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

350 lines
11 KiB
JavaScript

const {
ApplicationV2,
HandlebarsApplicationMixin
} = foundry.applications.api
export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
static DEFAULT_OPTIONS = {
classes: ['dsa41', 'dialog', 'resting'],
tag: "form",
position: {
width: 480,
height: 800
},
window: {
resizable: false,
title: "Rasten und Regenerieren"
},
form: {
submitOnChange: true,
closeOnSubmit: false,
handler: RestingDialog.#onSubmitForm
},
actions: {
regenerate: RestingDialog.#regenerate
}
}
static PARTS = {
form: {
template: 'systems/DSA_4-1/templates/dialog/resting-dialog.hbs',
}
}
/**
* @type {Actor}
* @private
*/
_actor = null
/**
* @typedef RestingCircumstance
* @property {String} name Displaytext of this circumstance modifier
* @property {Number|[Number]} aspMod modifier to AsP regeneration
* @property {Number|[Number]} lepMod modifier to LeP regeneration
* @property {Boolean|Number} active indicates if this modifier is active and or which index of aspMod/lepMod to be used
*/
/**
* @typedef RestingOptions
* @property {Number} length the time of this rest, will be used for reducing exhaustion and overexertion
* @property {Number} wounds the amount of wounds the actor has suffered
* @property {Number|Boolean} treated if the wounds have been treated with the Skill "Heilkunde: Wunden" the Value is the Modificator for the wound regeneration
* @property {RestingCircumstance} circumstances the circumstances of this Rest
*/
#type = {
DRAUßEN: "draußen",
SCHLAFSAAL: "schlafsaal",
EINZELZIMMER: "einzelzimmer",
SUITE: "suite",
}
/**
* @type {[RestingCircumstance]}
* @private
*/
#circumstances = [
{
name: "Ruhestörung",
display: "boolean",
lepMod: -1,
aspMod: -1,
group: "interrupted",
active: false,
value: "on"
},
{
name: "Wache gehalten",
display: "boolean",
lepMod: -1,
aspMod: -1,
group: "watch",
active: false,
value: "on"
},
{
name: "Unter freiem Himmel",
display: "radio",
aspMod: 0,
lepMod: 0,
active: false,
value: this.#type.DRAUßEN,
group: "type"
},
{
name: "Schlechtes Wetter",
aspMod: [-1, -2, -3, -4, -5],
lepMod: [-1, -2, -3, -4, -5],
display: "range",
noLabel: "Gutes Wetter",
labels: [
"Schlechtes Wetter I",
"Schlechtes Wetter II",
"Schlechtes Wetter III",
"Schlechtes Wetter IV",
"Schlechtes Wetter V",
],
group: "bad_weather",
active: -1,
},
{
name: "Schlechter Lagerplatz",
aspMod: -1,
lepMod: -1,
display: "boolean",
group: "bad_camp",
active: false,
value: "on"
},
{
name: "Magere Lagerstätte (Schlafsaal, Heuboden)",
aspMod: 0,
lepMod: 0,
display: "radio",
group: "type",
value: this.#type.SCHLAFSAAL,
active: false,
},
{
name: "Komfortable Schlafstätte",
aspMod: 1,
lepMod: 1,
display: "radio",
group: "type",
value: this.#type.EINZELZIMMER,
active: false,
},
{
name: "Luxuriöse Schlafstätte (Suite)",
aspMod: 2,
lepMod: 2,
display: "radio",
group: "type",
value: this.#type.SUITE,
active: false,
}
]
constructor(actor) {
super();
this._actor = actor;
this.restDuration = 6
this.restingType = this.#circumstances.find(p => p.value === this.#type.DRAUßEN)
this.badWeather = -1
this.woundTreated = false
this.woundRegenerationModifier = 0
this.wounds = 1
this.badCamp = false
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()
this.restDuration = formData.object.length
this.restingType = formData.object.type
this.badWeather = formData.object.bad_weather
this.woundTreated = formData.object.wound_treated
this.woundRegenerationModifier = formData.object.wound_treat_modifier
this.wounds = formData.object.wounds
this.badCamp = formData.object.bad_camp === "on"
this.watch = formData.object.watch === "on"
this.interrupted = formData.object.interrupted === "on"
const elementLepMod = this.element.querySelector('output[name="lepMod"]')
const elementKoMod = this.element.querySelector('output[name="koMod"]')
const elementAspMod = this.element.querySelector('output[name="aspMod"]')
const elementInMod = this.element.querySelector('output[name="inMod"]')
const elementWoundMod = this.element.querySelector('output[name="woundMod"]')
const context = this.#updateData()
elementLepMod.value = context.lepModDisplay
elementKoMod.value = context.koRollDisplay
elementAspMod.value = context.aspModDisplay
elementInMod.value = context.inRollDisplay
elementWoundMod.value = context.woundModDisplay
}
#updateData(context = {}) {
context.circumstances = this.#circumstances
context.actorId = this._actor._id
context.hasWounds = true
context.hasAsP = true
context.wounds = this.wounds
// TODO count wounds
let lepRestModifier = 0
let aspRestModifier = 0
if (this.restingType) {
const circ = this.#circumstances.find(p => p.value === this.restingType)
if (circ) {
lepRestModifier += Number(circ.lepMod)
aspRestModifier += Number(circ.aspMod)
}
}
if (this.restingType === this.#type.DRAUßEN && this.badWeather !== -1) {
const circ = this.#circumstances.find(p => p.group === "bad_weather")
if (circ) {
if (circ["lepMod"][this.badWeather] !== 0) {
lepRestModifier += circ["lepMod"][this.badWeather]
}
if (circ["aspMod"][this.badWeather] !== 0) {
aspRestModifier += circ["aspMod"][this.badWeather]
}
}
}
if (this.woundTreated) {
context.woundModDisplay = `1w20-${this.woundRegenerationModifier ?? 0}`
context.woundMod = this.woundRegenerationModifier ?? 0
} else {
if (context.hasWounds) {
context.woundModDisplay = `1w20+${context.wounds * 3}`
context.woundMod = context.wounds * 3
}
}
if (this.restingType === this.#type.DRAUßEN && this.badCamp) {
const circ = this.#circumstances.find(p => p.group === "bad_camp")
if (circ) {
lepRestModifier += Number(circ.lepMod)
aspRestModifier += Number(circ.aspMod)
}
}
if (this.watch) {
const circ = this.#circumstances.find(p => p.group === "watch")
if (circ) {
lepRestModifier += Number(circ.lepMod)
aspRestModifier += Number(circ.aspMod)
}
}
if (this.interrupted) {
const circ = this.#circumstances.find(p => p.group === "interrupted")
if (circ) {
lepRestModifier += Number(circ.lepMod)
aspRestModifier += Number(circ.aspMod)
}
}
const lepMod = (Number(this.lepModifier) + (lepRestModifier)) ?? 0
const aspMod = (Number(this.aspModifier) + (aspRestModifier)) ?? 0
context.lepMod = lepMod
if (lepMod == 0) {
context.lepModDisplay = "1w6"
} else if (lepMod > 0) {
context.lepModDisplay = "1w6+" + lepMod
} else {
context.lepModDisplay = "1w6" + lepMod
}
context.aspMod = aspMod
if (aspMod == 0) {
context.aspModDisplay = "1w6"
} else if (lepMod > 0) {
context.aspModDisplay = "1w6+" + aspMod
} else {
context.aspModDisplay = "1w6" + aspMod
}
context.koRoll = this.regKoMod
if (this.regKoMod < 0) {
context.koRollDisplay = `1w20${this.regKoMod}`
} else {
context.koRollDisplay = `1w20+${this.regKoMod}`
}
context.inRoll = this.regInMod
if (this.regInMod < 0) {
context.inRollDisplay = `1w20${this.regInMod}`
} else {
context.inRollDisplay = `1w20+${this.regInMod}`
}
console.log(this, context)
return context
}
async _prepareContext(options) {
const context = await super._prepareContext(options)
return this.#updateData(context)
}
_onRender(context, options) {
}
}