Files
fvtt-oath-hammer/module/applications/spell-dialog.mjs

119 lines
4.5 KiB
JavaScript

import { SYSTEM } from "../config/system.mjs"
/**
* Spell enhancements — applied before casting (p.96-97).
* stress: Arcane Stress cost regardless of roll result
* penalty: dice pool penalty
* redDice: true = roll red dice (3+ threshold) on the check
* noStress: true = 1s rolled do NOT add Arcane Stress (Safe Spell)
*/
export const SPELL_ENHANCEMENTS = {
none: { label: "OATHHAMMER.Enhancement.None", stress: 0, penalty: 0, redDice: false, noStress: false },
focused: { label: "OATHHAMMER.Enhancement.Focused", stress: 1, penalty: 0, redDice: true, noStress: false },
controlled: { label: "OATHHAMMER.Enhancement.Controlled", stress: 1, penalty: 0, redDice: false, noStress: false },
empowered: { label: "OATHHAMMER.Enhancement.Empowered", stress: 2, penalty: 0, redDice: false, noStress: false },
extended: { label: "OATHHAMMER.Enhancement.Extended", stress: 1, penalty: -1, redDice: false, noStress: false },
penetrating: { label: "OATHHAMMER.Enhancement.Penetrating", stress: 1, penalty: -1, redDice: false, noStress: false },
lethal: { label: "OATHHAMMER.Enhancement.Lethal", stress: 2, penalty: -2, redDice: false, noStress: false },
hastened: { label: "OATHHAMMER.Enhancement.Hastened", stress: 3, penalty: -3, redDice: false, noStress: false },
safe: { label: "OATHHAMMER.Enhancement.Safe", stress: 0, penalty: -3, redDice: false, noStress: true },
}
export default class OathHammerSpellDialog {
static async prompt(actor, spell) {
const sys = spell.system
const actorSys = actor.system
const intRank = actorSys.attributes.intelligence.rank
const magicRank = actorSys.skills.magic.rank
const basePool = intRank + magicRank
const currentStress = actorSys.arcaneStress.value
const stressThreshold = actorSys.arcaneStress.threshold
const isOverThreshold = currentStress >= stressThreshold
const isElemental = sys.tradition === "elemental"
const dv = sys.difficultyValue
const traditionLabel = (() => {
const entry = SYSTEM.SORCEROUS_TRADITIONS?.[sys.tradition]
return entry ? game.i18n.localize(entry.label) : (sys.tradition ?? "")
})()
const enhancementOptions = Object.entries(SPELL_ENHANCEMENTS).map(([key, def]) => ({
value: key,
label: game.i18n.localize(def.label),
selected: key === "none",
}))
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,
spellName: spell.name,
spellImg: spell.img,
dv,
traditionLabel,
isRitual: sys.isRitual,
isMagicMissile: sys.isMagicMissile,
range: sys.range,
duration: sys.duration,
spellSave: sys.spellSave,
isElemental,
element: sys.element,
intRank,
magicRank,
basePool,
currentStress,
stressThreshold,
isOverThreshold,
enhancementOptions,
bonusOptions,
rollModes,
visibility: game.settings.get("core", "rollMode"),
}
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-oath-hammer/templates/spell-cast-dialog.hbs",
context
)
const result = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.format("OATHHAMMER.Dialog.SpellCastTitle", { spell: spell.name }) },
classes: ["fvtt-oath-hammer"],
content,
rejectClose: false,
buttons: [{
label: game.i18n.localize("OATHHAMMER.Dialog.CastSpell"),
callback: (_ev, btn) => Object.fromEntries(
[...btn.form.elements].filter(e => e.name).map(e => [e.name, e.value])
),
}],
})
if (!result) return null
const enhKey = result.enhancement ?? "none"
const enh = SPELL_ENHANCEMENTS[enhKey] ?? SPELL_ENHANCEMENTS.none
return {
dv,
enhancement: enhKey,
stressCost: enh.stress,
poolPenalty: enh.penalty,
redDice: enh.redDice,
noStress: enh.noStress,
elementalBonus: parseInt(result.elementalBonus) || 0,
bonus: parseInt(result.bonus) || 0,
grimPenalty: parseInt(result.noGrimoire) || 0,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
}
}
}