Basic rework to the roll data in messages

This commit is contained in:
WBHarry 2026-03-30 18:51:29 +02:00
parent e2b13d6717
commit 2664979823
15 changed files with 199 additions and 226 deletions

View file

@ -4,3 +4,4 @@ export { default as DamageRoll } from './damageRoll.mjs';
export { default as DHRoll } from './dhRoll.mjs';
export { default as DualityRoll } from './dualityRoll.mjs';
export { default as FateRoll } from './fateRoll.mjs';
export { Dice, diceTypes } from './die/_module.mjs';

View file

@ -224,42 +224,4 @@ export default class D20Roll extends DHRoll {
resetFormula() {
return (this._formula = this.constructor.getFormula(this.terms));
}
static async reroll(rollString, _target, message) {
let parsedRoll = game.system.api.dice.D20Roll.fromData(rollString);
parsedRoll = await parsedRoll.reroll();
const newRoll = game.system.api.dice.D20Roll.postEvaluate(parsedRoll, {
targets: message.system.targets,
roll: {
advantage: message.system.roll.advantage?.type,
difficulty: message.system.roll.difficulty ? Number(message.system.roll.difficulty) : null
}
});
if (game.modules.get('dice-so-nice')?.active) {
await game.dice3d.showForRoll(parsedRoll, game.user, true);
}
const rerolled = {
any: true,
rerolls: [
...(message.system.roll.dice[0].rerolled?.rerolls?.length > 0
? [message.system.roll.dice[0].rerolled?.rerolls]
: []),
rollString.terms[0].results
]
};
return {
newRoll: {
...newRoll,
dice: [
{
...newRoll.dice[0],
rerolled: rerolled
}
]
},
parsedRoll
};
}
}

View file

@ -138,6 +138,7 @@ export default class DHRoll extends Roll {
const chatData = await this._prepareChatRenderContext({ flavor, isPrivate, ...options });
return foundry.applications.handlebars.renderTemplate(template, {
...chatData,
roll: this,
parent: chatData.parent,
targetMode: chatData.targetMode,
metagamingSettings

View file

@ -0,0 +1,7 @@
import DualityDie from './dualityDie.mjs';
export const Dice = [DualityDie];
export const diceTypes = {
DualityDie
};

View file

@ -0,0 +1,51 @@
import { ResourceUpdateMap } from '../../data/action/baseAction.mjs';
export default class DualityDie extends foundry.dice.terms.Die {
constructor(options) {
super(options);
this.modifiers = [];
}
#getDualityState(roll) {
if (!roll) return null;
return roll.withHope ? 1 : roll.withFear ? -1 : 0;
}
#updateResources(oldDuality, newDuality, actor) {
const { hopeFear } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
if (game.user.isGM ? !hopeFear.gm : !hopeFear.players) return;
const updates = [];
const hope = (newDuality >= 0 ? 1 : 0) - (oldDuality >= 0 ? 1 : 0);
const stress = (newDuality === 0 ? 1 : 0) - (oldDuality === 0 ? 1 : 0);
const fear = (newDuality === -1 ? 1 : 0) - (oldDuality === -1 ? 1 : 0);
if (hope !== 0) updates.push({ key: 'hope', value: hope, total: -1 * hope, enabled: true });
if (stress !== 0) updates.push({ key: 'stress', value: -1 * stress, total: stress, enabled: true });
if (fear !== 0) updates.push({ key: 'fear', value: fear, total: -1 * fear, enabled: true });
const resourceUpdates = new ResourceUpdateMap(actor);
resourceUpdates.addResources(updates);
resourceUpdates.updateResources();
}
async reroll(modifier, options) {
const oldDuality = this.#getDualityState(options.liveRoll.roll);
await super.reroll(modifier, options);
if (options?.liveRoll) {
if (game.modules.get('dice-so-nice')?.active) {
/* Dice Customization for the roll */
} else {
foundry.audio.AudioHelper.play({ src: CONFIG.sounds.dice });
}
await options.liveRoll.roll._evaluate();
if (options.liveRoll.isReaction) return;
const newDuality = this.#getDualityState(options.liveRoll.roll);
this.#updateResources(oldDuality, newDuality, options.liveRoll.actor);
}
}
}

View file

@ -1,8 +1,6 @@
import D20RollDialog from '../applications/dialogs/d20RollDialog.mjs';
import D20Roll from './d20Roll.mjs';
import { parseRallyDice, setDiceSoNiceForDualityRoll } from '../helpers/utils.mjs';
import { getDiceSoNicePresets } from '../config/generalConfig.mjs';
import { ResourceUpdateMap } from '../data/action/baseAction.mjs';
export default class DualityRoll extends D20Roll {
_advantageFaces = 6;
@ -19,6 +17,22 @@ export default class DualityRoll extends D20Roll {
static DefaultDialog = D20RollDialog;
/**@inheritdoc */
static instantiateAST(ast) {
/* First two dice are always the DualityDice */
const nodes = CONFIG.Dice.parser.flattenTree(ast);
const dieNodes = nodes.filter(x => x.class === 'DiceTerm');
if (dieNodes.length > 1) {
dieNodes[0].class = 'DualityDie';
dieNodes[1].class = 'DualityDie';
}
return nodes.map(node => {
const cls = foundry.dice.terms[node.class] ?? foundry.dice.terms.RollTerm;
return cls.fromParseNode(node);
});
}
get title() {
return game.i18n.localize(
`DAGGERHEART.GENERAL.${this.options?.actionType === 'reaction' ? 'reactionRoll' : 'dualityRoll'}`
@ -65,6 +79,21 @@ export default class DualityRoll extends D20Roll {
this._advantageNumber = Number(value);
}
/* This isn't fullproof, but trying to cover parathetical situations is ridiculously complex */
get modifierTotal() {
let modifierTotal = 0;
for (let i = 0; i < this.terms.length; i++) {
if (
this.terms[i] instanceof foundry.dice.terms.NumericTerm &&
!!this.terms[i - 1] &&
this.terms[i - 1] instanceof foundry.dice.terms.OperatorTerm
)
modifierTotal += Number(`${this.terms[i - 1].operator}${this.terms[i].total}`);
}
return modifierTotal;
}
setRallyChoices() {
return this.data?.parent?.appliedEffects.reduce((a, c) => {
const change = c.system.changes.find(ch => ch.key === 'system.bonuses.rally');
@ -116,24 +145,20 @@ export default class DualityRoll extends D20Roll {
return [...(hooks ?? []), 'Duality'];
}
/** @inheritDoc */
static fromData(data) {
data.terms[0].class = foundry.dice.terms.Die.name;
data.terms[2].class = foundry.dice.terms.Die.name;
return super.fromData(data);
}
createBaseDice() {
if (this.dice[0] instanceof foundry.dice.terms.Die && this.dice[1] instanceof foundry.dice.terms.Die) {
if (
this.dice[0] instanceof game.system.api.dice.diceTypes.DualityDie &&
this.dice[1] instanceof game.system.api.dice.diceTypes.DualityDie
) {
this.terms = [this.terms[0], this.terms[1], this.terms[2]];
return;
}
this.terms[0] = new foundry.dice.terms.Die({
this.terms[0] = new game.system.api.dice.diceTypes.DualityDie({
faces: this.data.rules.dualityRoll?.defaultHopeDice ?? 12
});
this.terms[1] = new foundry.dice.terms.OperatorTerm({ operator: '+' });
this.terms[2] = new foundry.dice.terms.Die({
this.terms[2] = new game.system.api.dice.diceTypes.DualityDie({
faces: this.data.rules.dualityRoll?.defaultFearDice ?? 12
});
}
@ -371,63 +396,4 @@ export default class DualityRoll extends D20Roll {
if (currentCombatant?.actorId == config.data.id) ui.combat.setCombatantSpotlight(currentCombatant.id);
}
}
static async reroll(rollBase, dieIndex, diceType, updateResources = true) {
let parsedRoll = game.system.api.dice.DualityRoll.fromData({ ...rollBase, evaluated: false });
const term = parsedRoll.terms[dieIndex];
await term.reroll(`/r1=${term.total}`);
const result = await parsedRoll.evaluate();
if (game.modules.get('dice-so-nice')?.active) {
const diceSoNiceRoll = {
_evaluated: true,
dice: [
new foundry.dice.terms.Die({
...term,
faces: term._faces,
results: term.results.filter(x => !x.rerolled)
})
],
options: { appearance: {} }
};
const diceSoNicePresets = await getDiceSoNicePresets(`d${term._faces}`, `d${term._faces}`);
if (diceSoNicePresets[diceType]) {
diceSoNiceRoll.dice[0].options = diceSoNicePresets[diceType];
}
await game.dice3d.showForRoll(diceSoNiceRoll, game.user, true);
} else {
foundry.audio.AudioHelper.play({ src: CONFIG.sounds.dice });
}
const newRoll = game.system.api.dice.DualityRoll.postEvaluate(parsedRoll, {
targets: parsedRoll.options.targets ?? [],
roll: {
advantage: parsedRoll.options.roll.advantage?.type,
difficulty: parsedRoll.options.roll.difficulty ? Number(parsedRoll.options.roll.difficulty) : null
}
});
const extraIndex = newRoll.advantage ? 3 : 2;
newRoll.extra = newRoll.extra.slice(extraIndex);
const actor = parsedRoll.options.source.actor
? await foundry.utils.fromUuid(parsedRoll.options.source.actor)
: null;
const config = {
source: { actor: parsedRoll.options.source.actor ?? '' },
targets: parsedRoll.targets,
roll: newRoll,
rerolledRoll: parsedRoll.options.roll,
resourceUpdates: new ResourceUpdateMap(actor)
};
if (updateResources) {
await DualityRoll.addDualityResourceUpdates(config);
await config.resourceUpdates.updateResources();
}
return { newRoll, parsedRoll };
}
}