System development, WIP
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import { SYSTEM, SYSTEM_ID } from "../config/system.mjs"
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const t = key => game.i18n.localize(key)
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const f = (key, data = {}) => game.i18n.format(key, data)
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function joinParts(parts) {
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return parts.filter(Boolean).join(" ")
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}
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function getChatModeLabel(mode) {
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return game.i18n.localize(`MGNE.Chat.Mode.${mode}`) || mode
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}
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function pickRandom(list = []) {
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if (!list.length) return ""
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return list[Math.floor(Math.random() * list.length)]
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}
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function stepDownDie(die, steps = 1, track = SYSTEM.usageDice) {
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let current = die
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for (let step = 0; step < steps; step += 1) {
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const index = track.indexOf(current)
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if (index === -1) return current
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current = track[Math.min(index + 1, track.length - 1)]
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}
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return current
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}
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function getFirstTargetActor() {
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const target = game.user?.targets ? Array.from(game.user.targets)[0] : null
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return target?.actor ?? null
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}
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function serializeForm(form) {
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return Array.from(form.elements).reduce((acc, element) => {
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if (!element.name) return acc
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acc[element.name] = element.type === "checkbox" ? element.checked : element.value
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return acc
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}, {})
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}
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function numericOptions(min, max, current = null) {
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const resolvedMin = Math.min(min, Number.isFinite(current) ? current : min)
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const resolvedMax = Math.max(max, Number.isFinite(current) ? current : max)
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return Array.from({ length: (resolvedMax - resolvedMin) + 1 }, (_, index) => {
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const value = resolvedMin + index
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return { value, label: String(value) }
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})
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}
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async function renderCard(context) {
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const outcomeClass = `${context.outcome ?? ""}`
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.toLowerCase()
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.replace(/[^a-z0-9]+/g, "-")
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.replace(/^-|-$/g, "")
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const eyebrow = context.eyebrow ?? getChatModeLabel(context.mode ?? "generic")
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const normalizedEyebrow = `${eyebrow}`.trim().toLowerCase()
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const normalizedLabel = `${context.label ?? ""}`.trim().toLowerCase()
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return foundry.applications.handlebars.renderTemplate(`systems/${SYSTEM_ID}/templates/chat-message.hbs`, {
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...context,
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modeClass: context.mode ?? "generic",
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eyebrow: "",
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outcomeClass,
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})
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}
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export default class MGNERoll {
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static async promptCheck({ actor, abilityId, label, baseDR = 12, rollType = "check", item = null }) {
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const abilityLabel = SYSTEM.abilities[abilityId]?.label ?? abilityId
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const content = await foundry.applications.handlebars.renderTemplate(`systems/${SYSTEM_ID}/templates/roll-dialog.hbs`, {
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actorName: actor.name,
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label,
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abilityLabel,
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baseDR,
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drOptions: numericOptions(6, 20, baseDR),
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modifierOptions: numericOptions(-6, 6, 0),
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omens: actor.system.omens?.current ?? 0,
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rollType,
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})
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const dialogData = await foundry.applications.api.DialogV2.wait({
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window: { title: label },
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classes: ["mgne", "roll-dialog"],
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content,
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buttons: [
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{
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label: t("MGNE.Common.Roll"),
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icon: "fa-solid fa-dice-d20",
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callback: (_event, button) => serializeForm(button.form),
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},
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],
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rejectClose: false,
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})
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if (!dialogData) return null
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const modifier = Number.parseInt(dialogData.modifier ?? 0, 10) || 0
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const spendOmen = Boolean(dialogData.spendOmen)
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const dr = (Number.parseInt(dialogData.dr ?? baseDR, 10) || baseDR) - (spendOmen ? 4 : 0)
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const abilityValue = actor.system.abilities?.[abilityId]?.value ?? 0
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const sign = modifier >= 0 ? "+" : "-"
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const formula = modifier === 0 ? `1d20 + ${abilityValue}` : `1d20 + ${abilityValue} ${sign} ${Math.abs(modifier)}`
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const roll = await (new Roll(formula)).evaluate()
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const natural = roll.dice?.[0]?.results?.[0]?.result ?? roll.total
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if (spendOmen && (actor.system.omens?.current ?? 0) > 0) {
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await actor.update({ "system.omens.current": Math.max(0, actor.system.omens.current - 1) })
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}
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const critical = natural === 20
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const fumble = natural === 1
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const success = critical || (!fumble && roll.total >= dr)
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const outcome = critical ? t("MGNE.Roll.OutcomeCriticalSuccess") : fumble ? t("MGNE.Roll.OutcomeFumble") : success ? t("MGNE.Roll.OutcomeSuccess") : t("MGNE.Roll.OutcomeFailure")
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let specialText = ""
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if (critical && rollType === "resonance") specialText = pickRandom(SYSTEM.tables.eucatastrophe)
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else if (fumble && rollType === "resonance") specialText = pickRandom(SYSTEM.tables.catastrophe)
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else if (critical) {
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specialText = rollType === "attack"
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? t("MGNE.Roll.CriticalAttack")
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: rollType === "defense"
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? t("MGNE.Roll.DefenseCritical")
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: pickRandom(SYSTEM.tables.triumphs)
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} else if (fumble) {
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specialText = rollType === "attack" ? t("MGNE.Roll.AttackFumble") : rollType === "defense" ? t("MGNE.Roll.DefenseFumble") : pickRandom(SYSTEM.tables.mishaps)
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}
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const showDamageButton = rollType === "attack" && (success || critical) && !!item
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const contentHtml = await renderCard({
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mode: "check",
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actorName: actor.name,
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actorImg: actor.img,
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label,
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subtitle: f("MGNE.Roll.CheckSubtitle", { ability: abilityLabel, dr }),
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formula: roll.formula,
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total: roll.total,
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outcome,
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specialText,
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showDamageButton,
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damageActorId: showDamageButton ? actor.id : null,
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damageItemId: showDamageButton ? item.id : null,
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damageFormula: showDamageButton ? (item.system.damage || "1") : null,
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damageCritical: showDamageButton && critical,
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})
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await ChatMessage.create({
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speaker: ChatMessage.getSpeaker({ actor }),
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rolls: [roll],
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content: contentHtml,
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})
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return { roll, success, critical, fumble, outcome, specialText, dr, abilityId, item }
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}
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static async rollMorale(actor) {
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const target = actor.system.morale ?? 7
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const roll = await (new Roll("2d6")).evaluate()
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const broken = roll.total >= target
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const contentHtml = await renderCard({
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mode: "morale",
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actorName: actor.name,
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actorImg: actor.img,
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label: t("MGNE.Roll.MoraleCheck"),
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subtitle: f("MGNE.Roll.TargetSubtitle", { target }),
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formula: roll.formula,
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total: roll.total,
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outcome: broken ? t("MGNE.Roll.OutcomeBroken") : t("MGNE.Roll.OutcomeSteady"),
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specialText: broken ? t("MGNE.Roll.MoraleBrokenText") : "",
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})
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await ChatMessage.create({
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speaker: ChatMessage.getSpeaker({ actor }),
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rolls: [roll],
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content: contentHtml,
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})
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return { roll, broken }
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}
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static async rollDamage({ actor, item }) {
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const damageBonus = await actor.consumePendingDamageBonus(item.id)
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const multiplier = damageBonus?.multiplier ?? 1
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const baseFormula = item.system.damage || "1"
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const formula = multiplier > 1 ? `${multiplier} * (${baseFormula})` : baseFormula
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const roll = await (new Roll(formula)).evaluate()
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const isCritical = multiplier > 1
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const contentHtml = await renderCard({
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mode: "damage",
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actorName: actor.name,
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actorImg: actor.img,
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label: `${item.name} Damage`,
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subtitle: null,
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formula: roll.formula,
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total: roll.total,
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outcome: t("MGNE.Roll.OutcomeRolled"),
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specialText: isCritical ? t("MGNE.Roll.CriticalDamageApplied") : "",
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showApplyButton: true,
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damageTotal: roll.total,
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damageCritical: isCritical,
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})
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await ChatMessage.create({
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speaker: ChatMessage.getSpeaker({ actor }),
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rolls: [roll],
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content: contentHtml,
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})
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return { roll }
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}
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static async rollFlatDamage({ actor, label, formula }) {
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const damageBonus = await actor.consumePendingDamageBonus("profile-attack")
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const multiplier = damageBonus?.multiplier ?? 1
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const baseFormula = formula || "1"
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const resolvedFormula = multiplier > 1 ? `${multiplier} * (${baseFormula})` : baseFormula
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const roll = await (new Roll(resolvedFormula)).evaluate()
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const isCritical = multiplier > 1
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const contentHtml = await renderCard({
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mode: "damage",
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actorName: actor.name,
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actorImg: actor.img,
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label,
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subtitle: null,
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formula: roll.formula,
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total: roll.total,
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outcome: t("MGNE.Roll.OutcomeRolled"),
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specialText: isCritical ? t("MGNE.Roll.CriticalDamageApplied") : "",
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showApplyButton: true,
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damageTotal: roll.total,
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damageCritical: isCritical,
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})
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await ChatMessage.create({
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speaker: ChatMessage.getSpeaker({ actor }),
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rolls: [roll],
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content: contentHtml,
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})
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return { roll }
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}
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static async rollUsage(item) {
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const currentDie = item.system.usageDie
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if (!currentDie || currentDie === "depleted") {
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ui.notifications.warn(f("MGNE.Notification.ItemDepleted", { item: item.name }))
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return null
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}
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const roll = await (new Roll(`1${currentDie}`)).evaluate()
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const depleted = roll.total <= 2
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const nextDie = depleted ? stepDownDie(currentDie) : currentDie
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const updates = { "system.usageDie": nextDie }
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if (item.type === "resonance-core" && nextDie === "depleted") updates["system.burnedOut"] = true
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await item.update(updates)
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const contentHtml = await renderCard({
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mode: "usage",
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actorName: item.parent?.name ?? item.name,
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actorImg: item.img,
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label: f("MGNE.Roll.ItemUsageLabel", { item: item.name }),
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subtitle: f("MGNE.Roll.CurrentDie", { die: currentDie.toUpperCase() }),
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formula: roll.formula,
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total: roll.total,
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outcome: depleted ? f("MGNE.Roll.DowngradedTo", { die: nextDie.toUpperCase() }) : t("MGNE.Roll.NoChange"),
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specialText: depleted && nextDie === "depleted" ? t("MGNE.Roll.ItemNowDepleted") : "",
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})
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await ChatMessage.create({
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speaker: ChatMessage.getSpeaker({ actor: item.parent ?? null }),
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rolls: [roll],
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content: contentHtml,
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})
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return { roll, depleted, nextDie }
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}
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static async applyDamageCard({ actor, sourceActor = null, sourceItem = null, amount, armorRoll = null, appliedDamage, newHp, breakText = "", defenseFumbleText = "", criticalArmorText = "" }) {
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const contentHtml = await renderCard({
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mode: "apply-damage",
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actorName: actor.name,
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actorImg: actor.img,
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label: f("MGNE.Roll.TakesDamageLabel", { actor: actor.name }),
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subtitle: sourceItem
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? (sourceActor
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? f("MGNE.Roll.DamageSourceWithActor", { item: sourceItem.name, actor: sourceActor.name })
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: f("MGNE.Roll.DamageSourceItem", { item: sourceItem.name }))
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: t("MGNE.Roll.DirectDamage"),
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formula: armorRoll?.formula ?? "",
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total: amount,
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outcome: f("MGNE.Roll.HPNow", { hp: newHp }),
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specialText: joinParts([
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defenseFumbleText,
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armorRoll ? f("MGNE.Roll.ArmorAbsorbed", { amount: armorRoll.total }) : "",
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f("MGNE.Roll.AppliedDamageText", { amount: appliedDamage }),
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criticalArmorText,
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breakText ? f("MGNE.Roll.BreakText", { text: breakText }) : "",
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]),
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})
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await ChatMessage.create({
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speaker: ChatMessage.getSpeaker({ actor }),
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rolls: armorRoll ? [armorRoll] : [],
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content: contentHtml,
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})
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}
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static async createRestCard({ actor, label, subtitle, roll, outcome, specialText = "" }) {
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return this.createActionCard({ mode: "rest", actor, label, subtitle, roll, outcome, specialText })
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}
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static async createActionCard({ mode = "action", actor = null, label, subtitle = "", roll, outcome, specialText = "" }) {
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const contentHtml = await renderCard({
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mode,
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actorName: actor?.name ?? "",
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actorImg: actor?.img ?? "",
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label,
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subtitle,
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formula: roll.formula,
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total: roll.total,
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outcome,
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specialText,
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})
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await ChatMessage.create({
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speaker: ChatMessage.getSpeaker({ actor }),
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rolls: [roll],
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content: contentHtml,
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})
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}
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static getFirstTargetActor() {
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return getFirstTargetActor()
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}
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static stepDownDie(die, steps = 1, track = SYSTEM.usageDice) {
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return stepDownDie(die, steps, track)
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}
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}
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