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126 lines
5 KiB
JavaScript
126 lines
5 KiB
JavaScript
import { abilities } from "../../../config/actorConfig.mjs";
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import { emitAsGM, GMUpdateEvent } from "../../../systemRegistration/socket.mjs";
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const fields = foundry.data.fields;
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export default class SaveField extends fields.SchemaField {
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order = 50;
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constructor(options = {}, context = {}) {
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const saveFields = {
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trait: new fields.StringField({
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nullable: true,
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initial: null,
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choices: CONFIG.DH.ACTOR.abilities
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}),
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difficulty: new fields.NumberField({ nullable: true, initial: null, integer: true, min: 0 }),
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damageMod: new fields.StringField({
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initial: CONFIG.DH.ACTIONS.damageOnSave.none.id,
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choices: CONFIG.DH.ACTIONS.damageOnSave
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})
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};
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super(saveFields, options, context);
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}
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async execute(config) {
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if(!this.hasSave) return;
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if(!config.message) {
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const roll = new CONFIG.Dice.daggerheart.DHRoll('');
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roll._evaluated = true;
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config.message = await CONFIG.Dice.daggerheart.DHRoll.toMessage(roll, config);
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}
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if(SaveField.getAutomation() !== CONFIG.DH.SETTINGS.actionAutomationChoices.never.id) {
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SaveField.rollAllSave.call(this, config.targets, config.event, config.message);
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}
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}
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static async rollAllSave(targets, event, message) {
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if(!targets) return;
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targets.forEach(target => {
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const actor = fromUuidSync(target.actorId);
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if(actor) {
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if (game.user === actor.owner)
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SaveField.rollSave.call(this, actor, event, message)
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.then(result =>
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emitAsGM(
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GMUpdateEvent.UpdateSaveMessage,
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SaveField.updateSaveMessage.bind(this, result, message, target.id),
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{
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action: this.uuid,
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message: message._id,
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token: target.id,
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result
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}
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)
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);
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else
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actor.owner
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.query('reactionRoll', {
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actionId: this.uuid,
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actorId: actor.uuid,
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event,
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message
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})
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.then(result => SaveField.updateSaveMessage.call(this, result, message, target.id));
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}
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});
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}
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static async rollSave(actor, event, message) {
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if (!actor) return;
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const title = actor.isNPC
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? game.i18n.localize('DAGGERHEART.GENERAL.reactionRoll')
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: game.i18n.format('DAGGERHEART.UI.Chat.dualityRoll.abilityCheckTitle', {
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ability: game.i18n.localize(abilities[this.save.trait]?.label)
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}),
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rollConfig = {
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event,
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title,
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roll: {
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trait: this.save.trait,
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difficulty: this.save.difficulty ?? this.actor?.baseSaveDifficulty,
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type: 'reaction'
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},
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type: 'trait',
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hasRoll: true,
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data: actor.getRollData()
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};
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if(SaveField.getAutomation() == CONFIG.DH.SETTINGS.actionAutomationChoices.always.id) rollConfig.dialog = { configure: false };
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return actor.diceRoll(rollConfig);
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}
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static updateSaveMessage(result, message, targetId) {
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if (!result) return;
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const updateMsg = this.updateChatMessage.bind(this, message, targetId, {
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flags: {
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[game.system.id]: {
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reactionRolls: {
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[targetId]:
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{
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result: result.roll.total,
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success: result.roll.success
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}
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}
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}
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}
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});
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if (game.modules.get('dice-so-nice')?.active)
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game.dice3d.waitFor3DAnimationByMessageID(result.message.id ?? result.message._id).then(() => updateMsg());
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else updateMsg();
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}
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static getAutomation() {
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return (game.user.isGM && game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).roll.save.gm) || (!game.user.isGM && game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).roll.save.players)
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}
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static rollSaveQuery({ actionId, actorId, event, message }) {
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return new Promise(async (resolve, reject) => {
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const actor = await fromUuid(actorId),
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action = await fromUuid(actionId);
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if (!actor || !actor?.isOwner) reject();
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SaveField.rollSave.call(action, actor, event, message)
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.then(result => resolve(result));
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});
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}
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}
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