export default class RMSSToolsDiceRoller extends FormApplication { constructor(item, actor) { super(); this.item = foundry.utils.duplicate(item); this.actor = actor; this.itemName = item.name; this.characterBonus = Number(item.system.total_bonus); this.stunnedModifier = actor.getStunnedModifier() this.rollType = [ { value: "one_to_onehundred", text: "1-100", selected: false }, { value: "open_ended", text: "Open-Ended", selected: true }, { value: "high_open_ended", text: "High Open-Ended", selected: false }, { value: "low_open_ended", text: "Low Open-Ended", selected: false } ]; } static get defaultOptions() { return foundry.utils.mergeObject(super.defaultOptions, { classes: ["form"], title: "Rolemaster Dice Roller", popOut: true, width: 480, height: 440, template: "systems/fvtt-rolemaster-frp/templates/sheets/apps/app_dice_roller.html" }); } getData() { // Send data to the template return { itemName: this.itemName, characterBonus: this.characterBonus, selectOptions: this.rollType, woundsModifier: this.actor.system.modifiers.woundsModifier, config: CONFIG.rmss, difficulty: 0, combatSituation: 0, lightningModifier: 0, darknessModifier: 0, hitsPerRound: 0, isStunned: this.actor.system.state.stunned, stunnedModifier: this.stunnedModifier }; } activateListeners(html) { super.activateListeners(html); } async _updateObject(event, formData) { console.log("Rolling Dice"); console.log(formData); console.log(event); this.roll(event.submitter?.dataset?.value, formData); } /* -------------------------------------------- */ 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); } } } /* -------------------------------------------- */ async roll(rollKey, formData) { let baseRoll = await new Roll("1d100").roll(); await this.showDiceSoNice(baseRoll, game.settings.get("core", "rollMode")) let rollType = this.rollType.find(r => r.value == rollKey)?.text; let rollData = { name: this.itemName, rollKey: rollKey, rollType: rollType, difficulty: Number(formData.difficulty), combatSituation: Number(formData?.combatSituation || 0), lightningModifier: Number(formData?.lightningModifier || 0), darknessModifier: Number(formData?.darknessModifier || 0), characterBonus: Number(this.characterBonus), woundsModifier: Number(this.actor.system.modifiers.woundsModifier), hitsPerRound: Number(formData.hitsPerRound), isStunned: this.actor.system.state.stunned, stunnedModifier: this.stunnedModifier, rolls: [baseRoll], } if (baseRoll.result == 66) { rollData.content = "You rolled a 66!"; } // Process the for low open ended rolls if (rollKey === "open_ended" || rollKey === "low_open_ended") { if (baseRoll.result < 6) { rollData.lowopen = true let newRoll = await new Roll("-1d100").roll(); await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode")) rollData.rolls.push(newRoll); while (newRoll.result > 95) { newRoll = await new Roll("-1d100").roll(); await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode")) rollData.rolls.push(newRoll); } } } // Process the for high open ended rolls if (rollKey === "open_ended" || rollKey === "high_open_ended") { if (baseRoll.result > 95) { rollData.highopen = true let newRoll = await new Roll("1d100").roll(); await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode")) rollData.rolls.push(newRoll); while (newRoll.result > 95) { newRoll = await new Roll("1d100").roll(); await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode")) rollData.rolls.push(newRoll); } } } // Compute total of rolls rollData.totalRolls = rollData.rolls.reduce((acc, roll) => Number(acc) + Number(roll.result), 0); rollData.totalFinal = rollData.totalRolls + Number(rollData.combatSituation) + Number(rollData.lightningModifier) + Number(rollData.darknessModifier) + Number(this.actor.system.modifiers.woundsModifier) + Number(formData.difficulty) + Number(rollData.hitsPerRound) + Number(rollData.stunnedModifier) + Number(this.characterBonus); console.log(">>> Roll Data: ", rollData); // Define the Chat Message Template let chatTemplate = "systems/fvtt-rolemaster-frp/templates/chat/chat_dice_roll.html"; // Pass the Data through to be used in the Chat Message let chatData = rollData // Render the Rolls to the Chat Window renderTemplate(chatTemplate, chatData).then((html) => { let chatOptions = { style: CONST.CHAT_MESSAGE_STYLES.ROLL, flavor: rollType, rollMode: game.settings.get("core", "rollMode"), content: html, }; ChatMessage.create(chatOptions); }); } }