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foundry-Slamother/module/actor/actor.js
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2023-09-18 00:50:02 -07:00

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/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class MothershipActor extends Actor {
/**
* Augment the basic actor data with additional dynamic data.
*/
prepareData() {
super.prepareData();
const actorData = this;
const data = actorData.system;
const flags = actorData.flags;
// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
if (actorData.type === 'character') this._prepareCharacterData(actorData);
else if (actorData.type === 'creature') this._prepareCreatureData(actorData);
else if (actorData.type === 'ship') this._prepareShipData(actorData);
}
/**
* Prepare Character type specific data
*/
_prepareCharacterData(actorData) {
const data = actorData.system;
let armorPoints = 0;
let damageReduction = 0;
const armors = this.getEmbeddedCollection("Item").filter(e => "armor" === e.type);
for (let armor of armors) {
if (armor.system.equipped) {
armorPoints += armor.system.armorPoints;
damageReduction += armor.system.damageReduction;
}
}
data.stats.armor.mod = armorPoints;
data.stats.armor.total = armorPoints+data.stats.armor.value;
data.stats.armor.damageReduction = damageReduction;
}
/**
* Prepare Character type specific data
*/
_prepareCreatureData(actorData) {
const data = actorData;
}
_prepareShipData(actorData) {
const data = actorData;
}
//central flavor text library for all chat messages
getFlavorText (type,context,action) {
//create library
let textLibrary = {
//rolltable flavor text
table: {
death_save: {
roll: {
android: `You knock on death's door.`,
human: `You knock on death's door.`
}
},
blunt_force_wound: {
roll: {
android: `You brace for the worst.`,
human: `You brace for the worst.`
}
},
bleeding_wound: {
roll: {
android: `You brace for the worst.`,
human: `You brace for the worst.`
}
},
gunshot_wound: {
roll: {
android: `You brace for the worst.`,
human: `You brace for the worst.`
}
},
fire_explosive_wound: {
roll: {
android: `You brace for the worst.`,
human: `You brace for the worst.`
}
},
gore_massive_wound: {
roll: {
android: `You brace for the worst.`,
human: `You brace for the worst.`
}
},
panic_check: {
roll: {
android: `You lose motor control for a moment as your sensory inputs flicker.`,
human: `Your heartbeat races out of control and you start to feel dizzy.`
},
success: {
android: `System resources free up and you regain control.`,
human: `You take a deep breath and regain your composure.`
}
}
},
//condition flavor text
item: {
condition: {
add: {
android: `You now suffer from this condition.`,
human: `You now suffer from this condition.`
},
increase: {
android: `Your condition worsens.`,
human: `Your condition worsens.`
},
bleed: {
android: `Your sensors detect significant nanofluid loss.`,
human: `You feel dizzy as you bleed out.`
}
}
},
//attribute flavor text
attribute: {
//stress flavor text
stress: {
increase: {
android: `Power surges through your chest and you start to overheat.`,
human: `You feel tightness in your chest and start to sweat.`
},
hitCeiling: {
android: `System performance grinds to a halt.`,
human: `You hit rock bottom.`
},
pastCeiling: {
android: `You sense unrecoverable data loss.`,
human: `You feel a part of yourself drift away.`
},
decrease: {
android: `You soft-reset, purging unnecessary background processes.`,
human: `You feel a sense of calm wash over you.`
},
hitFloor: {
android: `You attain perfect focus and clarity. `,
human: `You attain complete peace of mind.`
},
pastFloor: {
android: `You are already as focused as possible.`,
human: `You are already as calm as possible.`
}
},
//stat/save flavor text
stat: {
check: {
android: `You gain some confidence in your skills.`,
human: `You gain some confidence in your skills.`
},
save: {
android: `You gain some confidence in your abilities.`,
human: `You gain some confidence in your abilities.`
}
},
//health flavor text
health: {
increase: {
android: `System resources free up and you feel energized.`,
human: `You feel a burst of energy.`
},
decrease: {
android: `Your pain receptors indicate core damage.`,
human: `You wince from the pain.`
}
},
//wounds flavor text
wounds: {
increase: {
android: `System resources free up and you feel energized.`,
human: `You feel a burst of energy.`
},
decrease: {
android: `Your pain receptors indicate permanent damage.`,
human: `You scream out from immense pain.`
}
},
//radiation flavor text
radiation: {
damage: {
android: `Catastro▒ic d⟑ta ▓loss de|/~ ⋥t⋱d`,
human: `You stare into blackness and feel completely unable to pull yourself out of it.`
}
}
}
};
//set full path to include class type
if (this.system.class.value.toLowerCase() === 'android') {
//return class appropriate text
return textLibrary[type][context][action].android;
} else {
//return class appropriate text
return textLibrary[type][context][action].human;
}
};
//central roll parsing function | TAKES '1d10 [+]','low' | RETURNS '{1d10,1d10}kh'
parseRollString(rollString,aimFor) {
//init vars
let rollDice = ``;
let rollTemplate = ``;
let rollStringParsed = ``;
//translate rollString into foundry roll string format
if (rollString.includes('[')) {
//extract dice needed
rollDice = rollString.substr(0,rollString.indexOf('[')).trim().concat(',',rollString.substr(0,rollString.indexOf('[')).trim());
//set template based on adv or dis
if (rollString.includes('[-]')) {
//use appropriate keep setting
if (aimFor === 'low') {
rollTemplate = '{[diceSet]}kh';
} else {
rollTemplate = '{[diceSet]}kl';
}
} else if (rollString.includes('[+]')) {
//use appropriate keep setting
if (aimFor === 'low') {
rollTemplate = '{[diceSet]}kl';
} else {
rollTemplate = '{[diceSet]}kh';
}
}
//make foundry roll string
rollStringParsed = rollTemplate.replace('[diceSet]',rollDice);
} else {
rollStringParsed = rollString;
}
//return string in foundry format
return rollStringParsed;
}
//central roll parsing function | TAKES '1d100',[Foundry roll object],true,true,41,'<' | RETURNS enriched Foundry roll object
parseRollResult(rollString,rollResult,zeroBased,checkCrit,rollTarget,comparison) {
//init vars
let doubles = new Set([0, 11, 22, 33, 44, 55, 66, 77, 88, 99]);
let enrichedRollResult = rollResult;
let newTotal = 0;
let diceFormula = ``;
let compareIcon = ``;
let outcome = ``;
let outcomeHtml = ``;
let diceBlock = ``;
let critHighlight = ``;
let rollHtml = ``;
//init new fields in enriched roll result
enrichedRollResult.critical = false;
enrichedRollResult.success = false;
enrichedRollResult.outcomeHtml = ``;
enrichedRollResult.rollHtml = ``;
//alter roll result object
//change data point: change each 100 or 10 result to zero
if (zeroBased) {
//1d10 changes
if (rollString.substr(0,rollString.indexOf("[")).trim() === '1d10') {
//modify each die
if (enrichedRollResult.dice[0].results[0].result === 10) {enrichedRollResult.dice[0].results[0].result = 0;}
if (enrichedRollResult.dice[1].results[0].result === 10) {enrichedRollResult.dice[1].results[0].result = 0;}
//1d100 changes
} else if (rollString.substr(0,rollString.indexOf("[")).trim() === '1d100') {
//modify each die
if (enrichedRollResult.dice[0].results[0].result === 100) {enrichedRollResult.dice[0].results[0].result = 0;}
if (enrichedRollResult.dice[1].results[0].result === 100) {enrichedRollResult.dice[1].results[0].result = 0;}
}
//pick a new winner if [-] or [+]
if (rollString.includes("[")) {
//if [-] pick a new lowest number
if (rollResult.formula.includes("kl")) {
//set result value
newTotal = Math.min(enrichedRollResult.dice[0].results[0].result,enrichedRollResult.dice[1].results[0].result);
//if [+] pick a new highest number
} else if (rollResult.formula.includes("kh")) {
//set result value
newTotal = Math.max(enrichedRollResult.dice[0].results[0].result,enrichedRollResult.dice[1].results[0].result);
}
//use new value if a regular roll
} else {
//set result value
newTotal = enrichedRollResult.dice[0].results[0].result;
}
//update final roll result
enrichedRollResult._total = newTotal;
}
//enrich roll result object
//add data point: detect critical
if (checkCrit) {
//check for crit
if (doubles.has(enrichedRollResult.total)) {
enrichedRollResult.critical = true;
} else {
enrichedRollResult.critical = false;
}
}
//add data point: detect success/failure
if (rollTarget) {
//check for auto failure
if (enrichedRollResult.total >= 90) {
//result >= 90 is a failure
enrichedRollResult.success = false;
} else {
//compare values based on compararison setting
if (comparison === '<') {
//check against being under the target
if (enrichedRollResult.total < rollTarget) {
//result >= target is a failure
enrichedRollResult.success = true;
} else {
//result < target is a success
enrichedRollResult.success = false;
}
} else {
//check against being over the target
if (enrichedRollResult.total > rollTarget) {
//result < target is a failure
enrichedRollResult.success = true;
} else {
//result < target is a success
enrichedRollResult.success = false;
}
}
}
//add data point: outcome HTML
//prepare outcome
//success
if (enrichedRollResult.success) {
outcome = `SUCCESS!`;
} else {
outcome = `FAILURE!`;
}
//crit
if (enrichedRollResult.critical) {
outcome = `CRITICAL ` + outcome;
}
//make HTML
outcomeHtml = `
<div style="font-size: 1.1rem; margin-top : -10px; margin-bottom : 5px;">
<strong>${outcome}</strong>
</div>
`;
//update final roll html string
enrichedRollResult.outcomeHtml = outcomeHtml;
}
//add data point: interactive roll HTML
//prepare variables
//make comparison icon
if (comparison === '<') {
compareIcon = '<i class="fas fa-angle-left"></i>';
} else {
compareIcon = '<i class="fas fa-angle-right"></i>';
}
//prepare formula
if (rollTarget) {
//show dice against target
diceFormula = rollString + ' ' + compareIcon + ' ' + rollTarget;
} else {
//just show the dice
diceFormula = rollString;
}
//prepare dice block
//loop through rolls
enrichedRollResult.dice.forEach(function(roll){
//add header for this roll
diceBlock = diceBlock + `
<section class="tooltip-part">
<div class="dice">
`;
//add formula and result for this roll
diceBlock = diceBlock + `
<header class="part-header flexrow">
<span class="part-formula">${roll.formula}</span>
<span class="part-total">${roll.total.toString()}</span>
</header>
`;
//loop through dice
roll.results.forEach(function(die) {
//set highlight if crit is asked for -------------------------------------REWRITE for die result, only do this if checkCrit is true, combine these two into one
if (checkCrit) {
//check for crit
if (doubles.has(die.result)) {
//check for success
if (rollTarget) {
//check for auto failure
if (die.result >= 90) {
//result >= 90 is a failure, no highlight needed
critHighlight = ' min';
} else {
//compare values based on compararison setting
if (comparison === '<') {
//check against being under the target
if (die.result < rollTarget) {
//result >= target is a failure
critHighlight = ' min';
} else {
//result < target is a success
critHighlight = ' max';
}
} else {
//check against being over the target
if (die.result > rollTarget) {
//result < target is a failure
critHighlight = ' min';
} else {
//result < target is a success
critHighlight = ' max';
}
}
}
}
} else {
//no highlight needed
critHighlight = '';
}
} else {
//no highlight needed
critHighlight = '';
}
//add header for this die
diceBlock = diceBlock + `
<ol class="dice-rolls">
`;
//add formula and result for this die
diceBlock = diceBlock + `
<li class="roll die d${roll.faces.toString()}${critHighlight}">${die.result.toString()}</li>
`;
//add footer for this die
diceBlock = diceBlock + `
</ol>
`;
});
//add footer for this roll
diceBlock = diceBlock + `
</div>
</section>
`;
});
//set final roll variables in to template
rollHtml = `
<div class="dice-roll" style="margin-bottom: 10px;">
<div class="dice-result">
<div class="dice-formula">${diceFormula}</div>
<div class="dice-tooltip" style="display: none;">
${diceBlock}
</div>
<h4 class="dice-total">${enrichedRollResult.total}</h4>
</div>
</div>
`;
//update final roll html string
enrichedRollResult.rollHtml = rollHtml;
//return the enriched roll result object
return enrichedRollResult;
}
//central table rolling function | TAKES 'Panic Check','1d10','low',true,true,41,'<' | RETURNS chat message showing roll table result
async rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
//init vars
let messageTemplate = ``;
let flavorText = ``;
let chatId = randomID();
let rollTarget = null;
let valueAddress = [];
//pull stat to roll against, if needed
if(rollAgainst){
//turn string address into array
valueAddress = rollAgainst.split('.');
//set rollTarget
rollTarget = valueAddress.reduce((a, v) => a[v], this);
}
//roll the dice
//parse the roll string
let parsedRollString = this.parseRollString(rollString,aimFor);
//roll the dice
let rollResult = await new Roll(parsedRollString).evaluate();
//interpret the results
let parsedRollResult = this.parseRollResult(rollString,rollResult,zeroBased,checkCrit,rollTarget,comparison);
//fetch the table result
//get rolltable location
let tableLocation = game.settings.get('mosh','rollTable');
//get table index
let tableIndex = game.packs.get(tableLocation).index.getName(tableName);
//get table data
let tableData = await game.packs.get(tableLocation).getDocument(tableIndex._id);
//get table result
let tableResult = tableData.getResultsForRoll(parsedRollResult.total);
//make any custom changes to chat message
//panic check #19 customiziation
if (tableName === 'Panic Check' && parsedRollResult.total === 19) {
if (this.system.class.value.toLowerCase() === 'android') {
tableResult[0].text = tableResult[0].text.replace("HEART ATTACK / SHORT CIRCUIT (ANDROIDS).","SHORT CIRCUIT.");
} else {
tableResult[0].text = tableResult[0].text.replace("HEART ATTACK / SHORT CIRCUIT (ANDROIDS).","HEART ATTACK.");
}
}
//account for successfel rolls against target
if(tableName === 'Panic Check' && parsedRollResult.success === true) {
//assign flavor text
flavorText = this.getFlavorText('table',tableName.replace('& ','').replace(' ','_').toLowerCase(),'success');
//remove table result
tableResult[0].text = ``;
} else {
//assign flavor text
flavorText = this.getFlavorText('table',tableName.replace('& ','').replace(' ','_').toLowerCase(),'roll');
}
//prepare chat message
//make the overall template
messageTemplate = `
<div class="mosh">
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom : 5px;">
<div class="rollweaponh1">${tableResult[0].parent.name}</div>
<div style="text-align: right"><img class="roll-image" src="${tableResult[0].img}" title="${tableResult[0].parent.name}" /></div>
</div>
${parsedRollResult.outcomeHtml}
<div class="description" style="margin-bottom: 10px;">
<div class="body">${flavorText}</div>
</div>
${parsedRollResult.rollHtml}
<div class="description" style="margin-bottom : 20px;">${tableResult[0].text}</div>
</div>
</div>
`;
//push chat message
//make message
let macroMsg = await rollResult.toMessage({
id: chatId,
user: game.user.id,
speaker: {actor: this.id, token: this.token, alias: this.name},
content: messageTemplate
},{keepId:true});
//make dice
await game.dice3d.waitFor3DAnimationByMessageID(chatId);
}
//central adding addribute function | TAKES '1d10','low' | RETURNS player selected attribute. If parameters are null, it asks the player.
chooseAttribute(rollString,aimFor) {
//init vars
let buttonDesc = ``;
let dialogDesc = `
<style>
.macro_window{
background: rgb(230,230,230);
border-radius: 9px;
}
.macro_img{
display: flex;
justify-content: center; //do I need this
}
.macro_desc{
font-family: "Roboto", sans-serif;
font-size: 10.5pt;
font-weight: 400;
padding-top: 8px;
padding-right: 8px;
padding-bottom: 8px;
}
.grid-2col {
display: grid;
grid-column: span 2 / span 2;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 2px;
padding: 0;
}
</style>
<div class ="macro_window" style="margin-bottom : 7px; padding-left: 8px;">
<div class="macro_desc"><h3>Select a Stat</h3>Choose the Stat that best suits the nature of this Skill Check. You will add your skill bonus to the Stat value for this roll <em>(giving you a higher number to roll under)</em>.</div>
</div>
<label for="str">
<div class ="macro_window" style="margin-bottom : 7px; vertical-align: middle; padding-left: 3px;">
<div class="grid grid-3col" style="grid-template-columns: 20px 60px auto">
<input type="radio" id="str" name="stat" value="strength" checked="checked">
<div class="macro_img" style="padding-top: 5px; padding-left: 0px; padding-right: 0px; padding-bottom: 5px;"><img src="systems/mosh/images/icons/ui/attributes/strength.png" style="border:none"/></div>
<div class="macro_desc" style="display: table;">
<span style="display: table-cell; vertical-align: middle;">
<strong>Strength:</strong> Holding airlocks closed, carrying fallen comrades, climbing, pushing, jumping.
</span>
</div>
</div>
</div>
</label>
<label for="spd">
<div class ="macro_window" style="margin-bottom : 7px; vertical-align: middle; padding-left: 3px;">
<div class="grid grid-3col" style="grid-template-columns: 20px 60px auto">
<input type="radio" id="spd" name="stat" value="speed">
<div class="macro_img" style="padding-top: 5px; padding-left: 0px; padding-right: 0px; padding-bottom: 5px;"><img src="systems/mosh/images/icons/ui/attributes/speed.png" style="border:none"/></div>
<div class="macro_desc" style="display: table;">
<span style="display: table-cell; vertical-align: middle;">
<strong>Speed:</strong> Getting out of the cargo bay before the blast doors close, acting before someone <em>(or something)</em> else, running away.
</span>
</div>
</div>
</div>
</label>
<label for="int">
<div class ="macro_window" style="margin-bottom : 7px; vertical-align: middle; padding-left: 3px;">
<div class="grid grid-3col" style="grid-template-columns: 20px 60px auto">
<input type="radio" id="int" name="stat" value="intellect">
<div class="macro_img" style="padding-top: 5px; padding-left: 0px; padding-right: 0px; padding-bottom: 5px;"><img src="systems/mosh/images/icons/ui/attributes/intellect.png" style="border:none"/></div>
<div class="macro_desc" style="display: table;">
<span style="display: table-cell; vertical-align: middle;">
<strong>Intellect:</strong> Recalling your training and experience under duress, thinking through difficult problems, inventing or fixing things.
</span>
</div>
</div>
</div>
</label>
<label for="com">
<div class ="macro_window" style="margin-bottom : 7px; vertical-align: middle; padding-left: 3px;">
<div class="grid grid-3col" style="grid-template-columns: 20px 60px auto">
<input type="radio" id="com" name="stat" value="combat">
<div class="macro_img" style="padding-top: 5px; padding-left: 0px; padding-right: 0px; padding-bottom: 5px;"><img src="systems/mosh/images/icons/ui/attributes/combat.png" style="border:none"/></div>
<div class="macro_desc" style="display: table;">
<span style="display: table-cell; vertical-align: middle;">
<strong>Combat:</strong> Fighting for your life.
</span>
</div>
</div>
</div>
</label>
`;
//determine what buttons to show based on rollString, then show dialog
if (rollString === undefined) {
//set button description
buttonDesc = `<h4>Select your roll type:</h4>`;
//spawn dialog
new Dialog({
title: `Choose a Stat`,
content: dialogDesc + buttonDesc,
buttons: {
button1: {
label: `Advantage`,
callback: (html) => {
rollString = `1d100 [+]`;
aimFor = `low`;
attribute = html.find("input[name='stat']:checked").attr("value");
},
icon: `<i class="fas fa-angle-double-up"></i>`
},
button2: {
label: `Normal`,
callback: (html) => {
rollString = `1d100`;
aimFor = `low`;
attribute = html.find("input[name='stat']:checked").attr("value");
},
icon: `<i class="fas fa-minus"></i>`
},
button3: {
label: `Disadvantage`,
callback: (html) => {
rollString = `1d100 [-]`;
aimFor = `low`;
attribute = html.find("input[name='stat']:checked").attr("value");
},
icon: `<i class="fas fa-angle-double-down"></i>`
}
}
},{width: 600,height: 500}).render(true);
} else {
//set button description
buttonDesc = ``;
//spawn dialog
new Dialog({
title: `Choose a Stat`,
content: dialogDesc + buttonDesc,
buttons: {
button1: {
label: `Next`,
callback: (html) => {
attribute = html.find("input[name='stat']:checked").attr("value");
},
icon: `<i class="fas fa-chevron-circle-right"></i>`
}
}
},{width: 600,height: 475}).render(true);
}
//return values
return [rollString,aimFor,attribute];
}
//central adding skill function | TAKES '1d10','low' | RETURNS player selected skill + value. If parameters are null, it asks the player.
chooseSkill(rollString,aimFor) {
//get list of player skills
let playerItems = this.items;
//init vars
let skill = ``;
let skillValue = 0;
let buttonDesc = ``;
let skillHeader = `
<style>
.macro_window{
background: rgb(230,230,230);
border-radius: 9px;
}
.macro_img{
display: flex;
justify-content: center; //do I need this
}
.macro_desc{
font-family: "Roboto", sans-serif;
font-size: 10.5pt;
font-weight: 400;
padding-left: 8px;
padding-top: 8px;
padding-right: 8px;
padding-bottom: 8px;
}
.grid-2col {
display: grid;
grid-column: span 2 / span 2;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 2px;
padding: 0;
}
</style>
<div class ="macro_window" style="margin-bottom : 7px;">
<div class="macro_desc"><h3>Add a Skill?</h3>If you have a Skill that is relevant to the task at hand, you can add the Skill’s bonus to your Stat or Save before making your roll <em>(giving you a higher number to roll under)</em>.</div>
</div>`;
//create template for skill row
let skillRow = `
<label for="[RADIO_ID]">
<div class ="macro_window" style="margin-bottom : 7px; vertical-align: middle; padding-left: 3px;">
<div class="grid grid-3col" style="grid-template-columns: 20px 60px auto">
<input type="radio" id="[RADIO_ID]" name="skill" value="[RADIO_VALUE]">
<div class="macro_img" style="padding-top: 5px; padding-left: 0px; padding-right: 0px; padding-bottom: 5px;"><img src="[RADIO_IMG]" style="border:none"/></div>
<div class="macro_desc" style="display: table;">
<span style="display: table-cell; vertical-align: middle;">
[RADIO_NAME][RADIO_DESC]
</span>
</div>
</div>
</div>
</label>`;
//create skillList string
let skillList = ``;
//create skill counter
let skillCount = 0;
//create dialog pixel counter
let dialogHeight = 192;
//loop through and create skill rows
for (let item of playerItems) {
//check if this is a skill
if (item.type === "skill") {
//set temprow as template
let tempRow = skillRow;
//replace ID
tempRow = tempRow.replaceAll("[RADIO_ID]",item.name);
//replace value
tempRow = tempRow.replace("[RADIO_VALUE]",item.system.bonus);
//replace img
tempRow = tempRow.replace("[RADIO_IMG]",item.img);
//replace name
tempRow = tempRow.replace("[RADIO_NAME]",item.name);
//replace desc
tempRow = tempRow.replace("[RADIO_DESC]",item.system.description.replace("<p>","<p><strong>:</strong> "));
//add to skillList
skillList = skillList + tempRow;
//increment skill count
skillCount++;
//increment pixel counter
dialogHeight = dialogHeight + 77;
}
}
//check if there are no skills, and adjust prompt accordingly
if (skillCount === 0) {
//set window height
dialogHeight = 105;
//make skill header blank
skillHeader = ``;
}
//make window setting
let dlgTitle = '';
if (attribute === 'sanity' || attribute === 'fear' || attribute === 'body') {
dlgTitle = `Save`;
} else if (weapon) {
dlgTitle = `Attack`;
} else {
dlgTitle = `Stat Check`;
}
//determine what buttons to show based on rollString, then show dialog
if (rollString === undefined) {
//set button description
buttonDesc = `<h4>Select your roll type:</h4>`;
//spawn dialog
new Dialog({
title: dlgTitle,
content: skillHeader + skillList + buttonDesc,
buttons: {
button1: {
label: `Advantage`,
callback: (html) => {
rollString = `1d100 [+]`;
aimFor = `low`;
skill = html.find("input[name='skill']:checked").attr("id");
skillValue = html.find("input[name='skill']:checked").attr("value");
},
icon: `<i class="fas fa-angle-double-up"></i>`
},
button2: {
label: `Normal`,
callback: (html) => {
rollString = `1d100`;
aimFor = `low`;
skill = html.find("input[name='skill']:checked").attr("id");
skillValue = html.find("input[name='skill']:checked").attr("value");
},
icon: `<i class="fas fa-minus"></i>`
},
button3: {
label: `Disadvantage`,
callback: (html) => {
rollString = `1d100 [-]`;
aimFor = `low`;
skill = html.find("input[name='skill']:checked").attr("id");
skillValue = html.find("input[name='skill']:checked").attr("value");
},
icon: `<i class="fas fa-angle-double-down"></i>`
}
}
},{width: 600,height: 500}).render(true);
} else {
//set button description
buttonDesc = ``;
//spawn dialog
new Dialog({
title: `Choose a Stat`,
content: skillHeader + skillList + buttonDesc,
buttons: {
button1: {
label: `Next`,
callback: (html) => {
skill = html.find("input[name='skill']:checked").attr("id");
skillValue = html.find("input[name='skill']:checked").attr("value");
},
icon: `<i class="fas fa-chevron-circle-right"></i>`
}
}
},{width: 600,height: dialogHeight}).render(true);
}
//return values
return [rollString,aimFor,skill,skillValue];
}
//central adding skill function | TAKES nothing | RETURNS player selected skill.
chooseAdvantage() {
//create footer for skill list
let advHtml = `<h4>Select your roll type:</h4>`;
//make window setting
let dlgTitle = '';
if (attribute === 'sanity' || attribute === 'fear' || attribute === 'body') {
dlgTitle = `Save`;
} else if (weapon) {
dlgTitle = `Attack`;
} else {
dlgTitle = `Stat Check`;
}
//Select the stat of the roll.
new Dialog({
title: dlgTitle,
content: advHtml,
buttons: {
button1: {
label: `Advantage`,
callback: (html) => this.rollCheck(`1d100 [+]`,aimFor,attribute,skill,weapon),
icon: `<i class="fas fa-angle-double-up"></i>`
},
button2: {
label: `Normal`,
callback: (html) => this.rollCheck(`1d100`,aimFor,attribute,skill,weapon),
icon: `<i class="fas fa-minus"></i>`
},
button3: {
label: `Disadvantage`,
callback: (html) => this.rollCheck(`1d100 [-]`,aimFor,attribute,skill,weapon),
icon: `<i class="fas fa-angle-double-down"></i>`
}
}
},{width: 600,height: 105}).render(true);
//return values
return [rollString,aimFor];
}
//central check rolling function | TAKES attribute: [attribute object], skill: [skill item], , weapon: [weapon item] | RETURNS chat message showing check result
//IN PROGRESS, CONVERTING FROM MOD
async rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {
//init vars
let msgHeader = ``;
let msgImgPath = ``;
let msgDesc = ``;
let msgFooter = ``;
let chatId = randomID();
//first we need to bounce this request away if certain parameters are NULL
//if attribute is blank, redirect player to choose an attribute
if (attribute === undefined) {
//run the choose attribute function
let chosenAttributes = this.chooseAttribute(rollString,aimFor);
//set variables
rollString = chosenAttributes[0];
aimFor = chosenAttributes[1];
attribute = chosenAttributes[2];
}
//if skill is blank and actor is a character, redirect player to choose a skill
if (skill === undefined && this.actor.type === 'character') {
//run the choose attribute function
let chosenSkills = this.chooseSkill(rollString,aimFor);
//set variables
rollString = chosenSkills[0];
aimFor = chosenSkills[1];
skill = chosenSkills[2];
skillValue = chosenSkills[3];
}
//if rollString is STILL blank, redirect player to choose the roll
if (rollString === undefined) {
//run the choose attribute function
let chosenRollType = this.chooseAdvantage();
//set variables
rollString = chosenRollType[0];
aimFor = chosenRollType[1];
}
//make the rollTarget value
//retrieve the attribute
let rollTarget = this.actor.system.stats[attribute].value
//add the mod value
rollTarget = rollTarget + (this.actor.system.stats[attribute].mod || 0);
//add the skill value
rollTarget = rollTarget + skillValue;
//roll the dice
//parse the roll string
let parsedRollString = this.parseRollString(rollString,aimFor);
//roll the dice
let rollResult = await new Roll(parsedRollString).evaluate();
//interpret the results
let parsedRollResult = this.parseRollResult(rollString,rollResult,true,true,rollTarget,'<');
//if this is a failure or critical failure, enact consequences
if (parsedRollResult.success === false) {
//increase stress by 1
// WRITE THIS FUNCTION/////////////////////////////////////////////////////////////////////////////////////////////
//if critical failure, ask for panic check
if (parsedRollResult.critical === true) {
//WRITE THIS///////////////////////////////////////////////////////////////////////////////////////////////////
}
}
//prepare text for the chat message
//message header
msgHeader = attribute + ` check`;
//set header image
msgImgPath = 'systems/mosh/images/icons/ui/attributes/' + attribute + '.png';
//set msg description
if (skillValue > 0 && parsedRollResult.success) {
msgDesc = `You rolled less than your <strong>${attribute}</strong> plus <strong>${skill}</strong> skill bonus.<br>`;
} else if (skillValue > 0 && parsedRollResult.success === false) {
msgDesc = `You rolled greater than your <strong>${attribute}</strong> plus <strong>${skill}</strong> skill bonus.<br>`;
} else if (skillValue = 0 && parsedRollResult.success) {
msgDesc = `You rolled less than your <strong>${attribute}</strong>.<br>`;
} else if (skillValue > 0 && parsedRollResult.success === false) {
msgDesc = `You rolled greater than your <strong>${attribute}</strong>.<br>`;
}
//set message footer depending on what kind of roll this turned out to be
if (parsedRollResult.success === false) {
//write failure text + stress impact + panic check if needed
//WRITE THIS///////////////////////////////////////////////////////////////////////////////////////////////////
x = `<br><br>@Macro[Panic Check]{Make a Panic Check}`;
//set final footer
msgFooter = ``;
} else if (parsedRollResult.success && weapon) {
//write attack roll
//WRITE THIS///////////////////////////////////////////////////////////////////////////////////////////////////
////need to dynamically replace wound effect
//set final footer
msgFooter = `
<div class="description">${NEEEDTEXTFORTHIS}</div>
<div style="margin-bottom : 10px;"></div>
<div class="grid grid-2col" style="grid-template-columns: 10px 75px auto">
<div style="border-bottom:1px solid #999; height: 50%;"></div>
<div style= "font-size:0.65rem; text-align:center;">DESCRIPTION</div>
<div style="border-bottom:1px solid #999; height: 50%;"></div>
</div>
<div style="margin-bottom : 10px;"></div>
<div class="description">
<div class="body">${weapon.system.description}</div>
<div class="body">${weapon.system.woundEffect}</div>
</div>
<div style="margin-bottom : 16px;"></div>
`;
} else {
//get flavor text from library based on stat or save
if (attribute === 'sanity' || attribute === 'fear' || attribute === 'body' || attribute === 'armor') {
//set final footer
msgFooter = this.getFlavorText('attribute','stat','save');
} else {
//set final footer
msgFooter = this.getFlavorText('attribute','stat','check');
}
}
//main message body
let msgContent = `
<div class="mosh">
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom : 5px;">
<div class="rollweaponh1">${msgHeader}</div>
<div style="text-align: right"><img class="roll-image" src="${msgImgPath}" /></div>
</div>
${parsedRollResult.outcomeHtml}
<div class="description" style="margin-bottom: 10px;">
<div class="body">${msgDesc}</div>
</div>
${parsedRollResult.rollHtml}
<div class="description" style="margin-bottom : 20px;">${msgFooter}</div>
</div>
</div>
`;
//push chat message
//make message
let macroMsg = await rollResult.toMessage({
id: chatId,
user: game.user.id,
speaker: {actor: this.id, token: this.token, alias: this.name},
content: msgContent
},{keepId:true});
//make dice
await game.dice3d.waitFor3DAnimationByMessageID(chatId);
}
reloadWeapon(itemId, options = { event: null }) {
//dupe item to work with
let item = duplicate(this.getEmbeddedDocument("Item",itemId));
//reload
if (event.button == 0) {
if (!item.system.useAmmo) {
item.system.curShots = item.system.shots;
} else {
item.system.ammo += item.system.curShots;
let reloadAmount = Math.min(item.system.ammo, item.system.shots);
item.system.curShots = reloadAmount;
item.system.ammo -= reloadAmount;
}
}
//update the item
this.updateEmbeddedDocuments('Item', [item]);
//define macroresult
let macroResult = '';
//create chat message template
if (item.name.length >= 22) {
macroResult = `
<div class="mosh">
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom : 5px;">
<div class="rollweaponh1" style="font-size: 0.75rem; padding-top: 7px;">${item.name}</div>
<div style="text-align: right"><img class="roll-image" src="${item.img}" /></div>
</div>
<div class="description">
<div class="body">Weapon reloaded.</div>
</div>
<div style="margin-bottom : 16px;"></div>
</div>
</div>
`;
} else {
macroResult = `
<div class="mosh">
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom : 5px;">
<div class="rollweaponh1">${item.name}</div>
<div style="text-align: right"><img class="roll-image" src="modules/fvtt_mosh_1e_psg/icons/macros/reload.png" /></div>
</div>
<div class="description">
<div class="body">Weapon reloaded.</div>
</div>
<div style="margin-bottom : 16px;"></div>
</div>
</div>
`;
}
//push message
ChatMessage.create({
user: game.user._id,
speaker: {
actor: this.id,
token: this.token,
alias: this.name
},
content: macroResult
});
}
printDescription(itemId, options = { event: null }) {
let item = duplicate(this.getEmbeddedDocument("Item",itemId));
this.chatDesc(item);
}
// Print the item description into the chat.
chatDesc(item) {
let itemName = item.name?.charAt(0).toUpperCase() + item.name?.toLowerCase().slice(1);
if (!item.name && isNaN(itemName))
itemName = item.charAt(0)?.toUpperCase() + item.toLowerCase().slice(1);
var rollInsert = '';
if(item.system.roll){
let r = new Roll(item.system.roll, {});
r.evaluate({async: false});
rollInsert = '\
<div class="rollh2" style="text-transform: lowercase;">'+item.system.roll+'</div>\
<div class="roll-grid">\
<div class="roll-result">'+r._total+'</div>\
</div>';
}
var templateData = {
actor: this,
stat: {
name: itemName.toUpperCase()
},
item: item,
insert: rollInsert,
onlyDesc: true,
};
let chatData = {
user: game.user.id,
speaker: {
actor: this.id,
token: this.token,
alias: this.name
}
};
let rollMode = game.settings.get("core", "rollMode");
if (["gmroll", "blindroll"].includes(rollMode)) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM");
/*
if (this.data.type == "creature") {
chatData.whisper = game.user._id;
}
*/
let template = 'systems/mosh/templates/chat/itemroll.html';
renderTemplate(template, templateData).then(content => {
chatData.content = content;
ChatMessage.create(chatData);
});
}
}