539 lines
19 KiB
JavaScript
539 lines
19 KiB
JavaScript
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: '<i class="fas fa-times"></i>',
|
|
label: game.i18n.localize("BOL.ui.cancel"),
|
|
callback: () => {
|
|
}
|
|
},
|
|
submit: {
|
|
icon: '<i class="fas fa-check"></i>',
|
|
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);
|
|
}
|
|
|
|
}
|