fvtt-crucible-rpg/modules/crucible-utility.js

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/* -------------------------------------------- */
import { CrucibleCombat } from "./crucible-combat.js";
import { CrucibleCommands } from "./crucible-commands.js";
/* -------------------------------------------- */
const __level2Dice = ["d0", "d4", "d6", "d8", "d10", "d12"];
const __name2DiceValue = { "0": 0, "d0": 0, "d4": 4, "d6": 6, "d8": 8, "d10": 10, "d12": 12 }
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const __skillLevel2Dice = ["0d8", "1d8", "2d8", "3d8", "4d8", '6d8', "8d8", "10d8"]
const __color2RollTable = {
blue: "Blue Armor Die", black: "Black Armor Die", green: "Green Armor Die", purple: "Purple Armor Die",
white: "White Armor Die", red: "Red Armor Die", blackgreen: "Black & Green Armor Dice"
}
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/* -------------------------------------------- */
export class CrucibleUtility {
/* -------------------------------------------- */
static async init() {
Hooks.on('renderChatLog', (log, html, data) => CrucibleUtility.chatListeners(html));
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/*Hooks.on("dropCanvasData", (canvas, data) => {
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CrucibleUtility.dropItemOnToken(canvas, data)
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});*/
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this.rollDataStore = {}
this.defenderStore = {}
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CrucibleCommands.init();
Handlebars.registerHelper('count', function (list) {
return list.length;
})
Handlebars.registerHelper('includes', function (array, val) {
return array.includes(val);
})
Handlebars.registerHelper('upper', function (text) {
return text.toUpperCase();
})
Handlebars.registerHelper('lower', function (text) {
return text.toLowerCase()
})
Handlebars.registerHelper('upperFirst', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase() + text.slice(1)
})
Handlebars.registerHelper('notEmpty', function (list) {
return list.length > 0;
})
Handlebars.registerHelper('mul', function (a, b) {
return parseInt(a) * parseInt(b);
})
}
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/*-------------------------------------------- */
static upperFirst(text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase() + text.slice(1)
}
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/*-------------------------------------------- */
static getSkills() {
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return duplicate(this.skills)
}
/*-------------------------------------------- */
static getWeaponSkills() {
return duplicate(this.weaponSkills)
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}
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/*-------------------------------------------- */
static getShieldSkills() {
return duplicate(this.shieldSkills)
}
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/* -------------------------------------------- */
static async ready() {
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const skills = await CrucibleUtility.loadCompendium("fvtt-crucible-rpg.skills")
this.skills = skills.map(i => i.toObject())
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this.weaponSkills = duplicate(this.skills.filter(item => item.system.isweaponskill))
this.shieldSkills = duplicate(this.skills.filter(item => item.system.isshieldskill))
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const rollTables = await CrucibleUtility.loadCompendium("fvtt-crucible-rpg.rolltables")
this.rollTables = rollTables.map(i => i.toObject())
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}
/* -------------------------------------------- */
static async loadCompendiumData(compendium) {
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const pack = game.packs.get(compendium)
return await pack?.getDocuments() ?? []
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}
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
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let compendiumData = await CrucibleUtility.loadCompendiumData(compendium)
return compendiumData.filter(filter)
}
/* -------------------------------------------- */
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static isArmorLight(armor) {
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if (armor && (armor.system.armortype.includes("light") || armor.system.armortype.includes("clothes"))) {
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return true
}
return false
}
/* -------------------------------------------- */
static isWeaponPenetrating(weapon) {
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if (weapon && weapon.system.qualities.toLowerCase().includes("penetrating")) {
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return true
}
return false
}
/* -------------------------------------------- */
static isWeaponLight(weapon) {
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if (weapon && weapon.system.qualities.toLowerCase().includes("light")) {
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return true
}
return false
}
/* -------------------------------------------- */
static isWeaponHeavy(weapon) {
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if (weapon && weapon.system.qualities.toLowerCase().includes("heavy")) {
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return true
}
return false
}
/* -------------------------------------------- */
static isWeaponHack(weapon) {
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if (weapon && weapon.system.qualities.toLowerCase().includes("hack")) {
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return true
}
return false
}
/* -------------------------------------------- */
static isWeaponUndamaging(weapon) {
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if (weapon && weapon.system.qualities.toLowerCase().includes("undamaging")) {
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return true
}
return false
}
/* -------------------------------------------- */
static isWeaponDangerous(weapon) {
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if (weapon && weapon.system.qualities.toLowerCase().includes("dangerous")) {
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return true
}
return false
}
/* -------------------------------------------- */
static isWeaponDeadly(weapon) {
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if (weapon && weapon.system.qualities.toLowerCase().includes("deadly")) {
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return true
}
return false
}
/* -------------------------------------------- */
static async getRollTableFromDiceColor(diceColor, displayChat = true) {
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let rollTableName = __color2RollTable[diceColor]
if (rollTableName) {
const pack = game.packs.get("fvtt-crucible-rpg.rolltables")
const index = await pack.getIndex()
const entry = index.find(e => e.name === rollTableName)
let table = await pack.getDocument(entry._id)
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const draw = await table.draw({ displayChat: displayChat, rollMode: "gmroll" })
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return draw.results.length > 0 ? draw.results[0] : undefined
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}
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}
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/* -------------------------------------------- */
static async getCritical(level, weapon) {
const pack = game.packs.get("fvtt-crucible-rpg.rolltables")
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let tableName = "Crit " + level + " (" + this.upperFirst(weapon.system.damage) + ")"
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const index = await pack.getIndex()
const entry = index.find(e => e.name === tableName)
let table = await pack.getDocument(entry._id)
const draw = await table.draw({ displayChat: false, rollMode: "gmroll" })
return draw.results.length > 0 ? draw.results[0] : undefined
}
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/* -------------------------------------------- */
static async chatListeners(html) {
html.on("click", '.view-item-from-chat', event => {
game.system.crucible.creator.openItemView(event)
})
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html.on("click", '.roll-defense-melee', event => {
let rollId = $(event.currentTarget).data("roll-id")
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let rollData = CrucibleUtility.getRollData(rollId)
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rollData.defenseWeaponId = $(event.currentTarget).data("defense-weapon-id")
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let actor = game.canvas.tokens.get(rollData.defenderTokenId).actor
if (actor && (game.user.isGM || actor.isOwner)) {
actor.rollDefenseMelee(rollData)
}
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})
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}
/* -------------------------------------------- */
static async preloadHandlebarsTemplates() {
const templatePaths = [
'systems/fvtt-crucible-rpg/templates/editor-notes-gm.html',
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'systems/fvtt-crucible-rpg/templates/partial-roll-select.html',
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'systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html',
'systems/fvtt-crucible-rpg/templates/partial-actor-status.html',
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'systems/fvtt-crucible-rpg/templates/partial-options-abilities.html',
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'systems/fvtt-crucible-rpg/templates/partial-item-nav.html',
'systems/fvtt-crucible-rpg/templates/partial-item-description.html',
'systems/fvtt-crucible-rpg/templates/partial-actor-equipment.html'
]
return loadTemplates(templatePaths);
}
/* -------------------------------------------- */
static removeChatMessageId(messageId) {
if (messageId) {
game.messages.get(messageId)?.delete();
}
}
static findChatMessageId(current) {
return CrucibleUtility.getChatMessageId(CrucibleUtility.findChatMessage(current));
}
static getChatMessageId(node) {
return node?.attributes.getNamedItem('data-message-id')?.value;
}
static findChatMessage(current) {
return CrucibleUtility.findNodeMatching(current, it => it.classList.contains('chat-message') && it.attributes.getNamedItem('data-message-id'));
}
static findNodeMatching(current, predicate) {
if (current) {
if (predicate(current)) {
return current;
}
return CrucibleUtility.findNodeMatching(current.parentElement, predicate);
}
return undefined;
}
/* -------------------------------------------- */
static createDirectOptionList(min, max) {
let options = {};
for (let i = min; i <= max; i++) {
options[`${i}`] = `${i}`;
}
return options;
}
/* -------------------------------------------- */
static buildListOptions(min, max) {
let options = ""
for (let i = min; i <= max; i++) {
options += `<option value="${i}">${i}</option>`
}
return options;
}
/* -------------------------------------------- */
static getTarget() {
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if (game.user.targets) {
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for (let target of game.user.targets) {
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return target
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}
}
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return undefined
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}
/* -------------------------------------------- */
static updateRollData(rollData) {
let id = rollData.rollId
let oldRollData = this.rollDataStore[id] || {}
let newRollData = mergeObject(oldRollData, rollData)
this.rollDataStore[id] = newRollData
}
/* -------------------------------------------- */
static saveRollData(rollData) {
game.socket.emit("system.crucible-rpg", {
name: "msg_update_roll", data: rollData
}); // Notify all other clients of the roll
this.updateRollData(rollData)
}
/* -------------------------------------------- */
static getRollData(id) {
return this.rollDataStore[id]
}
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/* -------------------------------------------- */
static async displayDefenseMessage(rollData) {
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if (rollData.mode == "weapon" && rollData.defenderTokenId) {
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let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
if (game.user.isGM || (game.user.character && game.user.character.id == defender.id)) {
rollData.defender = defender
rollData.defenderWeapons = defender.getEquippedWeapons()
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rollData.isRollTarget = rollData.weapon?.system.isranged
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this.createChatWithRollMode(defender.name, {
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name: defender.name,
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alias: defender.name,
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//user: defender.id,
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content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-request-defense.html`, rollData),
whisper: [defender.id].concat(ChatMessage.getWhisperRecipients('GM')),
})
}
}
}
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/* -------------------------------------------- */
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static getSuccessResult(rollData) {
if (rollData.sumSuccess <= -3) {
return { result: "miss", fumble: true, attackerHPLoss: "2d3", hpLossType: "melee" }
}
if (rollData.sumSuccess == -2) {
return { result: "miss", dangerous_fumble: true, attackerHPLoss: "1d3", hpLossType: "melee" }
}
if (rollData.sumSuccess == -1) {
return { result: "miss" }
}
if (rollData.sumSuccess == 0) {
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if (rollData.attackRollData.weapon.system.isranged) {
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return { result: "target_space", aoe: true }
} else {
return { result: "clash", hack_vs_shields: true }
}
}
if (rollData.sumSuccess == 1) {
return { result: "hit", defenderDamage: "1", entangle: true, knockback: true }
}
if (rollData.sumSuccess == 2) {
return { result: "hit", defenderDamage: "2", critical_1: true, entangle: true, knockback: true, penetrating_impale: true, hack_armors: true }
}
if (rollData.sumSuccess >= 3) {
return { result: "hit", defenderDamage: "3", critical_2: true, entangle: true, knockback: true, penetrating_impale: true, hack_armors: true }
}
}
/* -------------------------------------------- */
static async getFumble(weapon) {
const pack = game.packs.get("fvtt-crucible-rpg.rolltables")
const index = await pack.getIndex()
let entry
if (weapon.isranged) {
entry = index.find(e => e.name === "Fumble! (ranged)")
}
if (!weapon.isranged) {
entry = index.find(e => e.name === "Fumble! (melee)")
}
let table = await pack.getDocument(entry._id)
const draw = await table.draw({ displayChat: false, rollMode: "gmroll" })
return draw.results.length > 0 ? draw.results[0] : undefined
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}
/* -------------------------------------------- */
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static async processSuccessResult(rollData) {
if (game.user.isGM) { // Only GM process this
let result = rollData.successDetails
let attacker = game.actors.get(rollData.actorId)
let defender = game.canvas.tokens.get(rollData.attackRollData.defenderTokenId).actor
if (attacker && result.attackerHPLoss) {
result.attackerHPLossValue = await attacker.incDecHP("-" + result.attackerHPLoss)
}
if (attacker && defender && result.defenderDamage) {
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let dmgDice = (rollData.attackRollData.weapon.system.isranged) ? "d6" : "d8"
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result.damageWeaponFormula = result.defenderDamage + dmgDice
result.defenderHPLossValue = await defender.incDecHP("-" + result.damageWeaponFormula)
}
if (result.fumble || (result.dangerous_fumble && CrucibleUtility.isWeaponDangerous(rollData.attackRollData.weapon))) {
result.fumbleDetails = await this.getFumble(rollData.weapon)
}
if (result.critical_1 || result.critical_2) {
let isDeadly = CrucibleUtility.isWeaponDeadly(rollData.attackRollData.weapon)
result.critical = await this.getCritical((result.critical_1) ? "I" : "II", rollData.attackRollData.weapon )
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result.criticalText = result.critical.text
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}
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-attack-defense-result.html`, rollData)
})
console.log("Results processed", rollData)
}
}
/* -------------------------------------------- */
static async processAttackDefense(rollData) {
if (rollData.attackRollData) {
//console.log("Defender token, ", rollData, rollData.defenderTokenId)
let defender = game.canvas.tokens.get(rollData.attackRollData.defenderTokenId).actor
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let sumSuccess = rollData.attackRollData.nbSuccess - rollData.nbSuccess
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if (sumSuccess > 0) {
let armorResult = await defender.rollArmorDie(rollData)
rollData.armorResult = armorResult
sumSuccess += rollData.armorResult.nbSuccess
if (sumSuccess < 0) { // Never below 0
sumSuccess = 0
}
}
rollData.sumSuccess = sumSuccess
rollData.successDetails = this.getSuccessResult(rollData)
if (game.user.isGM) {
this.processSuccessResult(rollData)
} else {
game.socket.emit("system.fvtt-crucible-rpg", { msg: "msg_gm_process_attack_defense", data: rollData });
}
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}
}
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/* -------------------------------------------- */
static async onSocketMesssage(msg) {
console.log("SOCKET MESSAGE", msg.name)
if (msg.name == "msg_update_roll") {
this.updateRollData(msg.data)
}
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if (msg.name == "msg_gm_process_attack_defense") {
this.processSuccessResult(msg.data)
}
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if (msg.name == "msg_gm_item_drop" && game.user.isGM) {
let actor = game.actors.get(msg.data.actorId)
let item
if (msg.data.isPack) {
item = await fromUuid("Compendium." + msg.data.isPack + "." + msg.data.itemId)
} else {
item = game.items.get(msg.data.itemId)
}
this.addItemDropToActor(actor, item)
}
}
/* -------------------------------------------- */
static chatDataSetup(content, modeOverride, isRoll = false, forceWhisper) {
let chatData = {
user: game.user.id,
rollMode: modeOverride || game.settings.get("core", "rollMode"),
content: content
};
if (["gmroll", "blindroll"].includes(chatData.rollMode)) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM").map(u => u.id);
if (chatData.rollMode === "blindroll") chatData["blind"] = true;
else if (chatData.rollMode === "selfroll") chatData["whisper"] = [game.user];
if (forceWhisper) { // Final force !
chatData["speaker"] = ChatMessage.getSpeaker();
chatData["whisper"] = ChatMessage.getWhisperRecipients(forceWhisper);
}
return chatData;
}
/* -------------------------------------------- */
static async showDiceSoNice(roll, rollMode) {
if (game.modules.get("dice-so-nice")?.active) {
if (game.dice3d) {
let whisper = null;
let blind = false;
rollMode = rollMode ?? game.settings.get("core", "rollMode");
switch (rollMode) {
case "blindroll": //GM only
blind = true;
case "gmroll": //GM + rolling player
whisper = this.getUsers(user => user.isGM);
break;
case "roll": //everybody
whisper = this.getUsers(user => user.active);
break;
case "selfroll":
whisper = [game.user.id];
break;
}
await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
}
}
}
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/* -------------------------------------------- */
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static updateSkill(skill) {
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skill.system.level = skill.system.background + skill.system.basic + skill.system.class + skill.system.explevel
if (skill.system.level > 7) { skill.system.level = 7 }
skill.system.skilldice = __skillLevel2Dice[skill.system.level]
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}
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/* -------------------------------------------- */
static async rollCrucible(rollData) {
let actor = game.actors.get(rollData.actorId)
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// ability/save => 0
let diceFormula
let startFormula = "0d6cs>=5"
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if (rollData.ability) {
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startFormula = String(rollData.ability.value) + "d6cs>=5"
}
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if (rollData.save) {
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startFormula = String(rollData.save.value) + "d6cs>=5"
}
diceFormula = startFormula
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// skill => 2
// feat => 4
// bonus => 6
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if (rollData.skill) {
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let level = rollData.skill.system.level
if (rollData.skill.system.issl2) {
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rollData.hasSLBonus = true
level += 2
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if (level > 7) { level = 7 }
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}
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rollData.skill.system.skilldice = __skillLevel2Dice[level]
diceFormula += "+" + String(rollData.skill.system.skilldice) + "cs>=5"
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if (rollData.skill.system.skilltype == "complex" && rollData.skill.system.level == 0) {
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rollData.complexSkillDisadvantage = true
rollData.rollAdvantage = "roll-disadvantage"
}
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if (rollData.skill.system.isfeatdie) {
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rollData.hasFeatDie = true
diceFormula += "+ 1d10cs>=5"
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} else {
diceFormula += `+ 0d10cs>=5`
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}
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if (rollData.skill.system.bonusdice != "none") {
rollData.hasBonusDice = rollData.skill.system.bonusdice
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diceFormula += `+ ${rollData.hasBonusDice}cs>=5`
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} else {
diceFormula += `+ 0d6cs>=5`
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}
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} else {
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diceFormula += `+ 0d8cs=>5 + 0d10cs>=5 + 0d6cs>=5`
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}
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// advantage => 8
let advFormula = "+ 0d8cs>=5"
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if (rollData.advantage == "advantage1") {
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advFormula = "+ 1d8cs>=5"
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}
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if (rollData.advantage == "advantage2") {
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advFormula = "+ 2d8cs>=5"
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}
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diceFormula += advFormula
// disadvantage => 10
let disFormula = "- 0d8cs>=5"
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if (rollData.disadvantage == "disadvantage1") {
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disFormula = "- 1d8cs>=5"
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}
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if (rollData.disadvantage == "disadvantage2") {
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disFormula = "- 2d8cs>=5"
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}
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diceFormula += disFormula
// armor => 12
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let skillArmorPenalty = 0
for (let armor of rollData.armors) {
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if (armor.system.equipped) {
skillArmorPenalty += armor.system.skillpenalty
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}
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}
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if (rollData.skill && rollData.skill.system.armorpenalty && skillArmorPenalty > 0) {
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rollData.skillArmorPenalty = skillArmorPenalty
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diceFormula += `- ${skillArmorPenalty}d8cs>=5`
} else {
diceFormula += `- 0d8cs>=5`
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}
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// shield => 14
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if (rollData.useshield && rollData.shield) {
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diceFormula += "+ 1" + String(rollData.shield.system.shielddie) + "cs>=5"
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} else {
diceFormula += " + 0d6cs>=5"
}
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// Performs roll
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console.log("Roll formula", diceFormula)
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let myRoll = rollData.roll
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if (!myRoll) { // New rolls only of no rerolls
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myRoll = new Roll(diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
}
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rollData.rollOrder = 0
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rollData.roll = myRoll
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rollData.nbSuccess = myRoll.total
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if (rollData.rollAdvantage != "none") {
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rollData.rollOrder = 1
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rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage": "Disadvantage"
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this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData)
})
rollData.rollOrder = 2
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let myRoll2 = new Roll(diceFormula).roll({ async: false })
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await this.showDiceSoNice(myRoll2, game.settings.get("core", "rollMode"))
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rollData.roll = myRoll2 // Tmp switch to display the proper results
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rollData.nbSuccess = myRoll2.total
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this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData)
})
rollData.roll = myRoll // Revert the tmp switch
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rollData.nbSuccess = myRoll.total
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if (rollData.rollAdvantage == "roll-advantage") {
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if (myRoll2.total > rollData.nbSuccess) {
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hasChanged = true
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rollData.roll = myRoll2
rollData.nbSuccess = myRoll2.total
}
} else {
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if (myRoll2.total < rollData.nbSuccess) {
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rollData.roll = myRoll2
rollData.nbSuccess = myRoll2.total
}
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}
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rollData.rollOrder = 3
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}
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rollData.nbSuccess = Math.max(0, rollData.nbSuccess)
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rollData.isFirstRollAdvantage = false
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// Manage exp
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if (rollData.skill && rollData.skill.system.level > 0) {
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let nbSkillSuccess = rollData.roll.terms[2].total
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if (nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.system.level) {
actor.incrementSkillExp(rollData.skill.id, 1)
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}
}
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this.saveRollData(rollData)
actor.lastRoll = rollData
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this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData)
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})
console.log("Rolldata result", rollData)
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// Message response
this.displayDefenseMessage(rollData)
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// Manage defense result
this.processAttackDefense(rollData)
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}
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/* -------------------------------------------- */
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static sortArrayObjectsByName(myArray) {
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myArray.sort((a, b) => {
let fa = a.name.toLowerCase();
let fb = b.name.toLowerCase();
if (fa < fb) {
return -1;
}
if (fa > fb) {
return 1;
}
return 0;
})
}
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/* -------------------------------------------- */
static getUsers(filter) {
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return game.users.filter(filter).map(user => user.id);
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}
/* -------------------------------------------- */
static getWhisperRecipients(rollMode, name) {
switch (rollMode) {
case "blindroll": return this.getUsers(user => user.isGM);
case "gmroll": return this.getWhisperRecipientsAndGMs(name);
case "selfroll": return [game.user.id];
}
return undefined;
}
/* -------------------------------------------- */
static getWhisperRecipientsAndGMs(name) {
let recep1 = ChatMessage.getWhisperRecipients(name) || [];
return recep1.concat(ChatMessage.getWhisperRecipients('GM'));
}
/* -------------------------------------------- */
static blindMessageToGM(chatOptions) {
let chatGM = duplicate(chatOptions);
chatGM.whisper = this.getUsers(user => user.isGM);
chatGM.content = "Blinde message of " + game.user.name + "<br>" + chatOptions.content;
console.log("blindMessageToGM", chatGM);
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game.socket.emit("system.fvtt-crucible-rpg", { msg: "msg_gm_chat_message", data: chatGM });
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}
/* -------------------------------------------- */
static async searchItem(dataItem) {
let item
if (dataItem.pack) {
item = await fromUuid("Compendium." + dataItem.pack + "." + dataItem.id)
} else {
item = game.items.get(dataItem.id)
}
return item
}
/* -------------------------------------------- */
static split3Columns(data) {
let array = [[], [], []];
if (data == undefined) return array;
let col = 0;
for (let key in data) {
let keyword = data[key];
keyword.key = key; // Self-reference
array[col].push(keyword);
col++;
if (col == 3) col = 0;
}
return array;
}
/* -------------------------------------------- */
static createChatMessage(name, rollMode, chatOptions) {
switch (rollMode) {
case "blindroll": // GM only
if (!game.user.isGM) {
this.blindMessageToGM(chatOptions);
chatOptions.whisper = [game.user.id];
chatOptions.content = "Message only to the GM";
}
else {
chatOptions.whisper = this.getUsers(user => user.isGM);
}
break;
default:
chatOptions.whisper = this.getWhisperRecipients(rollMode, name);
break;
}
chatOptions.alias = chatOptions.alias || name;
ChatMessage.create(chatOptions);
}
/* -------------------------------------------- */
static getBasicRollData() {
let rollData = {
rollId: randomID(16),
rollMode: game.settings.get("core", "rollMode"),
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advantage: "none"
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}
CrucibleUtility.updateWithTarget(rollData)
return rollData
}
/* -------------------------------------------- */
static updateWithTarget(rollData) {
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let target = CrucibleUtility.getTarget()
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if (target) {
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rollData.defenderTokenId = target.id
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}
}
/* -------------------------------------------- */
static createChatWithRollMode(name, chatOptions) {
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this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
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}
/* -------------------------------------------- */
static async confirmDelete(actorSheet, li) {
let itemId = li.data("item-id");
let msgTxt = "<p>Are you sure to remove this Item ?";
let buttons = {
delete: {
icon: '<i class="fas fa-check"></i>',
label: "Yes, remove it",
callback: () => {
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
li.slideUp(200, () => actorSheet.render(false));
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel"
}
}
msgTxt += "</p>";
let d = new Dialog({
title: "Confirm removal",
content: msgTxt,
buttons: buttons,
default: "cancel"
});
d.render(true);
}
}