forked from GitHub-Mirrors/foundry-sw5e
Updated to DND5e 1.3.2
Things unfinished: - Migration - The update adds new sections to the class sheet to allow some light customisation, this hasn't been included, but could be extended for the sake of dynamic classes with automatic class features and more - The French - The packs have not yet been updated, meaning due to the addition of a progression field to the class item, classes now don't set force or tech points - I updated the function calls in starships, but I didn't update it very thoroughly, it'll need checking - I only did a little testing - There has since been updates to DND5e that hasn't made it to release that patch bugs, those should be implemented Things changed from base 5e: - Short rests and long rests were merged into one function, this needed some rewrites to account for force and tech points, and for printing the correct message Extra Comments: - Unfinished code exists for automatic spell scrolls, this could be extended for single use force or tech powers - Weapon proficiencies probably need revising - Elven accuracy, halfling lucky, and reliable talent are present in the roll logic, this probably needs revising for sw5e - SW5e has a variant rule that permits force powers of any alignment to use either charisma or wisdom, that could be implemented - SW5e's version of gritty realism, [Longer Rests](https://sw5e.com/rules/variantRules/Longer%20Rests) differs from base dnd, this could be implemented - Extra ideas I've had while looking through the code can be found in Todos next to the ideas relevant context
This commit is contained in:
parent
aa07380c57
commit
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72 changed files with 3107 additions and 1359 deletions
457
module/dice.js
457
module/dice.js
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@ -1,3 +1,6 @@
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export {default as D20Roll} from "./dice/d20-roll.js";
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export {default as DamageRoll} from "./dice/damage-roll.js";
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/**
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* A standardized helper function for simplifying the constant parts of a multipart roll formula
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*
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@ -20,28 +23,29 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
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const constantTerms = []; // Terms that are constant, and their associated operators
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let operators = []; // Temporary storage for operators before they are moved to one of the above
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for (let term of terms) { // For each term
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if (["+", "-"].includes(term)) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array
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else { // Otherwise the term is not an operator
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if (term instanceof DiceTerm) { // If the term is something rollable
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rollableTerms.push(...operators); // Place all the operators into the rollableTerms array
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rollableTerms.push(term); // Then place this rollable term into it as well
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} //
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else { // Otherwise, this must be a constant
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constantTerms.push(...operators); // Place the operators into the constantTerms array
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constantTerms.push(term); // Then also add this constant term to that array.
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} //
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operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration.
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for (let term of terms) { // For each term
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if (term instanceof OperatorTerm) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array
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else { // Otherwise the term is not an operator
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if (term instanceof DiceTerm) { // If the term is something rollable
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rollableTerms.push(...operators); // Place all the operators into the rollableTerms array
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rollableTerms.push(term); // Then place this rollable term into it as well
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} //
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else { // Otherwise, this must be a constant
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constantTerms.push(...operators); // Place the operators into the constantTerms array
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constantTerms.push(term); // Then also add this constant term to that array.
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} //
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operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration.
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}
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}
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const constantFormula = Roll.cleanFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
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const rollableFormula = Roll.cleanFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
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const constantFormula = Roll.getFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
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const rollableFormula = Roll.getFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
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const constantPart = roll._safeEval(constantFormula); // Mathematically evaluate the constant formula to produce a single constant term
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// Mathematically evaluate the constant formula to produce a single constant term
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const constantPart = constantFormula ? Roll.safeEval(constantFormula) : undefined;
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const parts = constantFirst ? // Order the rollable and constant terms, either constant first or second depending on the optional argumen
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[constantPart, rollableFormula] : [rollableFormula, constantPart];
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// Order the rollable and constant terms, either constant first or second depending on the optional argument
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const parts = constantFirst ? [constantPart, rollableFormula] : [rollableFormula, constantPart];
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// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
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return new Roll(parts.filterJoin(" + ")).formula;
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@ -55,316 +59,203 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
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* @return {Boolean} True when unsupported, false if supported
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*/
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function _isUnsupportedTerm(term) {
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const diceTerm = term instanceof DiceTerm;
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const operator = ["+", "-"].includes(term);
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const number = !isNaN(Number(term));
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const diceTerm = term instanceof DiceTerm;
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const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator);
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const number = term instanceof NumericTerm;
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return !(diceTerm || operator || number);
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return !(diceTerm || operator || number);
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}
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/* -------------------------------------------- */
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/* D20 Roll */
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/* -------------------------------------------- */
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/**
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* A standardized helper function for managing core 5e "d20 rolls"
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*
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* A standardized helper function for managing core 5e d20 rolls.
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* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
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* This chooses the default options of a normal attack with no bonus, Advantage, or Disadvantage respectively
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*
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* @param {Array} parts The dice roll component parts, excluding the initial d20
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* @param {Object} data Actor or item data against which to parse the roll
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* @param {Event|object} event The triggering event which initiated the roll
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* @param {string} rollMode A specific roll mode to apply as the default for the resulting roll
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* @param {string|null} template The HTML template used to render the roll dialog
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* @param {string|null} title The dice roll UI window title
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* @param {Object} speaker The ChatMessage speaker to pass when creating the chat
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* @param {string|null} flavor Flavor text to use in the posted chat message
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* @param {Boolean} fastForward Allow fast-forward advantage selection
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* @param {Function} onClose Callback for actions to take when the dialog form is closed
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* @param {Object} dialogOptions Modal dialog options
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* @param {boolean} advantage Apply advantage to the roll (unless otherwise specified)
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* @param {boolean} disadvantage Apply disadvantage to the roll (unless otherwise specified)
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* @param {number} critical The value of d20 result which represents a critical success
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* @param {number} fumble The value of d20 result which represents a critical failure
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* @param {number} targetValue Assign a target value against which the result of this roll should be compared
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* @param {boolean} elvenAccuracy Allow Elven Accuracy to modify this roll?
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* @param {boolean} halflingLucky Allow Halfling Luck to modify this roll?
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* @param {boolean} reliableTalent Allow Reliable Talent to modify this roll?
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* @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll
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* @param {object} messageData Additional data which is applied to the created Chat Message, if any
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* @param {string[]} parts The dice roll component parts, excluding the initial d20
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* @param {object} data Actor or item data against which to parse the roll
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*
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* @return {Promise} A Promise which resolves once the roll workflow has completed
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* @param {boolean} [advantage] Apply advantage to the roll (unless otherwise specified)
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* @param {boolean} [disadvantage] Apply disadvantage to the roll (unless otherwise specified)
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* @param {number} [critical] The value of d20 result which represents a critical success
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* @param {number} [fumble] The value of d20 result which represents a critical failure
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* @param {number} [targetValue] Assign a target value against which the result of this roll should be compared
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* @param {boolean} [elvenAccuracy] Allow Elven Accuracy to modify this roll?
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* @param {boolean} [halflingLucky] Allow Halfling Luck to modify this roll?
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* @param {boolean} [reliableTalent] Allow Reliable Talent to modify this roll?
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* @param {boolean} [chooseModifier=false] Choose the ability modifier that should be used when the roll is made
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* @param {boolean} [fastForward=false] Allow fast-forward advantage selection
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* @param {Event} [event] The triggering event which initiated the roll
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* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
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* @param {string} [template] The HTML template used to render the roll dialog
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* @param {string} [title] The dialog window title
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* @param {Object} [dialogOptions] Modal dialog options
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*
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* @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll
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* @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any
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* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
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* @param {object} [speaker] The ChatMessage speaker to pass when creating the chat
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* @param {string} [flavor] Flavor text to use in the posted chat message
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*
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* @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled
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*/
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export async function d20Roll({parts=[], data={}, event={}, rollMode=null, template=null, title=null, speaker=null,
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flavor=null, fastForward=null, dialogOptions,
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advantage=null, disadvantage=null, critical=20, fumble=1, targetValue=null,
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elvenAccuracy=false, halflingLucky=false, reliableTalent=false,
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chatMessage=true, messageData={}}={}) {
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export async function d20Roll({
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parts=[], data={}, // Roll creation
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advantage, disadvantage, fumble=1, critical=20, targetValue, elvenAccuracy, halflingLucky, reliableTalent, // Roll customization
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chooseModifier=false, fastForward=false, event, template, title, dialogOptions, // Dialog configuration
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chatMessage=true, messageData={}, rollMode, speaker, flavor // Chat Message customization
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}={}) {
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// Prepare Message Data
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messageData.flavor = flavor || title;
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messageData.speaker = speaker || ChatMessage.getSpeaker();
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const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")};
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parts = parts.concat(["@bonus"]);
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// Handle input arguments
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const formula = ["1d20"].concat(parts).join(" + ");
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const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
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const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
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if ( chooseModifier && !isFF ) data["mod"] = "@mod";
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// Handle fast-forward events
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let adv = 0;
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fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
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if (fastForward) {
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if ( advantage ?? event.altKey ) adv = 1;
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else if ( disadvantage ?? (event.ctrlKey || event.metaKey) ) adv = -1;
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// Construct the D20Roll instance
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const roll = new CONFIG.Dice.D20Roll(formula, data, {
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flavor: flavor || title,
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advantageMode,
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defaultRollMode,
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critical,
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fumble,
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targetValue,
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elvenAccuracy,
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halflingLucky,
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reliableTalent
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});
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// Prompt a Dialog to further configure the D20Roll
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if ( !isFF ) {
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const configured = await roll.configureDialog({
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title,
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chooseModifier,
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defaultRollMode: defaultRollMode,
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defaultAction: advantageMode,
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defaultAbility: data?.item?.ability,
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template
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}, dialogOptions);
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if ( configured === null ) return null;
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}
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// Define the inner roll function
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const _roll = (parts, adv, form) => {
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// Determine the d20 roll and modifiers
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let nd = 1;
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let mods = halflingLucky ? "r1=1" : "";
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// Handle advantage
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if (adv === 1) {
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nd = elvenAccuracy ? 3 : 2;
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messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
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if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].advantage = true;
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mods += "kh";
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}
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// Handle disadvantage
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else if (adv === -1) {
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nd = 2;
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messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
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if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].disadvantage = true;
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mods += "kl";
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}
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// Prepend the d20 roll
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let formula = `${nd}d20${mods}`;
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if (reliableTalent) formula = `{${nd}d20${mods},10}kh`;
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parts.unshift(formula);
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// Optionally include a situational bonus
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if ( form ) {
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data['bonus'] = form.bonus.value;
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messageOptions.rollMode = form.rollMode.value;
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}
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if (!data["bonus"]) parts.pop();
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// Optionally include an ability score selection (used for tool checks)
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const ability = form ? form.ability : null;
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if (ability && ability.value) {
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data.ability = ability.value;
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const abl = data.abilities[data.ability];
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if (abl) {
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data.mod = abl.mod;
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messageData.flavor += ` (${CONFIG.SW5E.abilities[data.ability]})`;
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}
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}
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// Execute the roll
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let roll = new Roll(parts.join(" + "), data);
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try {
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roll.roll();
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} catch (err) {
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console.error(err);
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ui.notifications.error(`Dice roll evaluation failed: ${err.message}`);
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return null;
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}
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// Flag d20 options for any 20-sided dice in the roll
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for (let d of roll.dice) {
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if (d.faces === 20) {
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d.options.critical = critical;
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d.options.fumble = fumble;
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if ( adv === 1 ) d.options.advantage = true;
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else if ( adv === -1 ) d.options.disadvantage = true;
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if (targetValue) d.options.target = targetValue;
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}
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}
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// If reliable talent was applied, add it to the flavor text
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if (reliableTalent && roll.dice[0].total < 10) {
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messageData.flavor += ` (${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
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}
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return roll;
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};
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// Create the Roll instance
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const roll = fastForward ? _roll(parts, adv) :
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await _d20RollDialog({template, title, parts, data, rollMode: messageOptions.rollMode, dialogOptions, roll: _roll});
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// Evaluate the configured roll
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await roll.evaluate({async: true});
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// Create a Chat Message
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if ( roll && chatMessage ) roll.toMessage(messageData, messageOptions);
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if ( speaker ) {
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console.warn(`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`);
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messageData.speaker = speaker;
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}
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if ( roll && chatMessage ) await roll.toMessage(messageData);
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return roll;
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}
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/* -------------------------------------------- */
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/**
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* Present a Dialog form which creates a d20 roll once submitted
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* @return {Promise<Roll>}
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* @private
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* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
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* @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode
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*/
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async function _d20RollDialog({template, title, parts, data, rollMode, dialogOptions, roll}={}) {
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// Render modal dialog
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template = template || "systems/sw5e/templates/chat/roll-dialog.html";
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let dialogData = {
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formula: parts.join(" + "),
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data: data,
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rollMode: rollMode,
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rollModes: CONFIG.Dice.rollModes,
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config: CONFIG.SW5E
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};
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const html = await renderTemplate(template, dialogData);
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// Create the Dialog window
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return new Promise(resolve => {
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new Dialog({
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title: title,
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content: html,
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buttons: {
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advantage: {
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label: game.i18n.localize("SW5E.Advantage"),
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callback: html => resolve(roll(parts, 1, html[0].querySelector("form")))
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},
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normal: {
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label: game.i18n.localize("SW5E.Normal"),
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callback: html => resolve(roll(parts, 0, html[0].querySelector("form")))
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},
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disadvantage: {
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label: game.i18n.localize("SW5E.Disadvantage"),
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callback: html => resolve(roll(parts, -1, html[0].querySelector("form")))
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}
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},
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default: "normal",
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close: () => resolve(null)
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}, dialogOptions).render(true);
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});
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function _determineAdvantageMode({event, advantage=false, disadvantage=false, fastForward=false}={}) {
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const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
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let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
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if ( advantage || event?.altKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
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else if ( disadvantage || event?.ctrlKey || event?.metaKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
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return {isFF, advantageMode};
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}
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/* -------------------------------------------- */
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/* Damage Roll */
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/* -------------------------------------------- */
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/**
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* A standardized helper function for managing core 5e "d20 rolls"
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* A standardized helper function for managing core 5e damage rolls.
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*
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* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
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* This chooses the default options of a normal attack with no bonus, Critical, or no bonus respectively
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*
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* @param {Array} parts The dice roll component parts, excluding the initial d20
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* @param {Actor} actor The Actor making the damage roll
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* @param {Object} data Actor or item data against which to parse the roll
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* @param {Event|object}[event The triggering event which initiated the roll
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* @param {string} rollMode A specific roll mode to apply as the default for the resulting roll
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* @param {String} template The HTML template used to render the roll dialog
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* @param {String} title The dice roll UI window title
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* @param {Object} speaker The ChatMessage speaker to pass when creating the chat
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* @param {string} flavor Flavor text to use in the posted chat message
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* @param {boolean} allowCritical Allow the opportunity for a critical hit to be rolled
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* @param {Boolean} critical Flag this roll as a critical hit for the purposes of fast-forward rolls
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* @param {number} criticalBonusDice A number of bonus damage dice that are added for critical hits
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* @param {number} criticalMultiplier A critical hit multiplier which is applied to critical hits
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* @param {Boolean} fastForward Allow fast-forward advantage selection
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* @param {Function} onClose Callback for actions to take when the dialog form is closed
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* @param {Object} dialogOptions Modal dialog options
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* @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll
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* @param {object} messageData Additional data which is applied to the created Chat Message, if any
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* @param {string[]} parts The dice roll component parts, excluding the initial d20
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* @param {object} [data] Actor or item data against which to parse the roll
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*
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* @return {Promise} A Promise which resolves once the roll workflow has completed
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* @param {boolean} [critical=false] Flag this roll as a critical hit for the purposes of fast-forward or default dialog action
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* @param {number} [criticalBonusDice=0] A number of bonus damage dice that are added for critical hits
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* @param {number} [criticalMultiplier=2] A critical hit multiplier which is applied to critical hits
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* @param {boolean} [multiplyNumeric=false] Multiply numeric terms by the critical multiplier
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* @param {boolean} [powerfulCritical=false] Apply the "powerful criticals" house rule to critical hits
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* @param {boolean} [fastForward=false] Allow fast-forward advantage selection
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* @param {Event}[event] The triggering event which initiated the roll
|
||||
* @param {boolean} [allowCritical=true] Allow the opportunity for a critical hit to be rolled
|
||||
* @param {string} [template] The HTML template used to render the roll dialog
|
||||
* @param {string} [title] The dice roll UI window title
|
||||
* @param {object} [dialogOptions] Configuration dialog options
|
||||
*
|
||||
* @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll
|
||||
* @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any
|
||||
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
|
||||
* @param {object} [speaker] The ChatMessage speaker to pass when creating the chat
|
||||
* @param {string} [flavor] Flavor text to use in the posted chat message
|
||||
*
|
||||
* @return {Promise<DamageRoll|null>} The evaluated DamageRoll, or null if the workflow was canceled
|
||||
*/
|
||||
export async function damageRoll({parts, actor, data, event={}, rollMode=null, template, title, speaker, flavor,
|
||||
allowCritical=true, critical=false, criticalBonusDice=0, criticalMultiplier=2, fastForward=null,
|
||||
dialogOptions={}, chatMessage=true, messageData={}}={}) {
|
||||
export async function damageRoll({
|
||||
parts=[], data, // Roll creation
|
||||
critical=false, criticalBonusDice, criticalMultiplier, multiplyNumeric, powerfulCritical, // Damage customization
|
||||
fastForward=false, event, allowCritical=true, template, title, dialogOptions, // Dialog configuration
|
||||
chatMessage=true, messageData={}, rollMode, speaker, flavor, // Chat Message customization
|
||||
}={}) {
|
||||
|
||||
// Prepare Message Data
|
||||
messageData.flavor = flavor || title;
|
||||
messageData.speaker = speaker || ChatMessage.getSpeaker();
|
||||
const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")};
|
||||
parts = parts.concat(["@bonus"]);
|
||||
// Handle input arguments
|
||||
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
|
||||
|
||||
// Define inner roll function
|
||||
const _roll = function(parts, crit, form) {
|
||||
|
||||
// Optionally include a situational bonus
|
||||
if ( form ) {
|
||||
data['bonus'] = form.bonus.value;
|
||||
messageOptions.rollMode = form.rollMode.value;
|
||||
}
|
||||
if (!data["bonus"]) parts.pop();
|
||||
|
||||
// Create the damage roll
|
||||
let roll = new Roll(parts.join("+"), data);
|
||||
|
||||
// Modify the damage formula for critical hits
|
||||
if ( crit === true ) {
|
||||
roll.alter(criticalMultiplier, 0); // Multiply all dice
|
||||
if ( roll.terms[0] instanceof Die ) { // Add bonus dice for only the main dice term
|
||||
roll.terms[0].alter(1, criticalBonusDice);
|
||||
roll._formula = roll.formula;
|
||||
}
|
||||
messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`;
|
||||
if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true;
|
||||
}
|
||||
|
||||
// Execute the roll
|
||||
try {
|
||||
roll.evaluate()
|
||||
if ( crit ) roll.dice.forEach(d => d.options.critical = true); // TODO workaround core bug which wipes Roll#options on roll
|
||||
return roll;
|
||||
} catch(err) {
|
||||
console.error(err);
|
||||
ui.notifications.error(`Dice roll evaluation failed: ${err.message}`);
|
||||
return null;
|
||||
}
|
||||
};
|
||||
|
||||
// Create the Roll instance
|
||||
const roll = fastForward ? _roll(parts, critical) : await _damageRollDialog({
|
||||
template, title, parts, data, allowCritical, rollMode: messageOptions.rollMode, dialogOptions, roll: _roll
|
||||
// Construct the DamageRoll instance
|
||||
const formula = parts.join(" + ");
|
||||
const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event});
|
||||
const roll = new CONFIG.Dice.DamageRoll(formula, data, {
|
||||
flavor: flavor || title,
|
||||
critical: isCritical,
|
||||
criticalBonusDice,
|
||||
criticalMultiplier,
|
||||
multiplyNumeric,
|
||||
powerfulCritical
|
||||
});
|
||||
|
||||
// Create a Chat Message
|
||||
if ( roll && chatMessage ) roll.toMessage(messageData, messageOptions);
|
||||
return roll;
|
||||
// Prompt a Dialog to further configure the DamageRoll
|
||||
if ( !isFF ) {
|
||||
const configured = await roll.configureDialog({
|
||||
title,
|
||||
defaultRollMode: defaultRollMode,
|
||||
defaultCritical: isCritical,
|
||||
template,
|
||||
allowCritical
|
||||
}, dialogOptions);
|
||||
if ( configured === null ) return null;
|
||||
}
|
||||
|
||||
// Evaluate the configured roll
|
||||
await roll.evaluate({async: true});
|
||||
|
||||
// Create a Chat Message
|
||||
if ( speaker ) {
|
||||
console.warn(`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`);
|
||||
messageData.speaker = speaker;
|
||||
}
|
||||
if ( roll && chatMessage ) await roll.toMessage(messageData);
|
||||
return roll;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Present a Dialog form which creates a damage roll once submitted
|
||||
* @return {Promise<Roll>}
|
||||
* @private
|
||||
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
|
||||
* @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit
|
||||
*/
|
||||
async function _damageRollDialog({template, title, parts, data, allowCritical, rollMode, dialogOptions, roll}={}) {
|
||||
|
||||
// Render modal dialog
|
||||
template = template || "systems/sw5e/templates/chat/roll-dialog.html";
|
||||
let dialogData = {
|
||||
formula: parts.join(" + "),
|
||||
data: data,
|
||||
rollMode: rollMode,
|
||||
rollModes: CONFIG.Dice.rollModes
|
||||
};
|
||||
const html = await renderTemplate(template, dialogData);
|
||||
|
||||
// Create the Dialog window
|
||||
return new Promise(resolve => {
|
||||
new Dialog({
|
||||
title: title,
|
||||
content: html,
|
||||
buttons: {
|
||||
critical: {
|
||||
condition: allowCritical,
|
||||
label: game.i18n.localize("SW5E.CriticalHit"),
|
||||
callback: html => resolve(roll(parts, true, html[0].querySelector("form")))
|
||||
},
|
||||
normal: {
|
||||
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
|
||||
callback: html => resolve(roll(parts, false, html[0].querySelector("form")))
|
||||
},
|
||||
},
|
||||
default: "normal",
|
||||
close: () => resolve(null)
|
||||
}, dialogOptions).render(true);
|
||||
});
|
||||
function _determineCriticalMode({event, critical=false, fastForward=false}={}) {
|
||||
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
|
||||
if ( event?.altKey ) critical = true;
|
||||
return {isFF, isCritical: critical};
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue