842 lines
29 KiB
JavaScript
842 lines
29 KiB
JavaScript
/* eslint-disable max-classes-per-file */
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import DGUtils from "../other/utility-functions.js";
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import DG from "../config.js";
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const { renderTemplate } = foundry.applications.handlebars;
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const { DialogV2 } = foundry.applications.api;
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export class DGRoll extends Roll {
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/**
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* NOTE: This class will rarely be called on its own. It should generally be extended. Look to DGPercentileRoll as an example.
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*
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* Customize our roll with some useful information, passed in the `options` Object.
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*
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* @param {string} formula Unused - The string formula to parse (from Foundry)
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* @param {Object} data Unused - The data object against which to parse attributes within the formula
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* @param {Object} [options] Additional data which is preserved in the database
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* @param {Number} [options.rollType] The type of roll (stat, skill, sanity, damage, etc).
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* @param {String} [options.key] The key of the skill, stat, etc. to use as a basis for this roll.
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* @param {DeltaGreenActor} [options.actor] The actor that this roll originates from.
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* @param {DeltaGreenItem} [options.item] Optional - The item from which the roll originates.
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*/
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constructor(formula, data = {}, options = {}) {
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super(formula, data, options);
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const { rollType, key, actor, item } = options;
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this.type = rollType;
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this.key = key;
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this.actor = actor;
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this.item = item;
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this.modifier = 0;
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}
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/**
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* Simple function that actually creates the message and sends it to chat.
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* We override this to have a little more control over certain aspects of the message,
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* right now, its `speaker` and `rollMode`.
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*
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* @override
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* The following `@param` descriptions comes from the Foundry VTT code.
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* @param {object} messageData The data object to use when creating the message
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* @param {options} [options] Additional options which modify the created message.
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* @param {string} [options.rollMode] The template roll mode to use for the message from CONFIG.Dice.rollModes
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* @param {boolean} [options.create=true] Whether to automatically create the chat message, or only return the
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* prepared chatData object.
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* @returns {Promise<ChatMessage|object>} A promise which resolves to the created ChatMessage document if create is
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* true, or the Object of prepared chatData otherwise.
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*/
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async toMessage(messageData = {}, { rollMode, create = true } = {}) {
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// eslint-disable-next-line no-param-reassign
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messageData.speaker = ChatMessage.getSpeaker({ actor: this.actor });
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return super.toMessage(messageData, {
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rollMode: this.options.rollMode || rollMode,
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create,
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});
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}
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}
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export class DGPercentileRoll extends DGRoll {
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/**
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* Creates D100 rolls, the base die of the system.
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*
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* This constructor embeds the following info into the roll:
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* 1. Target number that the roll needs to beat.
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* 2. Localized name for the roll.
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*
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* Note: In order for all of our custom data to persist, our constructor must use the same parameters as its parent class.
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* So, even though percentile rolls will always have a formula of "1d100" and we don't use the `data` object,
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* we still have to keep them as parameters.
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*
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* @param {string} formula Unused - The string formula to parse (from Foundry) - Always "1d100" for percentile rolls.
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* @param {Object} data Unused - The data object against which to parse attributes within the formula
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* @param {Object} [options] Additional data which is preserved in the database
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* @param {Number} [options.rollType] The type of roll (stat, skill, sanity, etc).
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* @param {String} [options.key] The key of the skill, stat, etc. to use as a basis for this roll.
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* @param {DeltaGreenActor} [options.actor] The actor that this roll originates from.
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* @param {DeltaGreenItem} [options.item] Optional - The item from which the roll originates.
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* @param {DeltaGreenItem} [options.specialTrainingName] Optional - Special training rolls have names that are different from the roll key.
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*/
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// eslint-disable-next-line default-param-last, no-unused-vars
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constructor(formula = "1D100", data = {}, options) {
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super("1D100", {}, options);
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// Set roll info for Skill, Stat, Typed Skill, and non-custom Weapon Percentile rolls.
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const { target, localizedKey, skillPath } = this.getRollInfoFromKey(
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this.key,
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this.actor.system,
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);
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this.target = target;
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this.localizedKey = localizedKey;
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this.skillPath = skillPath;
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// Set roll info for other Percentile rolls
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switch (this.type) {
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case "special-training":
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this.specialTrainingName = options.specialTrainingName;
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this.localizedKey = `${this.specialTrainingName} - (${this.localizedKey})`;
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break;
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case "weapon":
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// If this weapon uses a custom target for rolls, we set that explicitly.
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if (this.key === "custom") {
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this.target = this.item.system.customSkillTarget;
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this.localizedKey = game.i18n.localize("DG.ItemWindow.Custom");
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}
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// Add a the weapon's internal modifier.
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this.modifier += this.item.system.skillModifier;
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break;
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case "sanity":
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this.target = this.actor.system.sanity.value;
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this.localizedKey = game.i18n.localize("DG.Attributes.SAN");
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break;
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case "luck":
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this.target = 50;
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this.localizedKey = game.i18n.localize("DG.Luck");
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break;
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default:
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break;
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}
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}
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/**
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* Shows a dialog that can modify the roll.
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*
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* @returns {Promise<Object|void>} - the results of the dialog.
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*/
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async showDialog() {
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const privateSanSetting = game.settings.get(
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"deltagreen",
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"keepSanityPrivate",
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);
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let hideSanTarget = false;
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if (
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privateSanSetting &&
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(this.type === "sanity" || this.key === "ritual") &&
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!game.user.isGM
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) {
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hideSanTarget = true;
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}
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let customModifierTarget = 20;
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if (this.actor != null) {
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try {
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customModifierTarget = parseInt(
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this.actor.system.settings.rolling.defaultPercentileModifier,
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);
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} catch {
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// do nothing
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}
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}
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const backingData = {
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data: {
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label: this.localizedKey,
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originalTarget: this.target,
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targetModifier: customModifierTarget,
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hideTarget: hideSanTarget,
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},
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};
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const template =
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"systems/deltagreen/templates/dialog/modify-percentile-roll.html";
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const content = await renderTemplate(template, backingData);
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return new Promise((resolve, reject) => {
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const modButtons = [-40, -20, 20, 40].map((mod) => {
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const sign = mod > 0 ? "Positive" : "Negative";
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return {
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action: `roll${Math.abs(mod)}${sign}`,
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label: String(mod),
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callback: (event, button, dialog) => {
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try {
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const rollMode =
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dialog.element.querySelector("[name='rollMode']")?.value;
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resolve({ targetModifier: mod, rollMode });
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} catch (ex) {
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reject(console.log(ex));
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}
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},
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};
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});
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new DialogV2({
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content,
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window: {
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title: DGUtils.localizeWithFallback(
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"DG.ModifySkillRollDialogue.Title",
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"Modify Roll",
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),
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},
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buttons: [
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{
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default: true,
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action: "roll",
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label: DGUtils.localizeWithFallback("DG.Roll.Roll", "Roll"),
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callback: (event, button, dialog) => {
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try {
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let targetModifier = dialog.element.querySelector(
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"[name='targetModifier']",
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)?.value; // this is text as a heads up
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const rollMode =
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dialog.element.querySelector("[name='rollMode']")?.value;
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const plusMinus = dialog.element.querySelector(
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"[name='plusOrMinus']",
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)?.value;
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if (
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targetModifier.trim() !== "" &&
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!Number.isNaN(targetModifier)
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) {
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targetModifier = Math.abs(parseInt(targetModifier));
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if (plusMinus === "-") {
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targetModifier *= -1;
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}
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// update the custom target modifier so it 'persists' between dialogs
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if (this.actor != null) {
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this.actor.update({
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"system.settings.rolling.defaultPercentileModifier":
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targetModifier,
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});
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}
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}
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resolve({ targetModifier, rollMode });
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} catch (ex) {
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reject(console.log(ex));
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}
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},
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},
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...modButtons,
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],
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}).render(true);
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});
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}
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/**
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* Prepares data for a chat message and then passes that data
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* to a method that actually creates a ChatMessage.
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*
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* Lays out and styles message based on outcome of the roll.
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*
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* @returns {Promise<ChatMessage>} - the created chat message.
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*/
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async toChat() {
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// if using private san rolls, must hide any SAN roll unless user is a GM
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const privateSanSetting = game.settings.get(
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"deltagreen",
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"keepSanityPrivate",
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);
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if (
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privateSanSetting &&
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(this.type === "sanity" || this.key === "ritual") &&
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!game.user.isGM
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) {
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this.options.rollMode = "blindroll";
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}
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const diceSoNice =
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game.modules.has("dice-so-nice") &&
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game.modules.get("dice-so-nice").active;
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const label = this.createLabel();
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let resultString = "";
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let styleOverride = "";
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if (this.isSuccess) {
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if (this.isCritical) {
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resultString = `${game.i18n.localize("DG.Roll.CriticalSuccess")}`;
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resultString = `${resultString.toUpperCase()}`;
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styleOverride = "color: green";
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} else {
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resultString = `${game.i18n.localize("DG.Roll.Success")}`;
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}
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} else if (this.isCritical) {
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resultString = `${game.i18n.localize("DG.Roll.CriticalFailure")}`;
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resultString = `${resultString.toUpperCase()}`;
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styleOverride = "color: red";
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} else {
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resultString = `${game.i18n.localize("DG.Roll.Failure")}`;
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}
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const failureMark =
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this.actor?.type === "agent" &&
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!this.isSuccess &&
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this.skillPath &&
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this.key !== "unnatural" &&
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!foundry.utils.getProperty(this.actor, `${this.skillPath}.failure`) &&
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game.settings.get(DG.ID, "skillFailure");
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const html = await renderTemplate(
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"systems/deltagreen/templates/roll/percentile-roll.hbs",
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{
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styleOverride,
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resultString,
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formula: this.formula,
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total: this.total,
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failureMark,
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},
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);
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// TODO: add setting for it?
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if (failureMark) {
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const keyForUpdate = `${this.skillPath}.failure`;
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const message = await this.toMessage({
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flags: {
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deltagreen: {
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rollbacks: {
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[keyForUpdate]: false,
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},
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},
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},
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content: html,
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flavor: label,
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});
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if (diceSoNice) {
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await game.dice3d.waitFor3DAnimationByMessageID(message.id);
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}
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// TODO: auto-update actor or post icon with manual apply
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await this.actor.update({
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[keyForUpdate]: true,
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});
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return message;
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}
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return this.toMessage({ content: html, flavor: label });
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}
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/**
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* Utility function, called in the DGPercentileRoll constructor.
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* If this roll key corresponds to a stat, skill,
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* or typedSkill, get pertinent info.
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*
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* This is used for Stat, Skill, Typed Skill, Weapon, and Special Training Rolls.
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*
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* @returns {Object} - Contains the roll target and localized version of the key.
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*/
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getRollInfoFromKey() {
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const actorData = this.actor.system;
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const skillKeys = Object.keys(actorData.skills);
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const typedSkillKeys = Object.keys(actorData.typedSkills);
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const statKeys = Object.keys(actorData.statistics);
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let target = null;
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let localizedKey = null;
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let skillPath = null; // For optimization of failure checks
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if (statKeys.includes(this.key)) {
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target = actorData.statistics[this.key].x5;
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localizedKey = game.i18n.localize(`DG.Attributes.${this.key}`);
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}
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if (skillKeys.includes(this.key)) {
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// use calculated target proficiency (effects and etc like aim + 20%)
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target =
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actorData.skills[this.key].targetProficiency ||
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actorData.skills[this.key].proficiency;
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localizedKey = game.i18n.localize(`DG.Skills.${this.key}`);
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skillPath = `system.skills.${this.key}`;
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}
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if (typedSkillKeys.includes(this.key)) {
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const skill = actorData.typedSkills[this.key];
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target = skill.proficiency;
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localizedKey = `${skill.group} (${skill.label})`;
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skillPath = `system.typedSkills.${this.key}`;
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}
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if (this.key === "ritual") {
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target = actorData.sanity.ritual;
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localizedKey = game.i18n.localize(`DG.Skills.ritual`);
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}
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return { target, localizedKey, skillPath };
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}
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/**
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* Create label based on result of roll
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*
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* todo: do we want make isInhuman more similar to base label?
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*
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* @returns {string}
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*/
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createLabel() {
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const startOfLabel = `${game.i18n.localize("DG.Roll.Rolling")} <b>${
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this.localizedKey
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}`;
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const endOfLabel = `${game.i18n.localize("DG.Roll.Target")} ${
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this.effectiveTarget
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}`;
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let label = this.isInhuman
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? // "Inhuman" stat being rolled. See function for details.
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`${startOfLabel} [${game.i18n
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.localize("DG.Roll.Inhuman")
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.toUpperCase()}]</b> ${endOfLabel}`
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: `${startOfLabel}</b><br> ${endOfLabel}%`;
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const { isExhausted, exhaustedCheckPenalty } = this.exhausted;
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if (this.modifier || isExhausted) {
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label += ` (${this.target}%`;
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if (this.modifier) {
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label += `${DGUtils.formatStringWithLeadingPlus(this.modifier)}%`;
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}
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if (isExhausted) {
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label += `${DGUtils.formatStringWithLeadingPlus(
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exhaustedCheckPenalty,
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)}%`;
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}
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label += `)`;
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}
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return label;
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}
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get exhausted() {
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let isExhausted = false;
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let exhaustedCheckPenalty = -20;
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try {
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// I suspect (but am not entirely certain) that being tired doesn't make you less lucky)
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if (this.type !== "luck") {
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isExhausted = this.actor.system.physical.exhausted;
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exhaustedCheckPenalty = this.actor.system.physical.exhaustedPenalty;
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exhaustedCheckPenalty = -1 * Math.abs(exhaustedCheckPenalty);
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}
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} catch {
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isExhausted = false;
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exhaustedCheckPenalty = -20;
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}
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return { isExhausted, exhaustedCheckPenalty };
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}
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/**
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* "Inhuman" stat being rolled, logic is different per page 188 of the Handler's Guide.
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* Note - originally implemented by Uriele, but my attempt at merging conficts went poorly, so re-implementing.
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* For an inhuman check, the roll succeeds except on a roll of 100 which fails AND fumbles.
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* If the roll is a matching digit roll, it is a critical as normal.
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* 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.
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*
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* @returns {Boolean}
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*/
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get isInhuman() {
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/*
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Changing this to only consider the base x5 stat target for whether something is 'inhuman'
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because I do not think the intent was an Agent with a high strength getting a +40% bonus to be considered 'inhuman'
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and therefore benefit from the increased crit threshold, although could be wrong about this.
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*/
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if (this.target > 99 && this.type === "stat") {
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return true;
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}
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return false;
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}
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/**
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* Determines if a roll result is critical.
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* If roll has not been evaluated, return null.
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*
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* @returns {null|Boolean}
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*/
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get isCritical() {
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// If roll isn't evaluated, return null.
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if (!this.total) {
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return null;
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}
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let isCritical = false;
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// 1, 100, or any matching dice are a crit, i.e. 11, 22, 33...99.
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if (this.total === 1 || this.total === 100 || this.total % 11 === 0) {
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// really good, or reeaaaally bad
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isCritical = true;
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}
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// If inhuman and the roll is below the regular (non-x5) value of the stat, it is a critical.
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// E.g. a CON of 25, a d100 roll of 21 would be a critical.
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if (this.isInhuman && this.total <= this.target / 5) {
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isCritical = true;
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}
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return isCritical;
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}
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/**
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* Determines if a roll succeeded.
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* If roll has not been evaluated, return null.
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*
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* @returns {null|Boolean}
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*/
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get isSuccess() {
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// If roll isn't evaluated, return null.
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if (!this.total) {
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return null;
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}
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// A roll of 100 always (critically) fails, even for inhuman rolls.
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if (this.total === 100) return false;
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return this.total <= this.effectiveTarget;
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}
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/**
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* Actual target for the roll accounting for modifier if present.
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* Floored to 1 if a negative modifier would bring it below 1.
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* Capped at 99 unless it is an inhuman stat test.
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* Also worth noting, per page 47 of the Agent's Handbook, Exhaustion penalties
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* affect not only skill and stat tests, but SAN tests as well...
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*
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* @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)}%)`;
|
|
}
|
|
|
|
let html = "";
|
|
html += `<div class="dice-roll">`;
|
|
html += ` <div class="dice-result">`;
|
|
html += ` <div style="${styleOverride}" class="dice-formula">${resultString}</div>`;
|
|
html += ` <div class="dice-tooltip">`;
|
|
html += ` <section class="tooltip-part">`;
|
|
html += ` <div class="dice">`;
|
|
html += ` <header class="part-header flexrow">`;
|
|
html += ` <span class="part-formula">`;
|
|
html += ` d100`;
|
|
html += ` </span>`;
|
|
html += ` <span class="part-total">`;
|
|
html += ` ${this.total}`;
|
|
html += ` </span>`;
|
|
html += ` </header>`;
|
|
html += ` <ol class="dice-rolls">`;
|
|
html += ` <li class="roll die d100">${this.total}`;
|
|
html += ` </ol>`;
|
|
html += ` <hr>`;
|
|
html += ` <header class="part-header flexrow">`;
|
|
html += ` <span class="part-formula">`;
|
|
html += ` 2d10 (d10 + d10)`;
|
|
html += ` </span>`;
|
|
html += ` <span class="part-total">`;
|
|
html += ` ${nonLethalDamage.total}`;
|
|
html += ` </span>`;
|
|
html += ` </header>`;
|
|
html += ` <ol class="dice-rolls">`;
|
|
html += ` <li class="roll die d10">${nonLethalDamage.die1}</li>`;
|
|
html += ` <li class="roll die d10">${nonLethalDamage.die2}</li>`;
|
|
html += ` </ol>`;
|
|
html += ` </div>`;
|
|
html += ` </section>`;
|
|
html += ` </div>`;
|
|
html += ` <h4 class="dice-total">${this.total} (${
|
|
nonLethalDamage.total
|
|
} ${game.i18n.localize("DG.Roll.Damage")})</h4>`;
|
|
html += `</div>`;
|
|
|
|
return this.toMessage({ content: html, flavor: label });
|
|
}
|
|
|
|
/**
|
|
* Calculates the damage for when a lethality roll fails.
|
|
* If roll has not been evaluated, return null.
|
|
*
|
|
* See full rules on page 57 of agent's handbook.
|
|
*
|
|
* Note, this getter does not actually care if the roll has failed.
|
|
*
|
|
* @returns {null|Object} - return data about the non-lethal damage.
|
|
*/
|
|
get nonLethalDamage() {
|
|
if (!this.total) {
|
|
return null;
|
|
}
|
|
|
|
// Try to determine what the d100 result would be as if it was two d10's being rolled.
|
|
const totalString = this.total.toString();
|
|
const digits = totalString.length;
|
|
let die1;
|
|
let die2;
|
|
switch (digits) {
|
|
case 1:
|
|
// If one digit in the result, one die is a 10, and the other is the result.
|
|
[die1, die2] = [10, this.total];
|
|
break;
|
|
case 2:
|
|
// If two digits in the result, each die is the value of one of the digits. If one of those digits is 0, make it 10.
|
|
[die1, die2] = totalString
|
|
.split("")
|
|
.map((digit) => parseInt(digit))
|
|
.map((digit) => digit || 10);
|
|
break;
|
|
case 3:
|
|
// If three digits in the result (aka result === 100), each die is a 10.
|
|
[die1, die2] = [10, 10];
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
const total = die1 + die2;
|
|
return { die1, die2, total };
|
|
}
|
|
}
|
|
|
|
export class DGDamageRoll extends DGRoll {
|
|
/**
|
|
* Prepares data for a chat message and then passes that data
|
|
* to a method that actually creates a ChatMessage.
|
|
*
|
|
* @returns {Promise<ChatMessage>} - the created chat message.
|
|
* @override
|
|
*/
|
|
async toChat() {
|
|
let label = this.formula;
|
|
try {
|
|
label = `${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>${label.toUpperCase()}</b>`;
|
|
}
|
|
return this.toMessage({ content: this.total, flavor: label });
|
|
}
|
|
|
|
async showDialog() {
|
|
const template =
|
|
"systems/deltagreen/templates/dialog/modify-damage-roll.html";
|
|
const backingData = {
|
|
data: {
|
|
label: this.item?.name,
|
|
originalFormula: this.formula,
|
|
outerModifier: "2 * ",
|
|
innerModifier: "+ 0",
|
|
},
|
|
};
|
|
|
|
const content = await renderTemplate(template, backingData);
|
|
return new Promise((resolve, reject) => {
|
|
new DialogV2({
|
|
content,
|
|
window: {
|
|
title: game.i18n.localize("DG.ModifySkillRollDialogue.Title"),
|
|
},
|
|
buttons: [
|
|
{
|
|
default: true,
|
|
label: game.i18n.translations.DG.Roll.Roll,
|
|
action: "roll",
|
|
callback: (event, button, dialog) => {
|
|
try {
|
|
const outerModifier = dialog.element.querySelector(
|
|
"[name='outerModifier']",
|
|
)?.value; // this is text as a heads up
|
|
let innerModifier = dialog.element.querySelector(
|
|
"[name='innerModifier']",
|
|
)?.value; // this is text as a heads up
|
|
const modifiedBaseRoll = dialog.element.querySelector(
|
|
"[name='originalFormula']",
|
|
)?.value; // this is text as a heads up
|
|
const rollMode = dialog.element.querySelector(
|
|
"[name='targetRollMode']",
|
|
)?.value;
|
|
|
|
if (innerModifier.replace(" ", "") === "+0") {
|
|
innerModifier = "";
|
|
}
|
|
|
|
let newFormula = "";
|
|
if (outerModifier.trim() !== "") {
|
|
newFormula += `${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<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} / ${highDie.formula}</b>`;
|
|
|
|
let html = "";
|
|
html += `<div class="dice-roll">`;
|
|
html += ` <div class="dice-result">`;
|
|
html += ` <div class="dice-formula">${lowDie.formula} / ${highDie.formula}</div>`;
|
|
html += ` <div class="dice-tooltip">`;
|
|
html += ` <section class="tooltip-part">`;
|
|
html += ` <div class="dice">`;
|
|
html += ` <header class="part-header flexrow">`;
|
|
html += ` <span class="part-formula">`;
|
|
html += ` ${lowDie.formula}`;
|
|
html += ` </span>`;
|
|
html += ` <span class="part-total">`;
|
|
html += ` ${lowResult}`;
|
|
html += ` </span>`;
|
|
html += ` </header>`;
|
|
html += ` <ol class="dice-rolls">`;
|
|
html += ` <li class="roll die d${lowDie.faces}">${lowResult}`;
|
|
html += ` </ol>`;
|
|
html += ` <hr>`;
|
|
html += ` <header class="part-header flexrow">`;
|
|
html += ` <span class="part-formula">`;
|
|
html += ` ${highDie.formula}`;
|
|
html += ` </span>`;
|
|
html += ` <span class="part-total">`;
|
|
html += ` ${highResult}`;
|
|
html += ` </span>`;
|
|
html += ` </header>`;
|
|
html += ` <ol class="dice-rolls">`;
|
|
html += ` <li class="roll die d${highDie.faces}">${highResult}</li>`;
|
|
html += ` </ol>`;
|
|
html += ` </div>`;
|
|
html += ` </section>`;
|
|
html += ` </div>`;
|
|
html += ` <h4 class="dice-total">${lowResult} / ${highResult}</h4>`;
|
|
html += `</div>`;
|
|
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];
|
|
}
|
|
}
|