423 lines
14 KiB
JavaScript

import { SYSTEM } from "../config/system.mjs"
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 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 realDamage() {
return this.options.realDamage
}
get weapon() {
return this.options.weapon
}
get isLowWP() {
return this.options.isLowWP
}
get isZeroWP() {
return this.options.isZeroWP
}
get isExhausted() {
return this.options.isExhausted
}
static updateResourceDialog(options) {
let rating = 0
if (options.rollItem.enableHand) {
rating += options.rollItem.hand
}
if (options.rollItem.enableStowed) {
rating += options.rollItem.stowed
}
if (options.rollItem.enableStorage) {
rating += options.rollItem.storage
}
let multiplier = Number($(`.roll-skill-multiplier`).val())
options.initialScore = rating
options.percentScore = rating * multiplier
$(".resource-score").text(`${rating} (${options.percentScore}%)`)
}
/**
* Prompt the user with a dialog to configure and execute a roll.
*
* @param {Object} options Configuration options for the roll.
* @param {string} options.rollType The type of roll being performed.
* @param {string} options.rollTarget The target of the roll.
* @param {string} options.actorId The ID of the actor performing the roll.
* @param {string} options.actorName The name of the actor performing the roll.
* @param {string} options.actorImage The image of the actor performing the roll.
* @param {boolean} options.hasTarget Whether the roll has a target.
* @param {Object} options.data Additional data for the roll.
*
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
*/
static async prompt(options = {}) {
let formula = "1d100"
let hasModifier = true
let hasMultiplier = false
switch (options.rollType) {
case "skill":
console.log(options.rollItem)
options.initialScore = options.rollItem.system.computeScore()
break
case "san":
case "char":
options.initialScore = options.rollItem.targetScore
break
case "resource":
hasModifier = false
hasMultiplier = true
options.initialScore = options.rollItem.targetScore
options.totalRating = options.rollItem.targetScore
options.percentScore = options.rollItem.targetScore * 5
options.rollItem.enableHand = true
options.rollItem.enableStowed = true
options.rollItem.enableStorage = true
break
case "damage":
let formula = options.rollItem.system.damage
let damageRoll = new Roll(formula)
await damageRoll.evaluate()
await damageRoll.toMessage({
flavor: `${options.rollItem.name} - Damage Roll`
});
let isLethal = false
if (options.rollItem.system.lethality > 0) {
let lethalityRoll = new Roll("1d100")
await lethalityRoll.evaluate()
isLethal = (lethalityRoll.total <= options.rollItem.system.lethality)
await lethalityRoll.toMessage({
flavor: `${options.rollItem.name} - Lethality Roll : ${lethalityRoll.total} <= ${options.rollItem.system.lethality} => ${isLethal}`
});
}
return
case "weapon":
let era = game.settings.get("fvtt-cthulhu-eternal", "settings-era")
if (!SYSTEM.WEAPON_SKILL_MAPPING[era] || !SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType]) {
ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.NoWeaponType"))
return
}
let skillName = game.i18n.localize(SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType])
let actor = game.actors.get(options.actorId)
options.weapon = options.rollItem
options.rollItem = actor.items.find(i => i.type === "skill" && i.name.toLowerCase() === skillName.toLowerCase())
if (!options.rollItem) {
ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.NoWeaponSkill"))
return
}
options.initialScore = options.rollItem.system.computeScore()
console.log("WEAPON", skillName, era, options.rollItem)
break
default:
options.initialScore = 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 = SYSTEM.MODIFIER_CHOICES
const choiceMultiplier = SYSTEM.MULTIPLIER_CHOICES
let modifier = "+0"
let multiplier = "5"
let dialogContext = {
rollType: options.rollType,
rollItem: foundry.utils.duplicate(options.rollItem), // Object only, no class
weapon: options?.weapon,
initialScore: options.initialScore,
targetScore: options.initialScore,
isLowWP: options.isLowWP,
isZeroWP: options.isZeroWP,
isExhausted: options.isExhausted,
enableHand: options.rollItem.enableHand,
enableStowed: options.rollItem.enableStowed,
enableStorage: options.rollItem.enableStorage,
rollModes,
fieldRollMode,
choiceModifier,
choiceMultiplier,
formula,
hasTarget: options.hasTarget,
hasModifier,
hasMultiplier,
modifier,
multiplier
}
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
},
},
],
actions: {
"selectHand": (event, button, dialog) => {
options.rollItem.enableHand = !options.rollItem.enableHand
this.updateResourceDialog(options)
},
"selectStowed": (event, button, dialog) => {
options.rollItem.enableStowed = !options.rollItem.enableStowed
this.updateResourceDialog(options)
},
"selectStorage": (event, button, dialog) => {
options.rollItem.enableStorage = !options.rollItem.enableStorage
this.updateResourceDialog(options)
}
},
rejectClose: false, // Click on Close button will not launch an error
render: (event, dialog) => {
$(".roll-skill-multiplier").change(event => {
options.multiplier = Number(event.target.value)
this.updateResourceDialog(options)
})
}
})
// If the user cancels the dialog, exit
if (rollContext === null) return
let rollData = foundry.utils.mergeObject(foundry.utils.duplicate(options), rollContext)
rollData.rollMode = rollContext.visibility
// Update target score
console.log(rollData)
if (options.rollType === "resource" ) {
rollData.targetScore = options.initialScore * Number(rollContext.multiplier)
} else {
rollData.targetScore = Math.min(Math.max(options.initialScore + Number(rollData.modifier), 0), 100)
if (rollData.isLowWP || rollData.isExhausted) {
rollData.targetScore -= 20
}
if (rollData.isZeroWP) {
rollData.targetScore = 0
}
rollData.targetScore = Math.min(Math.max(rollData.targetScore, 0), 100)
}
/**
* 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()
// Compute the result quality
let resultType = "failure"
let dec = Math.floor(roll.total / 10)
let unit = roll.total - (dec * 10)
if (roll.total <= rollData.targetScore) {
resultType = "success"
// Detect if decimal == unit in the dire total result
if (dec === unit || roll.total === 1) {
resultType = "successCritical"
}
} else {
// Detect if decimal == unit in the dire total result
if (dec === unit || roll.total === 100) {
resultType = "failureCritical"
}
}
roll.options.resultType = resultType
roll.options.isSuccess = resultType === "success" || resultType === "successCritical"
roll.options.isFailure = resultType === "failure" || resultType === "failureCritical"
roll.options.isCritical = resultType === "successCritical" || resultType === "failureCritical"
roll.options.isLowWP = rollData.isLowWP
roll.options.isZeroWP = rollData.isZeroWP
roll.options.isExhausted = rollData.isExhausted
/**
* 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.Label.titleSkill")}`
case "weapon":
return `${game.i18n.localize("CTHULHUETERNAL.Label.titleWeapon")}`
case "char":
return `${game.i18n.localize("CTHULHUETERNAL.Label.titleCharacteristic")}`
case "san":
return `${game.i18n.localize("CTHULHUETERNAL.Label.titleSAN")}`
default:
return game.i18n.localize("CTHULHUETERNAL.Label.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<Object>} A promise that resolves to an object containing the chat card data.
* @property {Array<string>} 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} 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) {
let cardData = foundry.utils.duplicate(this.options)
cardData.css = [SYSTEM.id, "dice-roll"]
cardData.data = this.data
cardData.diceTotal = this.dice.reduce((t, d) => t + d.total, 0)
cardData.isGM = game.user.isGM
cardData.formula = this.formula
cardData.total = this.total
cardData.actorId = this.actorId
cardData.actingCharName = this.actorName
cardData.actingCharImg = this.actorImage
cardData.resultType = this.resultType
cardData.hasTarget = this.hasTarget
cardData.targetName = this.targetName
cardData.targetArmor = this.targetArmor
cardData.realDamage = this.realDamage
cardData.isPrivate = isPrivate
cardData.weapon = this.weapon
cardData.isLowWP = this.isLowWP
cardData.isZeroWP = this.isZeroWP
cardData.isExhausted = this.isExhausted
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",
actingCharName: this.actorName,
actingCharImg: this.actorImage,
hasTarget: this.hasTarget,
realDamage: this.realDamage,
...messageData,
},
{ rollMode: rollMode },
)
}
}