/* eslint-disable max-classes-per-file */ import DGUtils from "../other/utility-functions.js"; export class DGRoll extends Roll { /** * NOTE: This class will rarely be called on its own. It should generally be extended. Look to DGPercentileRoll as an example. * * Customize our roll with some useful information, passed in the `options` Object. * * @param {string} formula Unused - The string formula to parse (from Foundry) * @param {Object} data Unused - The data object against which to parse attributes within the formula * @param {Object} [options] Additional data which is preserved in the database * @param {Number} [options.rollType] The type of roll (stat, skill, sanity, damage, etc). * @param {String} [options.key] The key of the skill, stat, etc. to use as a basis for this roll. * @param {DeltaGreenActor} [options.actor] The actor that this roll originates from. * @param {DeltaGreenItem} [options.item] Optional - The item from which the roll originates. */ constructor(formula, data = {}, options = {}) { super(formula, data, options); const { rollType, key, actor, item } = options; this.type = rollType; this.key = key; this.actor = actor; this.item = item; this.modifier = 0; } /** * Simple function that actually creates the message and sends it to chat. * We override this to have a little more control over certain aspects of the message, * right now, its `speaker` and `rollMode`. * * @override * The following `@param` descriptions comes from the Foundry VTT code. * @param {object} messageData The data object to use when creating the message * @param {options} [options] Additional options which modify the created message. * @param {string} [options.rollMode] The template roll mode to use for the message from CONFIG.Dice.rollModes * @param {boolean} [options.create=true] Whether to automatically create the chat message, or only return the * prepared chatData object. * @returns {Promise} A promise which resolves to the created ChatMessage document if create is * true, or the Object of prepared chatData otherwise. */ async toMessage(messageData = {}, { rollMode, create = true } = {}) { // eslint-disable-next-line no-param-reassign messageData.speaker = ChatMessage.getSpeaker({ actor: this.actor }); return super.toMessage(messageData, { rollMode: this.options.rollMode || rollMode, create, }); } } export class DGPercentileRoll extends DGRoll { /** * Creates D100 rolls, the base die of the system. * * This constructor embeds the following info into the roll: * 1. Target number that the roll needs to beat. * 2. Localized name for the roll. * * Note: In order for all of our custom data to persist, our constructor must use the same parameters as its parent class. * So, even though percentile rolls will always have a formula of "1d100" and we don't use the `data` object, * we still have to keep them as parameters. * * @param {string} formula Unused - The string formula to parse (from Foundry) - Always "1d100" for percentile rolls. * @param {Object} data Unused - The data object against which to parse attributes within the formula * @param {Object} [options] Additional data which is preserved in the database * @param {Number} [options.rollType] The type of roll (stat, skill, sanity, etc). * @param {String} [options.key] The key of the skill, stat, etc. to use as a basis for this roll. * @param {DeltaGreenActor} [options.actor] The actor that this roll originates from. * @param {DeltaGreenItem} [options.item] Optional - The item from which the roll originates. * @param {DeltaGreenItem} [options.specialTrainingName] Optional - Special training rolls have names that are different from the roll key. */ // eslint-disable-next-line default-param-last, no-unused-vars constructor(formula = "1D100", data = {}, options) { super("1D100", {}, options); // Set roll info for Skill, Stat, Typed Skill, and non-custom Weapon Percentile rolls. const { target, localizedKey } = this.getRollInfoFromKey( this.key, this.actor.system, ); this.target = target; this.localizedKey = localizedKey; // Set roll info for other Percentile rolls switch (this.type) { case "special-training": this.specialTrainingName = options.specialTrainingName; this.localizedKey = `${this.specialTrainingName} - (${this.localizedKey})`; break; case "weapon": // If this weapon uses a custom target for rolls, we set that explicitly. if (this.key === "custom") { this.target = this.item.system.customSkillTarget; this.localizedKey = game.i18n.localize("DG.ItemWindow.Custom"); } // Add a the weapon's internal modifier. this.modifier += this.item.system.skillModifier; break; case "sanity": this.target = this.actor.system.sanity.value; this.localizedKey = game.i18n.localize("DG.Attributes.SAN"); break; case "luck": this.target = 50; this.localizedKey = game.i18n.localize("DG.Luck"); break; default: break; } } /** * Shows a dialog that can modify the roll. * * @returns {Promise} - the results of the dialog. */ async showDialog() { const privateSanSetting = game.settings.get( "deltagreen", "keepSanityPrivate", ); let hideSanTarget = false; if ( privateSanSetting && (this.type === "sanity" || this.key === "ritual") && !game.user.isGM ) { hideSanTarget = true; } let customModifierTarget = 20; if (this.actor != null) { try { customModifierTarget = parseInt( this.actor.system.settings.rolling.defaultPercentileModifier, ); } catch {} } const backingData = { data: { label: this.localizedKey, originalTarget: this.target, targetModifier: customModifierTarget, hideTarget: hideSanTarget, }, }; const template = "systems/deltagreen/templates/dialog/modify-percentile-roll.html"; const content = await renderTemplate(template, backingData); return new Promise((resolve, reject) => { new Dialog({ content, title: DGUtils.localizeWithFallback( "DG.ModifySkillRollDialogue.Title", "Modify Roll", ), default: "roll", buttons: { roll: { label: DGUtils.localizeWithFallback("DG.Roll.Roll", "Roll"), callback: (html) => { try { let targetModifier = html.find("[name='targetModifier']").val(); // this is text as a heads up const rollMode = html.find("[name='rollMode']").val(); const plusMinus = html.find("[name='plusOrMinus']").val(); if ( targetModifier.trim() !== "" && !Number.isNaN(targetModifier) ) { targetModifier = Math.abs(parseInt(targetModifier)); if (plusMinus === "-") { targetModifier *= -1; } // update the custom target modifier so it 'persists' between dialogs if (this.actor != null) { this.actor.update({ "system.settings.rolling.defaultPercentileModifier": targetModifier, }); } } resolve({ targetModifier, rollMode }); } catch (ex) { reject(console.log(ex)); } }, }, roll40Negative: { label: "-40", callback: (html) => { try { const rollMode = html.find("[name='rollMode']").val(); const targetModifier = -40; resolve({ targetModifier, rollMode }); } catch (ex) { reject(console.log(ex)); } }, }, roll20Negative: { label: "-20", callback: (html) => { try { const rollMode = html.find("[name='rollMode']").val(); const targetModifier = -20; resolve({ targetModifier, rollMode }); } catch (ex) { reject(console.log(ex)); } }, }, roll20Positive: { label: "+20", callback: (html) => { try { const rollMode = html.find("[name='rollMode']").val(); const targetModifier = 20; resolve({ targetModifier, rollMode }); } catch (ex) { reject(console.log(ex)); } }, }, roll40Positive: { label: "+40", callback: (html) => { try { const rollMode = html.find("[name='rollMode']").val(); const targetModifier = 40; resolve({ targetModifier, rollMode }); } catch (ex) { reject(console.log(ex)); } }, }, }, }).render(true); }); } /** * Prepares data for a chat message and then passes that data * to a method that actually creates a ChatMessage. * * Lays out and styles message based on outcome of the roll. * * @returns {Promise} - the created chat message. */ async toChat() { // if using private san rolls, must hide any SAN roll unless user is a GM const privateSanSetting = game.settings.get( "deltagreen", "keepSanityPrivate", ); if ( privateSanSetting && (this.type === "sanity" || this.key === "ritual") && !game.user.isGM ) { this.options.rollMode = "blindroll"; } let label = `${game.i18n.localize("DG.Roll.Rolling")} ${ this.localizedKey }
${game.i18n.localize("DG.Roll.Target")} ${this.effectiveTarget}%`; // "Inhuman" stat being rolled. See function for details. if (this.isInhuman) { label = `${game.i18n.localize("DG.Roll.Rolling")} ${ this.localizedKey } [${game.i18n .localize("DG.Roll.Inhuman") .toUpperCase()}] ${game.i18n.localize("DG.Roll.Target")} ${ this.effectiveTarget }`; } let isExhausted = false; let exhaustedCheckPenalty = -20; try { // I suspect (but am not entirely certain) that being tired doesn't make you less lucky) if (this.type !== "luck") { isExhausted = this.actor.system.physical.exhausted; exhaustedCheckPenalty = this.actor.system.physical.exhaustedPenalty; exhaustedCheckPenalty = -1 * Math.abs(exhaustedCheckPenalty); } } catch { isExhausted = false; exhaustedCheckPenalty = -20; } if (this.modifier || isExhausted) { label += ` (${this.target}%`; if (this.modifier) { label += `${DGUtils.formatStringWithLeadingPlus(this.modifier)}%`; } if (isExhausted) { label += `${DGUtils.formatStringWithLeadingPlus( exhaustedCheckPenalty, )}%`; } label += `)`; } let resultString = ""; let styleOverride = ""; if (this.isCritical) { resultString = `${game.i18n.localize("DG.Roll.Critical")} `; } if (this.isSuccess) { resultString += `${game.i18n.localize("DG.Roll.Success")}`; if (this.isCritical) { resultString = `${resultString.toUpperCase()}!`; styleOverride = "color: green"; } } else { resultString += `${game.i18n.localize("DG.Roll.Failure")}`; if (this.isCritical) { resultString = `${resultString.toUpperCase()}!`; styleOverride = "color: red"; } } let html = ""; html += `
`; html += `
`; html += `
${resultString}
`; html += `
`; html += `
`; html += `
`; html += `
`; html += ` `; html += ` ${this.formula}`; html += ` `; html += ` `; html += ` ${this.total}`; html += ` `; html += `
`; html += `
    `; html += `
  1. ${this.total}
  2. `; html += `
`; html += `
`; html += `
`; html += `
`; html += `

${this.total}

`; html += `
`; return this.toMessage({ content: html, flavor: label }); } /** * Utility function, called in the DGPercentileRoll constructor. * If this roll key corresponds to a stat, skill, * or typedSkill, get pertinent info. * * This is used for Stat, Skill, Typed Skill, Weapon, and Special Training Rolls. * * @returns {Object} - Contains the roll target and localized version of the key. */ getRollInfoFromKey() { const actorData = this.actor.system; const skillKeys = Object.keys(actorData.skills); const typedSkillKeys = Object.keys(actorData.typedSkills); const statKeys = Object.keys(actorData.statistics); let target = null; let localizedKey = null; if (statKeys.includes(this.key)) { target = actorData.statistics[this.key].x5; localizedKey = game.i18n.localize(`DG.Attributes.${this.key}`); } if (skillKeys.includes(this.key)) { target = actorData.skills[this.key].proficiency; localizedKey = game.i18n.localize(`DG.Skills.${this.key}`); } if (typedSkillKeys.includes(this.key)) { const skill = actorData.typedSkills[this.key]; target = skill.proficiency; localizedKey = `${skill.group} (${skill.label})`; } if (this.key === "ritual") { target = actorData.sanity.ritual; localizedKey = game.i18n.localize(`DG.Skills.ritual`); } return { target, localizedKey }; } /** * "Inhuman" stat being rolled, logic is different per page 188 of the Handler's Guide. * Note - originally implemented by Uriele, but my attempt at merging conficts went poorly, so re-implementing. * For an inhuman check, the roll succeeds except on a roll of 100 which fails AND fumbles. * If the roll is a matching digit roll, it is a critical as normal. * Also, if the roll is below the regular (non-x5) value of the stat, it is a critical. E.g. a CON of 25, a d100 roll of 21 would be a critical. * * @returns {Boolean} */ get isInhuman() { /* Changing this to only consider the base x5 stat target for whether something is 'inhuman' because I do not think the intent was an Agent with a high strength getting a +40% bonus to be considered 'inhuman' and therefore benefit from the increased crit threshold, although could be wrong about this. */ if (this.target > 99 && this.type === "stat") { return true; } return false; } /** * Determines if a roll result is critical. * If roll has not been evaluated, return null. * * @returns {null|Boolean} */ get isCritical() { // If roll isn't evaluated, return null. if (!this.total) { return null; } let isCritical = false; // 1, 100, or any matching dice are a crit, i.e. 11, 22, 33...99. if (this.total === 1 || this.total === 100 || this.total % 11 === 0) { // really good, or reeaaaally bad isCritical = true; } // If inhuman and the roll is below the regular (non-x5) value of the stat, it is a critical. // E.g. a CON of 25, a d100 roll of 21 would be a critical. if (this.isInhuman && this.total <= this.target / 5) { isCritical = true; } return isCritical; } /** * Determines if a roll succeeded. * If roll has not been evaluated, return null. * * @returns {null|Boolean} */ get isSuccess() { // If roll isn't evaluated, return null. if (!this.total) { return null; } // A roll of 100 always (critically) fails, even for inhuman rolls. if (this.total === 100) return false; return this.total <= this.effectiveTarget; } /** * Actual target for the roll accounting for modifier if present. * Floored to 1 if a negative modifier would bring it below 1. * Capped at 99 unless it is an inhuman stat test. * Also worth noting, per page 47 of the Agent's Handbook, Exhaustion penalties * affect not only skill and stat tests, but SAN tests as well... * * @returns {null|integer} */ get effectiveTarget() { let target = 1; let isExhausted = false; let exhaustedCheckPenalty = -20; try { // I suspect (but am not entirely certain) that being tired doesn't make you less lucky) if (this.type !== "luck") { isExhausted = this.actor.system.physical.exhausted; exhaustedCheckPenalty = this.actor.system.physical.exhaustedPenalty; exhaustedCheckPenalty = -1 * Math.abs(exhaustedCheckPenalty); } } catch { isExhausted = false; exhaustedCheckPenalty = -20; } if (!this.target || Number.isNaN(this.target)) { return null; } target = parseInt(this.target); if (isExhausted) { target += exhaustedCheckPenalty; } if (this.modifier && !Number.isNaN(this.modifier)) { const modifier = parseInt(this.modifier); target += modifier; // per agent's handbook (pg.43), a negative modifier can't lower a target below 1% target = Math.max(target, 1); } // an 'inhuman' stat test can exceed 99% as a target, but skill tests otherwise cannot (agents handbook pg.43) if (!this.isInhuman) { target = Math.min(target, 99); } return target; } } export class DGLethalityRoll extends DGPercentileRoll { /** * See constructor for DGPercentileRoll. This theoretically could be done in the parent class' * constructor, but since Lethality rolls needs its own class for custom methods anyway, * we will set the target and localized key here. * * @param {String} formula * @param {Object} data * @param {Object} options */ constructor(formula, data, options) { super(formula, data, options); this.target = options.item.system.lethality; this.localizedKey = game.i18n.localize("DG.ItemWindow.Weapons.Lethality"); } /** * Prepares data for a chat message and then passes that data * to a method that actually creates a ChatMessage. * * Lays out and styles message based on outcome of the roll. * * Overrides `DGPercentileRoll.toChat()` * * @returns {Promise} - the created chat message. * @override */ async toChat() { let resultString = ""; let styleOverride = ""; if (this.total <= this.target) { resultString = `${game.i18n.localize("DG.Roll.Lethal").toUpperCase()}`; styleOverride = "color: red"; } else { resultString = `${game.i18n.localize("DG.Roll.Failure")}`; } const { nonLethalDamage } = this; let label = `${game.i18n.localize("DG.Roll.Rolling")} ${game.i18n .localize("DG.Roll.Lethality") .toUpperCase()} ${game.i18n.localize( "DG.Roll.For", )} ${this.item.name.toUpperCase()} ${game.i18n.localize( "DG.Roll.Target", )} ${this.target + this.modifier}`; if (this.modifier) { label += ` (${DGUtils.formatStringWithLeadingPlus(this.modifier)}%)`; } let html = ""; html += `
`; html += `
`; html += `
${resultString}
`; html += `
`; html += `
`; html += `
`; html += `
`; html += ` `; html += ` d100`; html += ` `; html += ` `; html += ` ${this.total}`; html += ` `; html += `
`; html += `
    `; html += `
  1. ${this.total}`; html += `
`; html += `
`; html += `
`; html += ` `; html += ` 2d10 (d10 + d10)`; html += ` `; html += ` `; html += ` ${nonLethalDamage.total}`; html += ` `; html += `
`; html += `
    `; html += `
  1. ${nonLethalDamage.die1}
  2. `; html += `
  3. ${nonLethalDamage.die2}
  4. `; html += `
`; html += `
`; html += `
`; html += `
`; html += `

${this.total} (${ nonLethalDamage.total } ${game.i18n.localize("DG.Roll.Damage")})

`; html += `
`; return this.toMessage({ content: html, flavor: label }); } /** * Calculates the damage for when a lethality roll fails. * If roll has not been evaluated, return null. * * See full rules on page 57 of agent's handbook. * * Note, this getter does not actually care if the roll has failed. * * @returns {null|Object} - return data about the non-lethal damage. */ get nonLethalDamage() { if (!this.total) { return null; } // Try to determine what the d100 result would be as if it was two d10's being rolled. const totalString = this.total.toString(); const digits = totalString.length; let die1; let die2; switch (digits) { case 1: // If one digit in the result, one die is a 10, and the other is the result. [die1, die2] = [10, this.total]; break; case 2: // If two digits in the result, each die is the value of one of the digits. If one of those digits is 0, make it 10. [die1, die2] = totalString .split("") .map((digit) => parseInt(digit)) .map((digit) => digit || 10); break; case 3: // If three digits in the result (aka result === 100), each die is a 10. [die1, die2] = [10, 10]; break; default: break; } const total = die1 + die2; return { die1, die2, total }; } } export class DGDamageRoll extends DGRoll { /** * Prepares data for a chat message and then passes that data * to a method that actually creates a ChatMessage. * * @returns {Promise} - the created chat message. * @override */ async toChat() { let label = this.formula; try { label = `${game.i18n.localize("DG.Roll.Rolling")} ${game.i18n .localize("DG.Roll.Damage") .toUpperCase()} ${game.i18n.localize("DG.Roll.For")} ${ this.item.name } (${ this.item.system.armorPiercing } armor penetration)`; } catch (ex) { // console.log(ex); label = `Rolling DAMAGE for ${label.toUpperCase()}`; } return this.toMessage({ content: this.total, flavor: label }); } async showDialog() { const template = "systems/deltagreen/templates/dialog/modify-damage-roll.html"; const backingData = { data: { label: this.item?.name, originalFormula: this.formula, outerModifier: "2 * ", innerModifier: "+ 0", }, }; const content = await renderTemplate(template, backingData); return new Promise((resolve, reject) => { new Dialog({ content, title: game.i18n.localize("DG.ModifySkillRollDialogue.Title"), default: "roll", buttons: { roll: { label: game.i18n.translations.DG.Roll.Roll, callback: (html) => { try { const outerModifier = html.find("[name='outerModifier']").val(); // this is text as a heads up let innerModifier = html.find("[name='innerModifier']").val(); // this is text as a heads up const modifiedBaseRoll = html .find("[name='originalFormula']") .val(); // this is text as a heads up const rollMode = html.find("[name='targetRollMode']").val(); if (innerModifier.replace(" ", "") === "+0") { innerModifier = ""; } let newFormula = ""; if (outerModifier.trim() !== "") { newFormula += `${outerModifier}(${modifiedBaseRoll}${innerModifier.trim()})`; } else { newFormula += modifiedBaseRoll + innerModifier.trim(); } resolve({ newFormula, rollMode }); } catch (ex) { reject(console.log(ex)); } }, }, }, }).render(true); }); } } export class DGSanityDamageRoll extends DGRoll { /** * Prepares data for a chat message and then passes that data * to a method that actually creates a ChatMessage. * * @returns {Promise} - the created chat message. * @override */ async toChat() { const [lowDie, highDie] = this.terms[0].terms.map((formula) => { return Roll.parse(formula)[0] || { faces: parseInt(formula), number: 1 }; }); const [lowResult, highResult] = this.damageResults; const flavor = `Rolling ${DGUtils.localizeWithFallback( "DG.Generic.SanDamage", "SAN DAMAGE", )} For ${lowDie.formula} / ${highDie.formula}`; let html = ""; html += `
`; html += `
`; html += `
${lowDie.formula} / ${highDie.formula}
`; html += `
`; html += `
`; html += `
`; html += `
`; html += ` `; html += ` ${lowDie.formula}`; html += ` `; html += ` `; html += ` ${lowResult}`; html += ` `; html += `
`; html += `
    `; html += `
  1. ${lowResult}`; html += `
`; html += `
`; html += `
`; html += ` `; html += ` ${highDie.formula}`; html += ` `; html += ` `; html += ` ${highResult}`; html += ` `; html += `
`; html += `
    `; html += `
  1. ${highResult}
  2. `; html += `
`; html += `
`; html += `
`; html += `
`; html += `

${lowResult} / ${highResult}

`; html += `
`; return this.toMessage({ content: html, flavor }); } /** * Returns the two results for a sanity damage roll. * * Returns null if the roll has not been evaluated. * * @returns {null|Array} - Array of result numbers */ get damageResults() { if (!this.total) return null; const [lowResult, highResult] = this.terms[0].results; return [lowResult?.result, highResult?.result]; } }