285 lines
9.9 KiB
JavaScript
285 lines
9.9 KiB
JavaScript
import { getActorSkillScore, updateActorSkillScore } from "./functions.mjs";
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export class TotemRoll {
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async performTest(dicePool, target, trait, usingSpecialization, difficulty, skill, params, actor) {
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const r = new Roll(dicePool + 'd6');
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r.roll();
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let _trait = trait || 0;
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let _usingSpecialization = usingSpecialization || 0;
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let _skillLabel = (params.skill != undefined) ? game.i18n.format(params.skill) : "";
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let _used = (params.usure != undefined) ? params.usure : 0;
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let diceString = '';
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let total = 0;
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// affichage des valeurs
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let targetText = _skillLabel + ' : ' + skill + ' (+'+ _used +')';
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if (trait)
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targetText += ', '+ game.i18n.format('TOTEM.Traits') + ' : ' + _trait;
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if (_usingSpecialization != 0)
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targetText += ', '+ game.i18n.format('TOTEM.UsingSpecialization');
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if (difficulty)
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targetText += '<br />'+ game.i18n.format('TOTEM.Against') +': ' + Math.abs(difficulty);
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// affichage des jets
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for (let i = 0; i < dicePool; i++) {
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let result = r.terms[0].results[i].result;
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if (result == 6) {
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diceString += '<li class="roll die d6 max">' + result + '</li>';
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}
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else if (result <= 5) {
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diceString += '<li class="roll die d6">' + result + '</li>';
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}
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else if (result >= 1) {
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diceString += '<li class="roll die d6 min">' + result + '</li>';
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}
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total += result;
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}
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// Here we want to check if the success was exactly one (as "1 Successes" doesn't make grammatical sense).
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// We create a string for the Successes.
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let successText = '';
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let successMargin = 0;
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successMargin = total + skill + _trait + _usingSpecialization + _used + difficulty;
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if (params.usure != undefined){
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successMargin += parseInt(params.usure,10);
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}
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// console.log(total, skill, _trait, _usingSpecialization, difficulty, successMargin);
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// règle de la MR qui ne peut pas dépasser la compétence
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if (successMargin > skill){
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successMargin = skill;
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}
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if (successMargin > target + 1) {
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successText = game.i18n.localize('TOTEM.RollSuccess') + ' (' + game.i18n.localize('TOTEM.SM') + ' ' + successMargin.toString() +')';
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} else if (successMargin == target + 1) {
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successText = game.i18n.localize('TOTEM.RollSuccess');
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} else if (successMargin == target) {
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successText = game.i18n.localize('TOTEM.PartialSuccess');
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} else {
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successText = game.i18n.localize('TOTEM.Failure');
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}
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// Build a dynamic html using the variables from above.
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const html = `
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<div class="totem roll attribute">
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<div class="dice-roll">
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<div class="dice-result">
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<div class="dice-formula">
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` + dicePool + `d6
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</div>
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<div class="dice-tooltip expanded">
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<section class="tooltip-part flexrow">
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<div class="" style="flex:60%;">
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<div class="parameters">
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` + targetText + `
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</div>
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<div class="dice">
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<ol class="dice-rolls">` + diceString + `</ol>
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</div>
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</div>
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<div class="align-center">
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Résultat
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<p style="font-weight:bold; font-size:2em;">` + (total + skill + _trait + _usingSpecialization + _used).toString() + `</p>
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</div>
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</section>
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</div>` +
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`<h4 class="dice-total">` + successText + `</h4>
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</div>
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</div>
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</div>
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`;
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// Check if the dice3d module exists (Dice So Nice). If it does, post a roll in that and then
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// send to chat after the roll has finished. If not just send to chat.
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if (game.dice3d) {
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game.dice3d.showForRoll(r).then((displayed) => {
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this.sendToChat(html, r, actor);
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});
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} else {
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this.sendToChat(html, r, actor);
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};
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}
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async sendToChat(content, roll, actor) {
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let conf = {
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user: game.user._id,
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content: content,
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roll: roll,
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sound: 'sounds/dice.wav'
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};
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if (actor)
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conf.speaker = ChatMessage.getSpeaker({ actor: actor });
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// Send's Chat Message to foundry, if items are missing they will appear as false or undefined and this not be rendered.
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ChatMessage.create(conf).then((msg) => {
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return msg;
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});
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}
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static instance = null;
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static get() {
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if (!TotemRoll.instance)
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TotemRoll.instance = new TotemRoll();
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return TotemRoll.instance;
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}
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// Parse XdYtZfAc || XdYsZfAc
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// {size of dice pool}d{target number}(t|s)[{skill level - for trait}f][{complication range}c][D]
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async parse(cmd, usingSpecialization) {
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let actor = game.user.character;
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if (canvas.tokens.controlled.length > 0)
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actor = canvas.tokens.controlled[0].actor;
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let r = cmd.match(/([2-5])d([01]?[0-9])[ts](([4-8])f)?((20|[1][5-9])c)?(D)?/);
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if (r) {
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//console.log(r);
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let dicePool = +r[1];
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let target = +r[2];
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let trait = +r[4];
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if (!!r[7]) usingSpecialization = true;
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let difficulty = +r[6];
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this.performTest(dicePool, target, trait, usingSpecialization, difficulty, actor);
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} else
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ui.notifications.error("Unparsable command: " + cmd);
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}
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// data injected to char data
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static previousValues = {
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dicePool: 2
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};
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static rollerTemplate = 'systems/totem/templates/roll.html';
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/**
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* main class function
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* @returns
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*/
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static async ui(externalData = {}) {
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let charData = (externalData) => {
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return Object.assign({ _template: TotemRoll.rollerTemplate }, {...TotemRoll.previousValues, ...externalData});
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};
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// get the actor
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let actor = null;
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try {
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let actor = game.user.character;
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if (canvas.tokens.controlled.length > 0)
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actor = canvas.tokens.controlled[0].actor;
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} catch (e) {
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console.log(e);
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}
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if (actor == null && externalData.speakerId != undefined && externalData.speakerId != null){
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// on récupère le speakerId, et de là l'objet actor
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actor = game.actors.get(externalData.speakerId);
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}
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// get the data
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let data = charData(externalData);
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console.log('npc2', data);
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if (actor.type != undefined){
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data.actor_type = actor.type;
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if (actor.type == 'character'){
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data.skillMaxScore = getActorSkillScore(actor, data.skill);
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data.skillScore = data.skillMaxScore - getActorSkillScore(actor, data.skill, 'spent');
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data.skillSpent = getActorSkillScore(actor, data.skill, 'spent');
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} else if(actor.type == 'npc'){
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if (data.specialization == 1){
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//data.skillMaxScore = getActorSkillScore(actor, data.skill);
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// data.skillScore = data.skillMaxScore;
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} else {
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// compétence, il faut récupérer le score du skill type
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data.skillScore = data.value;
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}
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}
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}
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// render template
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let html = await renderTemplate(data._template, data);
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let ui = new Dialog({
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title: game.i18n.localize("TOTEM.RollTool"),
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content: html,
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buttons: {
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roll: {
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label: game.i18n.localize('TOTEM.RollDice'),
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callback: (html) => {
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let form = html.find('#dice-pool-form');
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if (!form[0].checkValidity()) {
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throw "Invalid Data";
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}
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let target = 0, trait, usingSpecialization, difficulty, skill = 0, params = {};
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form.serializeArray().forEach(e => {
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switch (e.name) {
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case "difficulty":
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if (e.value != "")
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difficulty = -e.value;
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break;
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case "skillLabel":
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params.skill = e.value;
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break;
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case "usure":
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params.usure = +e.value;
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break;
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case "skill":
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skill = +e.value;
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break;
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case "trait":
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trait = +e.value;
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break;
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case "usingSpecialization":
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if (e.value && +e.value > 1)
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usingSpecialization = +e.value;
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break;
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}
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// prise en compte de l'usure sur la feuille de perso
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if (params.usure != undefined){
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updateActorSkillScore(actor, data.skill, 'spent', data.skillSpent + parseInt(params.usure,10));
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}
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});
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return TotemRoll.get().performTest(data.dicePool, target, trait, usingSpecialization, difficulty, skill, params, actor);
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}
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},
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close: {
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label: game.i18n.localize('Close'),
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callback: () => { }
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}
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},
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render: function (h) {
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h.find("#skills-radio input").change(function () {
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let s = $(this).attr("data-skill");
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h.find(".trait-list .hidden").removeClass("show");
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let f = h.find(".trait-list ." + s);
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f.addClass("show");
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if (f.length == 0) {
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h.find(".use-trait input").attr("disabled", "disabled").prop("checked", false);
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} else
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h.find(".use-trait input").attr("disabled", null);
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});
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}
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});
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ui.render(true);
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return ui;
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}
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}
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Hooks.on("chatCommandsReady", function (chatCommands) {
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chatCommands.registerCommand(chatCommands.createCommandFromData({
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commandKey: "/dr",
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invokeOnCommand: (chatlog, messageText, chatdata) => {
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TotemRoll.get().parse(messageText);
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},
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shouldDisplayToChat: false,
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iconClass: "fa-dice-d6",
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description: "Roll Totem check"
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}));
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});
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