forked from public/fvtt-cthulhu-eternal
423 lines
14 KiB
JavaScript
423 lines
14 KiB
JavaScript
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import { SYSTEM } from "../config/system.mjs"
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export default class CthulhuEternalRoll extends Roll {
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/**
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* The HTML template path used to render dice checks of this type
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* @type {string}
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*/
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static CHAT_TEMPLATE = "systems/fvtt-cthulhu-eternal/templates/chat-message.hbs"
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get type() {
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return this.options.type
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}
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get isDamage() {
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return this.type === ROLL_TYPE.DAMAGE
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}
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get target() {
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return this.options.target
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}
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get value() {
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return this.options.value
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}
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get actorId() {
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return this.options.actorId
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}
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get actorName() {
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return this.options.actorName
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}
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get actorImage() {
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return this.options.actorImage
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}
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get help() {
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return this.options.help
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}
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get gene() {
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return this.options.gene
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}
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get modifier() {
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return this.options.modifier
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}
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get resultType() {
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return this.options.resultType
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}
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get isFailure() {
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return this.resultType === "failure"
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}
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get hasTarget() {
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return this.options.hasTarget
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}
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get realDamage() {
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return this.options.realDamage
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}
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get weapon() {
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return this.options.weapon
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}
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get isLowWP() {
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return this.options.isLowWP
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}
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get isZeroWP() {
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return this.options.isZeroWP
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}
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get isExhausted() {
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return this.options.isExhausted
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}
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static updateResourceDialog(options) {
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let rating = 0
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if (options.rollItem.enableHand) {
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rating += options.rollItem.hand
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}
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if (options.rollItem.enableStowed) {
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rating += options.rollItem.stowed
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}
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if (options.rollItem.enableStorage) {
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rating += options.rollItem.storage
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}
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let multiplier = Number($(`.roll-skill-multiplier`).val())
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options.initialScore = rating
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options.percentScore = rating * multiplier
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$(".resource-score").text(`${rating} (${options.percentScore}%)`)
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}
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/**
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* Prompt the user with a dialog to configure and execute a roll.
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*
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* @param {Object} options Configuration options for the roll.
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* @param {string} options.rollType The type of roll being performed.
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* @param {string} options.rollTarget The target of the roll.
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* @param {string} options.actorId The ID of the actor performing the roll.
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* @param {string} options.actorName The name of the actor performing the roll.
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* @param {string} options.actorImage The image of the actor performing the roll.
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* @param {boolean} options.hasTarget Whether the roll has a target.
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* @param {Object} options.data Additional data for the roll.
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*
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* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
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*/
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static async prompt(options = {}) {
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let formula = "1d100"
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let hasModifier = true
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let hasMultiplier = false
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switch (options.rollType) {
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case "skill":
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console.log(options.rollItem)
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options.initialScore = options.rollItem.system.computeScore()
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break
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case "san":
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case "char":
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options.initialScore = options.rollItem.targetScore
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break
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case "resource":
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hasModifier = false
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hasMultiplier = true
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options.initialScore = options.rollItem.targetScore
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options.totalRating = options.rollItem.targetScore
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options.percentScore = options.rollItem.targetScore * 5
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options.rollItem.enableHand = true
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options.rollItem.enableStowed = true
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options.rollItem.enableStorage = true
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break
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case "damage":
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let formula = options.rollItem.system.damage
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let damageRoll = new Roll(formula)
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await damageRoll.evaluate()
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await damageRoll.toMessage({
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flavor: `${options.rollItem.name} - Damage Roll`
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});
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let isLethal = false
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if (options.rollItem.system.lethality > 0) {
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let lethalityRoll = new Roll("1d100")
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await lethalityRoll.evaluate()
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isLethal = (lethalityRoll.total <= options.rollItem.system.lethality)
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await lethalityRoll.toMessage({
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flavor: `${options.rollItem.name} - Lethality Roll : ${lethalityRoll.total} <= ${options.rollItem.system.lethality} => ${isLethal}`
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});
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}
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return
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case "weapon":
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let era = game.settings.get("fvtt-cthulhu-eternal", "settings-era")
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if (!SYSTEM.WEAPON_SKILL_MAPPING[era] || !SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType]) {
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ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.NoWeaponType"))
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return
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}
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let skillName = game.i18n.localize(SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType])
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let actor = game.actors.get(options.actorId)
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options.weapon = options.rollItem
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options.rollItem = actor.items.find(i => i.type === "skill" && i.name.toLowerCase() === skillName.toLowerCase())
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if (!options.rollItem) {
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ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.NoWeaponSkill"))
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return
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}
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options.initialScore = options.rollItem.system.computeScore()
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console.log("WEAPON", skillName, era, options.rollItem)
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break
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default:
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options.initialScore = 50
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break
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}
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const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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const choiceModifier = SYSTEM.MODIFIER_CHOICES
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const choiceMultiplier = SYSTEM.MULTIPLIER_CHOICES
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let modifier = "+0"
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let multiplier = "5"
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let dialogContext = {
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rollType: options.rollType,
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rollItem: foundry.utils.duplicate(options.rollItem), // Object only, no class
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weapon: options?.weapon,
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initialScore: options.initialScore,
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targetScore: options.initialScore,
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isLowWP: options.isLowWP,
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isZeroWP: options.isZeroWP,
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isExhausted: options.isExhausted,
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enableHand: options.rollItem.enableHand,
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enableStowed: options.rollItem.enableStowed,
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enableStorage: options.rollItem.enableStorage,
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rollModes,
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fieldRollMode,
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choiceModifier,
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choiceMultiplier,
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formula,
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hasTarget: options.hasTarget,
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hasModifier,
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hasMultiplier,
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modifier,
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multiplier
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}
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const content = await renderTemplate("systems/fvtt-cthulhu-eternal/templates/roll-dialog.hbs", dialogContext)
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const title = CthulhuEternalRoll.createTitle(options.rollType, options.rollTarget)
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const label = game.i18n.localize("CTHULHUETERNAL.Roll.roll")
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const rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: title },
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classes: ["fvtt-cthulhu-eternal"],
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content,
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buttons: [
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{
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label: label,
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callback: (event, button, dialog) => {
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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return output
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},
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},
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],
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actions: {
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"selectHand": (event, button, dialog) => {
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options.rollItem.enableHand = !options.rollItem.enableHand
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this.updateResourceDialog(options)
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},
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"selectStowed": (event, button, dialog) => {
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options.rollItem.enableStowed = !options.rollItem.enableStowed
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this.updateResourceDialog(options)
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},
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"selectStorage": (event, button, dialog) => {
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options.rollItem.enableStorage = !options.rollItem.enableStorage
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this.updateResourceDialog(options)
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}
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},
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rejectClose: false, // Click on Close button will not launch an error
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render: (event, dialog) => {
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$(".roll-skill-multiplier").change(event => {
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options.multiplier = Number(event.target.value)
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this.updateResourceDialog(options)
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})
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}
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})
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// If the user cancels the dialog, exit
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if (rollContext === null) return
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let rollData = foundry.utils.mergeObject(foundry.utils.duplicate(options), rollContext)
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rollData.rollMode = rollContext.visibility
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// Update target score
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console.log(rollData)
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if (options.rollType === "resource" ) {
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rollData.targetScore = options.initialScore * Number(rollContext.multiplier)
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} else {
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rollData.targetScore = Math.min(Math.max(options.initialScore + Number(rollData.modifier), 0), 100)
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if (rollData.isLowWP || rollData.isExhausted) {
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rollData.targetScore -= 20
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}
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if (rollData.isZeroWP) {
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rollData.targetScore = 0
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}
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rollData.targetScore = Math.min(Math.max(rollData.targetScore, 0), 100)
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}
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/**
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* A hook event that fires before the roll is made.
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*/
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if (Hooks.call("fvtt-cthulhu-eternal.preRoll", options, rollData) === false) return
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const roll = new this(formula, options.data, rollData)
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await roll.evaluate()
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// Compute the result quality
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let resultType = "failure"
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let dec = Math.floor(roll.total / 10)
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let unit = roll.total - (dec * 10)
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if (roll.total <= rollData.targetScore) {
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resultType = "success"
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// Detect if decimal == unit in the dire total result
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if (dec === unit || roll.total === 1) {
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resultType = "successCritical"
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}
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} else {
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// Detect if decimal == unit in the dire total result
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if (dec === unit || roll.total === 100) {
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resultType = "failureCritical"
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}
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}
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roll.options.resultType = resultType
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roll.options.isSuccess = resultType === "success" || resultType === "successCritical"
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roll.options.isFailure = resultType === "failure" || resultType === "failureCritical"
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roll.options.isCritical = resultType === "successCritical" || resultType === "failureCritical"
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roll.options.isLowWP = rollData.isLowWP
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roll.options.isZeroWP = rollData.isZeroWP
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roll.options.isExhausted = rollData.isExhausted
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/**
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* A hook event that fires after the roll has been made.
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*/
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if (Hooks.call("fvtt-cthulhu-eternal.Roll", options, rollData, roll) === false) return
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return roll
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}
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/**
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* Creates a title based on the given type.
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*
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* @param {string} type The type of the roll.
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* @param {string} target The target of the roll.
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* @returns {string} The generated title.
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*/
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static createTitle(type, target) {
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switch (type) {
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case "skill":
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return `${game.i18n.localize("CTHULHUETERNAL.Label.titleSkill")}`
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case "weapon":
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return `${game.i18n.localize("CTHULHUETERNAL.Label.titleWeapon")}`
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case "char":
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return `${game.i18n.localize("CTHULHUETERNAL.Label.titleCharacteristic")}`
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case "san":
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return `${game.i18n.localize("CTHULHUETERNAL.Label.titleSAN")}`
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default:
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return game.i18n.localize("CTHULHUETERNAL.Label.titleStandard")
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}
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}
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/** @override */
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async render(chatOptions = {}) {
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let chatData = await this._getChatCardData(chatOptions.isPrivate)
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return await renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
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}
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/**
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* Generates the data required for rendering a roll chat card.
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*
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* @param {boolean} isPrivate Indicates if the chat card is private.
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* @returns {Promise<Object>} A promise that resolves to an object containing the chat card data.
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* @property {Array<string>} css - CSS classes for the chat card.
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* @property {Object} data - The data associated with the roll.
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* @property {number} diceTotal - The total value of the dice rolled.
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* @property {boolean} isGM - Indicates if the user is a Game Master.
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* @property {string} formula - The formula used for the roll.
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* @property {number} total - The total result of the roll.
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* @property {boolean} isFailure - Indicates if the roll is a failure.
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* @property {string} actorId - The ID of the actor performing the roll.
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* @property {string} actingCharName - The name of the character performing the roll.
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* @property {string} actingCharImg - The image of the character performing the roll.
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* @property {string} resultType - The type of result (e.g., success, failure).
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* @property {boolean} hasTarget - Indicates if the roll has a target.
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* @property {string} targetName - The name of the target.
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* @property {number} targetArmor - The armor value of the target.
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* @property {number} realDamage - The real damage dealt.
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* @property {boolean} isPrivate - Indicates if the chat card is private.
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* @property {string} cssClass - The combined CSS classes as a single string.
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* @property {string} tooltip - The tooltip text for the chat card.
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*/
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async _getChatCardData(isPrivate) {
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let cardData = foundry.utils.duplicate(this.options)
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cardData.css = [SYSTEM.id, "dice-roll"]
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cardData.data = this.data
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cardData.diceTotal = this.dice.reduce((t, d) => t + d.total, 0)
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cardData.isGM = game.user.isGM
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cardData.formula = this.formula
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cardData.total = this.total
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cardData.actorId = this.actorId
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cardData.actingCharName = this.actorName
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cardData.actingCharImg = this.actorImage
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cardData.resultType = this.resultType
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cardData.hasTarget = this.hasTarget
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cardData.targetName = this.targetName
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cardData.targetArmor = this.targetArmor
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cardData.realDamage = this.realDamage
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cardData.isPrivate = isPrivate
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cardData.weapon = this.weapon
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cardData.isLowWP = this.isLowWP
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cardData.isZeroWP = this.isZeroWP
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cardData.isExhausted = this.isExhausted
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console.log(cardData)
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cardData.cssClass = cardData.css.join(" ")
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cardData.tooltip = isPrivate ? "" : await this.getTooltip()
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return cardData
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}
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/**
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* Converts the roll result to a chat message.
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*
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* @param {Object} [messageData={}] Additional data to include in the message.
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* @param {Object} options Options for message creation.
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* @param {string} options.rollMode The mode of the roll (e.g., public, private).
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* @param {boolean} [options.create=true] Whether to create the message.
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* @returns {Promise} - A promise that resolves when the message is created.
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*/
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async toMessage(messageData = {}, { rollMode, create = true } = {}) {
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super.toMessage(
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{
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isFailure: this.resultType === "failure",
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actingCharName: this.actorName,
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actingCharImg: this.actorImage,
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hasTarget: this.hasTarget,
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realDamage: this.realDamage,
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...messageData,
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},
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{ rollMode: rollMode },
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)
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}
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}
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