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