implements die roll dialogs for attributes / flaws.

pull/64/head
macniel 2025-10-31 13:52:54 +01:00
parent 277318a37b
commit 453db6f599
10 changed files with 286 additions and 68 deletions

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@ -0,0 +1,187 @@
import {LiturgyData} from "../data/miracle/liturgydata.mjs";
import {Talent} from "../data/talent.mjs";
import {ATTRIBUTE} from "../data/attribute.mjs";
const {ApplicationV2, HandlebarsApplicationMixin} = foundry.applications.api
export class AttributeDialog extends HandlebarsApplicationMixin(ApplicationV2) {
static DEFAULT_OPTIONS = {
classes: ['dsa41', 'dialog', 'eigenschaft'],
tag: "form",
position: {
width: 480,
height: 800
},
window: {
resizable: false,
title: "Eigenschaft nutzen"
},
form: {
submitOnChange: true,
closeOnSubmit: false,
handler: AttributeDialog.#onSubmitForm
},
actions: {
use: AttributeDialog.#use,
}
}
static PARTS = {
form: {
template: 'systems/DSA_4-1/templates/dialog/attribute-dialog.hbs',
}
}
static data = {}
/**
*
* @type {Actor}
* @private
*/
_actor = null
constructor(actor, attributeOrAdvantageId) {
super()
this._actor = actor
const advantage = this._actor.itemTypes["Advantage"].find(p => p._id === attributeOrAdvantageId)
if (advantage) {
const badAttribute = advantage
this._name = badAttribute.name
this._value = badAttribute.system.value
this._flaw = true
this._symbol = "flaw"
this._text = badAttribute.system.description
} else {
this._name = attributeOrAdvantageId.name
this._value = this._actor.system.attribute[attributeOrAdvantageId.symbol.toLowerCase()].aktuell
this._flaw = false
this._symbol = attributeOrAdvantageId.symbol
}
this._circumstance = 0
this._mods = []
}
static async #onSubmitForm(event, form, formData) {
event.preventDefault()
this._circumstance = formData.object["circumstance"]
this._mods = []
Object.entries(formData.object).filter(([key, value]) => key.startsWith("mods.")).forEach(([key, value]) => {
const [_, suffix] = key.split("mods.")
if (value != null) {
this._mods.push({
name: suffix,
value: value
})
}
})
this.render({parts: ["form"]})
}
static async #use(event, target) {
let modValue = this._circumstance
this._mods.forEach(mod => {
modValue += Number(mod.value)
})
const targetValue = this._value + modValue
let roll = await new Roll(`1d20`).evaluate()
let diff = targetValue - roll.terms[0].results[0].result
roll.toMessage({
speaker: ChatMessage.getSpeaker({actor: this.actor}),
flavor: `${this._flaw ? "Schlechte " : ""}Eigenschaft: ${this._name}<br/>Ergebnis: ${Math.abs(diff)}${diff > 0 ? " übrig" : " daneben"}`,
rollMode: game.settings.get('core', 'rollMode'),
});
this.close()
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
if (options.window) {
if (this._flaw) {
options.window.title = `Schlechte Eigenschaft: ${this._name}`
} else {
options.window.title = `Eigenschaft: ${this._name}`
}
options.position.height = 640
}
return options
}
async _prepareContext(options) {
const context = await super._prepareContext(options)
context.actor = this._actor
context.colorfulDice = game.settings.get('DSA_4-1', 'optional_colorfuldice')
context.text = this._text
context.dice = []
if (this._flaw) {
context.dice.push({
wert: this._value,
name: "",
tooltip: "flaw",
})
} else {
context.dice.push({
wert: this._actor.system.attribute[this._symbol.toLowerCase()].aktuell,
name: this._symbol.toUpperCase(),
tooltip: ATTRIBUTE[this._symbol.toLowerCase()],
})
}
context.mods = [] // ADV, DDV, SF that may influence this talent atleast BE
const categories = ["Advantage", "SpecialAbility"]
categories.forEach(category => this._actor.itemTypes[category].forEach(adv => {
const mods = adv.system.getActiveMod()
mods?.forEach(mod => {
if (mod.name) {
if (mod.name === `attribute.${this._symbol.toLowerCase()}.mod`) {
context.mods.push({
name: adv.name,
value: mod.value,
mod: adv.name + "eigenschaft",
active: this._mods.find(mod => mod.name === adv.name + "eigenschaft")
})
}
}
})
}))
context.value = this._value
context.circumstance = this._circumstance
context.penalty = 0
this._mods.forEach(mod => {
context.penalty += Number(mod.value)
})
context.modResult = context.circumstance + context.penalty
context.displayModResult = context.modResult > 0 ? `+${context.modResult}` : context.modResult
return context
}
}

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@ -44,6 +44,8 @@ export class AdvantageSheet extends HandlebarsApplicationMixin(DocumentSheetV2)
event.preventDefault()
await this.document.update(formData.object) // Note: formData.object
console.log(formData.object, this.document)
}
/** @override */
@ -56,7 +58,7 @@ export class AdvantageSheet extends HandlebarsApplicationMixin(DocumentSheetV2)
context.hasChoices = context.system.auswahl?.length > 0;
context.choices = {}
context.system.auswahl?.forEach(a => {
context.choices[a] = a
context.choices[a.name] = a.name
})
context.hasModality = context.system.value != null

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@ -12,8 +12,9 @@ import {ActionManager} from "./actions/action-manager.mjs";
import {DefenseActionDialog} from "../dialog/defenseAction.mjs";
import {RestingDialog} from "../dialog/restingDialog.mjs";
import {Character} from "../documents/character.mjs";
import {LiturgyDialog} from "../dialog/modify-liturgy.mjs";
import {LiturgyDialog} from "../dialog/liturgyDialog.mjs";
import {TalentDialog} from "../dialog/talentDialog.mjs";
import {AttributeDialog} from "../dialog/attributeDialog.mjs";
const {HandlebarsApplicationMixin, DocumentSheetV2} = foundry.applications.api
const {ActorSheetV2} = foundry.applications.sheets
@ -39,7 +40,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
rollCombatSkill: CharacterSheet.#rollCombatSkill,
rollSkill: CharacterSheet.#rollSkill,
rollFlaw: CharacterSheet.#rollFlaw,
roll: CharacterSheet.#dieRoll,
rollAttribute: CharacterSheet.#rollAttribute,
editImage: DocumentSheetV2.DEFAULT_OPTIONS.actions.editImage,
openEmbeddedDocument: CharacterSheet.#openEmbeddedDocument,
openCultureDocument: CharacterSheet.#openCultureDocument,
@ -120,37 +121,17 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
}
}
static #dieRoll(event, target) {
event.preventDefault()
const {roll} = target.dataset
if (roll) {
let label = dataset.label ? `[Attribut] ${dataset.label}` : ''
let roll = new Roll(dataset.roll, this.actor.getRollData())
roll.toMessage({
speaker: ChatMessage.getSpeaker({actor: this.actor}),
flavor: label,
rollMode: game.settings.get('core', 'rollMode'),
});
return roll
}
static #rollAttribute(event, target) {
new AttributeDialog(this.document, {
name: target.dataset.name,
value: target.dataset.value,
symbol: target.dataset.symbol,
}).render(true)
}
static async #rollFlaw(event, target) {
event.preventDefault()
const {itemId} = target.dataset
if (itemId) {
const flaw = this.document.items.get(itemId)
if (flaw) {
const target = flaw.system.value
let roll = await new Roll(`1d20`).evaluate()
let diff = target - roll.terms[0].results[0].result
roll.toMessage({
speaker: ChatMessage.getSpeaker({actor: this.actor}),
flavor: `Schlechte Eigenschaft: ${flaw.name}<br/>Ergebnis: ${Math.abs(diff)}${diff > 0 ? " übrig" : " daneben"}`,
rollMode: game.settings.get('core', 'rollMode'),
});
}
}
new AttributeDialog(this.document, target.dataset.itemId).render(true)
}
static async #progressCooldown(event, target) {

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@ -6,66 +6,39 @@
"description": "Eine Eigenschaft, die der Held bei der Generierung auf einen Wert von 8 gesetzt hat (vor Einrechnung der Modifikatoren aus Rasse, Kultur, Profession und eventuellen anderen Vor- und Nachteilen), wird auf 7 gesenkt. Diese Eigenschaft kann in der späteren Laufbahn des Helden nur zu den doppelten Steigerungskosten angehoben werden. Dieser Nachteil kann mehr fach gewählt werden, allerdings für jede Eigenschaft nur einmal.",
"auswahl": [
{
"name": "Miserable Eigenschaft: Intuition",
"name": "Intuition",
"mod": [
{
"name": "attribute.in.aktuell",
"value": "7"
}
]
},
{
"name": "Miserable Eigenschaft: Klugheit",
"name": "Klugheit",
"mod": [
{
"name": "attribute.kl.aktuell",
"value": "7"
}
]
},
{
"name": "Miserable Eigenschaft: Mut",
"name": "Mut",
"mod": [
{
"name": "attribute.mu.aktuell",
"value": "7"
}
]
},
{
"name": "Miserable Eigenschaft: Körperkraft",
"name": "Körperkraft",
"mod": [
{
"name": "attribute.kk.aktuell",
"value": "7"
}
]
},
{
"name": "Miserable Eigenschaft: Fingerfertigkeit",
"name": "Fingerfertigkeit",
"mod": [
{
"name": "attribute.ff.aktuell",
"value": "7"
}
]
},
{
"name": "Miserable Eigenschaft: Gewandtheit",
"name": "Gewandtheit",
"mod": [
{
"name": "attribute.ge.aktuell",
"value": "7"
}
]
},
{
"name": "Miserable Eigenschaft: Konstitution",
"name": "Konstitution",
"mod": [
{
"name": "attribute.ko.aktuell",
"value": "7"
}
]
}
]

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@ -52,6 +52,8 @@ $attribute-die-ag-color: #d5b467;
$attribute-die-bd-color: #a3a3a3;
$attribute-die-st-color: #d6a878;
$attribute-die-flaw-color: #6a24d8;
$attribute-die-co-text-color: #fff;
$attribute-die-sm-text-color: #fff;
$attribute-die-in-text-color: #fff;
@ -62,6 +64,8 @@ $attribute-die-ag-text-color: #000;
$attribute-die-bd-text-color: #000;
$attribute-die-st-text-color: #000;
$attribute-die-flaw-text-color: #FFF;
$attribute-label-color: #000;

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@ -140,5 +140,16 @@
color: colours.$attribute-die-st-text-color;
}
}
.flaw {
.die svg path {
fill: colours.$attribute-die-flaw-color;
}
.wert {
color: colours.$attribute-die-flaw-text-color;
}
}
}
}

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@ -18,7 +18,10 @@
</div>
<div class="attributes {{#if this.colorfulDice}}colorfulDice{{/if}}">
{{#each attributes}}
<div data-symbol="{{this.eigenschaft}}" data-value="{{this.wert}}" data-name="{{tooltip}}"
data-action="rollAttribute">
{{> "systems/DSA_4-1/templates/ui/partial-attribute-button.hbs" this}}
</div>
{{/each}}
</div>
</div>

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@ -0,0 +1,57 @@
<section>
<div class="attributes {{#if this.colorfulDice}}colorfulDice{{/if}}">
<hr class="zier"/>
{{#each dice}}
{{> "systems/DSA_4-1/templates/ui/partial-attribute-button.hbs" this}}
{{/each}}
<hr class="zier"/>
</div>
<div class="scroll-y">
{{{this.text}}}
</div>
<table>
{{#each this.mods}}
<tr>
<td>
<input type="checkbox" name="mods.{{this.mod}}" value="{{this.value}}" {{checked this.active}}>
</td>
<td>
{{this.name}}
</td>
<td>
{{this.value}}
</td>
</tr>
{{/each}}
</table>
<fieldset class="modding">
<legend>Erschwernisse</legend>
<div class="malus-and-mod">
<label><span>Wert</span>
<output name="wert" type="number">{{value}}</output>
</label>
<label><span>Umstände</span>
<input name="circumstance" type="number" value="{{circumstance}}">
</label>
<label><span>Modifikation</span>
<output name="penalty">{{penalty}}</output>
</label>
</div>
<output class="modResult"></output>
</fieldset>
<button class="actions" data-action="use"><i class="fa-solid fa-bolt"></i> Eigenschaftseinsatz {{#if modResult}}
[{{displayModResult}}]{{/if}}</button>
</section>

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@ -10,8 +10,8 @@
<div>
<label for="{{this._id}}.choice">Auswahl</label>
{{#if hasChoices}}
<select id="{{this._id}}.choice" name="system.gruppe">
{{selectOptions choices selected=system.auswahl inverted=true}}
<select id="{{this._id}}.choice" name="system.value">
{{selectOptions choices selected=system.value inverted=true}}
</select>
{{else}}
<input type="text" id="{{this._id}}.choice" name="system.value" value="{{system.value}}"/>