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); } }