foundry-dsa41-game/src/module/dialog/talentDialog.mjs

211 lines
6.6 KiB
JavaScript

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 TalentDialog extends HandlebarsApplicationMixin(ApplicationV2) {
static DEFAULT_OPTIONS = {
classes: ['dsa41', 'dialog', 'talent'],
tag: "form",
position: {
width: 480,
height: 800
},
window: {
resizable: false,
title: "Talent nutzen"
},
form: {
submitOnChange: true,
closeOnSubmit: false,
handler: TalentDialog.#onSubmitForm
},
actions: {
use: TalentDialog.#use,
}
}
static PARTS = {
form: {
template: 'systems/DSA_4-1/templates/dialog/talent-dialog.hbs',
}
}
static data = {}
/**
*
* @type {Actor}
* @private
*/
_actor = null
constructor(actor, talentId) {
super()
this._actor = actor
this._talent = this._actor.itemTypes["Skill"].find(p => p._id === talentId)
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) {
const taw = this._talent.system.taw
let modValue = this._circumstance
this._mods.forEach(mod => {
modValue += Number(mod.value)
})
const payload = {
name: this._talent.name,
taw: taw,
mod: modValue,
eigenschaft1: this._talent.system.probe[0].toLowerCase(),
eigenschaft2: this._talent.system.probe[1].toLowerCase(),
eigenschaft3: this._talent.system.probe[2].toLowerCase(),
eigenschaften: {}
}
payload.eigenschaften[this._talent.system.probe[0].toLowerCase()] = this._actor.system.attribute[this._talent.system.probe[0].toLowerCase()].aktuell
payload.eigenschaften[this._talent.system.probe[1].toLowerCase()] = this._actor.system.attribute[this._talent.system.probe[1].toLowerCase()].aktuell
payload.eigenschaften[this._talent.system.probe[2].toLowerCase()] = this._actor.system.attribute[this._talent.system.probe[2].toLowerCase()].aktuell
const result = await new Talent(payload).evaluate("publicroll")
result.evaluatedRoll.toMessage({
speaker: ChatMessage.getSpeaker({actor: this._actor}),
flavor: `Talent: ${this._talent.name}<br/>TaP*: ${result.tap}<br/>${result.meisterlich ? "Meisterlich" : ""}${result.patzer ? "Petzer" : ""}<br/>${this._talent.system.talent}`,
})
this.close()
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
if (options.window) {
if (this._talent) {
options.window.title = this._talent.name
}
options.position.height = 640
}
return options
}
async _prepareContext(options) {
const context = await super._prepareContext(options)
context.actor = this._actor
context.talent = this._talent
context.colorfulDice = game.settings.get('DSA_4-1', 'optional_colorfuldice')
context.text = context.talent.system.talent
context.dice = []
context.talent.system.probe.forEach(p => {
context.dice.push({
wert: this._actor.system.attribute[p.toLowerCase()].aktuell,
name: p,
tooltip: ATTRIBUTE[p.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.talent === adv.name) {
context.mods.push({
name: adv.name,
value: mod.value,
mod: adv.name + "talent",
active: this._mods.find(mod => mod.name === adv.name + "talent")
})
}
if (mod.name) {
context.talent.system.probe.forEach(p => {
if (mod.name === `attribute.${p.toLowerCase()}.mod`) {
context.mods.push({
name: adv.name,
value: mod.value,
mod: adv.name + "eigenschaft",
active: this._mods.find(mod => mod.name === adv.name + "eigenschaft")
})
}
})
}
})
}))
if (context.talent.system.behinderung) { // can be null
const eBE = context.talent.system.behinderung
if (eBE === "situationsbedingt") {
context.mods.push({
name: `Behinderung`,
value: -this._actor.system.be,
mod: "Behinderung",
active: this._mods.find(mod => mod.name === "Behinderung")
})
} else {
const be = eval(this._actor.system.be + eBE) // eBE can be *X, +X, -X
context.mods.push({
name: `Behinderung (eBE${eBE})`,
value: -be,
mod: "Behinderung",
active: this._mods.find(mod => mod.name === "Behinderung")
})
}
}
context.taw = this._talent.system.taw
context.circumstance = this._circumstance
context.penalty = 0
this._mods.forEach(mod => {
context.penalty += Number(mod.value)
})
context.modResult = context.taw + context.circumstance + context.penalty
context.displayModResult = context.modResult > 0 ? `+${context.modResult}` : context.modResult
return context
}
}