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) {
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);
}
static alchemyCheck( actor, actorData, dataset, event) {
const li = $(event.currentTarget).parents(".item");
const alchemy = actor.items.get(li.data("item-id"));
if (!alchemy) {
ui.notifications.warn("Unable to find Alchemy !");
return;
}
let alchemyData = alchemy.data.data
if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
ui.notifications.warn("Pas assez de Points de Cration investis dans la Préparation !")
return
}
let alchemyDef = {
mode: "alchemy",
actor: actor,
actorData: actorData,
alchemy: alchemy,
attribute: actor.data.data.attributes.mind,
careerBonus: actor.getAlchemistBonus(),
pcCost: alchemyData.properties.pccost,
pcCostCurrent: alchemyData.properties.pccurrent,
mod: alchemyData.properties.difficulty,
label: alchemy.name,
adv: "2",
description: actor.name + " - " + game.i18n.localize('BOL.ui.makeAlchemy'),
}
console.log("ALCHEMY!", alchemyDef);
return this.displayRollDialog(alchemyDef);
}
static spellCheck( actor, actorData, dataset, event) {
if (actor.data.data.resources.power.value <= 0) {
ui.notifications.warn("Plus assez de points de Pouvoir !")
return
}
const li = $(event.currentTarget).parents(".item");
const spell = actor.items.get(li.data("item-id"));
if (!spell) {
ui.notifications.warn("Unable to find spell !");
return;
}
let spellData = spell.data.data;
let spellDef = {
mode: "spell",
actor: actor,
actorData: actorData,
spell: spell,
attribute: actor.data.data.attributes.mind,
ppCurrent: actor.data.data.resources.power.value,
careerBonus: actor.getSorcererBonus(),
ppCost: spell.data.data.properties.ppcost,
mod: spellData.properties.difficulty,
label: spell.name,
adv: "2",
description: actor.name + " - " + game.i18n.localize('BOL.ui.focusSpell'),
}
console.log("SPELL!", spellDef);
return this.displayRollDialog(spellDef);
}
/* -------------------------------------------- */
static rollDialogListener(html) {
html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
$('#ppcost').html(pp)
this.rollData.ppCost = pp
});
}
/* ROLL DIALOGS */
/* -------------------------------------------- */
static async displayRollDialog(rollData, onEnter = "submit") {
const rollOptionTpl = `systems/bol/templates/dialogs/${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.careerBonus = rollData.careerBonus?? 0
rollData.mod = rollData.mod?? 0
rollData.id = randomID(16)
this.rollData = rollData
// Weapon mode specific management
rollData.weaponModifier = 0
rollData.attackBonusDice = false
if (rollData.mode == "weapon") {
//console.log("WEAPON", rollData.weapon)
rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers?? 0;
rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
if (rollData.defender) { // If target is selected
rollData.defence = rollData.defender.defenseValue
rollData.shieldBlock = 'none'
let shields = rollData.defender.shields
//console.log("Shields", 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
}
}
}
const rollOptionContent = await renderTemplate(rollOptionTpl, rollData);
let d = new Dialog({
title: rollData.label,
content: rollOptionContent,
rollData: rollData,
render: html => this.rollDialogListener(html),
buttons: {
cancel: {
icon: '',
label: game.i18n.localize("BOL.ui.cancel"),
callback: () => {
}
},
submit: {
icon: '',
label: game.i18n.localize("BOL.ui.submit"),
callback: (html) => {
if (rollData.mode == 'spell' && rollData.ppCurrent < rollData.ppCost) { // Check PP available
ui.notifications.warn("Pas assez de Points de Pouvoir !")
return
}
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') ? $('#register-init').is(":checked") : false;
let shieldMalus = 0
if (rollData.mode == "weapon") {
const applyShieldMalus = html.find('#applyShieldMalus').val() || false
if (applyShieldMalus || rollData.shieldBlock == 'blockall') {
shieldMalus = rollData.shieldAttackMalus;
}
}
const isMalus = rollData.adv.includes('M')
let dicePool = __adv2dice[rollData.adv]
dicePool += (rollData.attackBonusDice) ? 1 : 0
const attrValue = (rollData.attrKey) && eval(`rollData.actor.data.data.attributes.${rollData.attrKey}.value`) || 0;
const aptValue = (rollData.aptKey) && eval(`rollData.actor.data.data.aptitudes.${rollData.aptKey}.value`) || 0
const modifiers = rollData.careerBonus + rollData.weaponModifier + 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);
}
if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
this.rollData.actor.spendPowerPoint(this.rollData.ppCost)
}
if (this.rollData.mode == "alchemy") { // PP cost management
this.rollData.actor.resetAlchemyStatus(this.rollData.alchemy.id)
}
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" }
})
});
}
getDamageAttributeValue( attrDamage) {
let attrDamageValue = 0
if ( attrDamage.includes("vigor") ) {
attrDamageValue = this.rollData.actor.data.data.attributes.vigor.value
if (attrDamage.includes("half")) {
attrDamageValue = Math.floor(attrDamageValue / 2)
}
}
return attrDamageValue
}
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
}
let attrDamageValue = this.getDamageAttributeValue(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 + "+" + attrDamageValue
console.log("DAMAGE !!!", damageFormula, attrDamageValue)
//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);
}
}