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"], width: 480, height: 540 }; } /* -------------------------------------------- */ 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 key = dataset.key const adv = dataset.adv let attribute = eval(`actor.data.data.attributes.${key}`) let label = (attribute.label) ? game.i18n.localize(attribute.label) : null let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) let rollData = { mode: "attribute", actor: actor, actorData: actorData, attribute: attribute, attrValue: attribute.value, aptValue: 0, label: label, careerBonus: 0, description: description, adv: this.convertToAdv(adv), mod: 0 } return this.displayRollDialog( rollData ) } /* -------------------------------------------- */ static aptitudeCheck(actor, actorData, dataset, event) { const key = dataset.key; const adv = dataset.adv; let aptitude = eval(`actor.data.data.aptitudes.${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, attrValue: attribute.value, aptValue: aptitude.value, label: label, careerBonus: 0, description: description, adv: this.convertToAdv(adv), mod: 0 }); } /* -------------------------------------------- */ static weaponCheck(actor, actorData, dataset, event) { let target = BoLUtility.getTarget() const li = $(event.currentTarget).parents(".item") const weapon = actor.items.get(li.data("item-id")) if (!weapon) { ui.notifications.warn("Unable to find weapon !") return; } let weaponData = weapon.data.data let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`) let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`) // Manage specific case let fightOption= actor.getActiveFightOption() if ( fightOption && fightOption.data.fightoptiontype == "fulldefense") { ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`) return } // Build the roll structure let rolldata = { mode: "weapon", actor: actor, actorData: actorData, weapon: weapon, isRanged: weaponData.properties.ranged || weaponData.properties.throwing, target: target, fightOption: fightOption, careerBonus: 0, defender: (target) ? game.actors.get(target.data.actorId) : undefined, attribute: attribute, aptitude: aptitude, attrValue: attribute.value, aptValue: aptitude.value, mod: 0, modRanged: 0, label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'), description: actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'), } return this.displayRollDialog(rolldata) } /* -------------------------------------------- */ 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, attrValue: actor.data.data.attributes.mind.value, aptValue: 0, careerBonus: actor.getAlchemistBonus(), pcCost: Number(alchemyData.properties.pccost), pcCostCurrent: Number(alchemyData.properties.pccurrent), mod: Number(alchemyData.properties.difficulty), label: alchemy.name, 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, attrValue: actor.data.data.attributes.mind.value, aptValue: 0, ppCurrent: Number(actor.data.data.resources.power.value), careerBonus: actor.getSorcererBonus(), ppCost: Number(spell.data.data.properties.ppcost), mod: Number(spellData.properties.difficulty), label: spell.name, description: actor.name + " - " + game.i18n.localize('BOL.ui.focusSpell'), } console.log("SPELL!", spellDef); return this.displayRollDialog(spellDef); } /* -------------------------------------------- */ static updateTotalDice() { this.rollData.bmDice = this.rollData.nbBoons - this.rollData.nbFlaws + this.rollData.bDice - this.rollData.mDice this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice) if (this.rollData.bmDice == 0 ) { $('#roll-nbdice').val( "2" ) } else { let letter = (this.rollData.bmDice > 0) ? "B" : "M" $('#roll-nbdice').val( "2 + " + String(Math.abs(this.rollData.bmDice)) + letter ) } $('#roll-modifier').val( this.rollData.attrValue + "+" + this.rollData.aptValue + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" + this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" + this.rollData.shieldMalus + "+" + this.rollData.attackModifier ) } /* -------------------------------------------- */ static preProcessFightOption( rollData) { rollData.damagesIgnoresArmor = false // Always reset flags rollData.modArmorMalus = 0 rollData.attackModifier = 0 let fgItem = rollData.fightOption if (fgItem ) { console.log(fgItem) if (fgItem.data.properties.fightoptiontype == "armordefault") { rollData.modArmorMalus = rollData.armorMalus // Activate the armor malus rollData.damagesIgnoresArmor = true } if (fgItem.data.properties.fightoptiontype == "intrepid") { rollData.attackModifier += 2 } if (fgItem.data.properties.fightoptiontype == "defense") { rollData.attackModifier += -1 } if (fgItem.data.properties.fightoptiontype == "attack") { rollData.attackModifier += 1 } if (fgItem.data.properties.fightoptiontype == "twoweaponsdef" || fgItem.data.properties.fightoptiontype == "twoweaponsatt") { rollData.attackModifier += -1 } } } /* -------------------------------------------- */ static rollDialogListener(html) { this.updateTotalDice() 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 }) html.find('#mod').change((event) => { this.rollData.mod = Number(event.currentTarget.value) this.updateTotalDice() }) html.find('#modRanged').change((event) => { this.rollData.modRanged = Number(event.currentTarget.value) this.updateTotalDice() }) html.find('#attr').change((event) => { let attrKey = event.currentTarget.value this.rollData.attribute = duplicate(this.rollData.actor.data.data.attributes[attrKey]) this.rollData.attrValue = this.rollData.actor.data.data.attributes[attrKey].value this.updateTotalDice() } ) html.find('#apt').change((event) => { let aptKey = event.currentTarget.value this.rollData.aptitude = duplicate(this.rollData.actor.data.data.aptitudes[aptKey]) this.rollData.aptValue = this.rollData.actor.data.data.aptitudes[aptKey].value this.updateTotalDice() } ) html.find('#applyShieldMalus').click( (event) => { if (event.currentTarget.checked) { this.rollData.shieldMalus = this.rollData.shieldAttackMalus } else { this.rollData.shieldMalus = 0 } }) html.find('#career').change((event) => { let careers = $('#career').val() this.rollData.careerBonus = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i))) this.updateTotalDice() }) html.find('#boon').change((event) => { let boons = $('#boon').val() this.rollData.nbBoons = (!boons || boons.length == 0) ? 0 : Math.max(...boons.map(i => parseInt(i))) this.updateTotalDice() }) html.find('#flaw').change((event) => { let flaws = $('#flaw').val() this.rollData.nbFlaws = (!flaws || flaws.length == 0) ? 0 : Math.max(...flaws.map(i => parseInt(i))) this.updateTotalDice() }) html.find('.bdice').click((event) => { this.rollData.mDice = 0 this.rollData.bDice = Number(event.currentTarget.value) this.updateTotalDice() }) html.find('.mdice').click((event) => { this.rollData.bDice = 0 this.rollData.mDice = Number(event.currentTarget.value) this.updateTotalDice() }) } /* -------------------------------------------- */ static preProcessWeapon( rollData) { if (rollData.mode == "weapon") { rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0; rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice if (rollData.defender) { // If target is selected rollData.defence = rollData.defender.defenseValue rollData.armorMalus = rollData.defender.armorMalusValue rollData.shieldBlock = 'none' let shields = rollData.defender.shields for (let shield of shields) { rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone'; rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1; rollData.applyShieldMalus = false } } } } /* ROLL DIALOGS */ /* -------------------------------------------- */ static async displayRollDialog(rollData, onEnter = "submit") { // initialize default flags/values const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs` rollData.careers = rollData.actorData.features.careers rollData.boons = rollData.actor.bonusBoons rollData.flaws = rollData.actor.malusFlaws rollData.defence = 0 rollData.attackModifier = 0 // Used for fight options rollData.modArmorMalus = 0 // Used for fight options rollData.bDice = 0 rollData.mDice = 0 rollData.nbBoons = 0 rollData.nbFlaws = 0 rollData.nbDice = 0 if (rollData.shieldBlock == 'blockall') { rollData.shieldMalus = rollData.shieldAttackMalus; } else { rollData.shieldMalus = 0 } rollData.careerBonus = rollData.careerBonus ?? 0 rollData.modRanged = rollData.modRanged ?? 0 rollData.mod = rollData.mod ?? 0 rollData.id = randomID(16) rollData.weaponModifier = 0 rollData.attackBonusDice = false rollData.armorMalus = 0 // Specific stuff this.preProcessWeapon(rollData) this.preProcessFightOption(rollData) // Save this.rollData = rollData console.log("ROLLDATA", rollData) // Then display+process the dialog 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.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false; const isMalus = rollData.mDice > 0 rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0 const modifiers = rollData.attrValue + rollData.aptValue + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "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) // console.log("Roll formula", 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, this.rollData.isFumble) } 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, this.rollData.fightOption ) let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData) //console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage) this.rollData.damageFormula = damageFormula this.rollData.damageRoll = new Roll(damageFormula) await this.rollData.damageRoll.roll({ "async": false }) this.rollData.damageTotal = this.rollData.damageRoll.total } $(`#${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); } }