import { SYSTEM } from "../config/system.mjs" export default class CthulhuEternalRoll extends Roll { /** * The HTML template path used to render dice checks of this type * @type {string} */ static CHAT_TEMPLATE = "systems/fvtt-cthulhu-eternal/templates/chat-message.hbs" get type() { return this.options.type } get isDamage() { return this.type === ROLL_TYPE.DAMAGE } get target() { return this.options.target } get value() { return this.options.value } get actorId() { return this.options.actorId } get actorName() { return this.options.actorName } get actorImage() { return this.options.actorImage } get help() { return this.options.help } get gene() { return this.options.gene } get modifier() { return this.options.modifier } get resultType() { return this.options.resultType } get isFailure() { return this.resultType === "failure" } get hasTarget() { return this.options.hasTarget } get targetName() { return this.options.targetName } get targetArmor() { return this.options.targetArmor } get targetMalus() { return this.options.targetMalus } get realDamage() { return this.options.realDamage } get weapon() { return this.options.weapon } get isLowWP() { return this.options.isLowWP } get isZeroWP() { return this.options.isZeroWP } get isExhausted() { return this.options.isExhausted } /** * Prompt the user with a dialog to configure and execute a roll. * * @param {Object} options Configuration options for the roll. * @param {string} options.rollType The type of roll being performed. * @param {string} options.rollTarget The target of the roll. * @param {string} options.actorId The ID of the actor performing the roll. * @param {string} options.actorName The name of the actor performing the roll. * @param {string} options.actorImage The image of the actor performing the roll. * @param {boolean} options.hasTarget Whether the roll has a target. * @param {Object} options.data Additional data for the roll. * * @returns {Promise} The roll result or null if the dialog was cancelled. */ static async prompt(options = {}) { let formula = "1d100" switch (options.rollType) { case "skill": console.log(options.rollItem) options.initialScore = options.rollItem.system.computeScore() break case "san": case "char": options.initialScore = options.rollItem.targetScore break case "damage": let formula = options.rollItem.system.damage let damageRoll = new Roll(formula) await damageRoll.evaluate() await damageRoll.toMessage({ flavor: `${options.rollItem.name} - Damage Roll` }); let isLethal = false if (options.rollItem.system.lethality > 0 ) { let lethalityRoll = new Roll("1d100") await lethalityRoll.evaluate() isLethal = (lethalityRoll.total <= options.rollItem.system.lethality) await lethalityRoll.toMessage({ flavor: `${options.rollItem.name} - Lethality Roll : ${lethalityRoll.total} <= ${options.rollItem.system.lethality} => ${isLethal}` }); } return case "weapon": let era = game.settings.get("fvtt-cthulhu-eternal", "settings-era") let skillName = game.i18n.localize(SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType]) let actor = game.actors.get(options.actorId) options.weapon = options.rollItem options.rollItem = actor.items.find(i => i.type === "skill" && i.name.toLowerCase() === skillName.toLowerCase()) options.initialScore = options.rollItem.system.computeScore() console.log("WEAPON", skillName, era, options.rollItem) break default: options.initialScore = 50 break } const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)])) const fieldRollMode = new foundry.data.fields.StringField({ choices: rollModes, blank: false, default: "public", }) const choiceModifier = { "-10": "-10", "-20": "-20", "-40": "-40", "0": "0", "+10": "+10", "+20": "+20", "+40": "+40", } let modifier = "0" let targetMalus = "0" let targetName let targetArmor let dialogContext = { rollType: options.rollType, rollItem: foundry.utils.duplicate(options.rollItem), // Object only, no class weapon: options?.weapon, initialScore: options.initialScore, targetScore: options.initialScore, isLowWP: options.isLowWP, isZeroWP: options.isZeroWP, isExhausted: options.isExhausted, rollModes, fieldRollMode, choiceModifier, formula, hasTarget: options.hasTarget, modifier, targetName, targetArmor } const content = await renderTemplate("systems/fvtt-cthulhu-eternal/templates/roll-dialog.hbs", dialogContext) const title = CthulhuEternalRoll.createTitle(options.rollType, options.rollTarget) const label = game.i18n.localize("CTHULHUETERNAL.Roll.roll") const rollContext = await foundry.applications.api.DialogV2.wait({ window: { title: title }, classes: ["fvtt-cthulhu-eternal"], content, buttons: [ { label: label, callback: (event, button, dialog) => { const output = Array.from(button.form.elements).reduce((obj, input) => { if (input.name) obj[input.name] = input.value return obj }, {}) return output }, }, ], rejectClose: false, // Click on Close button will not launch an error render: (event, dialog) => { }, }) // If the user cancels the dialog, exit if (rollContext === null) return let rollData = foundry.utils.mergeObject(foundry.utils.duplicate(options), rollContext) rollData.rollMode = rollContext.visibility rollData.targetName = targetName rollData.targetArmor = targetArmor rollData.targetMalus = targetMalus // Update target score console.log(rollData) rollData.targetScore = Math.min( Math.max(options.initialScore + Number(rollData.modifier), 0), 100) if ( rollData.isLowWP || rollData.isExhausted) { rollData.targetScore -= 20 } if ( rollData.isZeroWP ) { rollData.targetScore = 0 } rollData.targetScore = Math.min( Math.max(rollData.targetScore, 0), 100) /** * A hook event that fires before the roll is made. */ if (Hooks.call("fvtt-cthulhu-eternal.preRoll", options, rollData) === false) return const roll = new this(formula, options.data, rollData) await roll.evaluate() // Compute the result quality let resultType = "failure" let dec = Math.floor(roll.total/10) let unit = roll.total - (dec*10) if (roll.total <= rollData.targetScore) { resultType = "success" // Detect if decimal == unit in the dire total result if (dec === unit || roll.total === 1) { resultType = "successCritical" } } else { // Detect if decimal == unit in the dire total result if (dec === unit || roll.total === 100) { resultType = "failureCritical" } } roll.options.resultType = resultType roll.options.isSuccess = resultType === "success" || resultType === "successCritical" roll.options.isFailure = resultType === "failure" || resultType === "failureCritical" roll.options.isCritical = resultType === "successCritical" || resultType === "failureCritical" roll.options.isLowWP = rollData.isLowWP roll.options.isZeroWP = rollData.isZeroWP roll.options.isExhausted = rollData.isExhausted /** * A hook event that fires after the roll has been made. */ if (Hooks.call("fvtt-cthulhu-eternal.Roll", options, rollData, roll) === false) return return roll } /** * Creates a title based on the given type. * * @param {string} type The type of the roll. * @param {string} target The target of the roll. * @returns {string} The generated title. */ static createTitle(type, target) { switch (type) { case "skill": return `${game.i18n.localize("CTHULHUETERNAL.Label.titleSkill")}` case "weapon": return `${game.i18n.localize("CTHULHUETERNAL.Label.titleWeapon")}` case "char": return `${game.i18n.localize("CTHULHUETERNAL.Label.titleCharacteristic")}` case "san": return `${game.i18n.localize("CTHULHUETERNAL.Label.titleSAN")}` default: return game.i18n.localize("CTHULHUETERNAL.Label.titleStandard") } } /** @override */ async render(chatOptions = {}) { let chatData = await this._getChatCardData(chatOptions.isPrivate) return await renderTemplate(this.constructor.CHAT_TEMPLATE, chatData) } /** * Generates the data required for rendering a roll chat card. * * @param {boolean} isPrivate Indicates if the chat card is private. * @returns {Promise} A promise that resolves to an object containing the chat card data. * @property {Array} css - CSS classes for the chat card. * @property {Object} data - The data associated with the roll. * @property {number} diceTotal - The total value of the dice rolled. * @property {boolean} isGM - Indicates if the user is a Game Master. * @property {string} formula - The formula used for the roll. * @property {number} total - The total result of the roll. * @property {boolean} isFailure - Indicates if the roll is a failure. * @property {string} actorId - The ID of the actor performing the roll. * @property {string} actingCharName - The name of the character performing the roll. * @property {string} actingCharImg - The image of the character performing the roll. * @property {string} resultType - The type of result (e.g., success, failure). * @property {boolean} hasTarget - Indicates if the roll has a target. * @property {string} targetName - The name of the target. * @property {number} targetArmor - The armor value of the target. * @property {number} realDamage - The real damage dealt. * @property {boolean} isPrivate - Indicates if the chat card is private. * @property {string} cssClass - The combined CSS classes as a single string. * @property {string} tooltip - The tooltip text for the chat card. */ async _getChatCardData(isPrivate) { let cardData = foundry.utils.duplicate(this.options) cardData.css = [SYSTEM.id, "dice-roll"] cardData.data = this.data cardData.diceTotal = this.dice.reduce((t, d) => t + d.total, 0) cardData.isGM = game.user.isGM cardData.formula = this.formula cardData.total = this.total cardData.actorId = this.actorId cardData.actingCharName = this.actorName cardData.actingCharImg = this.actorImage cardData.resultType = this.resultType cardData.hasTarget = this.hasTarget cardData.targetName = this.targetName cardData.targetArmor = this.targetArmor cardData.realDamage = this.realDamage cardData.isPrivate = isPrivate cardData.weapon = this.weapon cardData.isLowWP = this.isLowWP cardData.isZeroWP = this.isZeroWP cardData.isExhausted = this.isExhausted console.log(cardData) cardData.cssClass = cardData.css.join(" ") cardData.tooltip = isPrivate ? "" : await this.getTooltip() return cardData } /** * Converts the roll result to a chat message. * * @param {Object} [messageData={}] Additional data to include in the message. * @param {Object} options Options for message creation. * @param {string} options.rollMode The mode of the roll (e.g., public, private). * @param {boolean} [options.create=true] Whether to create the message. * @returns {Promise} - A promise that resolves when the message is created. */ async toMessage(messageData = {}, { rollMode, create = true } = {}) { super.toMessage( { isFailure: this.resultType === "failure", actingCharName: this.actorName, actingCharImg: this.actorImage, hasTarget: this.hasTarget, targetName: this.targetName, targetArmor: this.targetArmor, targetMalus: this.targetMalus, realDamage: this.realDamage, ...messageData, }, { rollMode: rollMode }, ) } }