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

96 lines
2.8 KiB
JavaScript

import { SYSTEM } from "../config/system.mjs"
export default class OathHammerMiracleDialog {
static async prompt(actor, miracle) {
const sys = miracle.system
const actorSys = actor.system
const wpRank = actorSys.attributes.willpower.rank
const magicRank = actorSys.skills.magic.rank
const basePool = wpRank + magicRank
const isRitual = sys.isRitual
const dv = isRitual ? (sys.difficultyValue || 1) : null
const traditionLabel = (() => {
const key = SYSTEM.DIVINE_TRADITIONS?.[sys.divineTradition]
return key ? game.i18n.localize(key) : sys.divineTradition
})()
// Miracle count options — DV = miracle number today
const miracleCountOptions = Array.from({ length: 10 }, (_, i) => ({
value: i + 1,
label: `${i + 1}${_ordinal(i + 1)} — DV${i + 1}`,
selected: i === 0,
}))
const bonusOptions = Array.from({ length: 13 }, (_, i) => {
const v = i - 6
return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
})
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
const context = {
actorName: actor.name,
miracleName: miracle.name,
miracleImg: miracle.img,
dv,
traditionLabel,
isRitual,
range: sys.range,
duration: sys.duration,
spellSave: sys.spellSave,
wpRank,
magicRank,
basePool,
miracleCountOptions,
bonusOptions,
rollModes,
visibility: game.settings.get("core", "rollMode"),
}
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-oath-hammer/templates/miracle-cast-dialog.hbs",
context
)
const result = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.format("OATHHAMMER.Dialog.MiracleCastTitle", { miracle: miracle.name }) },
classes: ["fvtt-oath-hammer"],
content,
rejectClose: false,
buttons: [{
label: game.i18n.localize("OATHHAMMER.Dialog.InvokeMiracle"),
callback: (_ev, btn) => {
const out = {}
for (const el of btn.form.elements) {
if (!el.name) continue
out[el.name] = el.type === "checkbox" ? String(el.checked) : el.value
}
return out
},
}],
})
if (!result) return null
const computedDV = isRitual ? dv : (parseInt(result.miracleCount) || 1)
return {
dv: computedDV,
isRitual,
bonus: parseInt(result.bonus) || 0,
visibility: result.visibility ?? game.settings.get("core", "rollMode"),
explodeOn5: result.explodeOn5 === "true",
}
}
}
function _ordinal(n) {
const s = ["th", "st", "nd", "rd"]
const v = n % 100
return s[(v - 20) % 10] ?? s[v] ?? s[0]
}