584 lines
19 KiB
JavaScript
584 lines
19 KiB
JavaScript
import CthulhuEternalUtils from "../utils.mjs"
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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 treshold() {
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return this.options.treshold
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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 aide() {
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return this.options.aide
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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 modificateur() {
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return this.options.modificateur
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}
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get avantages() {
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return this.options.avantages
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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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get rollAdvantage() {
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return this.options.rollAdvantage
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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 ROLL_TYPE.SAVE:
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const saveLabel = game.i18n.localize(`TENEBRIS.Character.FIELDS.caracteristiques.${this.target}.valeur.label`)
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text = game.i18n.format("TENEBRIS.Roll.save", { save: saveLabel })
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text = text.concat("<br>").concat(`Seuil : ${this.treshold}`)
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break
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case ROLL_TYPE.RESOURCE:
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const resourceLabel = game.i18n.localize(`TENEBRIS.Character.FIELDS.ressources.${this.target}.valeur.label`)
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text = game.i18n.format("TENEBRIS.Roll.resource", { resource: resourceLabel })
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break
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case ROLL_TYPE.DAMAGE:
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const damageLabel = this.target
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text = game.i18n.format("TENEBRIS.Roll.damage", { item: damageLabel })
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break
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case ROLL_TYPE.ATTACK:
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const attackLabel = this.target
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text = game.i18n.format("TENEBRIS.Roll.attack", { item: attackLabel })
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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("TENEBRIS.Tooltip.saveIntroTextTooltip", { value: this.value, aide: this.aide, gene: this.gene, modificateur: this.modificateur })
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if (this.hasTarget) {
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tooltip = tooltip.concat(`<br>Cible : ${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 (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
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* @param {string} options.rollValue The initial value or formula for the roll.
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* @param {string} options.rollTarget The target of the roll.
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* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal 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.target The target of the roll, if any.
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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 = options.rollValue
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// Formula for a resource roll
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if (options.rollType === ROLL_TYPE.RESOURCE) {
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let ressource = game.i18n.localize(`TENEBRIS.Character.FIELDS.ressources.${options.rollTarget}.valeur.label`)
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if (formula === "0" || formula === "") {
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ui.notifications.warn(game.i18n.format("TENEBRIS.Warning.plusDeRessource", { ressource: ressource }))
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return null
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}
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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 choiceAide = foundry.utils.mergeObject({ 0: "0" }, options.rollValue <= 10 ? { 1: "1" } : { 1: "1", 2: "2" })
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const choiceGene = {
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0: "0",
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"-1": "-1",
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"-2": "-2",
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"-3": "-3",
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"-4": "-4",
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"-5": "-5",
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"-6": "-6",
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"-7": "-7",
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"-8": "-8",
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"-9": "-9",
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"-10": "-10",
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}
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const choiceAvantage = { normal: "Normal", avantage: "Avantage", desavantage: "Désavantage", doubleAvantage: "Double avantage", doubleDesavantage: "Double désavantage" }
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const choiceModificateur = {
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0: "0",
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"-1": "-1",
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"-2": "-2",
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"-3": "-3",
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"-4": "-4",
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"-5": "-5",
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"-6": "-6",
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"-7": "-7",
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"-8": "-8",
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"-9": "-9",
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"-10": "-10",
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}
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let damageDice
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let damageDiceMax
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let damageDiceFinal
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let damageDiceLowered
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// Damage roll : check the roll is not above the maximum damage
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if (options.rollType === ROLL_TYPE.DAMAGE) {
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damageDice = options.rollValue
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damageDiceMax = game.actors.get(options.actorId).system.dmax.valeur
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damageDiceFinal = CthulhuEternalUtils.maxDamage(damageDice, damageDiceMax)
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damageDiceLowered = damageDiceFinal !== damageDice
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// Récupération du nom de l'objet si c'est un jet depuis la fiche de l'acteur
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// Si c'est via une macro le nom est connu
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options.rollTarget = game.actors.get(options.actorId).items.get(options.rollTarget).name
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}
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if (options.rollType === ROLL_TYPE.ATTACK) {
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damageDice = options.rollValue
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}
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let malus = "0"
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let targetMalus = "0"
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let targetName
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let targetArmor
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const displayOpponentMalus = game.settings.get("tenebris", "displayOpponentMalus")
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if (options.rollType === ROLL_TYPE.SAVE && options.hasTarget && options.target.document.actor.type === "opponent") {
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targetName = options.target.document.actor.name
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if (displayOpponentMalus) malus = options.target.document.actor.system.malus.toString()
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else targetMalus = options.target.document.actor.system.malus.toString()
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}
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if (options.rollType === ROLL_TYPE.DAMAGE && options.hasTarget && options.target.document.actor.type === "opponent") {
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targetName = options.target.document.actor.name
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targetArmor = options.target.document.actor.system.armure.toString()
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}
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let dialogContext = {
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isSave: options.rollType === ROLL_TYPE.SAVE,
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isResource: options.rollType === ROLL_TYPE.RESOURCE,
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isDamage: options.rollType === ROLL_TYPE.DAMAGE,
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isAttack: options.rollType === ROLL_TYPE.ATTACK,
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rollModes,
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fieldRollMode,
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choiceAide,
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choiceGene,
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choiceAvantage,
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choiceModificateur,
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damageDice,
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damageDiceMax,
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damageDiceFinal,
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damageDiceLowered,
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formula,
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hasTarget: options.hasTarget,
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malus,
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targetName,
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targetArmor,
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rollAdvantage: this._convertAvantages(options.rollAdvantage),
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rangeAdvantage: this._convertRollAdvantageToRange(options.rollAdvantage),
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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("TENEBRIS.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: ["lethalfantasy"],
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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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// Avantages
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switch (output.avantages) {
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case "1":
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output.avantages = "doubleDesavantage"
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break
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case "2":
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output.avantages = "desavantage"
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break
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case "3":
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output.avantages = "normal"
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break
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case "4":
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output.avantages = "avantage"
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break
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case "5":
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output.avantages = "doubleAvantage"
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break
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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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const rangeInput = dialog.querySelector('input[name="avantages"]')
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if (rangeInput) {
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rangeInput.addEventListener("change", (event) => {
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event.preventDefault()
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event.stopPropagation()
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const readOnly = dialog.querySelector('input[name="selectAvantages"]')
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readOnly.value = this._convertAvantages(event.target.value)
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})
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}
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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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let treshold
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if (options.rollType === ROLL_TYPE.SAVE) {
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const aide = rollContext.aide === "" ? 0 : parseInt(rollContext.aide, 10)
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const gene = rollContext.gene === "" ? 0 : parseInt(rollContext.gene, 10)
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const modificateur = rollContext.modificateur === "" ? 0 : parseInt(rollContext.modificateur, 10)
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if (options.rollType === ROLL_TYPE.SAVE) {
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let dice = "1d20"
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switch (rollContext.avantages) {
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case "avantage":
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dice = "2d20kl"
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break
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case "desavantage":
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dice = "2d20kh"
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break
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case "doubleAvantage":
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dice = "3d20kl"
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break
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case "doubleDesavantage":
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dice = "3d20kh"
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break
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}
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formula = `${dice}`
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}
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treshold = options.rollValue + aide + gene + modificateur
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}
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// Formula for a damage roll
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if (options.rollType === ROLL_TYPE.DAMAGE) {
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formula = damageDiceFinal
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}
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// Formula for an attack roll
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if (options.rollType === ROLL_TYPE.ATTACK) {
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formula = damageDice
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}
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const rollData = {
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type: options.rollType,
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target: options.rollTarget,
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value: options.rollValue,
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treshold: treshold,
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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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/**
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* A hook event that fires before the roll is made.
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* @function tenebris.preRoll
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* @memberof hookEvents
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* @param {Object} options Options for the roll.
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* @param {Object} rollData All data related to the roll.
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* @returns {boolean} Explicitly return `false` to prevent roll to be made.
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*/
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if (Hooks.call("tenebris.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
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if (options.rollType === ROLL_TYPE.SAVE) {
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resultType = roll.total <= treshold ? "success" : "failure"
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} else if (options.rollType === ROLL_TYPE.RESOURCE) {
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resultType = roll.total === 1 || roll.total === 2 ? "failure" : "success"
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}
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let realDamage
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if (options.rollType === ROLL_TYPE.DAMAGE) {
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realDamage = Math.max(0, roll.total - parseInt(targetArmor, 10))
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}
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roll.options.resultType = resultType
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roll.options.treshold = treshold
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roll.options.introText = roll._createIntroText()
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roll.options.introTextTooltip = roll._createIntroTextTooltip()
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roll.options.realDamage = realDamage
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/**
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* A hook event that fires after the roll has been made.
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* @function tenebris.Roll
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* @memberof hookEvents
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* @param {Object} options Options for the roll.
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* @param {Object} rollData All data related to the roll.
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@param {CthulhuEternalRoll} roll The resulting roll.
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* @returns {boolean} Explicitly return `false` to prevent roll to be made.
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*/
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if (Hooks.call("tenebris.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 ROLL_TYPE.SAVE:
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return `${game.i18n.localize("TENEBRIS.Dialog.titleSave")} : ${game.i18n.localize(`TENEBRIS.Manager.${target}`)}`
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case ROLL_TYPE.RESOURCE:
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return `${game.i18n.localize("TENEBRIS.Dialog.titleResource")} : ${game.i18n.localize(`TENEBRIS.Manager.${target}`)}`
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case ROLL_TYPE.DAMAGE:
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return `${game.i18n.localize("TENEBRIS.Dialog.titleDamage")} : ${target}`
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case ROLL_TYPE.ATTACK:
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return `${game.i18n.localize("TENEBRIS.Dialog.titleAttack")} : ${target}`
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default:
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return game.i18n.localize("TENEBRIS.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} isSave - Indicates if the roll is a saving throw.
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* @property {boolean} isResource - Indicates if the roll is related to a resource.
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* @property {boolean} isDamage - Indicates if the roll is for damage.
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* @property {boolean} isFailure - Indicates if the roll is a failure.
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* @property {Array} avantages - Advantages associated with the roll.
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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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formula: this.formula,
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total: this.total,
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isSave: this.isSave,
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isResource: this.isResource,
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isDamage: this.isDamage,
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isFailure: this.isFailure,
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avantages: this.avantages,
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actorId: this.actorId,
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actingCharName: this.actorName,
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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,
|
|
}
|
|
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(
|
|
{
|
|
isSave: this.isSave,
|
|
isResource: this.isResource,
|
|
isDamage: this.isDamage,
|
|
isFailure: this.resultType === "failure",
|
|
avantages: this.avantages,
|
|
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 },
|
|
)
|
|
}
|
|
|
|
// Used in the avantages select and with the rollAdvantage parameter: convert the selected value to the corresponding string
|
|
static _convertAvantages(value) {
|
|
switch (value) {
|
|
case "1":
|
|
return game.i18n.localize("TENEBRIS.Roll.doubleDesavantage")
|
|
case "2":
|
|
return game.i18n.localize("TENEBRIS.Roll.desavantage")
|
|
case "3":
|
|
return game.i18n.localize("TENEBRIS.Roll.normal")
|
|
case "4":
|
|
return game.i18n.localize("TENEBRIS.Roll.avantage")
|
|
case "5":
|
|
return game.i18n.localize("TENEBRIS.Roll.doubleAvantage")
|
|
case "--":
|
|
return game.i18n.localize("TENEBRIS.Roll.doubleDesavantage")
|
|
case "-":
|
|
return game.i18n.localize("TENEBRIS.Roll.desavantage")
|
|
case "=":
|
|
return game.i18n.localize("TENEBRIS.Roll.normal")
|
|
case "+":
|
|
return game.i18n.localize("TENEBRIS.Roll.avantage")
|
|
case "++":
|
|
return game.i18n.localize("TENEBRIS.Roll.doubleAvantage")
|
|
}
|
|
}
|
|
|
|
// Used in the rollAdvantage parameter: convert the selected value to the corresponding range value
|
|
static _convertRollAdvantageToRange(value) {
|
|
switch (value) {
|
|
case "--":
|
|
return 1
|
|
case "-":
|
|
return 2
|
|
case "=":
|
|
return 3
|
|
case "+":
|
|
return 4
|
|
case "++":
|
|
return 5
|
|
}
|
|
}
|
|
}
|