Various fixes and changes based on tester feedback

This commit is contained in:
2026-03-17 13:50:32 +01:00
parent 92ba9c3501
commit 000bf348a6
29 changed files with 1450 additions and 192 deletions

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@@ -129,6 +129,143 @@ export default class OathHammerWeaponDialog {
}
}
// ------------------------------------------------------------------ //
// DEFENSE DIALOG
// ------------------------------------------------------------------ //
/**
* Show the weapon defense dialog and return resolved options.
*
* Defense pool = Agility (or Might) + Defense skill + trait bonuses + armor penalty + diminish penalty + bonus
*
* Parry trait → red dice vs melee; +1 if two Parry weapons equipped
* Block trait → red dice vs ranged; +1 bonus always
* Diminishing defense: -2 per additional defense after the first in a turn
*/
static async promptDefense(actor, weapon) {
const sys = weapon.system
const actorSys = actor.system
const agiRank = actorSys.attributes.agility.rank
const mightRank = actorSys.attributes.might.rank
const defRank = actorSys.skills.defense.rank
// Detect this weapon's defense-relevant traits
const hasParry = sys.traits.has("parry")
const hasBlock = sys.traits.has("block")
// Count all equipped parry/block weapons (for +1 with two Parry weapons)
const equipped = actor.items.filter(i => i.type === "weapon" && i.system.equipped)
const parryCount = equipped.filter(w => w.system.traits?.has?.("parry") || [...(w.system.traits ?? [])].includes("parry")).length
const blockCount = equipped.filter(w => w.system.traits?.has?.("block") || [...(w.system.traits ?? [])].includes("block")).length
// Armor penalty from all equipped armors
const armorPenalty = actor.items
.filter(i => i.type === "armor" && i.system.equipped)
.reduce((sum, a) => sum + (a.system.penalty ?? 0), 0)
// Pre-select attack type: block weapons default to ranged, parry to melee
const defaultAttackType = hasBlock && !hasParry ? "ranged" : "melee"
const traitLabels = [...sys.traits].map(t => {
const key = SYSTEM.WEAPON_TRAITS[t]
return key ? game.i18n.localize(key) : t
})
const attackTypeOptions = [
{ value: "melee", label: game.i18n.localize("OATHHAMMER.Dialog.DefenseMelee"), selected: defaultAttackType === "melee" },
{ value: "ranged", label: game.i18n.localize("OATHHAMMER.Dialog.DefenseRanged"), selected: defaultAttackType === "ranged" },
]
const attrOptions = [
{ value: "agility", label: `${game.i18n.localize("OATHHAMMER.Attribute.Agility")} (${agiRank})`, selected: true },
{ value: "might", label: `${game.i18n.localize("OATHHAMMER.Attribute.Might")} (${mightRank})`, selected: false },
]
const diminishOptions = [
{ value: 0, label: game.i18n.localize("OATHHAMMER.Dialog.DiminishFirst"), selected: true },
{ value: -2, label: game.i18n.localize("OATHHAMMER.Dialog.DiminishSecond"), selected: false },
{ value: -4, label: game.i18n.localize("OATHHAMMER.Dialog.DiminishThird"), selected: false },
]
const bonusOptions = Array.from({ length: 13 }, (_, i) => {
const v = i - 6
return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
})
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
const context = {
actorName: actor.name,
weaponName: weapon.name,
weaponImg: weapon.img,
agiRank,
mightRank,
defRank,
hasParry,
hasBlock,
parryCount,
blockCount,
armorPenalty,
traits: traitLabels,
attackTypeOptions,
attrOptions,
diminishOptions,
bonusOptions,
rollModes,
visibility: game.settings.get("core", "rollMode"),
}
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-oath-hammer/templates/weapon-defense-dialog.hbs",
context
)
const result = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.format("OATHHAMMER.Dialog.WeaponDefenseTitle", { weapon: weapon.name }) },
classes: ["fvtt-oath-hammer"],
content,
rejectClose: false,
buttons: [{
label: game.i18n.localize("OATHHAMMER.Dialog.RollDefense"),
callback: (_ev, btn) => Object.fromEntries(
[...btn.form.elements].filter(e => e.name).map(e => [e.name, e.value])
),
}],
})
if (!result) return null
const attackType = result.attackType ?? defaultAttackType
const attrChoice = result.attribute ?? "agility"
const attrRank = attrChoice === "might" ? mightRank : agiRank
const diminishPenalty = parseInt(result.diminish) || 0
const bonus = parseInt(result.bonus) || 0
// Resolve red dice and trait bonus based on selected attack type
let redDice = false
let traitBonus = 0
if (attackType === "melee" && hasParry) {
redDice = true
traitBonus = parryCount >= 2 ? 1 : 0
} else if (attackType === "ranged" && hasBlock) {
redDice = true
traitBonus = 1
}
return {
attackType,
attrRank,
attrChoice,
redDice,
traitBonus,
armorPenalty,
diminishPenalty,
bonus,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
}
}
// ------------------------------------------------------------------ //
// DAMAGE DIALOG
// ------------------------------------------------------------------ //