Feature/112 items use action datamodel (#194)

* Fix action for items

* Cost & Range #1

* remove log

* actions

* Split methods

* Roll classes

* Begin damage

* g

* Actions

* before main merge

* Fix d20RollDialog costs check

* Fix submit on close

* Add uses in action dialog

* Adversary Attack

* 166 - Damage Reduction (#180)

* Temp

* Fixed Stress Reductions

* Changed from index based to object

* Fixed stress resources management for DamageReduction

* Fix Adversary attack multiplier

* Auto add Attack action to newly created weapon

* Few fixes

* 164 - Add Hope/Fear formula

* 163 - Actor Sub Datas (#182)

* Added rules/bonuses for all classes and subclasses

* More

* Add Save

* Fix delete action button

---------

Co-authored-by: WBHarry <williambjrklund@gmail.com>
Co-authored-by: WBHarry <89362246+WBHarry@users.noreply.github.com>
This commit is contained in:
Dapoulp 2025-06-28 19:01:08 +02:00 committed by GitHub
parent 1135669d0b
commit 3593f44612
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GPG key ID: B5690EEEBB952194
77 changed files with 3707 additions and 1828 deletions

View file

@ -1,9 +1,6 @@
import DamageSelectionDialog from '../applications/damageSelectionDialog.mjs';
import NpcRollSelectionDialog from '../applications/npcRollSelectionDialog.mjs';
import RollSelectionDialog from '../applications/rollSelectionDialog.mjs';
import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
import { setDiceSoNiceForDualityRoll } from '../helpers/utils.mjs';
import DHDualityRoll from '../data/chat-message/dualityRoll.mjs';
import DamageReductionDialog from '../applications/damageReductionDialog.mjs';
export default class DhpActor extends Actor {
async _preCreate(data, options, user) {
@ -268,150 +265,26 @@ export default class DhpActor extends Actor {
* @param {boolean} [config.roll.simple=false]
* @param {string} [config.roll.type]
* @param {number} [config.roll.difficulty]
* @param {any} [config.damage]
* @param {boolean} [config.hasDamage]
* @param {boolean} [config.hasEffect]
* @param {object} [config.chatMessage]
* @param {string} config.chatMessage.template
* @param {boolean} [config.chatMessage.mute]
* @param {boolean} [config.checkTarget]
* @param {object} [config.targets]
* @param {object} [config.costs]
*/
async diceRoll(config) {
let hopeDice = 'd12',
fearDice = 'd12',
advantageDice = 'd6',
disadvantageDice = 'd6',
advantage = config.event.altKey ? true : config.event.ctrlKey ? false : null,
targets,
damage = config.damage,
modifiers = this.formatRollModifier(config.roll),
rollConfig,
formula,
hope,
fear;
config.source = {...(config.source ?? {}), actor: this.uuid};
config.data = this.getRollData();
return await this.rollClass.build(config);
}
if (!config.event.shiftKey && !config.event.altKey && !config.event.ctrlKey) {
const dialogClosed = new Promise((resolve, _) => {
this.type === 'character'
? new RollSelectionDialog(
this.system.experiences,
this.system.resources.hope.value,
resolve
).render(true)
: new NpcRollSelectionDialog(this.system.experiences, resolve).render(true);
});
rollConfig = await dialogClosed;
get rollClass() {
return CONFIG.Dice.daggerheart[this.type === 'character' ? 'DualityRoll' : 'D20Roll'];
}
advantage = rollConfig.advantage;
hopeDice = rollConfig.hope;
fearDice = rollConfig.fear;
rollConfig.experiences.forEach(x =>
modifiers.push({
value: x.value,
label: x.value >= 0 ? `+${x.value}` : `-${x.value}`,
title: x.description
})
);
if (this.type === 'character') {
const automateHope = game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation).hope;
if (automateHope && result.hopeUsed) {
await this.update({
'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed
});
}
}
}
if (this.type === 'character') {
formula = `1${hopeDice} + 1${fearDice}${advantage === true ? ` + 1d6` : advantage === false ? ` - 1d6` : ''}`;
} else {
formula = `${advantage === true || advantage === false ? 2 : 1}d20${advantage === true ? 'kh' : advantage === false ? 'kl' : ''}`;
}
formula += ` ${modifiers.map(x => `+ ${x.value}`).join(' ')}`;
const roll = await Roll.create(formula).evaluate();
const dice = roll.dice.flatMap(dice => ({
denomination: dice.denomination,
number: dice.number,
total: dice.total,
results: dice.results.map(result => ({ result: result.result, discarded: !result.active }))
}));
if (this.type === 'character') {
setDiceSoNiceForDualityRoll(roll, advantage);
hope = roll.dice[0].results[0].result;
fear = roll.dice[1].results[0].result;
if (
game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation).hope &&
config.roll.type === 'action'
) {
if (hope > fear) {
await this.update({
'system.resources.hope.value': Math.min(
this.system.resources.hope.value + 1,
this.system.resources.hope.max
)
});
} else if (hope === fear) {
await this.update({
'system.resources': {
'hope.value': Math.min(
this.system.resources.hope.value + 1,
this.system.resources.hope.max
),
'stress.value': Math.max(this.system.resources.stress.value - 1, 0)
}
});
}
}
}
if (config.checkTarget) {
targets = Array.from(game.user.targets).map(x => {
const target = {
id: x.id,
name: x.actor.name,
img: x.actor.img,
difficulty: x.actor.system.difficulty,
evasion: x.actor.system.evasion?.value
};
target.hit = target.difficulty ? roll.total >= target.difficulty : roll.total >= target.evasion;
return target;
});
}
if (config.chatMessage) {
const configRoll = {
title: config.title,
origin: this.id,
dice,
roll,
modifiers: modifiers.filter(x => x.label),
advantageState: advantage
};
if (this.type === 'character') {
configRoll.hope = { dice: hopeDice, value: hope };
configRoll.fear = { dice: fearDice, value: fear };
configRoll.advantage = { dice: advantageDice, value: roll.dice[2]?.results[0].result ?? null };
}
if (damage) configRoll.damage = damage;
if (targets) configRoll.targets = targets;
const systemData =
this.type === 'character' && !config.roll.simple ? new DHDualityRoll(configRoll) : configRoll,
cls = getDocumentClass('ChatMessage'),
msg = new cls({
type: config.chatMessage.type ?? 'dualityRoll',
sound: config.chatMessage.mute ? null : CONFIG.sounds.dice,
system: systemData,
content: config.chatMessage.template,
rolls: [roll]
});
await cls.create(msg.toObject());
}
return roll;
getRollData() {
return this.system;
}
formatRollModifier(roll) {
@ -507,124 +380,76 @@ export default class DhpActor extends Actor {
? 1
: 0;
const update = {
'system.resources.hitPoints.value': Math.min(
this.system.resources.hitPoints.value + hpDamage,
this.system.resources.hitPoints.max
)
};
if (game.user.isGM) {
await this.update(update);
if (
this.type === 'character' &&
this.system.armor &&
this.system.armor.system.marks.value < this.system.armorScore
) {
new Promise((resolve, reject) => {
new DamageReductionDialog(resolve, reject, this, hpDamage).render(true);
})
.then(async ({ modifiedDamage, armorSpent, stressSpent }) => {
const resources = [
{ value: modifiedDamage, type: 'hitPoints' },
...(armorSpent ? [{ value: armorSpent, type: 'armorStack' }] : []),
...(stressSpent ? [{ value: stressSpent, type: 'stress' }] : [])
];
await this.modifyResource(resources);
})
.catch(() => {
const cls = getDocumentClass('ChatMessage');
const msg = new cls({
user: game.user.id,
content: game.i18n.format('DAGGERHEART.DamageReduction.Notifications.DamageIgnore', {
character: this.name
})
});
cls.create(msg.toObject());
});
} else {
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: {
action: GMUpdateEvent.UpdateDocument,
uuid: this.uuid,
update: update
}
});
await this.modifyResource([{ value: hpDamage, type: 'hitPoints' }]);
}
}
async takeHealing(healing, type) {
let update = {};
switch (type) {
case SYSTEM.GENERAL.healingTypes.health.id:
update = {
'system.resources.hitPoints.value': Math.min(
this.system.resources.hitPoints.value + healing,
this.system.resources.hitPoints.max
)
};
break;
case SYSTEM.GENERAL.healingTypes.stress.id:
update = {
'system.resources.stress.value': Math.min(
this.system.resources.stress.value + healing,
this.system.resources.stress.max
)
};
break;
}
if (game.user.isGM) {
await this.update(update);
} else {
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: {
action: GMUpdateEvent.UpdateDocument,
uuid: this.uuid,
update: update
}
});
}
async takeHealing(resources) {
resources.forEach(r => (r.value *= -1));
await this.modifyResource(resources);
}
//Move to action-scope?
async useAction(action) {
const userTargets = Array.from(game.user.targets);
const otherTarget = action.target.type === SYSTEM.ACTIONS.targetTypes.other.id;
if (otherTarget && userTargets.length === 0) {
ui.notifications.error(game.i18n.localize('DAGGERHEART.Notification.Error.ActionRequiresTarget'));
return;
}
if (action.cost.type != null && action.cost.value != null) {
if (
this.system.resources[action.cost.type].value - action.cost.value <=
this.system.resources[action.cost.type].min
) {
ui.notifications.error(game.i18n.localize(`Insufficient ${action.cost.type} to use this ability`));
return;
async modifyResource(resources) {
if (!resources.length) return;
let updates = { actor: { target: this, resources: {} }, armor: { target: this.system.armor, resources: {} } };
resources.forEach(r => {
switch (r.type) {
case 'armorStack':
updates.armor.resources['system.marks.value'] = Math.max(
Math.min(this.system.armor.system.marks.value + r.value, this.system.armorScore),
0
);
break;
default:
updates.actor.resources[`system.resources.${r.type}.value`] = Math.max(
Math.min(this.system.resources[r.type].value + r.value, this.system.resources[r.type].max),
0
);
break;
}
}
// const targets = otherTarget ? userTargets : [game.user.character];
if (action.damage.type) {
let roll = { formula: action.damage.value, result: action.damage.value };
if (Number.isNaN(Number.parseInt(action.damage.value))) {
roll = await new Roll(`1${action.damage.value}`).evaluate();
});
Object.values(updates).forEach(async u => {
if (Object.keys(u.resources).length > 0) {
if (game.user.isGM) {
await u.target.update(u.resources);
} else {
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: {
action: GMUpdateEvent.UpdateDocument,
uuid: u.target.uuid,
update: u.resources
}
});
}
}
const cls = getDocumentClass('ChatMessage');
const msg = new cls({
user: game.user.id,
content: await foundry.applications.handlebars.renderTemplate(
'systems/daggerheart/templates/chat/damage-roll.hbs',
{
roll: roll.formula,
total: roll.result,
type: action.damage.type
}
)
});
cls.create(msg.toObject());
}
if (action.healing.type) {
let roll = { formula: action.healing.value, result: action.healing.value };
if (Number.isNaN(Number.parseInt(action.healing.value))) {
roll = await new Roll(`1${action.healing.value}`).evaluate();
}
const cls = getDocumentClass('ChatMessage');
const msg = new cls({
user: game.user.id,
content: await foundry.applications.handlebars.renderTemplate(
'systems/daggerheart/templates/chat/healing-roll.hbs',
{
roll: roll.formula,
total: roll.result,
type: action.healing.type
}
)
});
cls.create(msg.toObject());
}
});
}
}

View file

@ -131,14 +131,7 @@ export default class DhpItem extends Item {
action = await this.selectActionDialog();
}
if (action) response = action.use(event);
// Check Target
// If action.roll => Roll Dialog
// Else If action.cost => Cost Dialog
// Then
// Apply Cost
// Apply Effect
}
// Display Item Card in chat
return response;
}