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180 lines
7.5 KiB
JavaScript
180 lines
7.5 KiB
JavaScript
import { abilities } from '../../../config/actorConfig.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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/**
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* Action Workflow order
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*/
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static order = 50;
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/** @inheritDoc */
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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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/**
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* Reaction Roll Action Workflow part.
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* Must be called within Action context or similar.
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* @param {object} config Object that contains workflow datas. Usually made from Action Fields prepareConfig methods.
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* @param {object[]} [targets=null] Array of targets to override pre-selected ones.
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* @param {boolean} [force=false] If the method should be executed outside of Action workflow, for ChatMessage button for example.
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*/
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static async execute(config, targets = null, force = false) {
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if (!config.hasSave) return;
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let message = config.message ?? ui.chat.collection.get(config.parent?._id);
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if (!message) {
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const roll = new CONFIG.Dice.daggerheart.DHRoll('');
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roll._evaluated = true;
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message = 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 || force) {
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targets ??= config.targets.filter(t => !config.hasRoll || t.hit);
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await SaveField.rollAllSave.call(this, targets, config.event, message);
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} else return false;
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}
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/**
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* Roll a Reaction Roll for all targets. Send a query to the owner if the User is not.
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* Must be called within Action context.
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* @param {object[]} targets Array of formatted targets.
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* @param {Event} event Triggering event
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* @param {ChatMessage} message The ChatMessage the triggered button comes from.
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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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return new Promise(resolve => {
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const aPromise = [];
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targets.forEach(target => {
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aPromise.push(
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new Promise(async subResolve => {
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const actor = fromUuidSync(target.actorId);
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if (actor) {
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const rollSave =
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game.user === actor.owner
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? SaveField.rollSave.call(this, actor, event)
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: actor.owner.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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const result = await rollSave;
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await SaveField.updateSaveMessage.call(this, result, message, target.id);
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subResolve();
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} else subResolve();
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})
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);
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});
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Promise.all(aPromise).then(result => resolve());
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});
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}
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/**
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* Roll a Reaction Roll for the specified Actor against the Action difficulty.
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* Must be called within Action context.
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* @param {*} actor Actor document
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* @param {Event} event Triggering event
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* @returns {object} Actor diceRoll config result.
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*/
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static async rollSave(actor, event) {
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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: 'trait'
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},
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actionType: 'reaction',
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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)
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rollConfig.dialog = { configure: false };
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return actor.diceRoll(rollConfig);
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}
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/**
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* Update a Roll ChatMessage for a token according to his Reaction Roll result.
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* @param {object} result Result from the Reaction Roll
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* @param {object} message ChatMessage to update
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* @param {string} targetId Token ID
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*/
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static async updateSaveMessage(result, message, targetId) {
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if (!result) return;
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const updateMsg = async function (message, targetId, result) {
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// setTimeout(async () => {
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const chatMessage = ui.chat.collection.get(message._id),
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changes = {
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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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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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await chatMessage.update(changes);
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// }, 100);
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};
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if (game.modules.get('dice-so-nice')?.active)
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game.dice3d
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.waitFor3DAnimationByMessageID(result.message.id ?? result.message._id)
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.then(async () => await updateMsg(message, targetId, result));
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else await updateMsg(message, targetId, result);
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}
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/**
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* Return the automation setting for execute method for current user role
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* @returns {string} Id from settingsConfig.mjs actionAutomationChoices
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*/
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static getAutomation() {
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return (
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(game.user.isGM &&
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game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).roll.save.gm) ||
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(!game.user.isGM &&
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game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).roll.save.players)
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);
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}
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/**
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* Send a query to an Actor owner to roll a Reaction Roll then send back the result.
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* @param {object} param0
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* @param {string} param0.actionId Action ID
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* @param {string} param0.actorId Actor ID
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* @param {Event} param0.event Triggering event
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* @param {ChatMessage} param0.message Chat Message to update
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* @returns
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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).then(result => resolve(result));
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});
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}
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}
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