211 lines
6.6 KiB
JavaScript
211 lines
6.6 KiB
JavaScript
import {LiturgyData} from "../data/miracle/liturgydata.mjs";
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import {Talent} from "../data/talent.mjs";
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import {ATTRIBUTE} from "../data/attribute.mjs";
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const {ApplicationV2, HandlebarsApplicationMixin} = foundry.applications.api
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export class TalentDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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static DEFAULT_OPTIONS = {
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classes: ['dsa41', 'dialog', 'talent'],
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tag: "form",
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position: {
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width: 480,
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height: 800
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},
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window: {
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resizable: false,
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title: "Talent nutzen"
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},
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form: {
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submitOnChange: true,
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closeOnSubmit: false,
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handler: TalentDialog.#onSubmitForm
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},
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actions: {
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use: TalentDialog.#use,
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}
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}
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static PARTS = {
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form: {
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template: 'systems/DSA_4-1/templates/dialog/talent-dialog.hbs',
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}
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}
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static data = {}
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/**
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*
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* @type {Actor}
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* @private
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*/
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_actor = null
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constructor(actor, talentId) {
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super()
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this._actor = actor
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this._talent = this._actor.itemTypes["Skill"].find(p => p._id === talentId)
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this._circumstance = 0
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this._mods = []
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}
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static async #onSubmitForm(event, form, formData) {
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event.preventDefault()
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this._circumstance = formData.object["circumstance"]
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this._mods = []
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Object.entries(formData.object).filter(([key, value]) => key.startsWith("mods.")).forEach(([key, value]) => {
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const [_, suffix] = key.split("mods.")
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if (value != null) {
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this._mods.push({
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name: suffix,
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value: value
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})
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}
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})
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this.render({parts: ["form"]})
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}
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static async #use(event, target) {
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const taw = this._talent.system.taw
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let modValue = this._circumstance
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this._mods.forEach(mod => {
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modValue += Number(mod.value)
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})
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const payload = {
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name: this._talent.name,
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taw: taw,
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mod: modValue,
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eigenschaft1: this._talent.system.probe[0].toLowerCase(),
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eigenschaft2: this._talent.system.probe[1].toLowerCase(),
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eigenschaft3: this._talent.system.probe[2].toLowerCase(),
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eigenschaften: {}
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}
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payload.eigenschaften[this._talent.system.probe[0].toLowerCase()] = this._actor.system.attribute[this._talent.system.probe[0].toLowerCase()].aktuell
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payload.eigenschaften[this._talent.system.probe[1].toLowerCase()] = this._actor.system.attribute[this._talent.system.probe[1].toLowerCase()].aktuell
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payload.eigenschaften[this._talent.system.probe[2].toLowerCase()] = this._actor.system.attribute[this._talent.system.probe[2].toLowerCase()].aktuell
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const result = await new Talent(payload).evaluate("publicroll")
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result.evaluatedRoll.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this._actor}),
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flavor: `Talent: ${this._talent.name}<br/>TaP*: ${result.tap}<br/>${result.meisterlich ? "Meisterlich" : ""}${result.patzer ? "Petzer" : ""}<br/>${this._talent.system.talent}`,
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})
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this.close()
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}
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_configureRenderOptions(options) {
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super._configureRenderOptions(options)
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if (options.window) {
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if (this._talent) {
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options.window.title = this._talent.name
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}
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options.position.height = 640
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}
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return options
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}
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async _prepareContext(options) {
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const context = await super._prepareContext(options)
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context.actor = this._actor
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context.talent = this._talent
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context.colorfulDice = game.settings.get('DSA_4-1', 'optional_colorfuldice')
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context.text = context.talent.system.talent
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context.dice = []
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context.talent.system.probe.forEach(p => {
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context.dice.push({
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wert: this._actor.system.attribute[p.toLowerCase()].aktuell,
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name: p,
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tooltip: ATTRIBUTE[p.toLowerCase()],
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})
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})
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context.mods = [] // ADV, DDV, SF that may influence this talent atleast BE
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const categories = ["Advantage", "SpecialAbility"]
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categories.forEach(category => this._actor.itemTypes[category].forEach(adv => {
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const mods = adv.system.getActiveMod()
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mods?.forEach(mod => {
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if (mod.talent === adv.name) {
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context.mods.push({
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name: adv.name,
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value: mod.value,
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mod: adv.name + "talent",
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active: this._mods.find(mod => mod.name === adv.name + "talent")
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})
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}
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if (mod.name) {
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context.talent.system.probe.forEach(p => {
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if (mod.name === `attribute.${p.toLowerCase()}.mod`) {
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context.mods.push({
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name: adv.name,
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value: mod.value,
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mod: adv.name + "eigenschaft",
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active: this._mods.find(mod => mod.name === adv.name + "eigenschaft")
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})
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}
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})
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}
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})
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}))
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if (context.talent.system.behinderung) { // can be null
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const eBE = context.talent.system.behinderung
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if (eBE === "situationsbedingt") {
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context.mods.push({
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name: `Behinderung`,
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value: -this._actor.system.be,
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mod: "Behinderung",
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active: this._mods.find(mod => mod.name === "Behinderung")
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})
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} else {
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const be = eval(this._actor.system.be + eBE) // eBE can be *X, +X, -X
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context.mods.push({
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name: `Behinderung (eBE${eBE})`,
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value: -be,
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mod: "Behinderung",
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active: this._mods.find(mod => mod.name === "Behinderung")
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})
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}
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}
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context.taw = this._talent.system.taw
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context.circumstance = this._circumstance
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context.penalty = 0
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this._mods.forEach(mod => {
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context.penalty += Number(mod.value)
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})
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context.modResult = context.taw + context.circumstance + context.penalty
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context.displayModResult = context.modResult > 0 ? `+${context.modResult}` : context.modResult
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return context
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}
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} |