forked from GitHub-Mirrors/foundry-sw5e
Merge pull request #105 from Cyr-/hotfix-feat-rolling
Added new handling for resources/rolling
This commit is contained in:
commit
8f2b0488a4
4 changed files with 494 additions and 325 deletions
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@ -92,8 +92,14 @@ export default class Actor5e extends Actor {
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init.total = init.mod + init.prof + init.bonus;
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// Prepare power-casting data
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this._computePowercastingDC(this.data);
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data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10;
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this._computePowercastingProgression(this.data);
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// Compute owned item attributes which depend on prepared Actor data
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this.items.forEach(item => {
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item.getSaveDC();
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item.getAttackToHit();
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});
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}
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/* -------------------------------------------- */
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@ -168,7 +174,10 @@ export default class Actor5e extends Actor {
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}
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// Load item data for all identified features
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const features = await Promise.all(ids.map(id => fromUuid(id)));
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const features = [];
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for ( let id of ids ) {
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features.push(await fromUuid(id));
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}
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// Class powers should always be prepared
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for ( const feature of features ) {
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@ -312,19 +321,22 @@ export default class Actor5e extends Actor {
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const joat = flags.jackOfAllTrades;
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const observant = flags.observantFeat;
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const skillBonus = Number.isNumeric(bonuses.skill) ? parseInt(bonuses.skill) : 0;
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let round = Math.floor;
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for (let [id, skl] of Object.entries(data.skills)) {
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skl.value = parseFloat(skl.value || 0);
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skl.value = Math.clamped(Number(skl.value).toNearest(0.5), 0, 2) ?? 0;
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let round = Math.floor;
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// Apply Remarkable Athlete or Jack of all Trades
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let multi = skl.value;
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if ( athlete && (skl.value === 0) && feats.remarkableAthlete.abilities.includes(skl.ability) ) {
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multi = 0.5;
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// Remarkable
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if ( athlete && (skl.value < 0.5) && feats.remarkableAthlete.abilities.includes(skl.ability) ) {
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skl.value = 0.5;
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round = Math.ceil;
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}
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if ( joat && (skl.value === 0 ) ) multi = 0.5;
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// Retain the maximum skill proficiency when skill proficiencies are merged
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// Jack of All Trades
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if ( joat && (skl.value < 0.5) ) {
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skl.value = 0.5;
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}
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// Polymorph Skill Proficiencies
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if ( originalSkills ) {
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skl.value = Math.max(skl.value, originalSkills[id].value);
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}
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@ -332,7 +344,7 @@ export default class Actor5e extends Actor {
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// Compute modifier
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skl.bonus = checkBonus + skillBonus;
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skl.mod = data.abilities[skl.ability].mod;
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skl.prof = round(multi * data.attributes.prof);
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skl.prof = round(skl.value * data.attributes.prof);
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skl.total = skl.mod + skl.prof + skl.bonus;
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// Compute passive bonus
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@ -343,23 +355,6 @@ export default class Actor5e extends Actor {
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/* -------------------------------------------- */
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/**
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* Compute the powercasting DC for all item abilities which use power DC scaling
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* @param {object} actorData The actor data being prepared
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* @private
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*/
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_computePowercastingDC(actorData) {
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// Compute the powercasting DC
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const data = actorData.data;
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data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10;
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// Compute ability save DCs that depend on the calling actor
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this.items.forEach(i => i.getSaveDC());
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}
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/* -------------------------------------------- */
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/**
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* Prepare data related to the power-casting capabilities of the Actor
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* @private
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@ -408,7 +403,7 @@ export default class Actor5e extends Actor {
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progression.slot = Math.ceil(caster.data.levels / denom);
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}
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// EXCEPTION: NPC with an explicit powercaster level
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// EXCEPTION: NPC with an explicit power-caster level
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if (isNPC && actorData.data.details.powerLevel) {
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progression.slot = actorData.data.details.powerLevel;
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}
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@ -419,9 +414,9 @@ export default class Actor5e extends Actor {
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for ( let [n, lvl] of Object.entries(powers) ) {
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let i = parseInt(n.slice(-1));
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if ( Number.isNaN(i) ) continue;
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if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 1);
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if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0);
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else lvl.max = slots[i-1] || 0;
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lvl.value = Math.min(parseInt(lvl.value), lvl.max);
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lvl.value = parseInt(lvl.value);
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}
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// Determine the Actor's pact magic level (if any)
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@ -1108,8 +1103,7 @@ export default class Actor5e extends Actor {
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// Recover power slots
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for ( let [k, v] of Object.entries(data.powers) ) {
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if ( !v.max && !v.override ) continue;
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updateData[`data.powers.${k}.value`] = v.override || v.max;
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updateData[`data.powers.${k}.value`] = !Number.isNaN(v.override) ? v.override : (v.max ?? 0);
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}
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// Recover pact slots.
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@ -1186,7 +1180,6 @@ export default class Actor5e extends Actor {
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/* -------------------------------------------- */
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/**
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* Transform this Actor into another one.
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*
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@ -1216,10 +1209,10 @@ export default class Actor5e extends Actor {
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}
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// Get the original Actor data and the new source data
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const o = duplicate(this.data);
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const o = this.toJSON();
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o.flags.sw5e = o.flags.sw5e || {};
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o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves};
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const source = duplicate(target.data);
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const source = target.toJSON();
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// Prepare new data to merge from the source
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const d = {
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@ -1227,6 +1220,7 @@ export default class Actor5e extends Actor {
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name: `${o.name} (${source.name})`, // Append the new shape to your old name
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data: source.data, // Get the data model of your new form
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items: source.items, // Get the items of your new form
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effects: o.effects.concat(source.effects), // Combine active effects from both forms
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token: source.token, // New token configuration
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img: source.img, // New appearance
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permission: o.permission, // Use the original actor permissions
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@ -56,6 +56,16 @@ SW5E.alignments = {
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/* -------------------------------------------- */
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/**
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* An enumeration of item attunement types
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* @enum {number}
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*/
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SW5E.attunementTypes = {
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NONE: 0,
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REQUIRED: 1,
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ATTUNED: 2,
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}
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/**
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* An enumeration of item attunement states
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* @type {{"0": string, "1": string, "2": string}}
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@ -457,7 +467,6 @@ SW5E.senses = {
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"truesight": "SW5E.SenseTruesight"
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};
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/* -------------------------------------------- */
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/**
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@ -1,3 +1,69 @@
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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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* @param {string} formula The original Roll formula
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* @param {Object} data Actor or item data against which to parse the roll
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* @param {Object} options Formatting options
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* @param {boolean} options.constantFirst Puts the constants before the dice terms in the resulting formula
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*
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* @return {string} The resulting simplified formula
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*/
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export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) {
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const roll = new Roll(formula, data); // Parses the formula and replaces any @properties
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const terms = roll.terms;
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// Some terms are "too complicated" for this algorithm to simplify
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// In this case, the original formula is returned.
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if (terms.some(_isUnsupportedTerm)) return roll.formula;
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const rollableTerms = []; // Terms that are non-constant, and their associated operators
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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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}
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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 constantPart = roll._safeEval(constantFormula); // Mathematically evaluate the constant formula to produce a single constant term
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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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// 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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}
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/* -------------------------------------------- */
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/**
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* Only some terms are supported by simplifyRollFormula, this method returns true when the term is not supported.
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* @param {*} term - A single Dice term to check support on
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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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return !(diceTerm || operator || number);
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}
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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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@ -53,7 +119,7 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ
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// Determine the d20 roll and modifiers
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let nd = 1;
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let mods = halflingLucky ? "r=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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@ -109,6 +175,8 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ
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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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@ -131,7 +199,6 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ
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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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@ -175,7 +242,6 @@ async function _d20RollDialog({template, title, parts, data, rollMode, dialogOpt
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});
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}
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/* -------------------------------------------- */
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/**
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@ -235,14 +301,15 @@ export async function damageRoll({parts, actor, data, event={}, rollMode=null, t
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roll.terms[0].alter(1, criticalBonusDice);
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roll._formula = roll.formula;
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}
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roll.dice.forEach(d => d.options.critical = true);
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messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`;
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if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true;
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}
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// Execute the roll
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try {
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return roll.roll();
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roll.evaluate()
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if ( crit ) roll.dice.forEach(d => d.options.critical = true); // TODO workaround core bug which wipes Roll#options on roll
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return 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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@ -1,4 +1,4 @@
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import {d20Roll, damageRoll} from "../dice.js";
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import {simplifyRollFormula, d20Roll, damageRoll} from "../dice.js";
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import AbilityUseDialog from "../apps/ability-use-dialog.js";
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import AbilityTemplate from "../pixi/ability-template.js";
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@ -101,7 +101,8 @@ export default class Item5e extends Item {
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* @type {boolean}
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*/
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get hasSave() {
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return !!(this.data.data.save && this.data.data.save.ability);
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const save = this.data.data?.save || {};
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return !!(save.ability && save.scaling);
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}
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/* -------------------------------------------- */
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@ -255,29 +256,41 @@ export default class Item5e extends Item {
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// Saving throws
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this.getSaveDC();
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// To Hit
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this.getAttackToHit();
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// Damage
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let dam = data.damage || {};
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if ( dam.parts ) {
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labels.damage = dam.parts.map(d => d[0]).join(" + ").replace(/\+ -/g, "- ");
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labels.damageTypes = dam.parts.map(d => C.damageTypes[d[1]]).join(", ");
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}
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}
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// Assign labels
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this.labels = labels;
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// Limited Uses
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if ( this.isOwned && !!data.uses?.max ) {
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let max = data.uses.max;
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if ( !Number.isNumeric(max) ) {
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max = Roll.replaceFormulaData(max, this.actor.getRollData());
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if ( Roll.MATH_PROXY.safeEval ) max = Roll.MATH_PROXY.safeEval(max);
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}
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data.uses.max = Number(max);
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}
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}
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}
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/* -------------------------------------------- */
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/**
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* Update the derived spell DC for an item that requires a saving throw
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* Update the derived power DC for an item that requires a saving throw
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* @returns {number|null}
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*/
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getSaveDC() {
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if ( !this.hasSave ) return;
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const save = this.data.data?.save;
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// Actor spell-DC based scaling
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if ( save.scaling === "spell" ) {
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save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.spelldc") : null;
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// Actor power-DC based scaling
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if ( save.scaling === "power" ) {
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save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerdc") : null;
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}
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// Ability-score based scaling
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@ -286,22 +299,332 @@ export default class Item5e extends Item {
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}
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// Update labels
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const abl = CONFIG.DND5E.abilities[save.ability];
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this.labels.save = game.i18n.format("DND5E.SaveDC", {dc: save.dc || "", ability: abl});
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const abl = CONFIG.SW5E.abilities[save.ability];
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this.labels.save = game.i18n.format("SW5E.SaveDC", {dc: save.dc || "", ability: abl});
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return save.dc;
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}
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/* -------------------------------------------- */
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/**
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* Update a label to the Item detailing its total to hit bonus.
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* Sources:
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* - item entity's innate attack bonus
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* - item's actor's proficiency bonus if applicable
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* - item's actor's global bonuses to the given item type
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* - item's ammunition if applicable
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*
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* @returns {Object} returns `rollData` and `parts` to be used in the item's Attack roll
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*/
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getAttackToHit() {
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const itemData = this.data.data;
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if ( !this.hasAttack || !itemData ) return;
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const rollData = this.getRollData();
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// Define Roll bonuses
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const parts = [];
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// Include the item's innate attack bonus as the initial value and label
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if ( itemData.attackBonus ) {
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parts.push(itemData.attackBonus)
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this.labels.toHit = itemData.attackBonus;
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}
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// Take no further action for un-owned items
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if ( !this.isOwned ) return {rollData, parts};
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// Ability score modifier
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parts.push(`@mod`);
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// Add proficiency bonus if an explicit proficiency flag is present or for non-item features
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if ( !["weapon", "consumable"].includes(this.data.type) || itemData.proficient ) {
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parts.push("@prof");
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}
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// Actor-level global bonus to attack rolls
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const actorBonus = this.actor.data.data.bonuses?.[itemData.actionType] || {};
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if ( actorBonus.attack ) parts.push(actorBonus.attack);
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// One-time bonus provided by consumed ammunition
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if ( (itemData.consume?.type === 'ammo') && !!this.actor.items ) {
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const ammoItemData = this.actor.items.get(itemData.consume.target)?.data;
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if (ammoItemData) {
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const ammoItemQuantity = ammoItemData.data.quantity;
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const ammoCanBeConsumed = ammoItemQuantity && (ammoItemQuantity - (itemData.consume.amount ?? 0) >= 0);
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const ammoItemAttackBonus = ammoItemData.data.attackBonus;
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const ammoIsTypeConsumable = (ammoItemData.type === "consumable") && (ammoItemData.data.consumableType === "ammo")
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if ( ammoCanBeConsumed && ammoItemAttackBonus && ammoIsTypeConsumable ) {
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parts.push("@ammo");
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rollData["ammo"] = ammoItemAttackBonus;
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}
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}
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}
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// Condense the resulting attack bonus formula into a simplified label
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let toHitLabel = simplifyRollFormula(parts.join('+'), rollData).trim();
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if (toHitLabel.charAt(0) !== '-') {
|
||||
toHitLabel = '+ ' + toHitLabel
|
||||
}
|
||||
this.labels.toHit = toHitLabel;
|
||||
|
||||
// Update labels and return the prepared roll data
|
||||
return {rollData, parts};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Roll the item to Chat, creating a chat card which contains follow up attack or damage roll options
|
||||
* @param {boolean} [configureDialog] Display a configuration dialog for the item roll, if applicable?
|
||||
* @param {string} [rollMode] The roll display mode with which to display (or not) the card
|
||||
* @param {boolean} [createMessage] Whether to automatically create a chat message (if true) or simply return
|
||||
* the prepared chat message data (if false).
|
||||
* @return {Promise}
|
||||
* @return {Promise<ChatMessage|object|void>}
|
||||
*/
|
||||
async roll({configureDialog=true, rollMode=null, createMessage=true}={}) {
|
||||
async roll({configureDialog=true, rollMode, createMessage=true}={}) {
|
||||
let item = this;
|
||||
const actor = this.actor;
|
||||
|
||||
// Reference aspects of the item data necessary for usage
|
||||
const id = this.data.data; // Item data
|
||||
const hasArea = this.hasAreaTarget; // Is the ability usage an AoE?
|
||||
const resource = id.consume || {}; // Resource consumption
|
||||
const recharge = id.recharge || {}; // Recharge mechanic
|
||||
const uses = id?.uses ?? {}; // Limited uses
|
||||
const isPower = this.type === "power"; // Does the item require a power slot?
|
||||
const requirePowerSlot = isPower && (id.level > 0) && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode);
|
||||
|
||||
// Define follow-up actions resulting from the item usage
|
||||
let createMeasuredTemplate = hasArea; // Trigger a template creation
|
||||
let consumeRecharge = !!recharge.value; // Consume recharge
|
||||
let consumeResource = !!resource.target && (resource.type !== "ammo") // Consume a linked (non-ammo) resource
|
||||
let consumePowerSlot = requirePowerSlot; // Consume a power slot
|
||||
let consumeUsage = !!uses.per; // Consume limited uses
|
||||
let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses
|
||||
|
||||
// Display a configuration dialog to customize the usage
|
||||
const needsConfiguration = createMeasuredTemplate || consumeRecharge || consumeResource || consumePowerSlot || consumeUsage;
|
||||
if (configureDialog && needsConfiguration) {
|
||||
const configuration = await AbilityUseDialog.create(this);
|
||||
if (!configuration) return;
|
||||
|
||||
// Determine consumption preferences
|
||||
createMeasuredTemplate = Boolean(configuration.placeTemplate);
|
||||
consumeUsage = Boolean(configuration.consumeUse);
|
||||
consumeRecharge = Boolean(configuration.consumeRecharge);
|
||||
consumeResource = Boolean(configuration.consumeResource);
|
||||
consumePowerSlot = Boolean(configuration.consumeSlot);
|
||||
|
||||
// Handle power upcasting
|
||||
if ( requirePowerSlot ) {
|
||||
const slotLevel = configuration.level;
|
||||
const powerLevel = slotLevel === "pact" ? actor.data.data.powerss.pact.level : parseInt(slotLevel);
|
||||
if (powerLevel !== id.level) {
|
||||
const upcastData = mergeObject(this.data, {"data.level": powerLevel}, {inplace: false});
|
||||
item = this.constructor.createOwned(upcastData, actor); // Replace the item with an upcast version
|
||||
}
|
||||
if ( consumePowerSlot ) consumePowerSlot = slotLevel === "pact" ? "pact" : `power${powerLevel}`;
|
||||
}
|
||||
}
|
||||
|
||||
// Determine whether the item can be used by testing for resource consumption
|
||||
const usage = item._getUsageUpdates({consumeRecharge, consumeResource, consumePowerSlot, consumeUsage, consumeQuantity});
|
||||
if ( !usage ) return;
|
||||
const {actorUpdates, itemUpdates, resourceUpdates} = usage;
|
||||
|
||||
// Commit pending data updates
|
||||
if ( !isObjectEmpty(itemUpdates) ) await item.update(itemUpdates);
|
||||
if ( consumeQuantity && (item.data.data.quantity === 0) ) await item.delete();
|
||||
if ( !isObjectEmpty(actorUpdates) ) await actor.update(actorUpdates);
|
||||
if ( !isObjectEmpty(resourceUpdates) ) {
|
||||
const resource = actor.items.get(id.consume?.target);
|
||||
if ( resource ) await resource.update(resourceUpdates);
|
||||
}
|
||||
|
||||
// Initiate measured template creation
|
||||
if ( createMeasuredTemplate ) {
|
||||
const template = game.sw5e.canvas.AbilityTemplate.fromItem(item);
|
||||
if ( template ) template.drawPreview();
|
||||
}
|
||||
|
||||
// Create or return the Chat Message data
|
||||
return item.displayCard({rollMode, createMessage});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Verify that the consumed resources used by an Item are available.
|
||||
* Otherwise display an error and return false.
|
||||
* @param {boolean} consumeQuantity Consume quantity of the item if other consumption modes are not available?
|
||||
* @param {boolean} consumeRecharge Whether the item consumes the recharge mechanic
|
||||
* @param {boolean} consumeResource Whether the item consumes a limited resource
|
||||
* @param {string|boolean} consumePowerSlot A level of power slot consumed, or false
|
||||
* @param {boolean} consumeUsage Whether the item consumes a limited usage
|
||||
* @returns {object|boolean} A set of data changes to apply when the item is used, or false
|
||||
* @private
|
||||
*/
|
||||
_getUsageUpdates({consumeQuantity=false, consumeRecharge=false, consumeResource=false, consumePowerSlot=false, consumeUsage=false}) {
|
||||
|
||||
// Reference item data
|
||||
const id = this.data.data;
|
||||
const actorUpdates = {};
|
||||
const itemUpdates = {};
|
||||
const resourceUpdates = {};
|
||||
|
||||
// Consume Recharge
|
||||
if ( consumeRecharge ) {
|
||||
const recharge = id.recharge || {};
|
||||
if ( recharge.charged === false ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
|
||||
return false;
|
||||
}
|
||||
itemUpdates["data.recharge.charged"] = false;
|
||||
}
|
||||
|
||||
// Consume Limited Resource
|
||||
if ( consumeResource ) {
|
||||
const canConsume = this._handleConsumeResource(itemUpdates, actorUpdates, resourceUpdates);
|
||||
if ( canConsume === false ) return false;
|
||||
}
|
||||
|
||||
// Consume Power Slots
|
||||
if ( consumePowerSlot ) {
|
||||
const level = this.actor?.data.data.powers[consumePowerSlot];
|
||||
const powers = Number(level?.value ?? 0);
|
||||
if ( powers === 0 ) {
|
||||
const label = game.i18n.localize(consumePowerSlot === "pact" ? "SW5E.PowerProgPact" : `SW5E.PowerLevel${id.level}`);
|
||||
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
|
||||
return false;
|
||||
}
|
||||
actorUpdates[`data.powers.${consumePowerSlot}.value`] = Math.max(powers - 1, 0);
|
||||
}
|
||||
|
||||
// Consume Limited Usage
|
||||
if ( consumeUsage ) {
|
||||
const uses = id.uses || {};
|
||||
const available = Number(uses.value ?? 0);
|
||||
let used = false;
|
||||
|
||||
// Reduce usages
|
||||
const remaining = Math.max(available - 1, 0);
|
||||
if ( available >= 1 ) {
|
||||
used = true;
|
||||
itemUpdates["data.uses.value"] = remaining;
|
||||
}
|
||||
|
||||
// Reduce quantity if not reducing usages or if usages hit 0 and we are set to consumeQuantity
|
||||
if ( consumeQuantity && (!used || (remaining === 0)) ) {
|
||||
const q = Number(id.quantity ?? 1);
|
||||
if ( q >= 1 ) {
|
||||
used = true;
|
||||
itemUpdates["data.quantity"] = Math.max(q - 1, 0);
|
||||
itemUpdates["data.uses.value"] = uses.max ?? 1;
|
||||
}
|
||||
}
|
||||
|
||||
// If the item was not used, return a warning
|
||||
if ( !used ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Return the configured usage
|
||||
return {itemUpdates, actorUpdates, resourceUpdates};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle update actions required when consuming an external resource
|
||||
* @param {object} itemUpdates An object of data updates applied to this item
|
||||
* @param {object} actorUpdates An object of data updates applied to the item owner (Actor)
|
||||
* @param {object} resourceUpdates An object of data updates applied to a different resource item (Item)
|
||||
* @return {boolean|void} Return false to block further progress, or return nothing to continue
|
||||
* @private
|
||||
*/
|
||||
_handleConsumeResource(itemUpdates, actorUpdates, resourceUpdates) {
|
||||
const actor = this.actor;
|
||||
const itemData = this.data.data;
|
||||
const consume = itemData.consume || {};
|
||||
if ( !consume.type ) return;
|
||||
|
||||
// No consumed target
|
||||
const typeLabel = CONFIG.SW5E.abilityConsumptionTypes[consume.type];
|
||||
if ( !consume.target ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel}));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Identify the consumed resource and its current quantity
|
||||
let resource = null;
|
||||
let amount = Number(consume.amount ?? 1);
|
||||
let quantity = 0;
|
||||
switch ( consume.type ) {
|
||||
case "attribute":
|
||||
resource = getProperty(actor.data.data, consume.target);
|
||||
quantity = resource || 0;
|
||||
break;
|
||||
case "ammo":
|
||||
case "material":
|
||||
resource = actor.items.get(consume.target);
|
||||
quantity = resource ? resource.data.data.quantity : 0;
|
||||
break;
|
||||
case "charges":
|
||||
resource = actor.items.get(consume.target);
|
||||
if ( !resource ) break;
|
||||
const uses = resource.data.data.uses;
|
||||
if ( uses.per && uses.max ) quantity = uses.value;
|
||||
else if ( resource.data.data.recharge?.value ) {
|
||||
quantity = resource.data.data.recharge.charged ? 1 : 0;
|
||||
amount = 1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Verify that a consumed resource is available
|
||||
if ( !resource ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoSource", {name: this.name, type: typeLabel}));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Verify that the required quantity is available
|
||||
let remaining = quantity - amount;
|
||||
if ( remaining < 0 ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel}));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Define updates to provided data objects
|
||||
switch ( consume.type ) {
|
||||
case "attribute":
|
||||
actorUpdates[`data.${consume.target}`] = remaining;
|
||||
break;
|
||||
case "ammo":
|
||||
case "material":
|
||||
resourceUpdates["data.quantity"] = remaining;
|
||||
break;
|
||||
case "charges":
|
||||
const uses = resource.data.data.uses || {};
|
||||
const recharge = resource.data.data.recharge || {};
|
||||
if ( uses.per && uses.max ) resourceUpdates["data.uses.value"] = remaining;
|
||||
else if ( recharge.value ) resourceUpdates["data.recharge.charged"] = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Display the chat card for an Item as a Chat Message
|
||||
* @param {object} options Options which configure the display of the item chat card
|
||||
* @param {string} rollMode The message visibility mode to apply to the created card
|
||||
* @param {boolean} createMessage Whether to automatically create a ChatMessage entity (if true), or only return
|
||||
* the prepared message data (if false)
|
||||
*/
|
||||
async displayCard({rollMode, createMessage=true}={}) {
|
||||
|
||||
// Basic template rendering data
|
||||
const token = this.actor.token;
|
||||
|
@ -320,190 +643,31 @@ export default class Item5e extends Item {
|
|||
hasAreaTarget: this.hasAreaTarget
|
||||
};
|
||||
|
||||
// For feature items, optionally show an ability usage dialog
|
||||
if (this.data.type === "feat") {
|
||||
let configured = await this._rollFeat(configureDialog);
|
||||
if ( configured === false ) return;
|
||||
} else if ( this.data.type === "consumable" ) {
|
||||
let configured = await this._rollConsumable(configureDialog);
|
||||
if ( configured === false ) return;
|
||||
}
|
||||
|
||||
// For items which consume a resource, handle that here
|
||||
const allowed = await this._handleResourceConsumption({isCard: true, isAttack: false});
|
||||
if ( allowed === false ) return;
|
||||
|
||||
// Render the chat card template
|
||||
const templateType = ["tool"].includes(this.data.type) ? this.data.type : "item";
|
||||
const template = `systems/sw5e/templates/chat/${templateType}-card.html`;
|
||||
const html = await renderTemplate(template, templateData);
|
||||
|
||||
// Basic chat message data
|
||||
// Create the ChatMessage data object
|
||||
const chatData = {
|
||||
user: game.user._id,
|
||||
type: CONST.CHAT_MESSAGE_TYPES.OTHER,
|
||||
content: html,
|
||||
flavor: this.data.data.chatFlavor || this.name,
|
||||
speaker: {
|
||||
actor: this.actor._id,
|
||||
token: this.actor.token,
|
||||
alias: this.actor.name
|
||||
},
|
||||
speaker: ChatMessage.getSpeaker({actor: this.actor, token}),
|
||||
flags: {"core.canPopout": true}
|
||||
};
|
||||
|
||||
// If the consumable was destroyed in the process - embed the item data in the surviving message
|
||||
// If the Item was destroyed in the process of displaying its card - embed the item data in the chat message
|
||||
if ( (this.data.type === "consumable") && !this.actor.items.has(this.id) ) {
|
||||
chatData.flags["sw5e.itemData"] = this.data;
|
||||
}
|
||||
|
||||
// Toggle default roll mode
|
||||
rollMode = rollMode || game.settings.get("core", "rollMode");
|
||||
if ( ["gmroll", "blindroll"].includes(rollMode) ) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM");
|
||||
if ( rollMode === "blindroll" ) chatData["blind"] = true;
|
||||
// Apply the roll mode to adjust message visibility
|
||||
ChatMessage.applyRollMode(chatData, rollMode || game.settings.get("core", "rollMode"));
|
||||
|
||||
// Create the chat message
|
||||
if ( createMessage ) return ChatMessage.create(chatData);
|
||||
else return chatData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* For items which consume a resource, handle the consumption of that resource when the item is used.
|
||||
* There are four types of ability consumptions which are handled:
|
||||
* 1. Ammunition (on attack rolls)
|
||||
* 2. Attributes (on card usage)
|
||||
* 3. Materials (on card usage)
|
||||
* 4. Item Charges (on card usage)
|
||||
*
|
||||
* @param {boolean} isCard Is the item card being played?
|
||||
* @param {boolean} isAttack Is an attack roll being made?
|
||||
* @return {Promise<boolean>} Can the item card or attack roll be allowed to proceed?
|
||||
* @private
|
||||
*/
|
||||
async _handleResourceConsumption({isCard=false, isAttack=false}={}) {
|
||||
const itemData = this.data.data;
|
||||
const consume = itemData.consume || {};
|
||||
if ( !consume.type ) return true;
|
||||
const actor = this.actor;
|
||||
const typeLabel = CONFIG.SW5E.abilityConsumptionTypes[consume.type];
|
||||
|
||||
// Only handle certain types for certain actions
|
||||
if ( ((consume.type === "ammo") && !isAttack ) || ((consume.type !== "ammo") && !isCard) ) return true;
|
||||
|
||||
// No consumed target set
|
||||
if ( !consume.target ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel}));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Identify the consumed resource and it's quantity
|
||||
let consumed = null;
|
||||
let amount = parseInt(consume.amount || 1);
|
||||
let quantity = 0;
|
||||
switch ( consume.type ) {
|
||||
case "attribute":
|
||||
consumed = getProperty(actor.data.data, consume.target);
|
||||
quantity = consumed || 0;
|
||||
break;
|
||||
case "ammo":
|
||||
case "material":
|
||||
consumed = actor.items.get(consume.target);
|
||||
quantity = consumed ? consumed.data.data.quantity : 0;
|
||||
break;
|
||||
case "charges":
|
||||
consumed = actor.items.get(consume.target);
|
||||
if ( !consumed ) break;
|
||||
const uses = consumed.data.data.uses;
|
||||
if ( uses.per && uses.max ) quantity = uses.value;
|
||||
else if ( consumed.data.data.recharge?.value ) {
|
||||
quantity = consumed.data.data.recharge.charged ? 1 : 0;
|
||||
amount = 1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Verify that the consumed resource is available
|
||||
if ( [null, undefined].includes(consumed) ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoSource", {name: this.name, type: typeLabel}));
|
||||
return false;
|
||||
}
|
||||
let remaining = quantity - amount;
|
||||
if ( remaining < 0) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel}));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update the consumed resource
|
||||
switch ( consume.type ) {
|
||||
case "attribute":
|
||||
await this.actor.update({[`data.${consume.target}`]: remaining});
|
||||
break;
|
||||
case "ammo":
|
||||
case "material":
|
||||
await consumed.update({"data.quantity": remaining});
|
||||
break;
|
||||
case "charges":
|
||||
const uses = consumed.data.data.uses || {};
|
||||
const recharge = consumed.data.data.recharge || {};
|
||||
if ( uses.per && uses.max ) await consumed.update({"data.uses.value": remaining});
|
||||
else if ( recharge.value ) await consumed.update({"data.recharge.charged": false});
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Additional rolling steps when rolling a feat-type item
|
||||
* @private
|
||||
* @return {boolean} whether the roll should be prevented
|
||||
*/
|
||||
async _rollFeat(configureDialog) {
|
||||
if ( this.data.type !== "feat" ) throw new Error("Wrong Item type");
|
||||
|
||||
// Configure whether to consume a limited use or to place a template
|
||||
const charge = this.data.data.recharge;
|
||||
const uses = this.data.data.uses;
|
||||
let usesCharges = !!uses.per && !!uses.max;
|
||||
let placeTemplate = false;
|
||||
let consume = charge.value || usesCharges;
|
||||
|
||||
// Determine whether the feat uses charges
|
||||
configureDialog = configureDialog && (consume || this.hasAreaTarget);
|
||||
if ( configureDialog ) {
|
||||
const usage = await AbilityUseDialog.create(this);
|
||||
if ( usage === null ) return false;
|
||||
consume = Boolean(usage.get("consumeUse"));
|
||||
placeTemplate = Boolean(usage.get("placeTemplate"));
|
||||
}
|
||||
|
||||
// Update Item data
|
||||
const current = getProperty(this.data, "data.uses.value") || 0;
|
||||
if ( consume && charge.value ) {
|
||||
if ( !charge.charged ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
|
||||
return false;
|
||||
}
|
||||
else await this.update({"data.recharge.charged": false});
|
||||
}
|
||||
else if ( consume && usesCharges ) {
|
||||
if ( uses.value <= 0 ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
|
||||
return false;
|
||||
}
|
||||
await this.update({"data.uses.value": Math.max(current - 1, 0)});
|
||||
}
|
||||
|
||||
// Maybe initiate template placement workflow
|
||||
if ( this.hasAreaTarget && placeTemplate ) {
|
||||
const template = AbilityTemplate.fromItem(this);
|
||||
if ( template ) template.drawPreview();
|
||||
if ( this.owner && this.owner.sheet ) this.owner.sheet.minimize();
|
||||
}
|
||||
return true;
|
||||
// Create the Chat Message or return its data
|
||||
return createMessage ? ChatMessage.create(chatData) : chatData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -527,8 +691,9 @@ export default class Item5e extends Item {
|
|||
const fn = this[`_${this.data.type}ChatData`];
|
||||
if ( fn ) fn.bind(this)(data, labels, props);
|
||||
|
||||
// General equipment properties
|
||||
// Equipment properties
|
||||
if ( data.hasOwnProperty("equipped") && !["loot", "tool"].includes(this.data.type) ) {
|
||||
if ( data.attunement === CONFIG.SW5E.attunementTypes.REQUIRED ) props.push(game.i18n.localize(CONFIG.SW5E.attunements[CONFIG.SW5E.attunementTypes.REQUIRED]));
|
||||
props.push(
|
||||
game.i18n.localize(data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped"),
|
||||
game.i18n.localize(data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient"),
|
||||
|
@ -653,43 +818,35 @@ export default class Item5e extends Item {
|
|||
*/
|
||||
async rollAttack(options={}) {
|
||||
const itemData = this.data.data;
|
||||
const actorData = this.actor.data.data;
|
||||
const flags = this.actor.data.flags.sw5e || {};
|
||||
if ( !this.hasAttack ) {
|
||||
throw new Error("You may not place an Attack Roll with this Item.");
|
||||
}
|
||||
let title = `${this.name} - ${game.i18n.localize("SW5E.AttackRoll")}`;
|
||||
const rollData = this.getRollData();
|
||||
|
||||
// Define Roll bonuses
|
||||
const parts = [`@mod`];
|
||||
if ( (this.data.type !== "weapon") || itemData.proficient ) {
|
||||
parts.push("@prof");
|
||||
}
|
||||
// get the parts and rollData for this item's attack
|
||||
const {parts, rollData} = this.getAttackToHit();
|
||||
|
||||
// Attack Bonus
|
||||
if ( itemData.attackBonus ) parts.push(itemData.attackBonus);
|
||||
const actorBonus = actorData?.bonuses?.[itemData.actionType] || {};
|
||||
if ( actorBonus.attack ) parts.push(actorBonus.attack);
|
||||
|
||||
// Ammunition Bonus
|
||||
// Handle ammunition consumption
|
||||
delete this._ammo;
|
||||
let ammo = null;
|
||||
let ammoUpdate = null;
|
||||
const consume = itemData.consume;
|
||||
if ( consume?.type === "ammo" ) {
|
||||
const ammo = this.actor.items.get(consume.target);
|
||||
if(ammo?.data){
|
||||
ammo = this.actor.items.get(consume.target);
|
||||
if (ammo?.data) {
|
||||
const q = ammo.data.data.quantity;
|
||||
const consumeAmount = consume.amount ?? 0;
|
||||
if ( q && (q - consumeAmount >= 0) ) {
|
||||
this._ammo = ammo;
|
||||
let ammoBonus = ammo.data.data.attackBonus;
|
||||
if ( ammoBonus ) {
|
||||
parts.push("@ammo");
|
||||
rollData["ammo"] = ammoBonus;
|
||||
title += ` [${ammo.name}]`;
|
||||
}
|
||||
title += ` [${ammo.name}]`;
|
||||
}
|
||||
}
|
||||
|
||||
// Get pending ammunition update
|
||||
const usage = this._getUsageUpdates({consumeResource: true});
|
||||
if ( usage === false ) return null;
|
||||
ammoUpdate = usage.resourceUpdates || {};
|
||||
}
|
||||
|
||||
// Compose roll options
|
||||
|
@ -730,9 +887,8 @@ export default class Item5e extends Item {
|
|||
const roll = await d20Roll(rollConfig);
|
||||
if ( roll === false ) return null;
|
||||
|
||||
// Handle resource consumption if the attack roll was made
|
||||
const allowed = await this._handleResourceConsumption({isCard: false, isAttack: true});
|
||||
if ( allowed === false ) return null;
|
||||
// Commit ammunition consumption on attack rolls resource consumption if the attack roll was made
|
||||
if ( ammo && !isObjectEmpty(ammoUpdate) ) await ammo.update(ammoUpdate);
|
||||
return roll;
|
||||
}
|
||||
|
||||
|
@ -747,7 +903,7 @@ export default class Item5e extends Item {
|
|||
* @param {object} [options] Additional options passed to the damageRoll function
|
||||
* @return {Promise<Roll>} A Promise which resolves to the created Roll instance
|
||||
*/
|
||||
rollDamage({event, powerLevel=null, versatile=false, options={}}={}) {
|
||||
rollDamage({critical=false, event=null, powerLevel=null, versatile=false, options={}}={}) {
|
||||
if ( !this.hasDamage ) throw new Error("You may not make a Damage Roll with this Item.");
|
||||
const itemData = this.data.data;
|
||||
const actorData = this.actor.data.data;
|
||||
|
@ -761,10 +917,12 @@ export default class Item5e extends Item {
|
|||
// Configure the damage roll
|
||||
const title = `${this.name} - ${game.i18n.localize("SW5E.DamageRoll")}`;
|
||||
const rollConfig = {
|
||||
event: event,
|
||||
parts: parts,
|
||||
actor: this.actor,
|
||||
critical: critical ?? event?.altKey ?? false,
|
||||
data: rollData,
|
||||
event: event,
|
||||
fastForward: event ? event.shiftKey || event.altKey || event.ctrlKey || event.metaKey : false,
|
||||
parts: parts,
|
||||
title: title,
|
||||
flavor: this.labels.damageTypes.length ? `${title} (${this.labels.damageTypes})` : title,
|
||||
speaker: ChatMessage.getSpeaker({actor: this.actor}),
|
||||
|
@ -784,9 +942,9 @@ export default class Item5e extends Item {
|
|||
|
||||
// Scale damage from up-casting powers
|
||||
if ( (this.data.type === "power") ) {
|
||||
if ( (itemData.scaling.mode === "atwill") ) {
|
||||
if ( (itemData.scaling.mode === "cantrip") ) {
|
||||
const level = this.actor.data.type === "character" ? actorData.details.level : actorData.details.powerLevel;
|
||||
this._scaleAtWillDamage(parts, itemData.scaling.formula, level, rollData);
|
||||
this._scaleCantripDamage(parts, itemData.scaling.formula, level, rollData);
|
||||
}
|
||||
else if ( powerLevel && (itemData.scaling.mode === "level") && itemData.scaling.formula ) {
|
||||
const scaling = itemData.scaling.formula;
|
||||
|
@ -800,10 +958,13 @@ export default class Item5e extends Item {
|
|||
parts.push(actorBonus.damage);
|
||||
}
|
||||
|
||||
// Add ammunition damage
|
||||
if ( this._ammo ) {
|
||||
// Handle ammunition damage
|
||||
const ammoData = this._ammo?.data;
|
||||
|
||||
// only add the ammunition damage if the ammution is a consumable with type 'ammo'
|
||||
if ( this._ammo && (ammoData.type === "consumable") && (ammoData.data.consumableType === "ammo") ) {
|
||||
parts.push("@ammo");
|
||||
rollData["ammo"] = this._ammo.data.data.damage.parts.map(p => p[0]).join("+");
|
||||
rollData["ammo"] = ammoData.data.damage.parts.map(p => p[0]).join("+");
|
||||
rollConfig.flavor += ` [${this._ammo.name}]`;
|
||||
delete this._ammo;
|
||||
}
|
||||
|
@ -913,74 +1074,6 @@ export default class Item5e extends Item {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Use a consumable item, deducting from the quantity or charges of the item.
|
||||
* @param {boolean} configureDialog Whether to show a configuration dialog
|
||||
* @return {boolean} Whether further execution should be prevented
|
||||
* @private
|
||||
*/
|
||||
async _rollConsumable(configureDialog) {
|
||||
if ( this.data.type !== "consumable" ) throw new Error("Wrong Item type");
|
||||
const itemData = this.data.data;
|
||||
|
||||
// Determine whether to deduct uses of the item
|
||||
const uses = itemData.uses || {};
|
||||
const autoDestroy = uses.autoDestroy;
|
||||
let usesCharges = !!uses.per && (uses.max > 0);
|
||||
const recharge = itemData.recharge || {};
|
||||
const usesRecharge = !!recharge.value;
|
||||
|
||||
// Display a configuration dialog to confirm the usage
|
||||
let placeTemplate = false;
|
||||
let consume = uses.autoUse || true;
|
||||
if ( configureDialog ) {
|
||||
const usage = await AbilityUseDialog.create(this);
|
||||
if ( usage === null ) return false;
|
||||
consume = Boolean(usage.get("consumeUse"));
|
||||
placeTemplate = Boolean(usage.get("placeTemplate"));
|
||||
}
|
||||
|
||||
// Update Item data
|
||||
if ( consume ) {
|
||||
const current = uses.value || 0;
|
||||
const remaining = usesCharges ? Math.max(current - 1, 0) : current;
|
||||
if ( usesRecharge ) await this.update({"data.recharge.charged": false});
|
||||
else {
|
||||
const q = itemData.quantity;
|
||||
// Case 1, reduce charges
|
||||
if ( remaining ) {
|
||||
await this.update({"data.uses.value": remaining});
|
||||
}
|
||||
// Case 2, reduce quantity
|
||||
else if ( q > 1 ) {
|
||||
await this.update({"data.quantity": q - 1, "data.uses.value": uses.max || 0});
|
||||
}
|
||||
// Case 3, destroy the item
|
||||
else if ( (q <= 1) && autoDestroy ) {
|
||||
await this.actor.deleteOwnedItem(this.id);
|
||||
}
|
||||
// Case 4, reduce item to 0 quantity and 0 charges
|
||||
else if ( (q === 1) ) {
|
||||
await this.update({"data.quantity": q - 1, "data.uses.value": 0});
|
||||
}
|
||||
// Case 5, item unusable, display warning and do nothing
|
||||
else {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Maybe initiate template placement workflow
|
||||
if ( this.hasAreaTarget && placeTemplate ) {
|
||||
const template = AbilityTemplate.fromItem(this);
|
||||
if ( template ) template.drawPreview();
|
||||
if ( this.owner && this.owner.sheet ) this.owner.sheet.minimize();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Perform an ability recharge test for an item which uses the d6 recharge mechanic
|
||||
* @return {Promise<Roll>} A Promise which resolves to the created Roll instance
|
||||
|
@ -1033,6 +1126,7 @@ export default class Item5e extends Item {
|
|||
left: window.innerWidth - 710,
|
||||
},
|
||||
halflingLucky: this.actor.getFlag("sw5e", "halflingLucky" ) || false,
|
||||
reliableTalent: (this.data.data.proficient >= 1) && this.actor.getFlag("sw5e", "reliableTalent"),
|
||||
messageData: {"flags.sw5e.roll": {type: "tool", itemId: this.id }}
|
||||
}, options);
|
||||
rollConfig.event = options.event;
|
||||
|
@ -1114,9 +1208,14 @@ export default class Item5e extends Item {
|
|||
case "attack":
|
||||
await item.rollAttack({event}); break;
|
||||
case "damage":
|
||||
await item.rollDamage({event, powerLevel}); break;
|
||||
case "versatile":
|
||||
await item.rollDamage({event, powerLevel, versatile: true}); break;
|
||||
await item.rollDamage({
|
||||
critical: event.altKey,
|
||||
event: event,
|
||||
powerLevel: powerLevel,
|
||||
versatile: action === "versatile"
|
||||
});
|
||||
break;
|
||||
case "formula":
|
||||
await item.rollFormula({event, powerLevel}); break;
|
||||
case "save":
|
||||
|
@ -1129,7 +1228,7 @@ export default class Item5e extends Item {
|
|||
case "toolCheck":
|
||||
await item.rollToolCheck({event}); break;
|
||||
case "placeTemplate":
|
||||
const template = AbilityTemplate.fromItem(item);
|
||||
const template = game.sw5e.canvas.AbilityTemplate.fromItem(item);
|
||||
if ( template ) template.drawPreview();
|
||||
break;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue