Files
DeltaGreen/module/roll/roll-classes.js
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670 lines
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JavaScript

/* eslint-disable max-classes-per-file */
import DGUtils from "../utils/utility-functions.js";
import DG from "../config.js";
import {
showDamageRollModifyDialog,
showPercentileRollModifyDialog,
} from "./roll-dialogs.js";
const { renderTemplate } = foundry.applications.handlebars;
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 `messageMode`.
*
* @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.messageMode] A key of CONFIG.ChatMessage.modes
* @param {boolean} [options.create=true] Whether to automatically create the chat message, or only return the
* prepared chatData object.
* @returns {Promise<ChatMessage|object>} A promise which resolves to the created ChatMessage document if create is
* true, or the Object of prepared chatData otherwise.
*/
async toMessage(messageData = {}, { messageMode, create = true } = {}) {
// eslint-disable-next-line no-param-reassign
messageData.speaker = ChatMessage.getSpeaker({ actor: this.actor });
const mode =
messageMode ??
this.options.messageMode ??
this.options.rollMode;
const opts = { create };
if (mode) {
opts.messageMode = foundry.dice.Roll._mapLegacyRollMode(mode);
}
return super.toMessage(messageData, opts);
}
}
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, skillPath } = this.getRollInfoFromKey(
this.key,
this.actor.system,
);
this.target = target;
this.localizedKey = localizedKey;
this.skillPath = skillPath;
// 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<Object|void>} - 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 {
// do nothing
}
}
return showPercentileRollModifyDialog({
label: this.localizedKey,
target: this.target,
hideTarget: hideSanTarget,
defaultModifier: customModifierTarget,
actor: this.actor,
});
}
/**
* 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<ChatMessage>} - 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.messageMode = "blind";
}
const diceSoNice =
game.modules.has("dice-so-nice") &&
game.modules.get("dice-so-nice").active;
const label = this.createLabel();
let resultString = "";
let styleOverride = "";
if (this.isSuccess) {
if (this.isCritical) {
resultString = `${game.i18n.localize("DG.Roll.CriticalSuccess")}`;
resultString = `${resultString.toUpperCase()}`;
styleOverride = "color: green";
} else {
resultString = `${game.i18n.localize("DG.Roll.Success")}`;
}
} else if (this.isCritical) {
resultString = `${game.i18n.localize("DG.Roll.CriticalFailure")}`;
resultString = `${resultString.toUpperCase()}`;
styleOverride = "color: red";
} else {
resultString = `${game.i18n.localize("DG.Roll.Failure")}`;
}
const failureMark =
this.actor?.type === "agent" &&
!this.isSuccess &&
this.skillPath &&
this.key !== "unnatural" &&
!foundry.utils.getProperty(this.actor, `${this.skillPath}.failure`) &&
game.settings.get(DG.ID, "skillFailure");
const html = await renderTemplate(
"systems/deltagreen/templates/roll/percentile-roll.hbs",
{
styleOverride,
resultString,
formula: this.formula,
total: this.total,
failureMark,
},
);
// TODO: add setting for it?
if (failureMark) {
const keyForUpdate = `${this.skillPath}.failure`;
const message = await this.toMessage({
flags: {
deltagreen: {
rollbacks: {
[keyForUpdate]: false,
},
},
},
content: html,
flavor: label,
});
if (diceSoNice) {
await game.dice3d.waitFor3DAnimationByMessageID(message.id);
}
// TODO: auto-update actor or post icon with manual apply
await this.actor.update({
[keyForUpdate]: true,
});
return message;
}
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;
let skillPath = null; // For optimization of failure checks
if (statKeys.includes(this.key)) {
target = actorData.statistics[this.key].x5;
localizedKey = game.i18n.localize(`DG.Attributes.${this.key}`);
}
if (skillKeys.includes(this.key)) {
// use calculated target proficiency (effects and etc like aim + 20%)
target =
actorData.skills[this.key].targetProficiency ||
actorData.skills[this.key].proficiency;
localizedKey = game.i18n.localize(`DG.Skills.${this.key}`);
skillPath = `system.skills.${this.key}`;
}
if (typedSkillKeys.includes(this.key)) {
const skill = actorData.typedSkills[this.key];
target = skill.proficiency;
localizedKey = `${skill.group} (${skill.label})`;
skillPath = `system.typedSkills.${this.key}`;
}
if (this.key === "ritual") {
target = actorData.sanity.ritual;
localizedKey = game.i18n.localize(`DG.Skills.ritual`);
}
return { target, localizedKey, skillPath };
}
/**
* Create label based on result of roll
*
* todo: do we want make isInhuman more similar to base label?
*
* @returns {string}
*/
createLabel() {
const startOfLabel = `${game.i18n.localize("DG.Roll.Rolling")} <b>${
this.localizedKey
}`;
const endOfLabel = `${game.i18n.localize("DG.Roll.Target")} ${
this.effectiveTarget
}`;
let label = this.isInhuman
? // "Inhuman" stat being rolled. See function for details.
`${startOfLabel} [${game.i18n
.localize("DG.Roll.Inhuman")
.toUpperCase()}]</b> ${endOfLabel}`
: `${startOfLabel}</b><br> ${endOfLabel}%`;
const { isExhausted, exhaustedCheckPenalty } = this.exhausted;
if (this.modifier || isExhausted) {
label += ` (${this.target}%`;
if (this.modifier) {
label += `${DGUtils.formatStringWithLeadingPlus(this.modifier)}%`;
}
if (isExhausted) {
label += `${DGUtils.formatStringWithLeadingPlus(
exhaustedCheckPenalty,
)}%`;
}
label += `)`;
}
return label;
}
get exhausted() {
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;
}
return { isExhausted, exhaustedCheckPenalty };
}
/**
* "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;
const { isExhausted, exhaustedCheckPenalty } = this.exhausted;
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<ChatMessage>} - 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 = `${game.i18n.localize("DG.Roll.Rolling")} <b>${game.i18n
.localize("DG.Roll.Lethality")
.toUpperCase()}</b> ${game.i18n.localize(
"DG.Roll.For",
)} <b>${this.item.name.toUpperCase()}</b> ${game.i18n.localize(
"DG.Roll.Target",
)} ${this.target + this.modifier}`;
if (this.modifier) {
label += ` (${DGUtils.formatStringWithLeadingPlus(this.modifier)}%)`;
}
const html = await renderTemplate(
"systems/deltagreen/templates/roll/lethality-roll.hbs",
{
styleOverride,
resultString,
total: this.total,
die1: nonLethalDamage.die1,
die2: nonLethalDamage.die2,
nonLethalTotal: nonLethalDamage.total,
damageLabel: game.i18n.localize("DG.Roll.Damage"),
},
);
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<ChatMessage>} - the created chat message.
* @override
*/
async toChat() {
let label = this.formula;
try {
label = `${game.i18n.localize("DG.Roll.Rolling")} <b>${game.i18n
.localize("DG.Roll.Damage")
.toUpperCase()}</b> ${game.i18n.localize("DG.Roll.For")} ${
this.item.name
} (<b>${
this.item.system.armorPiercing
} </b><img class="armor-piercing-chat-card-img" src="systems/deltagreen/assets/icons/supersonic-bullet.svg" alt="armor penetration"/>)`;
} catch (ex) {
// console.log(ex);
label = `Rolling <b>DAMAGE</b> for <b>${label.toUpperCase()}</b>`;
}
return this.toMessage({ content: this.total, flavor: label });
}
async showDialog() {
return showDamageRollModifyDialog({
itemName: this.item?.name,
formula: this.formula,
});
}
}
export class DGSanityDamageRoll extends DGRoll {
/**
* Prepares data for a chat message and then passes that data
* to a method that actually creates a ChatMessage.
*
* @returns {Promise<ChatMessage>} - the created chat message.
* @override
*/
async toChat() {
const [lowDie, highDie] = this.terms[0].terms.map((formula) => {
return Roll.parse(formula)[0] || { faces: parseInt(formula), number: 1 };
});
const [lowResult, highResult] = this.damageResults;
const flavor = `Rolling <b>${DGUtils.localizeWithFallback(
"DG.Generic.SanDamage",
"SAN DAMAGE",
)}</b> For <b>${lowDie.formula} / ${highDie.formula}</b>`;
const html = await renderTemplate(
"systems/deltagreen/templates/roll/sanity-damage-roll.hbs",
{
lowFormula: lowDie.formula,
highFormula: highDie.formula,
lowFaces: lowDie.faces,
highFaces: highDie.faces,
lowResult,
highResult,
},
);
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<Number>} - Array of result numbers
*/
get damageResults() {
if (!this.total) return null;
const [lowResult, highResult] = this.terms[0].results;
return [lowResult?.result, highResult?.result];
}
}