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1123 lines
42 KiB
JavaScript
1123 lines
42 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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import LethalFantasyUtils from "../utils.mjs"
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export default class LethalFantasyRoll extends Roll {
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/**
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* The HTML template path used to render dice checks of this type
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* @type {string}
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*/
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static CHAT_TEMPLATE = "systems/fvtt-lethal-fantasy/templates/chat-message.hbs"
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get type() {
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return this.options.type
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}
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get titleFormula() {
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return this.options.titleFormula
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}
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get rollName() {
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return this.options.rollName
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}
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get target() {
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return this.options.target
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}
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get value() {
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return this.options.value
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}
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get treshold() {
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return this.options.treshold
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}
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get actorId() {
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return this.options.actorId
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}
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get actorName() {
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return this.options.actorName
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}
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get actorImage() {
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return this.options.actorImage
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}
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get modifier() {
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return this.options.modifier
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}
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get resultType() {
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return this.options.resultType
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}
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get isFailure() {
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return this.resultType === "failure"
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}
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get hasTarget() {
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return this.options.hasTarget
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}
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get targetName() {
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return this.options.targetName
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}
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get targetArmor() {
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return this.options.targetArmor
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}
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get targetMalus() {
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return this.options.targetMalus
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}
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get realDamage() {
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return this.options.realDamage
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}
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get rollTotal() {
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return this.options.rollTotal
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}
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get diceResults() {
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return this.options.diceResults
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}
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get rollTarget() {
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return this.options.rollTarget
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}
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get D30result() {
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return this.options.D30result
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}
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get badResult() {
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return this.options.badResult
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}
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/**
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* Prompt the user with a dialog to configure and execute a roll.
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*
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* @param {Object} options Configuration options for the roll.
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* @param {string} options.rollType The type of roll being performed (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
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* @param {string} options.rollValue The initial value or formula for the roll.
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* @param {string} options.rollTarget The target of the roll.
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* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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* @param {string} options.actorId The ID of the actor performing the roll.
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* @param {string} options.actorName The name of the actor performing the roll.
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* @param {string} options.actorImage The image of the actor performing the roll.
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* @param {boolean} options.hasTarget Whether the roll has a target.
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* @param {Object} options.target The target of the roll, if any.
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* @param {Object} options.data Additional data for the roll.
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*
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* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
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*/
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static async prompt(options = {}) {
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let dice = "1D20"
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let maxValue = 20
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let baseFormula = "1D20"
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let modifierFormula = "1D0"
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let hasModifier = true
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let hasChangeDice = false
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let hasD30 = false
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let hasFavor = false
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let hasMaxValue = true
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let hasGrantedDice = false
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let hasStaticModifier = false
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let hasExplode = true
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if (options.rollType === "challenge" || options.rollType === "save") {
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options.rollName = game.i18n.localize(`LETHALFANTASY.Label.${options.rollTarget.rollKey}`)
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hasD30 = options.rollType === "save"
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if (options.rollTarget.rollKey === "dying") {
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dice = options.rollTarget.value
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maxValue = Number(options.rollTarget.value.match(/\d+/)[0])
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hasModifier = false
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hasChangeDice = true
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hasFavor = true
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} else {
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dice = "1D20"
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maxValue = 20
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hasFavor = true
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}
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} else if (options.rollType === "granted") {
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hasD30 = false
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options.rollName = `Granted ${options.rollTarget.rollKey}`
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dice = options.rollTarget.formula
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baseFormula = options.rollTarget.formula
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hasModifier = false
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maxValue = 100
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hasMaxValue = false
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hasChangeDice = false
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hasFavor = false
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} else if (options.rollType === "monster-attack" || options.rollType === "monster-defense") {
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hasD30 = true
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options.rollName = options.rollTarget.name
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dice = "1D20"
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baseFormula = "D20"
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maxValue = 20
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hasModifier = true
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hasChangeDice = false
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hasFavor = true
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if (options.rollType === "monster-attack") {
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options.rollTarget.value = options.rollTarget.attackModifier
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options.rollTarget.charModifier = 0
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} else {
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options.rollTarget.value = options.rollTarget.defenseModifier
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options.rollTarget.charModifier = 0
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}
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} else if (options.rollType === "monster-skill") {
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options.rollName = game.i18n.localize(`LETHALFANTASY.Label.${options.rollTarget.rollKey}`)
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dice = "1D100"
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baseFormula = "D100"
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maxValue = 100
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hasModifier = true
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hasFavor = true
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hasChangeDice = false
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} else if (options.rollType === "skill") {
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options.rollName = options.rollTarget.name
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dice = "1D100"
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baseFormula = "D100"
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maxValue = 100
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hasModifier = true
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hasFavor = true
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.system.skillTotal
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} else if (options.rollType === "weapon-attack" || options.rollType === "weapon-defense") {
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hasD30 = true
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options.rollName = options.rollTarget.name
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dice = "1D20"
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baseFormula = "D20"
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maxValue = 20
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hasModifier = true
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hasChangeDice = false
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hasFavor = true
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if (options.rollType === "weapon-attack") {
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if (options.rollTarget.weapon.system.weaponType === "melee") {
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options.rollTarget.value = options.rollTarget.combat.attackModifier + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.attackBonus
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options.rollTarget.charModifier = options.rollTarget.combat.attackModifier
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} else {
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options.rollTarget.value = options.rollTarget.combat.rangedAttackModifier + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.attackBonus
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options.rollTarget.charModifier = options.rollTarget.combat.rangedAttackModifier
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}
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} else {
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options.rollTarget.value = options.rollTarget.combat.defenseModifier + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.defenseBonus
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options.rollTarget.charModifier = options.rollTarget.combat.defenseModifier
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}
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} else if (options.rollType === "spell" || options.rollType === "spell-attack" || options.rollType === "spell-power") {
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hasD30 = true
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options.rollName = options.rollTarget.name
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dice = "1D20"
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baseFormula = "D20"
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maxValue = 20
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hasModifier = true
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
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options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
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hasStaticModifier = options.rollType === "spell-power"
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//hasModifier = options.rollType !== "spell-attack"
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if (hasStaticModifier) {
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options.rollTarget.staticModifier = options.rollTarget.actorLevel
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} else {
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options.rollTarget.staticModifier = 0
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}
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} else if (options.rollType === "miracle" || options.rollType === "miracle-attack" || options.rollType === "miracle-power") {
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hasD30 = true
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options.rollName = options.rollTarget.name
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dice = "1D20"
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baseFormula = "D20"
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maxValue = 20
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
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options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
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hasStaticModifier = options.rollType === "miracle-power"
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//hasModifier = options.rollType !== "miracle-attack"
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if (hasStaticModifier) {
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options.rollTarget.staticModifier = options.rollTarget.actorLevel
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} else {
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options.rollTarget.staticModifier = 0
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}
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} else if (options.rollType === "shield-roll") {
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hasD30 = false
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options.rollName = "Shield Defense"
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dice = options.rollTarget.system.defense.toUpperCase()
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baseFormula = dice
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hasModifier = true
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hasChangeDice = false
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hasMaxValue = false
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hasExplode = false
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options.rollTarget.value = 0
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} else if (options.rollType.includes("weapon-damage")) {
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options.rollName = options.rollTarget.name
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hasModifier = true
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hasChangeDice = false
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let damageBonus = (options.rollTarget.weapon.system.applyStrengthDamageBonus) ? options.rollTarget.combat.damageModifier : 0
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options.rollTarget.value = damageBonus + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.damageBonus
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options.rollTarget.charModifier = damageBonus
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if (options.rollType.includes("small")) {
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dice = options.rollTarget.weapon.system.damage.damageS
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} else {
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dice = options.rollTarget.weapon.system.damage.damageM
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}
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dice = dice.replace("E", "")
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baseFormula = dice
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maxValue = 20
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} else if (options.rollType.includes("monster-damage")) {
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options.rollName = options.rollTarget.name
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hasModifier = true
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.damageModifier
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options.rollTarget.charModifier = 0
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dice = options.rollTarget.damageDice
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dice = dice.replace("E", "")
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baseFormula = dice
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maxValue = 20
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}
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if (options.rollType === "save" && (options.rollTarget.rollKey === "pain" || options.rollTarget.rollKey === "paincourage")) {
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dice = options.rollTarget.rollDice
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baseFormula = options.rollTarget.rollDice
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hasModifier = false
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}
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const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes); // v12 : Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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console.log("Roll mode", rollModes)
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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const choiceModifier = SYSTEM.CHOICE_MODIFIERS
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const choiceDice = SYSTEM.CHOICE_DICE
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const choiceFavor = SYSTEM.FAVOR_CHOICES
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let modifier = "+0"
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let targetName
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let dialogContext = {
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rollType: options.rollType,
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rollTarget: options.rollTarget,
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rollName: options.rollName,
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actorName: options.actorName,
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rollModes,
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hasModifier,
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hasFavor,
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hasChangeDice,
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baseValue: options.rollTarget.value,
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changeDice: `${dice}`,
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fieldRollMode,
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choiceModifier,
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choiceDice,
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choiceFavor,
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baseFormula,
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dice,
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hasTarget: options.hasTarget,
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modifier,
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saveSpell: false,
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favor: "none",
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targetName
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}
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const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-dialog.hbs", dialogContext)
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let position = game.user.getFlag(SYSTEM.id, "roll-dialog-pos") || { top: -1, left: -1 }
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const label = game.i18n.localize("LETHALFANTASY.Roll.roll")
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const rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: "Roll dialog" },
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classes: ["lethalfantasy"],
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content,
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position,
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buttons: [
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{
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label: label,
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callback: (event, button, dialog) => {
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console.log("Roll context", event, button, dialog)
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let position = dialog.position
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game.user.setFlag(SYSTEM.id, "roll-dialog-pos", foundry.utils.duplicate(position))
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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return output
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},
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},
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],
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actions: {
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"selectGranted": (event, button, dialog) => {
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hasGrantedDice = true
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},
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"gotoToken" : (event, button, dialog) => {
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let tokenId = $(button).data("tokenId")
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let token = canvas.tokens?.get(tokenId)
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if (token) {
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canvas.animatePan({ x: token.x, y: token.y, duration: 200 })
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canvas.tokens.releaseAll();
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token.control({ releaseOthers: true });
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}
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}
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},
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rejectClose: false // Click on Close button will not launch an error
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})
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// If the user cancels the dialog, exit
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if (rollContext === null) return
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console.log("rollContext", rollContext, hasGrantedDice)
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let fullModifier = 0
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let titleFormula = ""
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dice = rollContext.changeDice || dice
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if (hasModifier) {
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let bonus = Number(options.rollTarget.value)
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fullModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10) + bonus
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fullModifier += (rollContext.saveSpell) ? options.rollTarget.actorModifiers.saveModifier : 0
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if (fullModifier === 0) {
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modifierFormula = "0"
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} else {
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if (options.rollType === "skill" || options.rollType === "monster-skill") {
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modifierFormula = `${fullModifier}`
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} else {
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let modAbs = Math.abs(fullModifier)
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modifierFormula = `D${modAbs + 1} - 1`
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}
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}
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if (hasStaticModifier) {
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modifierFormula += ` + ${options.rollTarget.staticModifier}`
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}
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// modifierFormula += ` + ${options.rollTarget.charModifier}`
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let sign = fullModifier < 0 ? "-" : "+"
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if (hasExplode) {
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titleFormula = `${dice}E ${sign} ${modifierFormula}`
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} else {
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titleFormula = `${dice} ${sign} ${modifierFormula}`
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}
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} else {
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modifierFormula = "0"
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fullModifier = 0
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baseFormula = `${dice}`
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if (hasExplode) {
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titleFormula = `${dice}E`
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} else {
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titleFormula = `${dice}`
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}
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}
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// Specific pain case
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if (options.rollType === "save" && options.rollTarget.rollKey === "pain" || options.rollTarget.rollKey === "paincourage") {
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baseFormula = options.rollTarget.rollDice
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titleFormula = `${dice}`
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modifierFormula = "0"
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fullModifier = 0
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}
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// Specific pain/poison/contagion case
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if (options.rollType === "save" && (options.rollTarget.rollKey === "pain" || options.rollTarget.rollKey === "paincourage" || options.rollTarget.rollKey === "poison" || options.rollTarget.rollKey === "contagion")) {
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hasD30 = false
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}
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maxValue = Number(baseFormula.match(/\d+$/)[0]) // Update the max value agains
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const rollData = {
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type: options.rollType,
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rollType: options.rollType,
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target: options.rollTarget,
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rollName: options.rollName,
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actorId: options.actorId,
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actorName: options.actorName,
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actorImage: options.actorImage,
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rollMode: rollContext.visibility,
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hasTarget: options.hasTarget,
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hasGrantedDice,
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titleFormula,
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targetName,
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...rollContext,
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}
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/**
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* A hook event that fires before the roll is made.
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* @function
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* @memberof hookEvents
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* @param {Object} options Options for the roll.
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* @param {Object} rollData All data related to the roll.
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* @returns {boolean} Explicitly return `false` to prevent roll to be made.
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*/
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if (Hooks.call("fvtt-lethal-fantasy.preRoll", options, rollData) === false) return
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let rollBase = new this(baseFormula, options.data, rollData)
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const rollModifier = new Roll(modifierFormula, options.data, rollData)
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await rollModifier.evaluate()
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await rollBase.evaluate()
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let rollFavor
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let badResult
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if (rollContext.favor === "favor") {
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rollFavor = new this(baseFormula, options.data, rollData)
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await rollFavor.evaluate()
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if (game?.dice3d) {
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game.dice3d.showForRoll(rollFavor, game.user, true)
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}
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if (rollFavor.result > rollBase.result) {
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badResult = rollBase.result
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rollBase = rollFavor
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} else {
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badResult = rollFavor.result
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}
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}
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if (rollContext.favor === "disfavor") {
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rollFavor = new this(baseFormula, options.data, rollData)
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await rollFavor.evaluate()
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if (game?.dice3d) {
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game.dice3d.showForRoll(rollFavor, game.user, true)
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}
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if (rollFavor.result < rollBase.result) {
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badResult = rollBase.result
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rollBase = rollFavor
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} else {
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badResult = rollFavor.result
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}
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}
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if (hasD30) {
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let rollD30 = await new Roll("1D30").evaluate()
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if (game?.dice3d) {
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game.dice3d.showForRoll(rollD30, game.user, true)
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}
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|
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.toUpperCase()}`, value: diceResult })
|
|
diceSum += diceResult
|
|
if (hasMaxValue) {
|
|
while (diceResult === maxValue) {
|
|
let r = await new Roll(baseFormula).evaluate()
|
|
if (game?.dice3d) {
|
|
await game.dice3d.showForRoll(r, game.user, true)
|
|
}
|
|
diceResult = r.dice[0].results[0].result
|
|
diceResults.push({ dice: `${singleDice.toUpperCase()}-1`, value: diceResult - 1 })
|
|
diceSum += (diceResult - 1)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hasGrantedDice) {
|
|
let grantedRoll = new Roll(options.rollTarget.grantedDice)
|
|
await grantedRoll.evaluate()
|
|
if (game?.dice3d) {
|
|
await game.dice3d.showForRoll(grantedRoll, game.user, true)
|
|
}
|
|
diceResults.push({ dice: `${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.badResult = badResult
|
|
|
|
/**
|
|
* 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 promptInitiative(options = {}) {
|
|
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes); // 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
|
|
}
|
|
console.log("CTX", dialogContext)
|
|
|
|
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: [
|
|
{
|
|
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
|
|
})
|
|
|
|
let initRoll = new Roll(`min(${rollContext.initiativeDice}, ${options.maxInit})`, options.data, rollContext)
|
|
await initRoll.evaluate()
|
|
let msg = await initRoll.toMessage({ flavor: `Initiative for ${options.actorName}` }, { rollMode: rollContext.visibility })
|
|
if (game?.dice3d) {
|
|
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
|
|
}
|
|
|
|
if (options.combatId && options.combatantId) {
|
|
let combat = game.combats.get(options.combatId)
|
|
combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0 }]);
|
|
}
|
|
|
|
}
|
|
|
|
/* ***********************************************************/
|
|
static async promptCombatAction(options = {}) {
|
|
|
|
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes); // 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") {
|
|
buttons.push({
|
|
action: "roll",
|
|
label: "Roll progression dice",
|
|
callback: (event, button, dialog) => {
|
|
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",
|
|
label: label,
|
|
callback: (event, button, dialog) => {
|
|
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",
|
|
label: "Select action",
|
|
callback: (event, button, dialog) => {
|
|
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",
|
|
label: "Other action, not listed here",
|
|
callback: (event, button, dialog) => {
|
|
let pos = $('#combat-action-dialog').position()
|
|
game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
|
|
return null;
|
|
}
|
|
})
|
|
|
|
let rollContext = await foundry.applications.api.DialogV2.wait({
|
|
window: { title: "Combat Action Dialog" },
|
|
id: "combat-action-dialog",
|
|
classes: ["lethalfantasy"],
|
|
position,
|
|
content,
|
|
buttons,
|
|
rejectClose: false // Click on Close button will not launch an error
|
|
})
|
|
|
|
console.log("RollContext", dialogContext, rollContext)
|
|
// If action is cancelled, exit
|
|
if (rollContext === null || rollContext === "cancel") {
|
|
await combatant.setFlag(SYSTEM.id, "currentAction", "")
|
|
let message = `${combatant.name} : Other action, progression reset`
|
|
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)
|
|
actionItem.progressionCount = 1
|
|
actionItem.rangedMode = rangedMode
|
|
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`
|
|
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}`
|
|
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 {
|
|
let message = `Spell/Miracle ${currentAction.name} ready to be cast on next second !`
|
|
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
|
|
let message = game.i18n.format("LETHALFANTASY.Notifications.messageLethargyOK", { name: combatant.actor.name, spellName: currentAction.name, roll: roll.total })
|
|
ChatMessage.create({ content: message, 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))
|
|
let message = game.i18n.format("LETHALFANTASY.Notifications.messageLethargyKO", { name: combatant.actor.name, spellName: currentAction.name, roll: roll.total })
|
|
ChatMessage.create({ content: message, 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]
|
|
console.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}`
|
|
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 !`
|
|
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}` }, { rollMode: 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
|
|
let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionOK", { isMonster, name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
|
|
ChatMessage.create({ content: message, 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
|
|
combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
|
|
let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionKO", { isMonster, name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
|
|
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ***********************************************************/
|
|
static async promptRangedDefense(rollTarget) {
|
|
|
|
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes); // 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 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 = `${modAbs}`
|
|
}
|
|
|
|
// If the user cancels the dialog, exit
|
|
if (rollContext === null) return
|
|
|
|
let rollData = { ...rollContext }
|
|
let options = { ...rollContext }
|
|
options.rollName = "Ranged Defense"
|
|
|
|
const rollBase = new this(rollContext.movement, options.data, rollData)
|
|
const rollModifier = new Roll(modifierFormula, options.data, rollData)
|
|
rollModifier.evaluate()
|
|
await rollBase.evaluate()
|
|
let rollD30 = await new Roll("1D30").evaluate()
|
|
options.D30result = rollD30.total
|
|
|
|
let dice = rollContext.movement
|
|
let maxValue = Number(dice.match(/\d+$/)[0]) // Update the max value agains
|
|
let rollTotal = -1
|
|
let diceResults = []
|
|
let resultType
|
|
|
|
let diceResult = rollBase.dice[0].results[0].result
|
|
diceResults.push({ dice: `${dice.toUpperCase()}`, value: diceResult })
|
|
let diceSum = diceResult
|
|
while (diceResult === maxValue) {
|
|
let r = await new Roll(dice).evaluate()
|
|
diceResult = r.dice[0].results[0].result
|
|
diceResults.push({ dice: `${dice.toUpperCase()}-1`, value: diceResult - 1 })
|
|
diceSum += (diceResult - 1)
|
|
}
|
|
if (fullModifier !== 0) {
|
|
diceResults.push({ dice: `${rollModifier.formula.toUpperCase()}`, value: rollModifier.total })
|
|
if (fullModifier < 0) {
|
|
rollTotal = Math.max(diceSum - rollModifier.total, 0)
|
|
} else {
|
|
rollTotal = diceSum + rollModifier.total
|
|
}
|
|
} else {
|
|
rollTotal = diceSum
|
|
}
|
|
|
|
rollBase.options.resultType = resultType
|
|
rollBase.options.rollTotal = rollTotal
|
|
rollBase.options.diceResults = diceResults
|
|
rollBase.options.rollTarget = options.rollTarget
|
|
rollBase.options.titleFormula = `${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 `${game.i18n.localize("LETHALFANTASY.Label.titleSave")}`
|
|
case "monster-skill":
|
|
case "skill":
|
|
return `${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-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":
|
|
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)
|
|
console.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) {
|
|
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,
|
|
badResult: this.badResult,
|
|
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 },
|
|
)
|
|
}
|
|
|
|
}
|