fixes some glitches in display logic and also enables rolling the regeneration dice, closes the dialog afterwards.

pull/62/head
macniel 2025-10-29 00:51:28 +01:00
parent 9e0e85efe6
commit c342d8d366
2 changed files with 74 additions and 31 deletions

View File

@ -20,7 +20,9 @@ export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
closeOnSubmit: false,
handler: RestingDialog.#onSubmitForm
},
actions: {}
actions: {
regenerate: RestingDialog.#regenerate
}
}
static PARTS = {
@ -159,11 +161,47 @@ export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
this.watch = false
this.interrupted = false
this.lepModifier = this._actor.system.regeneration.lep.split("d6")[1]
this.aspModifier = this._actor.system.regeneration.asp.split("d6")[1]
this.regKoMod = this._actor.system.regeneration.ko
this.regInMod = this._actor.system.regeneration.in
}
static async #regenerate() {
const context = this.#updateData()
const rollData = this._actor.getRollData()
// regenerate LeP
const targetBonusLep = rollData.attribute.ko.aktuell + context.koRoll
const targetBonusAsp = rollData.attribute.in.aktuell + context.inRoll
const regenerationRoll = await new Roll("1d20[Konstitution]+1d20[Intuition]+1d20[Konstitution] + 2d6").evaluate()
const [koRoll, _, inRoll, __, woundRoll, ___, lepAndAsp] = regenerationRoll.terms // the 3d20s
const plusLep = koRoll.results[0].result <= targetBonusLep ? 1 : 0
const plusAsp = inRoll.results[0].result <= targetBonusAsp ? 1 : 0
const woundHealed = woundRoll.results[0].result <= rollData.attribute.ko.aktuell + (context.woundMod * -1)
const [regLep, regAsp] = lepAndAsp.results // the 2d6s
await regenerationRoll.toMessage({
speaker: ChatMessage.getSpeaker({actor: this.actor}),
flavor:
`Regeneration in der Nacht:<br/>
LE: ${regLep.result} ${context.lepMod > 0 ? ("+" + context.lepMod) : ""} ${plusLep > 0 ? "+1" : ""}<br/>
AE: ${regAsp.result} ${context.aspMod > 0 ? ("+" + context.aspMod) : ""} ${plusAsp > 0 ? "+1" : ""}<br/>
Wunde: ${woundHealed ? "geheilt" : "nicht geheilt"}`,
rollMode: game.settings.get('core', 'rollMode'),
})
this.close()
}
static async #onSubmitForm(event, form, formData) {
event.preventDefault()
console.log(formData)
this.restDuration = formData.object.length
this.restingType = formData.object.type
this.badWeather = formData.object.bad_weather
@ -182,11 +220,11 @@ export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
const elementWoundMod = this.element.querySelector('output[name="woundMod"]')
const context = this.#updateData()
elementLepMod.value = context.lepMod
elementKoMod.value = context.koRoll
elementAspMod.value = context.aspMod
elementInMod.value = context.inRoll
elementWoundMod.value = context.woundMod
elementLepMod.value = context.lepModDisplay
elementKoMod.value = context.koRollDisplay
elementAspMod.value = context.aspModDisplay
elementInMod.value = context.inRollDisplay
elementWoundMod.value = context.woundModDisplay
}
#updateData(context = {}) {
@ -225,10 +263,12 @@ export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
}
if (this.woundTreated) {
context.woundMod = `1w20-${this.woundRegenerationModifier ?? 0}`
context.woundModDisplay = `1w20-${this.woundRegenerationModifier ?? 0}`
context.woundMod = this.woundRegenerationModifier ?? 0
} else {
if (context.hasWounds) {
context.woundMod = `1w20+${context.wounds * 3}`
context.woundModDisplay = `1w20+${context.wounds * 3}`
context.woundMod = context.wounds * 3
}
}
@ -256,38 +296,41 @@ export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
}
}
const [lepDieAmount, lepModifier] = this._actor.system.regeneration.lep.split("d6")
const [aspDieAmount, aspModifier] = this._actor.system.regeneration.asp.split("d6")
const lepMod = (Number(this.lepModifier) + (lepRestModifier)) ?? 0
const aspMod = (Number(this.aspModifier) + (aspRestModifier)) ?? 0
const lepMod = (Number(lepModifier) + (lepRestModifier ?? ""))
const aspMod = (Number(aspModifier) + (aspRestModifier ?? ""))
context.lepMod = lepMod
if (lepMod == 0) {
context.lepMod = lepDieAmount + "d6"
context.lepModDisplay = "1w6"
} else if (lepMod > 0) {
context.lepMod = lepDieAmount + "d6+" + lepMod
context.lepModDisplay = "1w6+" + lepMod
} else {
context.lepMod = lepDieAmount + "d6" + lepMod
context.lepModDisplay = "1w6" + lepMod
}
context.aspMod = aspMod
if (aspMod == 0) {
context.aspMod = aspDieAmount + "d6"
context.aspModDisplay = "1w6"
} else if (lepMod > 0) {
context.aspMod = aspDieAmount + "d6+" + aspMod
context.aspModDisplay = "1w6+" + aspMod
} else {
context.aspMod = aspDieAmount + "d6" + aspMod
context.aspModDisplay = "1w6" + aspMod
}
if (this._actor.system.regeneration.ko < 0) {
context.koRoll = `1w20${this._actor.system.regeneration.ko}`
context.koRoll = this.regKoMod
if (this.regKoMod < 0) {
context.koRollDisplay = `1w20${this.regKoMod}`
} else {
context.koRoll = `1w20+${this._actor.system.regeneration.ko}`
context.koRollDisplay = `1w20+${this.regKoMod}`
}
if (this._actor.system.regeneration.in < 0) {
context.inRoll = `1w20${this._actor.system.regeneration.in}`
context.inRoll = this.regInMod
if (this.regInMod < 0) {
context.inRollDisplay = `1w20${this.regInMod}`
} else {
context.inRoll = `1w20+${this._actor.system.regeneration.in}`
context.inRollDisplay = `1w20+${this.regInMod}`
}
console.log(this, context)

View File

@ -53,23 +53,23 @@
<legend>Modifikatoren</legend>
<div class="results">
<span data-tooltip="{{fieldTooltip 'regeneration.lep' actorId}}">LeP-Regeneration</span>
<output name="lepMod">{{lepMod}}</output>
<output name="lepMod">{{lepModDisplay}}</output>
<span data-tooltip="{{fieldTooltip 'regeneration.ko' actorId}}">KO Wurf</span>
<output name="koMod">{{koRoll}}</output>
<output name="koMod">{{koRollDisplay}}</output>
{{#if hasAsP}}
<span data-tooltip="{{fieldTooltip 'regeneration.asp' actorId}}">AsP-Regeneration</span>
<output name="aspMod">{{aspMod}}</output>
<output name="aspMod">{{aspModDisplay}}</output>
<span data-tooltip="{{fieldTooltip 'regeneration.in' actorId}}">IN Wurf</span>
<output name="inMod">{{inRoll}}</output>
<output name="inMod">{{inRollDisplay}}</output>
{{/if}}
{{#if hasWounds}}
<span>Wunden-Heilung</span>
<output name="woundMod">{{woundMod}}</output>
<output name="woundMod">{{woundModDisplay}}</output>
{{/if}}
</div>
</fieldset>
<button class="actions"><i class="fa-solid fa-bed"></i> Regenerieren</button>
<button class="actions" data-action="regenerate"><i class="fa-solid fa-bed"></i> Regenerieren</button>
</section>