Merge pull request #105 from Cyr-/hotfix-feat-rolling

Added new handling for resources/rolling
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CK 2021-01-18 23:16:18 -05:00 committed by GitHub
commit 8f2b0488a4
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4 changed files with 494 additions and 325 deletions

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@ -92,8 +92,14 @@ export default class Actor5e extends Actor {
init.total = init.mod + init.prof + init.bonus;
// Prepare power-casting data
this._computePowercastingDC(this.data);
data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10;
this._computePowercastingProgression(this.data);
// Compute owned item attributes which depend on prepared Actor data
this.items.forEach(item => {
item.getSaveDC();
item.getAttackToHit();
});
}
/* -------------------------------------------- */
@ -168,7 +174,10 @@ export default class Actor5e extends Actor {
}
// Load item data for all identified features
const features = await Promise.all(ids.map(id => fromUuid(id)));
const features = [];
for ( let id of ids ) {
features.push(await fromUuid(id));
}
// Class powers should always be prepared
for ( const feature of features ) {
@ -312,19 +321,22 @@ export default class Actor5e extends Actor {
const joat = flags.jackOfAllTrades;
const observant = flags.observantFeat;
const skillBonus = Number.isNumeric(bonuses.skill) ? parseInt(bonuses.skill) : 0;
let round = Math.floor;
for (let [id, skl] of Object.entries(data.skills)) {
skl.value = parseFloat(skl.value || 0);
skl.value = Math.clamped(Number(skl.value).toNearest(0.5), 0, 2) ?? 0;
let round = Math.floor;
// Apply Remarkable Athlete or Jack of all Trades
let multi = skl.value;
if ( athlete && (skl.value === 0) && feats.remarkableAthlete.abilities.includes(skl.ability) ) {
multi = 0.5;
// Remarkable
if ( athlete && (skl.value < 0.5) && feats.remarkableAthlete.abilities.includes(skl.ability) ) {
skl.value = 0.5;
round = Math.ceil;
}
if ( joat && (skl.value === 0 ) ) multi = 0.5;
// Retain the maximum skill proficiency when skill proficiencies are merged
// Jack of All Trades
if ( joat && (skl.value < 0.5) ) {
skl.value = 0.5;
}
// Polymorph Skill Proficiencies
if ( originalSkills ) {
skl.value = Math.max(skl.value, originalSkills[id].value);
}
@ -332,7 +344,7 @@ export default class Actor5e extends Actor {
// Compute modifier
skl.bonus = checkBonus + skillBonus;
skl.mod = data.abilities[skl.ability].mod;
skl.prof = round(multi * data.attributes.prof);
skl.prof = round(skl.value * data.attributes.prof);
skl.total = skl.mod + skl.prof + skl.bonus;
// Compute passive bonus
@ -343,23 +355,6 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */
/**
* Compute the powercasting DC for all item abilities which use power DC scaling
* @param {object} actorData The actor data being prepared
* @private
*/
_computePowercastingDC(actorData) {
// Compute the powercasting DC
const data = actorData.data;
data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10;
// Compute ability save DCs that depend on the calling actor
this.items.forEach(i => i.getSaveDC());
}
/* -------------------------------------------- */
/**
* Prepare data related to the power-casting capabilities of the Actor
* @private
@ -408,7 +403,7 @@ export default class Actor5e extends Actor {
progression.slot = Math.ceil(caster.data.levels / denom);
}
// EXCEPTION: NPC with an explicit powercaster level
// EXCEPTION: NPC with an explicit power-caster level
if (isNPC && actorData.data.details.powerLevel) {
progression.slot = actorData.data.details.powerLevel;
}
@ -419,9 +414,9 @@ export default class Actor5e extends Actor {
for ( let [n, lvl] of Object.entries(powers) ) {
let i = parseInt(n.slice(-1));
if ( Number.isNaN(i) ) continue;
if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 1);
if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0);
else lvl.max = slots[i-1] || 0;
lvl.value = Math.min(parseInt(lvl.value), lvl.max);
lvl.value = parseInt(lvl.value);
}
// Determine the Actor's pact magic level (if any)
@ -1108,8 +1103,7 @@ export default class Actor5e extends Actor {
// Recover power slots
for ( let [k, v] of Object.entries(data.powers) ) {
if ( !v.max && !v.override ) continue;
updateData[`data.powers.${k}.value`] = v.override || v.max;
updateData[`data.powers.${k}.value`] = !Number.isNaN(v.override) ? v.override : (v.max ?? 0);
}
// Recover pact slots.
@ -1186,7 +1180,6 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */
/**
* Transform this Actor into another one.
*
@ -1216,10 +1209,10 @@ export default class Actor5e extends Actor {
}
// Get the original Actor data and the new source data
const o = duplicate(this.data);
const o = this.toJSON();
o.flags.sw5e = o.flags.sw5e || {};
o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves};
const source = duplicate(target.data);
const source = target.toJSON();
// Prepare new data to merge from the source
const d = {
@ -1227,6 +1220,7 @@ export default class Actor5e extends Actor {
name: `${o.name} (${source.name})`, // Append the new shape to your old name
data: source.data, // Get the data model of your new form
items: source.items, // Get the items of your new form
effects: o.effects.concat(source.effects), // Combine active effects from both forms
token: source.token, // New token configuration
img: source.img, // New appearance
permission: o.permission, // Use the original actor permissions

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@ -56,6 +56,16 @@ SW5E.alignments = {
/* -------------------------------------------- */
/**
* An enumeration of item attunement types
* @enum {number}
*/
SW5E.attunementTypes = {
NONE: 0,
REQUIRED: 1,
ATTUNED: 2,
}
/**
* An enumeration of item attunement states
* @type {{"0": string, "1": string, "2": string}}
@ -457,7 +467,6 @@ SW5E.senses = {
"truesight": "SW5E.SenseTruesight"
};
/* -------------------------------------------- */
/**

View file

@ -1,3 +1,69 @@
/**
* A standardized helper function for simplifying the constant parts of a multipart roll formula
*
* @param {string} formula The original Roll formula
* @param {Object} data Actor or item data against which to parse the roll
* @param {Object} options Formatting options
* @param {boolean} options.constantFirst Puts the constants before the dice terms in the resulting formula
*
* @return {string} The resulting simplified formula
*/
export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) {
const roll = new Roll(formula, data); // Parses the formula and replaces any @properties
const terms = roll.terms;
// Some terms are "too complicated" for this algorithm to simplify
// In this case, the original formula is returned.
if (terms.some(_isUnsupportedTerm)) return roll.formula;
const rollableTerms = []; // Terms that are non-constant, and their associated operators
const constantTerms = []; // Terms that are constant, and their associated operators
let operators = []; // Temporary storage for operators before they are moved to one of the above
for (let term of terms) { // For each term
if (["+", "-"].includes(term)) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array
else { // Otherwise the term is not an operator
if (term instanceof DiceTerm) { // If the term is something rollable
rollableTerms.push(...operators); // Place all the operators into the rollableTerms array
rollableTerms.push(term); // Then place this rollable term into it as well
} //
else { // Otherwise, this must be a constant
constantTerms.push(...operators); // Place the operators into the constantTerms array
constantTerms.push(term); // Then also add this constant term to that array.
} //
operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration.
}
}
const constantFormula = Roll.cleanFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
const rollableFormula = Roll.cleanFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
const constantPart = roll._safeEval(constantFormula); // Mathematically evaluate the constant formula to produce a single constant term
const parts = constantFirst ? // Order the rollable and constant terms, either constant first or second depending on the optional argumen
[constantPart, rollableFormula] : [rollableFormula, constantPart];
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
return new Roll(parts.filterJoin(" + ")).formula;
}
/* -------------------------------------------- */
/**
* Only some terms are supported by simplifyRollFormula, this method returns true when the term is not supported.
* @param {*} term - A single Dice term to check support on
* @return {Boolean} True when unsupported, false if supported
*/
function _isUnsupportedTerm(term) {
const diceTerm = term instanceof DiceTerm;
const operator = ["+", "-"].includes(term);
const number = !isNaN(Number(term));
return !(diceTerm || operator || number);
}
/* -------------------------------------------- */
/**
* A standardized helper function for managing core 5e "d20 rolls"
*
@ -53,7 +119,7 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ
// Determine the d20 roll and modifiers
let nd = 1;
let mods = halflingLucky ? "r=1" : "";
let mods = halflingLucky ? "r1=1" : "";
// Handle advantage
if (adv === 1) {
@ -109,6 +175,8 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ
if (d.faces === 20) {
d.options.critical = critical;
d.options.fumble = fumble;
if ( adv === 1 ) d.options.advantage = true;
else if ( adv === -1 ) d.options.disadvantage = true;
if (targetValue) d.options.target = targetValue;
}
}
@ -131,7 +199,6 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ
/* -------------------------------------------- */
/**
* Present a Dialog form which creates a d20 roll once submitted
* @return {Promise<Roll>}
@ -175,7 +242,6 @@ async function _d20RollDialog({template, title, parts, data, rollMode, dialogOpt
});
}
/* -------------------------------------------- */
/**
@ -235,14 +301,15 @@ export async function damageRoll({parts, actor, data, event={}, rollMode=null, t
roll.terms[0].alter(1, criticalBonusDice);
roll._formula = roll.formula;
}
roll.dice.forEach(d => d.options.critical = true);
messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`;
if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true;
}
// Execute the roll
try {
return roll.roll();
roll.evaluate()
if ( crit ) roll.dice.forEach(d => d.options.critical = true); // TODO workaround core bug which wipes Roll#options on roll
return roll;
} catch(err) {
console.error(err);
ui.notifications.error(`Dice roll evaluation failed: ${err.message}`);

View file

@ -1,4 +1,4 @@
import {d20Roll, damageRoll} from "../dice.js";
import {simplifyRollFormula, d20Roll, damageRoll} from "../dice.js";
import AbilityUseDialog from "../apps/ability-use-dialog.js";
import AbilityTemplate from "../pixi/ability-template.js";
@ -101,7 +101,8 @@ export default class Item5e extends Item {
* @type {boolean}
*/
get hasSave() {
return !!(this.data.data.save && this.data.data.save.ability);
const save = this.data.data?.save || {};
return !!(save.ability && save.scaling);
}
/* -------------------------------------------- */
@ -255,29 +256,41 @@ export default class Item5e extends Item {
// Saving throws
this.getSaveDC();
// To Hit
this.getAttackToHit();
// Damage
let dam = data.damage || {};
if ( dam.parts ) {
labels.damage = dam.parts.map(d => d[0]).join(" + ").replace(/\+ -/g, "- ");
labels.damageTypes = dam.parts.map(d => C.damageTypes[d[1]]).join(", ");
}
}
// Assign labels
this.labels = labels;
// Limited Uses
if ( this.isOwned && !!data.uses?.max ) {
let max = data.uses.max;
if ( !Number.isNumeric(max) ) {
max = Roll.replaceFormulaData(max, this.actor.getRollData());
if ( Roll.MATH_PROXY.safeEval ) max = Roll.MATH_PROXY.safeEval(max);
}
data.uses.max = Number(max);
}
}
}
/* -------------------------------------------- */
/**
* Update the derived spell DC for an item that requires a saving throw
* Update the derived power DC for an item that requires a saving throw
* @returns {number|null}
*/
getSaveDC() {
if ( !this.hasSave ) return;
const save = this.data.data?.save;
// Actor spell-DC based scaling
if ( save.scaling === "spell" ) {
save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.spelldc") : null;
// Actor power-DC based scaling
if ( save.scaling === "power" ) {
save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerdc") : null;
}
// Ability-score based scaling
@ -286,22 +299,332 @@ export default class Item5e extends Item {
}
// Update labels
const abl = CONFIG.DND5E.abilities[save.ability];
this.labels.save = game.i18n.format("DND5E.SaveDC", {dc: save.dc || "", ability: abl});
const abl = CONFIG.SW5E.abilities[save.ability];
this.labels.save = game.i18n.format("SW5E.SaveDC", {dc: save.dc || "", ability: abl});
return save.dc;
}
/* -------------------------------------------- */
/**
* Update a label to the Item detailing its total to hit bonus.
* Sources:
* - item entity's innate attack bonus
* - item's actor's proficiency bonus if applicable
* - item's actor's global bonuses to the given item type
* - item's ammunition if applicable
*
* @returns {Object} returns `rollData` and `parts` to be used in the item's Attack roll
*/
getAttackToHit() {
const itemData = this.data.data;
if ( !this.hasAttack || !itemData ) return;
const rollData = this.getRollData();
// Define Roll bonuses
const parts = [];
// Include the item's innate attack bonus as the initial value and label
if ( itemData.attackBonus ) {
parts.push(itemData.attackBonus)
this.labels.toHit = itemData.attackBonus;
}
// Take no further action for un-owned items
if ( !this.isOwned ) return {rollData, parts};
// Ability score modifier
parts.push(`@mod`);
// Add proficiency bonus if an explicit proficiency flag is present or for non-item features
if ( !["weapon", "consumable"].includes(this.data.type) || itemData.proficient ) {
parts.push("@prof");
}
// Actor-level global bonus to attack rolls
const actorBonus = this.actor.data.data.bonuses?.[itemData.actionType] || {};
if ( actorBonus.attack ) parts.push(actorBonus.attack);
// One-time bonus provided by consumed ammunition
if ( (itemData.consume?.type === 'ammo') && !!this.actor.items ) {
const ammoItemData = this.actor.items.get(itemData.consume.target)?.data;
if (ammoItemData) {
const ammoItemQuantity = ammoItemData.data.quantity;
const ammoCanBeConsumed = ammoItemQuantity && (ammoItemQuantity - (itemData.consume.amount ?? 0) >= 0);
const ammoItemAttackBonus = ammoItemData.data.attackBonus;
const ammoIsTypeConsumable = (ammoItemData.type === "consumable") && (ammoItemData.data.consumableType === "ammo")
if ( ammoCanBeConsumed && ammoItemAttackBonus && ammoIsTypeConsumable ) {
parts.push("@ammo");
rollData["ammo"] = ammoItemAttackBonus;
}
}
}
// Condense the resulting attack bonus formula into a simplified label
let toHitLabel = simplifyRollFormula(parts.join('+'), rollData).trim();
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;
}