import { BoLUtility } from "../system/bol-utility.js";
const __adv2dice = { ["1B"]: 3, ["2B"]: 4, ["2"]: 2, ["1M"]: 3, ["2M"]: 4 }
const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vigor" }
export class BoLRoll {
static options() {
return { classes: ["bol", "dialog"] };
}
static convertToAdv(adv) {
if (adv == 0) return "2"
return Math.abs(adv) + (adv < 0) ? 'M' : 'B';
}
static getDefaultAttribute(key) {
return _apt2attr[key]
}
static attributeCheck(actor, actorData, dataset, event) {
// const elt = $(event.currentTarget)[0];
// let key = elt.attributes["data-rolling"].value;
const key = dataset.key;
const adv = dataset.adv;
let attribute = eval(`actor.data.data.attributes.${key}`);
let label = (attribute.label) ? game.i18n.localize(attribute.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label);
return this.displayRollDialog(
{
mode: "attribute",
actor: actor,
actorData: actorData,
attribute: attribute,
label: label,
description: description,
adv: this.convertToAdv(adv),
mod: 0
});
}
static aptitudeCheck(actor, actorData, dataset, event) {
// const elt = $(event.currentTarget)[0];
// let key = elt.attributes["data-rolling"].value;
const key = dataset.key;
const adv = dataset.adv;
let aptitude = eval(`actor.data.data.aptitudes.${key}`);
let attrKey = this.getDefaultAttribute(key)
let attribute = eval(`actor.data.data.attributes.${attrKey}`);
let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
return this.displayRollDialog(
{
mode: "aptitude",
actor: actor,
actorData: actorData,
attribute: attribute,
aptitude: aptitude,
label: label,
description: description,
adv: this.convertToAdv(adv),
mod: 0
});
}
static weaponCheck(actor, actorData, dataset, event) {
// const elt = $(event.currentTarget)[0];
// let key = elt.attributes["data-rolling"].value;
let target = BoLUtility.getTarget()
const li = $(event.currentTarget).parents(".item");
const weapon = actor.items.get(li.data("item-id"));
if (!weapon) {
ui.notifications.warn("Unable to find weapon !");
return;
}
let weaponData = weapon.data.data;
let attackDef = {
mode: "weapon",
actor: actor,
actorData: actorData,
weapon: weapon,
target: target,
defender: (target) ? game.actors.get(target.data.actorId) : undefined,
attribute: eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`),
aptitude: eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`),
label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
description: actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'),
adv: "2",
}
console.debug("WEAPON!", attackDef, weaponData);
return this.displayRollDialog(attackDef);
}
/* -------------------------------------------- */
/* ROLL DIALOGS */
/* -------------------------------------------- */
static async displayRollDialog(rollData, onEnter = "submit") {
const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
rollData.careers = rollData.actorData.features.careers
rollData.boons = rollData.actorData.features.boons
rollData.flaws = rollData.actorData.features.flaws
rollData.defence = 0
rollData.mod = 0
rollData.id = randomID(16)
// Weapon mode specific management
if (rollData.mode == "weapon") {
if (rollData.defender) { // If target is selected
rollData.defence = rollData.defender.defenseValue,
rollData.shieldBlock = 'none'
let shields = rollData.defender.shields
for (let shield of shields) {
rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
rollData.applyShieldMalus = false
}
}
}
console.log("ROL1", rollData)
const rollOptionContent = await renderTemplate(rollOptionTpl, rollData);
let d = new Dialog({
title: rollData.label,
content: rollOptionContent,
rollData: rollData,
buttons: {
cancel: {
icon: '',
label: game.i18n.localize("BOL.ui.cancel"),
callback: () => {
}
},
submit: {
icon: '',
label: game.i18n.localize("BOL.ui.submit"),
callback: (html) => {
rollData.attrKey = html.find('#attr').val();
rollData.aptKey = html.find('#apt').val();
rollData.adv = $("input[name='adv']:checked").val() || "2";
//rollData.adv = html.find('#adv').val() || 0;
rollData.mod = html.find('#mod').val() || 0;
let careers = html.find('#career').val();
rollData.career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
rollData.registerInit = (rollData.aptKey == 'init') ? $('#register-init').is(":checked") : false;
let shieldMalus = 0;
if (rollData.mode == "weapon") {
const applyShieldMalus = html.find('#applyShieldMalus').val() || false;
if (applyShieldMalus || rollData.shieldBlock == 'blockall') {
shieldMalus = rollData.shieldAttackMalus;
}
}
const isMalus = rollData.adv.includes('M');
const dicePool = __adv2dice[rollData.adv]
//// const dicePool = (isMalus) ? 2 - parseInt(rollData.adv) : 2 + parseInt(rollData.adv);
const attrValue = (rollData.attrKey) && eval(`rollData.actor.data.data.attributes.${rollData.attrKey}.value`) || 0;
const aptValue = (rollData.aptKey) && eval(`rollData.actor.data.data.aptitudes.${rollData.aptKey}.value`) || 0
const modifiers = parseInt(attrValue) + parseInt(aptValue) + parseInt(rollData.mod) + parseInt(rollData.career) - rollData.defence - shieldMalus;
const formula = (isMalus) ? dicePool + "d6kl2 + " + modifiers : dicePool + "d6kh2 + " + modifiers;
rollData.formula = formula;
rollData.modifiers = modifiers
let r = new BoLDefaultRoll(rollData);
r.roll();
}
}
},
default: onEnter,
close: () => { }
}, this.options());
return d.render(true);
}
}
export class BoLDefaultRoll {
constructor(rollData) {
BoLUtility.storeRoll(rollData)
this.rollData = rollData
if ( this.rollData.isSuccess == undefined ) { // First init
this.rollData.isSuccess = false;
this.rollData.isCritical = false;
this.rollData.isFumble = false;
}
if ( this.rollData.optionsId) {
$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
}
if ( this.rollData.applyId) {
$(`#${this.rollData.applyId}`).hide() // Hide the options roll buttons
}
this.rollData.optionsId = randomID(16)
this.rollData.applyId = randomID(16)
}
async roll() {
const r = new Roll(this.rollData.formula);
await r.roll({ "async": false });
const activeDice = r.terms[0].results.filter(r => r.active);
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
this.rollData.roll = r
this.rollData.isSuccess = (r.total >= 9);
this.rollData.isCritical = (diceTotal === 12)
this.rollData.isRealCritical = (diceTotal === 12)
this.rollData.isFumble = (diceTotal === 2);
this.rollData.isFailure = !this.rollData.isSuccess
if (this.rollData.reroll == undefined) {
this.rollData.reroll = this.rollData.actor.heroReroll()
}
if (this.rollData.registerInit) {
this.rollData.actor.registerInit(r.total, this.rollData.isCritical);
}
console.log("ROLL", this.rollData)
await this.sendChatMessage()
}
async sendChatMessage() {
this._buildChatMessage(this.rollData).then(msgFlavor => {
this.rollData.roll.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
flags: { msgType: "default" }
})
});
}
upgradeToCritical() {
// Force to Critical roll
this.rollData.isCritical = true
this.rollData.isRealCritical = false
this.rollData.isSuccess = true
this.rollData.isFailure = false
this.rollData.reroll = false
this.rollData.roll = new Roll("12+" + this.rollData.modifiers)
this.rollData.reroll = false
this.sendChatMessage()
}
setSuccess(flag) {
this.rollData.isSuccess = flag
}
async sendDamageMessage() {
this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
this.rollData.damageRoll.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
flags: { msgType: "default" }
})
});
}
async rollDamage() {
if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
return;
}
if (this.rollData.isSuccess) {
if ( !this.rollData.damageRoll) {
let bonusDmg = 0
if ( this.rollData.damageMode == 'damage-plus-6') {
bonusDmg = 6
}
if ( this.rollData.damageMode == 'damage-plus-12') {
bonusDmg = 12
}
console.log("DAMAGE !!!")
let attrDamage = this.rollData.weapon.data.data.properties.damageAttribute;
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data.properties.damage,
this.rollData.weapon.data.data.properties.damageModifiers,
this.rollData.weapon.data.data.properties.damageMultiplier)
let damageFormula = weaponFormula + "+" + bonusDmg + ((attrDamage) ? "+" + this.rollData.actor.data.data.attributes[attrDamage].value : "+0");
//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
this.rollData.damageFormula = damageFormula
this.rollData.damageRoll = new Roll(damageFormula)
this.rollData.damageTotal = this.rollData.damageRoll.total
await this.rollData.damageRoll.roll({ "async": false })
}
$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
this.sendDamageMessage()
}
}
_buildDamageChatMessage(rollData) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
return renderTemplate(rollMessageTpl, rollData);
}
_buildChatMessage(rollData) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
return renderTemplate(rollMessageTpl, rollData);
}
}