2024-12-04 00:11:23 +01:00
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export default class CthulhuEternalRoll extends Roll {
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/**
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* The HTML template path used to render dice checks of this type
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* @type {string}
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*/
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static CHAT_TEMPLATE = "systems/fvtt-cthulhu-eternal/templates/chat-message.hbs"
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get type() {
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return this.options.type
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}
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get isDamage() {
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return this.type === ROLL_TYPE.DAMAGE
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}
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get target() {
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return this.options.target
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}
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get value() {
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return this.options.value
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}
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get actorId() {
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return this.options.actorId
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}
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get actorName() {
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return this.options.actorName
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}
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get actorImage() {
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return this.options.actorImage
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}
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get introText() {
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return this.options.introText
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}
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get introTextTooltip() {
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return this.options.introTextTooltip
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}
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get help() {
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return this.options.help
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}
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get gene() {
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return this.options.gene
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}
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get modifier() {
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return this.options.modifier
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}
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get resultType() {
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return this.options.resultType
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}
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get isFailure() {
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return this.resultType === "failure"
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}
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get hasTarget() {
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return this.options.hasTarget
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}
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get targetName() {
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return this.options.targetName
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}
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get targetArmor() {
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return this.options.targetArmor
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}
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get targetMalus() {
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return this.options.targetMalus
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}
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get realDamage() {
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return this.options.realDamage
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}
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/**
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* Generates introductory text based on the roll type.
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*
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* @returns {string} The formatted introductory text for the roll.
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*/
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_createIntroText() {
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let text
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switch (this.type) {
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case "skill":
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const skillLabel = game.i18n.localize(`CTHULHUETERNAL.Character.FIELDS.caracteristiques.${this.target}.valeur.label`)
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text = game.i18n.format("CTHULHUETERNAL.Roll.skill", { skill: "skill" })
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text = text.concat("<br>").concat(`Seuil : ${this.treshold}`)
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break
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}
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return text
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}
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/**
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* Generates an introductory text tooltip with characteristics and modifiers.
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*
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* @returns {string} A formatted string containing the value, help, hindrance, and modifier.
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*/
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_createIntroTextTooltip() {
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let tooltip = game.i18n.format("CTHULHUETERNAL.Tooltip.saveIntroTextTooltip", { value: this.value, help: this.help, gene: this.gene, modifier: this.modifier })
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if (this.hasTarget) {
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tooltip = tooltip.concat(`<br>Target : ${this.targetName}`)
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}
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return tooltip
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}
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/**
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* Prompt the user with a dialog to configure and execute a roll.
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*
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* @param {Object} options Configuration options for the roll.
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* @param {string} options.rollType The type of roll being performed.
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* @param {string} options.rollTarget The target of the roll.
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* @param {string} options.actorId The ID of the actor performing the roll.
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* @param {string} options.actorName The name of the actor performing the roll.
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* @param {string} options.actorImage The image of the actor performing the roll.
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* @param {boolean} options.hasTarget Whether the roll has a target.
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* @param {Object} options.data Additional data for the roll.
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*
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* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
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*/
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static async prompt(options = {}) {
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let formula = "1d100"
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switch (options.rollType) {
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case "skill":
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console.log(options.rollItem)
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options.targetScore = options.rollItem.system.computeScore()
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break
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case "characteristic":
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options.targetScore = options.rollItem.value * 5
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break
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default:
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options.targetScore = 50
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break
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}
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const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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const choiceModifier = {
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"-10": "-10",
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"-20": "-20",
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"-40": "-40",
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0: "0",
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"+10": "+10",
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"+20": "+20",
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"+40": "+40",
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}
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let modifier = "0"
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let targetMalus = "0"
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let targetName
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let targetArmor
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let dialogContext = {
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rollType: options.rollType,
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rollItem: foundry.utils.duplicate(options.rollItem), // Object only, no class
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targetScore: options.targetScore,
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rollModes,
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fieldRollMode,
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choiceModifier,
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formula,
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hasTarget: options.hasTarget,
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modifier,
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targetName,
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targetArmor
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}
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const content = await renderTemplate("systems/fvtt-cthulhu-eternal/templates/roll-dialog.hbs", dialogContext)
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const title = CthulhuEternalRoll.createTitle(options.rollType, options.rollTarget)
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const label = game.i18n.localize("CTHULHUETERNAL.Roll.roll")
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const rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: title },
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classes: ["fvtt-cthulhu-eternal"],
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content,
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buttons: [
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{
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label: label,
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callback: (event, button, dialog) => {
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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return output
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},
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},
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],
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rejectClose: false, // Click on Close button will not launch an error
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render: (event, dialog) => {
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},
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})
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// If the user cancels the dialog, exit
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if (rollContext === null) return
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const rollData = {
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rollType: options.rollType,
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rollItem: options.rollItem,
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actorId: options.actorId,
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actorName: options.actorName,
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actorImage: options.actorImage,
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rollMode: rollContext.visibility,
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hasTarget: options.hasTarget,
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targetName,
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targetArmor,
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targetMalus,
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...rollContext,
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}
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// Update target score
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rollData.targetScore = options.targetScore + Number(rollData.modifier)
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/**
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* A hook event that fires before the roll is made.
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*/
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if (Hooks.call("fvtt-cthulhu-eternal.preRoll", options, rollData) === false) return
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const roll = new this(formula, options.data, rollData)
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await roll.evaluate()
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let resultType = "failure"
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if (roll.total <= rollData.targetScore) {
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resultType = "success"
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}
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roll.options.resultType = resultType
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roll.options.introText = roll._createIntroText()
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roll.options.introTextTooltip = roll._createIntroTextTooltip()
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/**
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* A hook event that fires after the roll has been made.
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*/
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if (Hooks.call("fvtt-cthulhu-eternal.Roll", options, rollData, roll) === false) return
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return roll
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}
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/**
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* Creates a title based on the given type.
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*
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* @param {string} type The type of the roll.
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* @param {string} target The target of the roll.
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* @returns {string} The generated title.
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*/
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static createTitle(type, target) {
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switch (type) {
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case "skill":
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return `${game.i18n.localize("CTHULHUETERNAL.Dialog.titleSkill")}`
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default:
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return game.i18n.localize("CTHULHUETERNAL.Dialog.titleStandard")
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}
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}
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/** @override */
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async render(chatOptions = {}) {
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let chatData = await this._getChatCardData(chatOptions.isPrivate)
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return await renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
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}
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/**
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* Generates the data required for rendering a roll chat card.
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*
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* @param {boolean} isPrivate Indicates if the chat card is private.
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* @returns {Promise<Object>} A promise that resolves to an object containing the chat card data.
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* @property {Array<string>} css - CSS classes for the chat card.
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* @property {Object} data - The data associated with the roll.
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* @property {number} diceTotal - The total value of the dice rolled.
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* @property {boolean} isGM - Indicates if the user is a Game Master.
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* @property {string} formula - The formula used for the roll.
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* @property {number} total - The total result of the roll.
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* @property {boolean} isFailure - Indicates if the roll is a failure.
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* @property {string} actorId - The ID of the actor performing the roll.
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* @property {string} actingCharName - The name of the character performing the roll.
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* @property {string} actingCharImg - The image of the character performing the roll.
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* @property {string} introText - Introductory text for the roll.
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* @property {string} introTextTooltip - Tooltip for the introductory text.
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* @property {string} resultType - The type of result (e.g., success, failure).
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* @property {boolean} hasTarget - Indicates if the roll has a target.
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* @property {string} targetName - The name of the target.
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* @property {number} targetArmor - The armor value of the target.
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* @property {number} realDamage - The real damage dealt.
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* @property {boolean} isPrivate - Indicates if the chat card is private.
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* @property {string} cssClass - The combined CSS classes as a single string.
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* @property {string} tooltip - The tooltip text for the chat card.
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*/
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async _getChatCardData(isPrivate) {
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const cardData = {
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css: [SYSTEM.id, "dice-roll"],
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data: this.data,
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diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
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isGM: game.user.isGM,
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rollItem: this.options.rollItem,
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targetScore: this.options.targetScore,
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rollType: this.options.rollType,
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formula: this.formula,
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total: this.total,
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isFailure: this.isFailure,
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actorId: this.actorId,
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actingCharName: this.actorName,
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actingCharImg: this.actorImage,
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introText: this.introText,
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introTextTooltip: this.introTextTooltip,
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resultType: this.resultType,
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hasTarget: this.hasTarget,
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targetName: this.targetName,
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targetArmor: this.targetArmor,
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realDamage: this.realDamage,
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isPrivate: isPrivate,
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}
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console.log(cardData)
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cardData.cssClass = cardData.css.join(" ")
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cardData.tooltip = isPrivate ? "" : await this.getTooltip()
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return cardData
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}
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/**
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* Converts the roll result to a chat message.
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*
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* @param {Object} [messageData={}] Additional data to include in the message.
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* @param {Object} options Options for message creation.
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* @param {string} options.rollMode The mode of the roll (e.g., public, private).
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* @param {boolean} [options.create=true] Whether to create the message.
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* @returns {Promise} - A promise that resolves when the message is created.
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*/
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async toMessage(messageData = {}, { rollMode, create = true } = {}) {
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super.toMessage(
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{
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isFailure: this.resultType === "failure",
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introText: this.introText,
|
2024-12-04 00:11:23 +01:00
|
|
|
introTextTooltip: this.introTextTooltip,
|
|
|
|
actingCharName: this.actorName,
|
|
|
|
actingCharImg: this.actorImage,
|
|
|
|
hasTarget: this.hasTarget,
|
|
|
|
targetName: this.targetName,
|
|
|
|
targetArmor: this.targetArmor,
|
|
|
|
targetMalus: this.targetMalus,
|
|
|
|
realDamage: this.realDamage,
|
|
|
|
...messageData,
|
|
|
|
},
|
|
|
|
{ rollMode: rollMode },
|
|
|
|
)
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|