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'; export default class DhpActor extends Actor { async _preCreate(data, options, user) { if ((await super._preCreate(data, options, user)) === false) return false; // Configure prototype token settings const prototypeToken = {}; if (this.type === 'character') Object.assign(prototypeToken, { sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY }); this.updateSource({ prototypeToken }); } prepareData() { super.prepareData(); } async _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } async updateLevel(newLevel) { if (this.type !== 'character' || newLevel === this.system.levelData.level.changed) return; if (newLevel > this.system.levelData.level.current) { await this.update({ 'system.levelData.level.changed': newLevel }); } else { const updatedLevelups = Object.keys(this.system.levelData.levelups).reduce((acc, level) => { if (Number(level) > newLevel) acc[`-=${level}`] = null; return acc; }, {}); const domainCards = Object.keys(this.system.levelData.levelups) .filter(x => x > newLevel) .flatMap(levelKey => { const level = this.system.levelData.levelups[levelKey]; const achievementCards = level.achievements.domainCards.map(x => x.itemUuid); const advancementCards = level.selections.filter(x => x.type === 'domainCard').map(x => x.itemUuid); return [...achievementCards, ...advancementCards]; }); for (var domainCard of domainCards) { const itemCard = await this.items.find(x => x.uuid === domainCard); itemCard.delete(); } await this.update({ system: { levelData: { level: { current: newLevel, changed: newLevel }, levelups: updatedLevelups } } }); } } async levelUp(levelupData) { const levelups = {}; for (var levelKey of Object.keys(levelupData)) { const level = levelupData[levelKey]; const achievementDomainCards = []; for (var card of Object.values(level.achievements.domainCards)) { const item = await foundry.utils.fromUuid(card.uuid); const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]); card.itemUuid = embeddedItem[0].uuid; achievementDomainCards.push(card); } const selections = []; for (var optionKey of Object.keys(level.choices)) { const selection = level.choices[optionKey]; for (var checkboxNr of Object.keys(selection)) { const checkbox = selection[checkboxNr]; let itemUuid = null; if (checkbox.type === 'domainCard') { const item = await foundry.utils.fromUuid(checkbox.data[0]); const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]); itemUuid = embeddedItem[0].uuid; } selections.push({ ...checkbox, level: Number(levelKey), optionKey: optionKey, checkboxNr: Number(checkboxNr), itemUuid }); } } levelups[levelKey] = { achievements: { ...level.achievements, domainCards: achievementDomainCards }, selections: selections }; } await this.update({ system: { levelData: { level: { current: this.system.levelData.level.changed }, levelups: levelups } } }); } /** * @param {object} config * @param {Event} config.event * @param {string} config.title * @param {object} config.roll * @param {number} config.roll.modifier * @param {boolean} [config.roll.simple=false] * @param {string} [config.roll.type] * @param {number} [config.roll.difficulty] * @param {any} [config.damage] * @param {object} [config.chatMessage] * @param {string} config.chatMessage.template * @param {boolean} [config.chatMessage.mute] * @param {boolean} [config.checkTarget] */ async diceRoll(config) { let hopeDice = 'd12', fearDice = 'd12', advantageDice = 'd6', disadvantageDice = 'd6', advantage = (config.event.altKey ?? config.event.ctrlKey) ? false : null, targets, damage = config.damage, modifiers = this.formatRollModifier(config.roll), rollConfig, formula, hope, fear; 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; // advantageDice = result.advantage; // disadvantageDice = result.disadvantage; advantage = rollConfig.advantage; hopeDice = rollConfig.hope; fearDice = rollConfig.fear; rollConfig.experiences.forEach(x => modifiers.push({ value: x.value, label: x.value >= 0 ? `+${x.value}` : `-${x.value}`, title: x.description }) ); if (this.type === 'character') { const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope); if (automateHope && result.hopeUsed) { await this.update({ 'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed }); } } } if (this.type === 'character') { formula = `1${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(); if (this.type === 'character') { setDiceSoNiceForDualityRoll(roll, advantageDice, disadvantageDice); 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 => ({ id: x.id, name: x.actor.name, img: x.actor.img, difficulty: x.actor.system.difficulty, evasion: x.actor.system.evasion.value ?? x.actor.system.evasion })); } if (config.chatMessage) { const configRoll = { title: config.title, origin: this.id, roll, modifiers, 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 }; /* advantage: { dice: advantageDice, value: advantage }, disadvantage: { dice: disadvantageDice, value: disadvantage } */ } 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; } formatRollModifier(roll) { const modifier = roll.modifier !== null ? Number.parseInt(roll.modifier) : null; return modifier !== null ? [ { value: modifier, label: modifier >= 0 ? `${roll.label} +${modifier}` : `${roll.label} ${modifier}`, title: roll.label } ] : []; } // Delete when new roll logic test done /* async diceRollOld(modifier, shiftKey) { if (this.type === 'character') { return await this.dualityRoll(modifier, shiftKey); } else { return await this.npcRoll(modifier, shiftKey); } } async npcRoll(modifier, shiftKey) { let advantage = null; const modifiers = [ { value: Number.parseInt(modifier.value), label: modifier.value >= 0 ? `+${modifier.value}` : `-${modifier.value}`, title: modifier.title } ]; if (!shiftKey) { const dialogClosed = new Promise((resolve, _) => { new NpcRollSelectionDialog(this.system.experiences, resolve).render(true); }); const result = await dialogClosed; advantage = result.advantage; result.experiences.forEach(x => modifiers.push({ value: x.value, label: x.value >= 0 ? `+${x.value}` : `-${x.value}`, title: x.description }) ); } const roll = Roll.create( `${advantage === true || advantage === false ? 2 : 1}d20${advantage === true ? 'kh' : advantage === false ? 'kl' : ''} ${modifiers.map(x => `+ ${x.value}`).join(' ')}` ); let rollResult = await roll.evaluate(); const dice = []; for (var i = 0; i < rollResult.terms.length; i++) { const term = rollResult.terms[i]; if (term.faces) { dice.push({ type: `d${term.faces}`, rolls: term.results.map(x => ({ value: x.result })) }); } } // There is Only ever one dice term here return { roll, dice: dice[0], modifiers, advantageState: advantage === true ? 1 : advantage === false ? 2 : 0 }; } async dualityRoll(modifier, shiftKey) { let hopeDice = 'd12', fearDice = 'd12', advantageDice = null, disadvantageDice = null; const modifiers = modifier.value !== null ? [ { value: modifier.value ? Number.parseInt(modifier.value) : 0, label: modifier.value >= 0 ? `${modifier.title} +${modifier.value}` : `${modifier.title} ${modifier.value}`, title: modifier.title } ] : []; if (!shiftKey) { const dialogClosed = new Promise((resolve, _) => { new RollSelectionDialog(this.system.experiences, this.system.resources.hope.value, resolve).render( true ); }); const result = await dialogClosed; (hopeDice = result.hope), (fearDice = result.fear), (advantageDice = result.advantage), (disadvantageDice = result.disadvantage); result.experiences.forEach(x => modifiers.push({ value: x.value, label: x.value >= 0 ? `+${x.value}` : `-${x.value}`, title: x.description }) ); const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope); if (automateHope && result.hopeUsed) { await this.update({ 'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed }); } } const roll = new Roll( `1${hopeDice} + 1${fearDice}${advantageDice ? ` + 1${advantageDice}` : disadvantageDice ? ` - 1${disadvantageDice}` : ''} ${modifiers.map(x => `+ ${x.value}`).join(' ')}` ); let rollResult = await roll.evaluate(); setDiceSoNiceForDualityRoll(rollResult, advantageDice, disadvantageDice); const hope = rollResult.dice[0].results[0].result; const fear = rollResult.dice[1].results[0].result; const advantage = advantageDice ? rollResult.dice[2].results[0].result : null; const disadvantage = disadvantageDice ? rollResult.dice[2].results[0].result : null; if (disadvantage) { rollResult = { ...rollResult, total: rollResult.total - Math.max(hope, disadvantage) }; } if (advantage) { rollResult = { ...rollResult, total: 'Select Hope Die' }; } const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope); if (automateHope && hope > fear) { await this.update({ 'system.resources.hope.value': Math.min( this.system.resources.hope.value + 1, this.system.resources.hope.max ) }); } if (automateHope && 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) } }); } return { roll, rollResult, hope: { dice: hopeDice, value: hope }, fear: { dice: fearDice, value: fear }, advantage: { dice: advantageDice, value: advantage }, disadvantage: { dice: disadvantageDice, value: disadvantage }, modifiers: modifiers }; } */ async damageRoll(title, damage, targets, shiftKey) { let rollString = damage.value; let bonusDamage = damage.bonusDamage?.filter(x => x.initiallySelected) ?? []; if (!shiftKey) { const dialogClosed = new Promise((resolve, _) => { new DamageSelectionDialog(rollString, bonusDamage, resolve).render(true); }); const result = await dialogClosed; bonusDamage = result.bonusDamage; rollString = result.rollString; const automateHope = await 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 }); } } const roll = new Roll(rollString); let rollResult = await roll.evaluate(); const dice = []; const modifiers = []; for (var i = 0; i < rollResult.terms.length; i++) { const term = rollResult.terms[i]; if (term.faces) { dice.push({ type: `d${term.faces}`, rolls: term.results.map(x => x.result) }); } else if (term.operator) { } else if (term.number) { const operator = i === 0 ? '' : rollResult.terms[i - 1].operator; modifiers.push({ value: term.number, operator: operator }); } } const cls = getDocumentClass('ChatMessage'); const systemData = { title: game.i18n.format('DAGGERHEART.Chat.DamageRoll.Title', { damage: title }), roll: rollString, damage: { total: rollResult.total, type: damage.type }, dice: dice, modifiers: modifiers, targets: targets }; const msg = new cls({ type: 'damageRoll', user: game.user.id, sound: CONFIG.sounds.dice, system: systemData, content: await foundry.applications.handlebars.renderTemplate( 'systems/daggerheart/templates/chat/damage-roll.hbs', systemData ), rolls: [roll] }); cls.create(msg.toObject()); } async takeDamage(damage, type) { const hpDamage = damage >= this.system.damageThresholds.severe ? 3 : damage >= this.system.damageThresholds.major ? 2 : damage >= this.system.damageThresholds.minor ? 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); } else { await game.socket.emit(`system.${SYSTEM.id}`, { action: socketEvent.GMUpdate, data: { action: GMUpdateEvent.UpdateDocument, uuid: this.uuid, update: update } }); } } async takeHealing(healing, type) { let update = {}; switch (type) { case SYSTEM.GENERAL.healingTypes.health.id: update = { 'system.resources.hitPoints.value': Math.min( this.system.resources.hitPoints.value + healing, this.system.resources.hitPoints.max ) }; break; case SYSTEM.GENERAL.healingTypes.stress.id: update = { 'system.resources.stress.value': Math.min( this.system.resources.stress.value + healing, this.system.resources.stress.max ) }; break; } if (game.user.isGM) { await this.update(update); } else { await game.socket.emit(`system.${SYSTEM.id}`, { action: socketEvent.GMUpdate, data: { action: GMUpdateEvent.UpdateDocument, uuid: this.uuid, update: update } }); } } //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 ${action.cost.type} to use this ability`)); return; } } // const targets = otherTarget ? userTargets : [game.user.character]; if (action.damage.type) { let roll = { formula: action.damage.value, result: action.damage.value }; if (Number.isNaN(Number.parseInt(action.damage.value))) { roll = await new Roll(`1${action.damage.value}`).evaluate(); } 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()); } } }