469 lines
15 KiB
JavaScript

import { ROLL_TYPE } 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 isChallenge() {
return this.type === "challenge"
}
get isSave() {
return this.type === ROLL_TYPE.SAVE
}
get isResource() {
return this.type === ROLL_TYPE.RESOURCE
}
get isDamage() {
return this.type === ROLL_TYPE.DAMAGE
}
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 introText() {
return this.options.introText
}
get introTextTooltip() {
return this.options.introTextTooltip
}
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
}
/**
* Generates introductory text based on the roll type.
*
* @returns {string} The formatted introductory text for the roll.
*/
_createIntroText() {
let text
switch (this.type) {
case ROLL_TYPE.SAVE:
const saveLabel = game.i18n.localize(`LETHALFANTASY.Character.FIELDS.caracteristiques.${this.target}.valeur.label`)
text = game.i18n.format("LETHALFANTASY.Roll.save", { save: saveLabel })
text = text.concat("<br>").concat(`Seuil : ${this.treshold}`)
break
case ROLL_TYPE.RESOURCE:
const resourceLabel = game.i18n.localize(`LETHALFANTASY.Character.FIELDS.ressources.${this.target}.valeur.label`)
text = game.i18n.format("LETHALFANTASY.Roll.resource", { resource: resourceLabel })
break
case ROLL_TYPE.DAMAGE:
const damageLabel = this.target
text = game.i18n.format("LETHALFANTASY.Roll.damage", { item: damageLabel })
break
case ROLL_TYPE.ATTACK:
const attackLabel = this.target
text = game.i18n.format("LETHALFANTASY.Roll.attack", { item: attackLabel })
break
}
return text
}
/**
* Generates an introductory text tooltip with characteristics and modifiers.
*
* @returns {string} A formatted string containing the value, help, hindrance, and modifier.
*/
_createIntroTextTooltip() {
let tooltip = game.i18n.format("LETHALFANTASY.Tooltip.saveIntroTextTooltip", { value: this.value, aide: this.aide, gene: this.gene, modificateur: this.modificateur })
if (this.hasTarget) {
tooltip = tooltip.concat(`<br>Cible : ${this.targetName}`)
}
return tooltip
}
/**
* Prompt the user with a dialog to configure and execute a roll.
*
* @param {Object} options Configuration options for the roll.
* @param {string} options.rollType The type of roll being performed (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
* @param {string} options.rollValue The initial value or formula for the roll.
* @param {string} options.rollTarget The target of the roll.
* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @param {string} options.actorId The ID of the actor performing the roll.
* @param {string} options.actorName The name of the actor performing the roll.
* @param {string} options.actorImage The image of the actor performing the roll.
* @param {boolean} options.hasTarget Whether the roll has a target.
* @param {Object} options.target The target of the roll, if any.
* @param {Object} options.data Additional data for the roll.
*
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
*/
static async prompt(options = {}) {
let dice = "1d20"
let maxValue = 20
let formula = "1d20"
if (options.rollType === "challenge") {
if ( options.rollTarget.rollKey === "dying") {
dice = options.rollTarget.value
maxValue = Number(options.rollTarget.value.match(/\d+/)[0])
formula = `${dice}`
} else {
dice = "1d20"
maxValue = 20
}
}
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 = {
"-9": "-9",
"-8": "-8",
"-7": "-7",
"-6": "-6",
"-5": "-5",
"-4": "-4",
"-3": "-3",
"-2": "-2",
"-1": "-1",
"+0": "0",
"+1": "+1",
"+2": "+2",
"+3": "+3",
"+4": "+4",
"+5": "+5",
"+6": "+6",
"+7": "+7",
"+8": "+8",
"+9": "+9",
"+10": "+10",
"+11": "+11",
"+12": "+12",
"+13": "+13",
"+14": "+14",
"+15": "+15",
"+16": "+16",
"+17": "+17",
"+18": "+18",
"+19": "+19",
"+20": "+20",
"+21": "+21",
"+22": "+22",
"+23": "+23",
"+24": "+24",
"+25": "+25"
}
let modifier = "+0"
let targetName
let dialogContext = {
isSave: options.rollType === "save",
isChallenge: options.rollType === "challenge",
rollTarget: options.rollTarget,
rollModes,
fieldRollMode,
choiceModifier,
formula,
dice,
hasTarget: options.hasTarget,
modifier,
targetName
}
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 treshold
let fullModifier = 0
if (options.rollType === "challenge") {
let bonus = (options.rollTarget.rollKey === "dying") ? 0 : options.rollTarget.bonus
fullModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10) + bonus
if (fullModifier < 0) {
let modAbs = Math.abs(fullModifier)
formula = `${dice} - (d${modAbs + 1} - 1)`
} else if (fullModifier > 0) {
formula = `${dice} + (d${fullModifier + 1} - 1)`
} else {
formula = `${dice} + 1d0`
}
}
const rollData = {
type: options.rollType,
target: options.rollTarget,
actorId: options.actorId,
actorName: options.actorName,
actorImage: options.actorImage,
rollMode: rollContext.visibility,
hasTarget: options.hasTarget,
targetName,
...rollContext,
}
/**
* A hook event that fires before the roll is made.
* @function
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
if (Hooks.call("fvtt-lethal-fantasy.preRoll", options, rollData) === false) return
const roll = new this(formula, options.data, rollData)
await roll.evaluate()
let rollTotal = -1
let diceResults = []
let resultType
if (options.rollType === "challenge") {
let d20result = roll.dice[0].results[0].result
diceResults.push({ dice: `${dice}`, value: d20result})
let d20sum = d20result
while (d20result === maxValue) {
let r = await new Roll(`${dice}`).evaluate()
d20result = r.dice[0].results[0].result
diceResults.push( {dice: `${dice}-1`, value: d20result-1})
d20sum += (d20result - 1)
}
let minus1 = (fullModifier === 0) ? 0 : 1
diceResults.push({ dice: `${roll.dice[1].formula}-${minus1}`, value: roll.dice[1].results[0].result - minus1 })
rollTotal = Math.max(d20sum + roll.dice[1].results[0].result - minus1, 0)
} else if (options.rollType === ROLL_TYPE.RESOURCE) {
//resultType = roll.total === 1 || roll.total === 2 ? "failure" : "success"
}
roll.options.resultType = resultType
roll.options.introText = roll._createIntroText()
roll.options.introTextTooltip = roll._createIntroTextTooltip()
roll.options.rollTotal = rollTotal
roll.options.diceResults = diceResults
roll.options.rollTarget = options.rollTarget
/**
* 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, roll) === false) return
return roll
}
/**
* 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.Dialog.titleSave")} : ${game.i18n.localize(`LETHALFANTASY.Manager.${target}`)}`
case ROLL_TYPE.RESOURCE:
return `${game.i18n.localize("LETHALFANTASY.Dialog.titleResource")} : ${game.i18n.localize(`LETHALFANTASY.Manager.${target}`)}`
case ROLL_TYPE.DAMAGE:
return `${game.i18n.localize("LETHALFANTASY.Dialog.titleDamage")} : ${target}`
case ROLL_TYPE.ATTACK:
return `${game.i18n.localize("LETHALFANTASY.Dialog.titleAttack")} : ${target}`
default:
return game.i18n.localize("LETHALFANTASY.Dialog.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} introText - Introductory text for the roll.
* @property {string} introTextTooltip - Tooltip for the introductory text.
* @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,
rollType: this.type,
rollTarget: this.rollTarget,
total: this.rollTotal,
isSave: this.isSave,
isChallenge: this.isChallenge,
isFailure: this.isFailure,
actorId: this.actorId,
diceResults: this.diceResults,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
introText: this.introText,
introTextTooltip: this.introTextTooltip,
resultType: this.resultType,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
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",
introText: this.introText,
rollType: this.type,
rollTarget: this.rollTarget,
introTextTooltip: this.introTextTooltip,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
targetMalus: this.targetMalus,
realDamage: this.realDamage,
...messageData,
},
{ rollMode: rollMode },
)
}
}