forked from GitHub-Mirrors/foundry-sw5e
Formatted js files
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41 changed files with 13450 additions and 12704 deletions
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@ -16,7 +16,7 @@
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export default class D20Roll extends Roll {
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constructor(formula, data, options) {
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super(formula, data, options);
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if ( !((this.terms[0] instanceof Die) && (this.terms[0].faces === 20)) ) {
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if (!(this.terms[0] instanceof Die && this.terms[0].faces === 20)) {
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throw new Error(`Invalid D20Roll formula provided ${this._formula}`);
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}
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this.configureModifiers();
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@ -31,8 +31,8 @@ export default class D20Roll extends Roll {
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static ADV_MODE = {
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NORMAL: 0,
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ADVANTAGE: 1,
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DISADVANTAGE: -1,
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}
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DISADVANTAGE: -1
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};
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/**
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* The HTML template path used to configure evaluation of this Roll
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@ -71,28 +71,26 @@ export default class D20Roll extends Roll {
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d20.modifiers = [];
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// Halfling Lucky
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if ( this.options.halflingLucky ) d20.modifiers.push("r1=1");
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if (this.options.halflingLucky) d20.modifiers.push("r1=1");
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// Reliable Talent
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if ( this.options.reliableTalent ) d20.modifiers.push("min10");
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if (this.options.reliableTalent) d20.modifiers.push("min10");
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// Handle Advantage or Disadvantage
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if ( this.hasAdvantage ) {
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if (this.hasAdvantage) {
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d20.number = this.options.elvenAccuracy ? 3 : 2;
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d20.modifiers.push("kh");
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d20.options.advantage = true;
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}
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else if ( this.hasDisadvantage ) {
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} else if (this.hasDisadvantage) {
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d20.number = 2;
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d20.modifiers.push("kl");
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d20.options.disadvantage = true;
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}
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else d20.number = 1;
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} else d20.number = 1;
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// Assign critical and fumble thresholds
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if ( this.options.critical ) d20.options.critical = this.options.critical;
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if ( this.options.fumble ) d20.options.fumble = this.options.fumble;
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if ( this.options.targetValue ) d20.options.target = this.options.targetValue;
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if (this.options.critical) d20.options.critical = this.options.critical;
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if (this.options.fumble) d20.options.fumble = this.options.fumble;
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if (this.options.targetValue) d20.options.target = this.options.targetValue;
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// Re-compile the underlying formula
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this._formula = this.constructor.getFormula(this.terms);
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@ -101,22 +99,21 @@ export default class D20Roll extends Roll {
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/* -------------------------------------------- */
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/** @inheritdoc */
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async toMessage(messageData={}, options={}) {
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async toMessage(messageData = {}, options = {}) {
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// Evaluate the roll now so we have the results available to determine whether reliable talent came into play
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if ( !this._evaluated ) await this.evaluate({async: true});
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if (!this._evaluated) await this.evaluate({async: true});
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// Add appropriate advantage mode message flavor and sw5e roll flags
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messageData.flavor = messageData.flavor || this.options.flavor;
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if ( this.hasAdvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
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else if ( this.hasDisadvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
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if (this.hasAdvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
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else if (this.hasDisadvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
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// Add reliable talent to the d20-term flavor text if it applied
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if ( this.options.reliableTalent ) {
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if (this.options.reliableTalent) {
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const d20 = this.dice[0];
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const isRT = d20.results.every(r => !r.active || (r.result < 10));
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const isRT = d20.results.every((r) => !r.active || r.result < 10);
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const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
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if ( isRT ) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
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if (isRT) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
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}
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// Record the preferred rollMode
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@ -140,8 +137,17 @@ export default class D20Roll extends Roll {
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* @param {object} options Additional Dialog customization options
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* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
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*/
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async configureDialog({title, defaultRollMode, defaultAction=D20Roll.ADV_MODE.NORMAL, chooseModifier=false, defaultAbility, template}={}, options={}) {
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async configureDialog(
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{
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title,
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defaultRollMode,
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defaultAction = D20Roll.ADV_MODE.NORMAL,
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chooseModifier = false,
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defaultAbility,
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template
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} = {},
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options = {}
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) {
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// Render the Dialog inner HTML
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const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
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formula: `${this.formula} + @bonus`,
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@ -154,32 +160,39 @@ export default class D20Roll extends Roll {
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let defaultButton = "normal";
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switch (defaultAction) {
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case D20Roll.ADV_MODE.ADVANTAGE: defaultButton = "advantage"; break;
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case D20Roll.ADV_MODE.DISADVANTAGE: defaultButton = "disadvantage"; break;
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case D20Roll.ADV_MODE.ADVANTAGE:
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defaultButton = "advantage";
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break;
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case D20Roll.ADV_MODE.DISADVANTAGE:
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defaultButton = "disadvantage";
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break;
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}
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// Create the Dialog window and await submission of the form
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return new Promise(resolve => {
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new Dialog({
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title,
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content,
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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(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
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return new Promise((resolve) => {
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new Dialog(
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{
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title,
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content,
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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(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
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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(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
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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(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
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}
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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(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
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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(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
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}
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default: defaultButton,
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close: () => resolve(null)
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},
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default: defaultButton,
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close: () => resolve(null)
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}, options).render(true);
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options
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).render(true);
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});
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}
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@ -195,16 +208,16 @@ export default class D20Roll extends Roll {
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const form = html[0].querySelector("form");
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// Append a situational bonus term
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if ( form.bonus.value ) {
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if (form.bonus.value) {
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const bonus = new Roll(form.bonus.value, this.data);
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if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"}));
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if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
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this.terms = this.terms.concat(bonus.terms);
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}
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// Customize the modifier
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if ( form.ability?.value ) {
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if (form.ability?.value) {
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const abl = this.data.abilities[form.ability.value];
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this.terms.findSplice(t => t.term === "@mod", new NumericTerm({number: abl.mod}));
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this.terms.findSplice((t) => t.term === "@mod", new NumericTerm({number: abl.mod}));
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this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`;
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}
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@ -13,7 +13,7 @@ export default class DamageRoll extends Roll {
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constructor(formula, data, options) {
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super(formula, data, options);
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// For backwards compatibility, skip rolls which do not have the "critical" option defined
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if ( this.options.critical !== undefined ) this.configureDamage();
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if (this.options.critical !== undefined) this.configureDamage();
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}
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/**
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@ -42,44 +42,44 @@ export default class DamageRoll extends Roll {
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*/
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configureDamage() {
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let flatBonus = 0;
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for ( let [i, term] of this.terms.entries() ) {
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for (let [i, term] of this.terms.entries()) {
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// Multiply dice terms
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if ( term instanceof DiceTerm ) {
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if (term instanceof DiceTerm) {
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term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
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term.number = term.options.baseNumber;
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if ( this.isCritical ) {
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if (this.isCritical) {
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let cm = this.options.criticalMultiplier ?? 2;
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// Powerful critical - maximize damage and reduce the multiplier by 1
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if ( this.options.powerfulCritical ) {
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flatBonus += (term.number * term.faces);
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cm = Math.max(1, cm-1);
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if (this.options.powerfulCritical) {
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flatBonus += term.number * term.faces;
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cm = Math.max(1, cm - 1);
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}
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// Alter the damage term
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let cb = (this.options.criticalBonusDice && (i === 0)) ? this.options.criticalBonusDice : 0;
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let cb = this.options.criticalBonusDice && i === 0 ? this.options.criticalBonusDice : 0;
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term.alter(cm, cb);
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term.options.critical = true;
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}
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}
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// Multiply numeric terms
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else if ( this.options.multiplyNumeric && (term instanceof NumericTerm) ) {
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else if (this.options.multiplyNumeric && term instanceof NumericTerm) {
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term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
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term.number = term.options.baseNumber;
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if ( this.isCritical ) {
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term.number *= (this.options.criticalMultiplier ?? 2);
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if (this.isCritical) {
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term.number *= this.options.criticalMultiplier ?? 2;
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term.options.critical = true;
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}
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}
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}
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// Add powerful critical bonus
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if ( this.options.powerfulCritical && (flatBonus > 0) ) {
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if (this.options.powerfulCritical && flatBonus > 0) {
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this.terms.push(new OperatorTerm({operator: "+"}));
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this.terms.push(new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")}));
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this.terms.push(
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new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")})
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);
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}
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// Re-compile the underlying formula
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@ -89,9 +89,9 @@ export default class DamageRoll extends Roll {
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/* -------------------------------------------- */
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/** @inheritdoc */
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toMessage(messageData={}, options={}) {
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toMessage(messageData = {}, options = {}) {
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messageData.flavor = messageData.flavor || this.options.flavor;
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if ( this.isCritical ) {
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if (this.isCritical) {
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const label = game.i18n.localize("SW5E.CriticalHit");
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messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label;
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}
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@ -114,34 +114,39 @@ export default class DamageRoll extends Roll {
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* @param {object} options Additional Dialog customization options
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* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
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*/
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async configureDialog({title, defaultRollMode, defaultCritical=false, template, allowCritical=true}={}, options={}) {
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async configureDialog(
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{title, defaultRollMode, defaultCritical = false, template, allowCritical = true} = {},
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options = {}
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) {
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// Render the Dialog inner HTML
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const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
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formula: `${this.formula} + @bonus`,
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defaultRollMode,
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rollModes: CONFIG.Dice.rollModes,
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rollModes: CONFIG.Dice.rollModes
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});
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// Create the Dialog window and await submission of the form
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return new Promise(resolve => {
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new Dialog({
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title,
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content,
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buttons: {
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critical: {
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condition: allowCritical,
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label: game.i18n.localize("SW5E.CriticalHit"),
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callback: html => resolve(this._onDialogSubmit(html, true))
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return new Promise((resolve) => {
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new Dialog(
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{
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title,
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content,
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buttons: {
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critical: {
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condition: allowCritical,
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label: game.i18n.localize("SW5E.CriticalHit"),
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callback: (html) => resolve(this._onDialogSubmit(html, true))
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},
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normal: {
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label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
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callback: (html) => resolve(this._onDialogSubmit(html, false))
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}
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},
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normal: {
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label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
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callback: html => resolve(this._onDialogSubmit(html, false))
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}
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default: defaultCritical ? "critical" : "normal",
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close: () => resolve(null)
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},
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default: defaultCritical ? "critical" : "normal",
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close: () => resolve(null)
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}, options).render(true);
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options
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).render(true);
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});
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}
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@ -157,9 +162,9 @@ export default class DamageRoll extends Roll {
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const form = html[0].querySelector("form");
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// Append a situational bonus term
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if ( form.bonus.value ) {
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if (form.bonus.value) {
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const bonus = new Roll(form.bonus.value, this.data);
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if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"}));
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if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
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this.terms = this.terms.concat(bonus.terms);
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}
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