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