230 lines
5.8 KiB
JavaScript
230 lines
5.8 KiB
JavaScript
/**
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* Roll Dice.
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* @param {int} dice_amount
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* @param {string} attribute_name
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* @param {string} position
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* @param {string} effect
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*/
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export async function bladesRoll(dice_amount, attribute_name = "", position = "risky", effect = "standard", note = "") {
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// ChatMessage.getSpeaker(controlledToken)
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let zeromode = false;
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if ( dice_amount < 0 ) { dice_amount = 0; }
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if ( dice_amount === 0 ) { zeromode = true; dice_amount = 2; }
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let r = new Roll( `${dice_amount}d6`, {} );
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// show 3d Dice so Nice if enabled
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r.evaluate({async:true});
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await showChatRollMessage(r, zeromode, attribute_name, position, effect, note);
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}
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/**
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* Shows Chat message.
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*
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* @param {Roll} r
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* @param {Boolean} zeromode
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* @param {String} attribute_name
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* @param {string} position
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* @param {string} effect
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*/
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async function showChatRollMessage(r, zeromode, attribute_name = "", position = "", effect = "", note = "") {
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let speaker = ChatMessage.getSpeaker();
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let rolls = (r.terms)[0].results;
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let attribute_label = BladesHelpers.getAttributeLabel(attribute_name);
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// Retrieve Roll status.
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let roll_status = getBladesRollStatus(rolls, zeromode);
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let result;
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if (BladesHelpers.isAttributeAction(attribute_name)) {
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let position_localize = '';
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switch (position) {
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case 'controlled':
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position_localize = 'BITD.PositionControlled'
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break;
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case 'desperate':
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position_localize = 'BITD.PositionDesperate'
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break;
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case 'risky':
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default:
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position_localize = 'BITD.PositionRisky'
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}
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let effect_localize = '';
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switch (effect) {
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case 'limited':
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effect_localize = 'BITD.EffectLimited'
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break;
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case 'great':
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effect_localize = 'BITD.EffectGreat'
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break;
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case 'standard':
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default:
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effect_localize = 'BITD.EffectStandard'
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}
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result = await renderTemplate("systems/blades-in-the-dark/templates/chat/action-roll.html", {rolls: rolls, roll_status: roll_status, attribute_label: attribute_label, position: position, position_localize: position_localize, effect: effect, effect_localize: effect_localize, note: note});
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} else {
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let stress = getBladesRollStress(rolls, zeromode);
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result = await renderTemplate("systems/blades-in-the-dark/templates/chat/resistance-roll.html", {rolls: rolls, roll_status: roll_status, attribute_label: attribute_label, stress: stress, note: note});
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}
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let messageData = {
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speaker: speaker,
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content: result,
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type: CONST.CHAT_MESSAGE_TYPES.ROLL,
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roll: r
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}
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CONFIG.ChatMessage.documentClass.create(messageData, {})
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}
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/**
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* Get status of the Roll.
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* - failure
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* - partial-success
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* - success
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* - critical-success
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* @param {Array} rolls
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* @param {Boolean} zeromode
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*/
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export function getBladesRollStatus(rolls, zeromode = false) {
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// Sort roll values from lowest to highest.
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let sorted_rolls = rolls.map(i => i.result).sort();
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let roll_status = "failure"
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if (sorted_rolls[0] === 6 && zeromode) {
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roll_status = "critical-success";
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}
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else {
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let use_die;
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let prev_use_die = false;
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if (zeromode) {
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use_die = sorted_rolls[0];
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}
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else {
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use_die = sorted_rolls[sorted_rolls.length - 1];
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if (sorted_rolls.length - 2 >= 0) {
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prev_use_die = sorted_rolls[sorted_rolls.length - 2]
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}
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}
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// 1,2,3 = failure
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if (use_die <= 3) {
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roll_status = "failure";
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}
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// if 6 - check the prev highest one.
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else if (use_die === 6) {
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// 6,6 - critical success
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if (prev_use_die && prev_use_die === 6) {
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roll_status = "critical-success";
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}
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// 6 - success
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else {
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roll_status = "success";
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}
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}
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// else (4,5) = partial success
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else {
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roll_status = "partial-success";
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}
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}
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return roll_status;
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}
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/**
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* Get stress of the Roll.
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* @param {Array} rolls
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* @param {Boolean} zeromode
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*/
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export function getBladesRollStress(rolls, zeromode = false) {
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var stress = 6;
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// Sort roll values from lowest to highest.
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let sorted_rolls = rolls.map(i => i.result).sort();
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let roll_status = "failure"
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if (sorted_rolls[0] === 6 && zeromode) {
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stress = -1;
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}
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else {
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let use_die;
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let prev_use_die = false;
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if (zeromode) {
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use_die = sorted_rolls[0];
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}
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else {
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use_die = sorted_rolls[sorted_rolls.length - 1];
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if (sorted_rolls.length - 2 >= 0) {
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prev_use_die = sorted_rolls[sorted_rolls.length - 2]
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}
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}
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if (use_die === 6 && prev_use_die && prev_use_die === 6) {
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stress = -1;
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} else {
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stress = 6 - use_die;
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}
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}
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return stress;
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}
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/**
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* Call a Roll popup.
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*/
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export async function simpleRollPopup() {
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new Dialog({
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title: `Simple Roll`,
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content: `
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<h2>${game.i18n.localize("BITD.RollSomeDice")}</h2>
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<p>${game.i18n.localize("BITD.RollTokenDescription")}</p>
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<form>
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<div class="form-group">
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<label>${game.i18n.localize("BITD.RollNumberOfDice")}:</label>
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<select id="qty" name="qty">
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${Array(11).fill().map((item, i) => `<option value="${i}">${i}d</option>`).join('')}
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</select>
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</div>
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<div className="form-group">
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<label>${game.i18n.localize('BITD.Notes')}:</label>
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<input id="note" name="note" type="text" value="">
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</div><br/>
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</form>
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`,
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buttons: {
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yes: {
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icon: "<i class='fas fa-check'></i>",
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label: `Roll`,
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callback: async (html) => {
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let diceQty = html.find('[name="qty"]')[0].value;
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let note = html.find('[name="note"]')[0].value;
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await bladesRoll(diceQty,"","","",note);
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},
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},
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no: {
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icon: "<i class='fas fa-times'></i>",
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label: game.i18n.localize('Cancel'),
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},
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},
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default: "yes"
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}).render(true);
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}
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