Explosion dice are shown manually via showForRoll; the main roll is shown automatically
* by toMessage() (which triggers Dice So Nice via its createChatMessage hook).
* Append "NE" to the formula to disable explosion.
*
* @param {string} formula Dice formula, e.g. "1d8", "2d6", "1d8NE"
* @param {Object} rollOpts Options for LethalFantasyRoll (rollType, actorId, defenderId, etc.)
* @returns {Promise<ChatMessage>}
*/
static async rollSpellDamageToMessage(formula, rollOpts) {
const roll = new LethalFantasyRoll(formula, {}, rollOpts)
await roll.evaluate()
const shouldExplode = !/NE$/i.test(formula)
const diceResults = []
let diceSum = 0
for (const term of roll.dice) {
const singleDice = `1D${term.faces}`
for (const r of term.results) {
let diceResult = r.result
diceResults.push({ dice: singleDice.toUpperCase(), value: diceResult })
diceSum += diceResult
if (shouldExplode && term.faces > 0) {
while (diceResult === term.faces) {
const xr = await new Roll(singleDice).evaluate()
// Optional chaining guards against unexpected roll structure
diceResult = xr.dice?.[0]?.results?.[0]?.result ?? (term.faces - 1)
diceResults.push({ dice: `${singleDice.toUpperCase()}-1`, value: diceResult - 1 })
diceSum += (diceResult - 1)
term.results.push({ result: diceResult, active: true })
}
}
}
}
roll.options.diceResults = diceResults
roll.options.rollTotal = diceSum
return roll.toMessage()
}
}