attack rolls via manager are now chatty as well
parent
f56f0be0b2
commit
487994ff24
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@ -1,6 +1,8 @@
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import {LiturgyData} from "../data/miracle/liturgyData.mjs";
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import {Zonenruestung, Zonenwunde, Wunde} from "../data/trefferzone.mjs";
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import {PlayerCharacterDataModel} from "../data/character.mjs";
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import {evaluateRoll} from "../globals/DSARoll.mjs";
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import {displayRoll} from "../globals/displayRoll.js";
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export class Character extends Actor {
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@ -502,15 +504,43 @@ export class Character extends Actor {
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const skill = this.itemTypes["Skill"].find(p => p._id === data.skill)
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const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
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// TODO: Migrate to DSARoll
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const roll = new Roll("1d20cs<" + data.targetNumber)
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const evaluated1 = (await roll.evaluate())
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let evaluated = await evaluateRoll("1d20", {
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value: data.targetNumber,
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mod: data.mod + data.penalty,
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owner: data.actor,
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werte: [0]
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})
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await evaluated1.toMessage({
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const context = {
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weapon: weapon.name,
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maneuver,
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skill: skill.name,
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target: target.name,
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attacker: this._id,
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mod: data.mod,
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penalty: data.penalty,
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circumstance: data.circumstance,
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die: evaluated.evaluated.terms[0].results[0].result,
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value: data.targetNumber,
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}
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if (evaluated.tap>0) {
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context.remaining = evaluated.tap
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context.hit = true
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context.critical = evaluated.meisterlich
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} else {
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context.missing = evaluated.tap
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context.miss = true
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context.fumble = evaluated.patzer
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}
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await displayRoll(evaluated.evaluated, game.user, data.actor, false, false, 'systems/DSA_4-1/templates/chat/attack-chat-message.hbs', context)
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/*await evaluated1.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this}),
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flavor: `Attackiert ${target.name} mit ${weapon.name} (${skill.name})<br/>${data.modDescription}`,
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rollMode: "publicroll",
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})
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})*/
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}
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/**
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@ -11,7 +11,33 @@
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*/
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const displayRoll = async(roll, user=game.user, actor, blind=true, secret=true, template, templateContext) => {
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const rollMode = game.settings.get('core', 'rollMode')
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if (game.dice3d) {
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let blind = false // hidden to user
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let secret = false // hidden to others
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switch (rollMode) {
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case 'selfroll': // secret to others but not blind
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blind = false
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secret = true
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break;
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case 'blindgmroll': // secret to others and to user
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blind = true
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secret = true
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break;
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case 'gmroll': // secret to others but not to user
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blind = false
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secret = true
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break;
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case 'publicroll': // no secret to anyone
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default:
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blind = false
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secret = false
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}
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game.dice3d.showForRoll(roll, user, true, null, blind, null,
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ChatMessage.getSpeaker({actor}), {
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ghost: false,
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@ -23,11 +49,12 @@ const displayRoll = async(roll, user=game.user, actor, blind=true, secret=true,
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try {
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await loadTemplates([template])
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const htmlContent = await renderTemplate(template, templateContext)
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ChatMessage.create({
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const chatData = await (ChatMessage.create({
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user: user._id,
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speaker: {actor},
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content: htmlContent,
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})
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}))
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chatData.applyRollMode("roll")
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} catch (err) {
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console.log(err)
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}
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@ -0,0 +1,14 @@
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<div>
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<div>{{weapon}} ({{value}})</div>
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<div>Gewürfelt: {{die}}</div>
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<div>Erschwernis: {{circumstance}}</div>
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<div>Modifikation: {{mod}}</div>
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<hr>
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{{#if missing}}
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<div>Gefehlt: {{missing}} {{#if fumble}}Patzer{{/if}}</div>
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{{else}}
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<div>Übrig: {{remaining}} {{#if critical}}Meisterlich{{/if}}</div>
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{{/if}}
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</div>
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