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[V14] Message Rolls Rework (#1757)
* Basic rework to the roll data in messages * . * Fixed advantage/disadvantage * . * . * Fixed TagTeamDialog * Reuse getter in faces setter * Simplify fate roll type css class * Add more caution to the dualityRoll fromData function * Apply suggestion from @CarlosFdez * Compute modifiers using deterministic terms (#1758) --------- Co-authored-by: Carlos Fernandez <cfern1990@gmail.com> Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
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20 changed files with 267 additions and 249 deletions
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@ -1,8 +1,6 @@
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import D20RollDialog from '../applications/dialogs/d20RollDialog.mjs';
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import D20Roll from './d20Roll.mjs';
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import { parseRallyDice, setDiceSoNiceForDualityRoll } from '../helpers/utils.mjs';
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import { getDiceSoNicePresets } from '../config/generalConfig.mjs';
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import { ResourceUpdateMap } from '../data/action/baseAction.mjs';
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export default class DualityRoll extends D20Roll {
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_advantageFaces = 6;
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@ -26,27 +24,31 @@ export default class DualityRoll extends D20Roll {
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}
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get dHope() {
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if (!(this.dice[0] instanceof foundry.dice.terms.Die)) this.createBaseDice();
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if (!(this.dice[0] instanceof game.system.api.dice.diceTypes.DualityDie)) this.createBaseDice();
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return this.dice[0];
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}
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set dHope(faces) {
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if (!(this.dice[0] instanceof foundry.dice.terms.Die)) this.createBaseDice();
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this.dice[0].faces = this.getFaces(faces);
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// TODO this should not be asymmetrical with the getter. updateRollConfiguration() should use dHope.faces
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this.dHope.faces = this.getFaces(faces);
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}
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get dFear() {
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if (!(this.dice[1] instanceof foundry.dice.terms.Die)) this.createBaseDice();
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if (!(this.dice[1] instanceof game.system.api.dice.diceTypes.DualityDie)) this.createBaseDice();
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return this.dice[1];
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}
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set dFear(faces) {
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if (!(this.dice[1] instanceof foundry.dice.terms.Die)) this.createBaseDice();
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this.dice[1].faces = this.getFaces(faces);
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// TODO this should not be asymmetrical with the getter. updateRollConfiguration() should use dFear.faces
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this.dFear.faces = this.getFaces(faces);
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}
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get dAdvantage() {
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return this.dice[2];
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return this.dice[2] instanceof game.system.api.dice.diceTypes.AdvantageDie ? this.dice[2] : null;
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}
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get dDisadvantage() {
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return this.dice[2] instanceof game.system.api.dice.diceTypes.DisadvantageDie ? this.dice[2] : null;
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}
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get advantageFaces() {
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@ -65,6 +67,11 @@ export default class DualityRoll extends D20Roll {
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this._advantageNumber = Number(value);
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}
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get extraDice() {
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const { DualityDie, AdvantageDie, DisadvantageDie } = game.system.api.dice.diceTypes;
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return this.dice.filter(x => ![DualityDie, AdvantageDie, DisadvantageDie].some(die => x instanceof die));
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}
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setRallyChoices() {
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return this.data?.parent?.appliedEffects.reduce((a, c) => {
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const change = c.system.changes.find(ch => ch.key === 'system.bonuses.rally');
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@ -118,22 +125,28 @@ export default class DualityRoll extends D20Roll {
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/** @inheritDoc */
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static fromData(data) {
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data.terms[0].class = foundry.dice.terms.Die.name;
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data.terms[2].class = foundry.dice.terms.Die.name;
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data.terms[0].class = 'DualityDie';
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data.terms[2].class = 'DualityDie';
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if (data.options.roll.advantage?.type && data.terms[4]?.faces) {
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data.terms[4].class = data.options.roll.advantage.type === 1 ? 'AdvantageDie' : 'DisadvantageDie';
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}
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return super.fromData(data);
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}
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createBaseDice() {
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if (this.dice[0] instanceof foundry.dice.terms.Die && this.dice[1] instanceof foundry.dice.terms.Die) {
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if (
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this.dice[0] instanceof game.system.api.dice.diceTypes.DualityDie &&
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this.dice[1] instanceof game.system.api.dice.diceTypes.DualityDie
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) {
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this.terms = [this.terms[0], this.terms[1], this.terms[2]];
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return;
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}
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this.terms[0] = new foundry.dice.terms.Die({
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this.terms[0] = new game.system.api.dice.diceTypes.DualityDie({
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faces: this.data.rules.dualityRoll?.defaultHopeDice ?? 12
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});
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this.terms[1] = new foundry.dice.terms.OperatorTerm({ operator: '+' });
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this.terms[2] = new foundry.dice.terms.Die({
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this.terms[2] = new game.system.api.dice.diceTypes.DualityDie({
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faces: this.data.rules.dualityRoll?.defaultFearDice ?? 12
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});
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}
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@ -371,63 +384,4 @@ export default class DualityRoll extends D20Roll {
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if (currentCombatant?.actorId == config.data.id) ui.combat.setCombatantSpotlight(currentCombatant.id);
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}
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}
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static async reroll(rollBase, dieIndex, diceType, updateResources = true) {
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let parsedRoll = game.system.api.dice.DualityRoll.fromData({ ...rollBase, evaluated: false });
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const term = parsedRoll.terms[dieIndex];
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await term.reroll(`/r1=${term.total}`);
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const result = await parsedRoll.evaluate();
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if (game.modules.get('dice-so-nice')?.active) {
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const diceSoNiceRoll = {
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_evaluated: true,
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dice: [
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new foundry.dice.terms.Die({
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...term,
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faces: term._faces,
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results: term.results.filter(x => !x.rerolled)
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})
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],
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options: { appearance: {} }
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};
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const diceSoNicePresets = await getDiceSoNicePresets(`d${term._faces}`, `d${term._faces}`);
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if (diceSoNicePresets[diceType]) {
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diceSoNiceRoll.dice[0].options = diceSoNicePresets[diceType];
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}
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await game.dice3d.showForRoll(diceSoNiceRoll, game.user, true);
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} else {
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foundry.audio.AudioHelper.play({ src: CONFIG.sounds.dice });
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}
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const newRoll = game.system.api.dice.DualityRoll.postEvaluate(parsedRoll, {
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targets: parsedRoll.options.targets ?? [],
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roll: {
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advantage: parsedRoll.options.roll.advantage?.type,
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difficulty: parsedRoll.options.roll.difficulty ? Number(parsedRoll.options.roll.difficulty) : null
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}
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});
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const extraIndex = newRoll.advantage ? 3 : 2;
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newRoll.extra = newRoll.extra.slice(extraIndex);
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const actor = parsedRoll.options.source.actor
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? await foundry.utils.fromUuid(parsedRoll.options.source.actor)
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: null;
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const config = {
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source: { actor: parsedRoll.options.source.actor ?? '' },
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targets: parsedRoll.targets,
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roll: newRoll,
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rerolledRoll: parsedRoll.options.roll,
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resourceUpdates: new ResourceUpdateMap(actor)
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};
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if (updateResources) {
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await DualityRoll.addDualityResourceUpdates(config);
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await config.resourceUpdates.updateResources();
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}
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return { newRoll, parsedRoll };
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}
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}
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