583 lines
20 KiB
JavaScript

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 treshold() {
return this.options.treshold
}
get actorId() {
return this.options.actorId
}
get actorName() {
return this.options.actorName
}
get actorImage() {
return this.options.actorImage
}
get introText() {
return this.options.introText
}
get introTextTooltip() {
return this.options.introTextTooltip
}
get aide() {
return this.options.aide
}
get gene() {
return this.options.gene
}
get modificateur() {
return this.options.modificateur
}
get avantages() {
return this.options.avantages
}
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 rollAdvantage() {
return this.options.rollAdvantage
}
/**
* Generates introductory text based on the roll type.
*
* @returns {string} The formatted introductory text for the roll.
*/
_createIntroText() {
let text
switch (this.type) {
case ROLL_TYPE.SAVE:
const saveLabel = game.i18n.localize(`CTHULHUETERNAL.Character.FIELDS.caracteristiques.${this.target}.valeur.label`)
text = game.i18n.format("CTHULHUETERNAL.Roll.save", { save: saveLabel })
text = text.concat("<br>").concat(`Seuil : ${this.treshold}`)
break
case ROLL_TYPE.RESOURCE:
const resourceLabel = game.i18n.localize(`CTHULHUETERNAL.Character.FIELDS.ressources.${this.target}.valeur.label`)
text = game.i18n.format("CTHULHUETERNAL.Roll.resource", { resource: resourceLabel })
break
case ROLL_TYPE.DAMAGE:
const damageLabel = this.target
text = game.i18n.format("CTHULHUETERNAL.Roll.damage", { item: damageLabel })
break
case ROLL_TYPE.ATTACK:
const attackLabel = this.target
text = game.i18n.format("CTHULHUETERNAL.Roll.attack", { item: attackLabel })
break
}
return text
}
/**
* Generates an introductory text tooltip with characteristics and modifiers.
*
* @returns {string} A formatted string containing the value, help, hindrance, and modifier.
*/
_createIntroTextTooltip() {
let tooltip = game.i18n.format("CTHULHUETERNAL.Tooltip.saveIntroTextTooltip", { value: this.value, aide: this.aide, gene: this.gene, modificateur: this.modificateur })
if (this.hasTarget) {
tooltip = tooltip.concat(`<br>Cible : ${this.targetName}`)
}
return tooltip
}
/**
* Prompt the user with a dialog to configure and execute a roll.
*
* @param {Object} options Configuration options for the roll.
* @param {string} options.rollType The type of roll being performed (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
* @param {string} options.rollValue The initial value or formula for the roll.
* @param {string} options.rollTarget The target of the roll.
* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @param {string} options.actorId The ID of the actor performing the roll.
* @param {string} options.actorName The name of the actor performing the roll.
* @param {string} options.actorImage The image of the actor performing the roll.
* @param {boolean} options.hasTarget Whether the roll has a target.
* @param {Object} options.target The target of the roll, if any.
* @param {Object} options.data Additional data for the roll.
*
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
*/
static async prompt(options = {}) {
let formula = options.rollValue
// Formula for a resource roll
if (options.rollType === ROLL_TYPE.RESOURCE) {
let ressource = game.i18n.localize(`CTHULHUETERNAL.Character.FIELDS.ressources.${options.rollTarget}.valeur.label`)
if (formula === "0" || formula === "") {
ui.notifications.warn(game.i18n.format("CTHULHUETERNAL.Warning.plusDeRessource", { ressource: ressource }))
return null
}
}
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 choiceAide = foundry.utils.mergeObject({ 0: "0" }, options.rollValue <= 10 ? { 1: "1" } : { 1: "1", 2: "2" })
const choiceGene = {
0: "0",
"-1": "-1",
"-2": "-2",
"-3": "-3",
"-4": "-4",
"-5": "-5",
"-6": "-6",
"-7": "-7",
"-8": "-8",
"-9": "-9",
"-10": "-10",
}
const choiceAvantage = { normal: "Normal", avantage: "Avantage", desavantage: "Désavantage", doubleAvantage: "Double avantage", doubleDesavantage: "Double désavantage" }
const choiceModificateur = {
0: "0",
"-1": "-1",
"-2": "-2",
"-3": "-3",
"-4": "-4",
"-5": "-5",
"-6": "-6",
"-7": "-7",
"-8": "-8",
"-9": "-9",
"-10": "-10",
}
let damageDice
let damageDiceMax
let damageDiceFinal
let damageDiceLowered
// Damage roll : check the roll is not above the maximum damage
if (options.rollType === ROLL_TYPE.DAMAGE) {
damageDice = options.rollValue
damageDiceMax = game.actors.get(options.actorId).system.dmax.valeur
damageDiceFinal = CthulhuEternalUtils.maxDamage(damageDice, damageDiceMax)
damageDiceLowered = damageDiceFinal !== damageDice
// Récupération du nom de l'objet si c'est un jet depuis la fiche de l'acteur
// Si c'est via une macro le nom est connu
options.rollTarget = game.actors.get(options.actorId).items.get(options.rollTarget).name
}
if (options.rollType === ROLL_TYPE.ATTACK) {
damageDice = options.rollValue
}
let malus = "0"
let targetMalus = "0"
let targetName
let targetArmor
const displayOpponentMalus = game.settings.get("tenebris", "displayOpponentMalus")
if (options.rollType === ROLL_TYPE.SAVE && options.hasTarget && options.target.document.actor.type === "opponent") {
targetName = options.target.document.actor.name
if (displayOpponentMalus) malus = options.target.document.actor.system.malus.toString()
else targetMalus = options.target.document.actor.system.malus.toString()
}
if (options.rollType === ROLL_TYPE.DAMAGE && options.hasTarget && options.target.document.actor.type === "opponent") {
targetName = options.target.document.actor.name
targetArmor = options.target.document.actor.system.armure.toString()
}
let dialogContext = {
isSave: options.rollType === ROLL_TYPE.SAVE,
isResource: options.rollType === ROLL_TYPE.RESOURCE,
isDamage: options.rollType === ROLL_TYPE.DAMAGE,
isAttack: options.rollType === ROLL_TYPE.ATTACK,
rollModes,
fieldRollMode,
choiceAide,
choiceGene,
choiceAvantage,
choiceModificateur,
damageDice,
damageDiceMax,
damageDiceFinal,
damageDiceLowered,
formula,
hasTarget: options.hasTarget,
malus,
targetName,
targetArmor,
rollAdvantage: this._convertAvantages(options.rollAdvantage),
rangeAdvantage: this._convertRollAdvantageToRange(options.rollAdvantage),
}
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
}, {})
// Avantages
switch (output.avantages) {
case "1":
output.avantages = "doubleDesavantage"
break
case "2":
output.avantages = "desavantage"
break
case "3":
output.avantages = "normal"
break
case "4":
output.avantages = "avantage"
break
case "5":
output.avantages = "doubleAvantage"
break
}
return output
},
},
],
rejectClose: false, // Click on Close button will not launch an error
render: (event, dialog) => {
const rangeInput = dialog.querySelector('input[name="avantages"]')
if (rangeInput) {
rangeInput.addEventListener("change", (event) => {
event.preventDefault()
event.stopPropagation()
const readOnly = dialog.querySelector('input[name="selectAvantages"]')
readOnly.value = this._convertAvantages(event.target.value)
})
}
},
})
// If the user cancels the dialog, exit
if (rollContext === null) return
let treshold
if (options.rollType === ROLL_TYPE.SAVE) {
const aide = rollContext.aide === "" ? 0 : parseInt(rollContext.aide, 10)
const gene = rollContext.gene === "" ? 0 : parseInt(rollContext.gene, 10)
const modificateur = rollContext.modificateur === "" ? 0 : parseInt(rollContext.modificateur, 10)
if (options.rollType === ROLL_TYPE.SAVE) {
let dice = "1d20"
switch (rollContext.avantages) {
case "avantage":
dice = "2d20kl"
break
case "desavantage":
dice = "2d20kh"
break
case "doubleAvantage":
dice = "3d20kl"
break
case "doubleDesavantage":
dice = "3d20kh"
break
}
formula = `${dice}`
}
treshold = options.rollValue + aide + gene + modificateur
}
// Formula for a damage roll
if (options.rollType === ROLL_TYPE.DAMAGE) {
formula = damageDiceFinal
}
// Formula for an attack roll
if (options.rollType === ROLL_TYPE.ATTACK) {
formula = damageDice
}
const rollData = {
type: options.rollType,
target: options.rollTarget,
value: options.rollValue,
treshold: treshold,
actorId: options.actorId,
actorName: options.actorName,
actorImage: options.actorImage,
rollMode: rollContext.visibility,
hasTarget: options.hasTarget,
targetName,
targetArmor,
targetMalus,
...rollContext,
}
/**
* A hook event that fires before the roll is made.
* @function tenebris.preRoll
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
if (Hooks.call("tenebris.preRoll", options, rollData) === false) return
const roll = new this(formula, options.data, rollData)
await roll.evaluate()
let resultType
if (options.rollType === ROLL_TYPE.SAVE) {
resultType = roll.total <= treshold ? "success" : "failure"
} else if (options.rollType === ROLL_TYPE.RESOURCE) {
resultType = roll.total === 1 || roll.total === 2 ? "failure" : "success"
}
let realDamage
if (options.rollType === ROLL_TYPE.DAMAGE) {
realDamage = Math.max(0, roll.total - parseInt(targetArmor, 10))
}
roll.options.resultType = resultType
roll.options.treshold = treshold
roll.options.introText = roll._createIntroText()
roll.options.introTextTooltip = roll._createIntroTextTooltip()
roll.options.realDamage = realDamage
/**
* A hook event that fires after the roll has been made.
* @function tenebris.Roll
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
@param {CthulhuEternalRoll} roll The resulting roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
if (Hooks.call("tenebris.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 ROLL_TYPE.SAVE:
return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleSave")} : ${game.i18n.localize(`CTHULHUETERNAL.Manager.${target}`)}`
case ROLL_TYPE.RESOURCE:
return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleResource")} : ${game.i18n.localize(`CTHULHUETERNAL.Manager.${target}`)}`
case ROLL_TYPE.DAMAGE:
return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleDamage")} : ${target}`
case ROLL_TYPE.ATTACK:
return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleAttack")} : ${target}`
default:
return game.i18n.localize("CTHULHUETERNAL.Dialog.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<Object>} A promise that resolves to an object containing the chat card data.
* @property {Array<string>} 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} isSave - Indicates if the roll is a saving throw.
* @property {boolean} isResource - Indicates if the roll is related to a resource.
* @property {boolean} isDamage - Indicates if the roll is for damage.
* @property {boolean} isFailure - Indicates if the roll is a failure.
* @property {Array} avantages - Advantages associated with the roll.
* @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} introText - Introductory text for the roll.
* @property {string} introTextTooltip - Tooltip for the introductory text.
* @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) {
const cardData = {
css: [SYSTEM.id, "dice-roll"],
data: this.data,
diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
isGM: game.user.isGM,
formula: this.formula,
total: this.total,
isSave: this.isSave,
isResource: this.isResource,
isDamage: this.isDamage,
isFailure: this.isFailure,
avantages: this.avantages,
actorId: this.actorId,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
introText: this.introText,
introTextTooltip: this.introTextTooltip,
resultType: this.resultType,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
realDamage: this.realDamage,
isPrivate: isPrivate,
}
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(
{
isSave: this.isSave,
isResource: this.isResource,
isDamage: this.isDamage,
isFailure: this.resultType === "failure",
avantages: this.avantages,
introText: this.introText,
introTextTooltip: this.introTextTooltip,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
targetMalus: this.targetMalus,
realDamage: this.realDamage,
...messageData,
},
{ rollMode: rollMode },
)
}
// Used in the avantages select and with the rollAdvantage parameter: convert the selected value to the corresponding string
static _convertAvantages(value) {
switch (value) {
case "1":
return game.i18n.localize("CTHULHUETERNAL.Roll.doubleDesavantage")
case "2":
return game.i18n.localize("CTHULHUETERNAL.Roll.desavantage")
case "3":
return game.i18n.localize("CTHULHUETERNAL.Roll.normal")
case "4":
return game.i18n.localize("CTHULHUETERNAL.Roll.avantage")
case "5":
return game.i18n.localize("CTHULHUETERNAL.Roll.doubleAvantage")
case "--":
return game.i18n.localize("CTHULHUETERNAL.Roll.doubleDesavantage")
case "-":
return game.i18n.localize("CTHULHUETERNAL.Roll.desavantage")
case "=":
return game.i18n.localize("CTHULHUETERNAL.Roll.normal")
case "+":
return game.i18n.localize("CTHULHUETERNAL.Roll.avantage")
case "++":
return game.i18n.localize("CTHULHUETERNAL.Roll.doubleAvantage")
}
}
// Used in the rollAdvantage parameter: convert the selected value to the corresponding range value
static _convertRollAdvantageToRange(value) {
switch (value) {
case "--":
return 1
case "-":
return 2
case "=":
return 3
case "+":
return 4
case "++":
return 5
}
}
}