RnK : Reroll add a extra step

This commit is contained in:
Vlyan
2021-02-03 19:41:39 +01:00
parent ca5a164f7f
commit 7969c5f526
2 changed files with 89 additions and 55 deletions

View File

@@ -124,7 +124,7 @@ export class RollnKeepDialog extends FormApplication {
this.object.dicesList = this.roll.l5r5e.history;
let currentStep = this.roll.l5r5e.history.length - 1;
if (!this._haveChoice(currentStep)) {
if (!this._haveChoice(currentStep, RollnKeepDialog.CHOICES.nothing)) {
currentStep += 1;
}
this.object.currentStep = currentStep;
@@ -204,10 +204,11 @@ export class RollnKeepDialog extends FormApplication {
* @return {Object}
*/
getData(options = null) {
// Check only on 1st step
if (this.object.currentStep === 0) {
const kept = this._getKeepCount();
this.object.submitDisabled = kept < 1 || kept > this.roll.l5r5e.ringsUsed;
// Disable submit / edition
this.object.submitDisabled = false;
if (this._checkKeepCount(this.object.currentStep)) {
const kept = this._getKeepCount(this.object.currentStep);
this.object.submitDisabled = kept < 1 || kept > this.roll.l5r5e.keepLimit;
} else if (!this.object.dicesList[this.object.currentStep]) {
this.options.editable = false;
}
@@ -264,26 +265,36 @@ export class RollnKeepDialog extends FormApplication {
const current = this.object.dicesList[data.step][data.die];
delete current.newFace;
// FaceSwap
if (type === RollnKeepDialog.CHOICES.swap) {
// Dice Type Ring/Skill
const diceType = $(event.currentTarget).data("die");
const diceNewFace = $(event.currentTarget).data("face");
switch (type) {
case RollnKeepDialog.CHOICES.swap: {
// Dice Type Ring/Skill
const diceType = $(event.currentTarget).data("die");
const diceNewFace = $(event.currentTarget).data("face");
if (current.type !== diceType || current.face === diceNewFace) {
current.choice = RollnKeepDialog.CHOICES.nothing;
this.render(false);
return false;
if (current.type !== diceType || current.face === diceNewFace) {
current.choice = RollnKeepDialog.CHOICES.nothing;
this.render(false);
return false;
}
current.newFace = diceNewFace;
break;
}
current.newFace = diceNewFace;
case RollnKeepDialog.CHOICES.reroll:
// If reroll, we need to keep all the line by default
this._forceChoiceForDiceWithoutOne(RollnKeepDialog.CHOICES.keep);
break;
}
current.choice = type;
// Little time saving : on 1st step, if we reach the max kept dices, discard all dices without a choice
if (this.object.currentStep === 0 && this._getKeepCount() === this.roll.l5r5e.ringsUsed) {
this._discardDiceWithoutChoice();
// Little time saving : if we reach the max kept dices, discard all dices without a choice
if (
this._checkKeepCount(this.object.currentStep) &&
this._getKeepCount(this.object.currentStep) === this.roll.l5r5e.keepLimit
) {
this._forceChoiceForDiceWithoutOne(RollnKeepDialog.CHOICES.discard);
}
this.render(false);
@@ -294,53 +305,71 @@ export class RollnKeepDialog extends FormApplication {
* Return the current number of dices kept
* @private
*/
_getKeepCount() {
return this.object.dicesList.reduce((acc, step) => {
return (
acc +
step.reduce((acc2, die) => {
if (
!!die &&
[
RollnKeepDialog.CHOICES.keep,
RollnKeepDialog.CHOICES.reroll,
RollnKeepDialog.CHOICES.swap,
].includes(die.choice)
) {
acc2 = acc2 + 1;
}
return acc2;
}, 0)
);
_getKeepCount(step) {
return this.object.dicesList[step].reduce((acc, die) => {
if (
!!die &&
[RollnKeepDialog.CHOICES.keep, RollnKeepDialog.CHOICES.reroll, RollnKeepDialog.CHOICES.swap].includes(
die.choice
)
) {
acc = acc + 1;
}
return acc;
}, 0);
}
/**
* Return true if the player can make a choice for the current step
* Return true if a "_getKeepCount" is needed
* @param {number} step
* @returns {boolean}
* @private
*/
_haveChoice(currentStep) {
_checkKeepCount(step) {
return (
!this._haveChoice(step, RollnKeepDialog.CHOICES.reroll) &&
(step === 0 || this._haveChoice(step - 1, RollnKeepDialog.CHOICES.reroll))
);
}
/**
* Return true if this choice exist in the current step
* @private
*/
_haveChoice(currentStep, choice) {
return (
this.object.dicesList[currentStep] &&
this.object.dicesList[currentStep].some((e) => !!e && e.choice === RollnKeepDialog.CHOICES.nothing)
this.object.dicesList[currentStep].some((e) => !!e && e.choice === choice)
);
}
/**
* Discard all dices without a choice for the current step
* @param {string} newChoice
* @private
*/
_discardDiceWithoutChoice() {
_forceChoiceForDiceWithoutOne(newChoice) {
this.object.dicesList[this.object.currentStep]
.filter((e) => !!e)
.map((e) => {
if (e.choice === RollnKeepDialog.CHOICES.nothing) {
e.choice = RollnKeepDialog.CHOICES.discard;
e.choice = newChoice;
}
return e;
});
}
/**
* Initialize dice array for "step" if needed
* @param {number} step
* @private
*/
_initializeDicesListStep(step) {
if (!this.object.dicesList[step]) {
this.object.dicesList[step] = Array(this.object.dicesList[0].length).fill(null);
}
}
/**
* Apply all choices to build the next step
* @returns {Promise<void>}
@@ -348,6 +377,7 @@ export class RollnKeepDialog extends FormApplication {
*/
async _applyChoices() {
const nextStep = this.object.currentStep + 1;
const haveReroll = this._haveChoice(this.object.currentStep, RollnKeepDialog.CHOICES.reroll);
// Foreach kept dices, apply choices
const newRolls = {};
@@ -357,8 +387,16 @@ export class RollnKeepDialog extends FormApplication {
}
switch (die.choice) {
case RollnKeepDialog.CHOICES.keep:
// Exploding dice : add a new dice in the next step
if (game.l5r5e[die.type].FACES[die.face].explosive) {
if (haveReroll) {
// Reroll line add all kept into a new line
this._initializeDicesListStep(nextStep);
this.object.dicesList[nextStep][idx] = duplicate(
this.object.dicesList[this.object.currentStep][idx]
);
this.object.dicesList[nextStep][idx].choice = RollnKeepDialog.CHOICES.nothing;
this.object.dicesList[this.object.currentStep][idx].choice = RollnKeepDialog.CHOICES.discard;
} else if (game.l5r5e[die.type].FACES[die.face].explosive) {
// Exploding dice : add a new dice in the next step
if (!newRolls[die.type]) {
newRolls[die.type] = 0;
}
@@ -376,9 +414,7 @@ export class RollnKeepDialog extends FormApplication {
case RollnKeepDialog.CHOICES.swap:
// FaceSwap : add a new dice with selected face in next step
if (!this.object.dicesList[nextStep]) {
this.object.dicesList[nextStep] = Array(this.object.dicesList[0].length).fill(null);
}
this._initializeDicesListStep(nextStep);
this.object.dicesList[nextStep][idx] = {
type: this.object.dicesList[this.object.currentStep][idx].type,
face: this.object.dicesList[this.object.currentStep][idx].newFace,
@@ -392,18 +428,16 @@ export class RollnKeepDialog extends FormApplication {
// If new rolls, roll and add them
if (Object.keys(newRolls).length > 0) {
const newRollsResults = await this._newRoll(newRolls);
if (!this.object.dicesList[nextStep]) {
this.object.dicesList[nextStep] = Array(this.object.dicesList[0].length).fill(null);
}
this._initializeDicesListStep(nextStep);
this.object.dicesList[this.object.currentStep].forEach((die, idx) => {
if (!die) {
return;
}
if (
die.choice === RollnKeepDialog.CHOICES.reroll ||
(die.choice === RollnKeepDialog.CHOICES.keep && game.l5r5e[die.type].FACES[die.face].explosive)
(!haveReroll &&
die.choice === RollnKeepDialog.CHOICES.keep &&
game.l5r5e[die.type].FACES[die.face].explosive)
) {
this.object.dicesList[nextStep][idx] = newRollsResults[die.type].shift();
}
@@ -573,7 +607,7 @@ export class RollnKeepDialog extends FormApplication {
}
// Discard all dices without a choice for the current step
this._discardDiceWithoutChoice();
this._forceChoiceForDiceWithoutOne(RollnKeepDialog.CHOICES.discard);
// Apply all choices to build the next step
await this._applyChoices();

View File

@@ -16,7 +16,7 @@ export class RollL5r5e extends Roll {
difficulty: 2,
difficultyHidden: false,
voidPointUsed: false,
ringsUsed: null,
keepLimit: null,
isInitiativeRoll: false,
dicesTypes: {
std: false,
@@ -104,7 +104,7 @@ export class RollL5r5e extends Roll {
); // ignore math symbols
this.l5r5e.dicesTypes.l5r = this.dice.some((term) => term instanceof game.l5r5e.L5rBaseDie);
summary.totalBonus = Math.max(0, summary.totalSuccess - this.l5r5e.difficulty);
this.l5r5e.ringsUsed = this.dice.reduce(
this.l5r5e.keepLimit = this.dice.reduce(
(acc, term) => (term instanceof game.l5r5e.RingDie ? acc + term.number : acc),
0
);