Make weapons rollable from the character sheet
This commit is contained in:
parent
c1c0f41743
commit
3d272f2b92
13 changed files with 173 additions and 66 deletions
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@ -15,8 +15,9 @@
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"DS4.HeadingSpells": "Zaubersprüche",
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"DS4.HeadingDescription": "Beschreibung",
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"DS4.HeadingSpecialCreatureAbilities": "Besondere Fähigkeiten",
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"DS4.AttackType": "Angriffstyp",
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"DS4.AttackTypeAbbr": "AT",
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"DS4.AttackType": "Angriffsart",
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"DS4.AttackTypeAbbr": "AA",
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"DS4.AttackTypeSelection": "Welche Angriffsart?",
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"DS4.WeaponBonus": "Waffenbonus",
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"DS4.WeaponBonusAbbr": "WB",
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"DS4.OpponentDefense": "Gegnerabwehr",
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@ -184,6 +185,10 @@
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"DS4.ErrorDiceCritOverlap": "Es gibt eine Überlappung zwischen Patzern und Immersiegen.",
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"DS4.ErrorExplodingRecursionLimitExceeded": "Die maximale Rekursionstiefe für slayende Würfelwürfe wurde überschritten.",
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"DS4.ErrorDuringMigration": "Fehler während der Aktualisierung des DS4 Systems von Migrationsversion {currentVersion} auf {targetVersion}. Der Fehler trat während der Ausführung des Migrationsskripts mit der Version {migrationVersion} auf. Spätere Migrationsskripte wurden nicht ausgeführt. Mehr Details finden Sie in der Entwicklerkonsole (F12).",
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"DS4.ErrorCannotRollUnownedItem": "Für das Item '{name}' ({id}) kann nicht gewürfelt werden, da es keinem Aktor gehört.",
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"DS4.ErrorRollingForItemTypeNotPossible": "Würfeln ist für items vom Typ '{type}' nicht möglich.",
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"DS4.ErrorWrongItemType": "Ein Item vom Type '{expectedType}' wurde erwartet aber das Item '{name}' ({id}) ist vom Typ '{actualType}'.",
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"DS4.ErrorUnexpectedAttackType": "Unerwartete Angriffsart '{actualType}', erwartete Angriffarten: {expectedTypes}",
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"DS4.InfoSystemUpdateStart": "Aktualisiere DS4 System von Migrationsversion {currentVersion} auf {targetVersion}. Bitte haben Sie etwas Geduld, schließen Sie nicht das Spiel und fahren Sie nicht den Server herunter.",
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"DS4.InfoSystemUpdateCompleted": "Aktualisierung des DS4 Systems von Migrationsversion {currentVersion} auf {targetVersion} erfolgreich!",
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"DS4.UnitRounds": "Runden",
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@ -200,9 +205,9 @@
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"DS4.UnitKilometersAbbr": "km",
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"DS4.UnitCustom": "individuell",
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"DS4.UnitCustomAbbr": " ",
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"DS4.GenericOkButton": "OK",
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"DS4.GenericCancelButton": "Abbrechen",
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"DS4.RollDialogDefaultTitle": "Proben-Optionen",
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"DS4.RollDialogOkButton": "OK",
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"DS4.RollDialogCancelButton": "Abbrechen",
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"DS4.ErrorUnexpectedHtmlType": "Typfehler: Erwartet wurde '{exType}', tatsächlich erhalten wurde '{realType}'.",
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"DS4.ErrorCouldNotFindForm": "Konnte HTML Element '{htmlElement}' nicht finden.",
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"DS4.ErrorActorDoesNotHaveItem": "Der Aktor '{actor}' hat kein Item mit der ID '{id}'.",
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@ -17,6 +17,7 @@
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"DS4.HeadingSpecialCreatureAbilities": "Special Abilities",
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"DS4.AttackType": "Attack Type",
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"DS4.AttackTypeAbbr": "AT",
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"DS4.AttackTypeSelection": "Which Attack Type?",
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"DS4.WeaponBonus": "Weapon Bonus",
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"DS4.WeaponBonusAbbr": "WB",
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"DS4.OpponentDefense": "Opponent Defense",
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@ -184,6 +185,10 @@
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"DS4.ErrorDiceCritOverlap": "There's an overlap between Fumbles and Coups",
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"DS4.ErrorExplodingRecursionLimitExceeded": "Maximum recursion depth for exploding dice roll exceeded",
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"DS4.ErrorDuringMigration": "Error while migrating DS4 system from migration version {currentVersion} to {targetVersion}. The error occurred during execution of migration script with version {migrationVersion}. Later migrations have not been executed. For more details, please look at the development console (F12).",
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"DS4.ErrorCannotRollUnownedItem": "Rolling for item '{name}' ({id})is not possible because it is not owned.",
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"DS4.ErrorRollingForItemTypeNotPossible": "Rolling is not possible for items of type '{type}'.",
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"DS4.ErrorWrongItemType": "Expected an item of type '{expectedType}' but item '{name}' ({id}) is of type '{actualType}'.",
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"DS4.ErrorUnexpectedAttackType": "Unexpected attack type '{actualType}', expected it to be one of: {expectedTypes}",
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"DS4.InfoSystemUpdateStart": "Migrating DS4 system from migration version {currentVersion} to {targetVersion}. Please be patient and do not close your game or shut down your server.",
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"DS4.InfoSystemUpdateCompleted": "Migration of DS4 system from migration version {currentVersion} to {targetVersion} successful!",
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"DS4.UnitRounds": "Rounds",
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@ -200,9 +205,9 @@
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"DS4.UnitKilometersAbbr": "km",
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"DS4.UnitCustom": "Custom Unit",
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"DS4.UnitCustomAbbr": " ",
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"DS4.GenericOkButton": "Ok",
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"DS4.GenericCancelButton": "Cancel",
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"DS4.RollDialogDefaultTitle": "Roll Options",
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"DS4.RollDialogOkButton": "Ok",
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"DS4.RollDialogCancelButton": "Cancel",
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"DS4.ErrorUnexpectedHtmlType": "Type Error: Expected '{exType}' but got '{realType}'.",
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"DS4.ErrorCouldNotFindForm": "Could not find HTML element '{htmlElement}'.",
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"DS4.ErrorActorDoesNotHaveItem": "The actor '{actor}' does not have any item with the id '{id}'.",
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@ -124,8 +124,7 @@ export class DS4ActorSheet extends ActorSheet<ActorSheet.Data<DS4Actor>> {
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html.find(".item-change").on("change", this._onItemChange.bind(this));
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// Rollable abilities.
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html.find(".rollable").click(this._onRoll.bind(this));
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html.find(".rollable-item").on("click", this._onRoll.bind(this));
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}
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/**
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@ -239,17 +238,9 @@ export class DS4ActorSheet extends ActorSheet<ActorSheet.Data<DS4Actor>> {
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*/
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protected _onRoll(event: JQuery.ClickEvent): void {
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event.preventDefault();
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const element = event.currentTarget;
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const dataset = element.dataset;
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if (dataset.roll) {
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const roll = new Roll(dataset.roll, this.actor.data.data);
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const label = dataset.label ? `Rolling ${dataset.label}` : "";
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roll.roll().toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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flavor: label,
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});
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}
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const id = $(event.currentTarget).parents(".item").data("itemId");
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const item = this.actor.getOwnedItem(id);
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item.roll();
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}
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/** @override */
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@ -8,7 +8,8 @@ import { DS4CreatureActorSheet } from "./actor/sheets/creature-sheet";
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import { createCheckRoll } from "./rolls/check-factory";
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import { registerSystemSettings } from "./settings";
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import { migration } from "./migrations";
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import handlebarsHelpers from "./handlebars-helpers";
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import registerHandlebarsHelpers from "./handlebars/handlebars-helpers";
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import registerHandlebarsPartials from "./handlebars/handlebars-partials";
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Hooks.once("init", async () => {
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console.log(`DS4 | Initializing the DS4 Game System\n${DS4.ASCII}`);
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@ -44,37 +45,6 @@ Hooks.once("init", async () => {
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registerHandlebarsHelpers();
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});
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async function registerHandlebarsPartials() {
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const templatePaths = [
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"systems/ds4/templates/item/partials/sheet-header.hbs",
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"systems/ds4/templates/item/partials/description.hbs",
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"systems/ds4/templates/item/partials/details.hbs",
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"systems/ds4/templates/item/partials/effects.hbs",
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"systems/ds4/templates/item/partials/body.hbs",
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"systems/ds4/templates/actor/partials/items-overview.hbs",
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"systems/ds4/templates/actor/partials/talents-abilities-overview.hbs",
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"systems/ds4/templates/actor/partials/spells-overview.hbs",
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"systems/ds4/templates/actor/partials/overview-add-button.hbs",
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"systems/ds4/templates/actor/partials/overview-control-buttons.hbs",
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"systems/ds4/templates/actor/partials/attributes-traits.hbs",
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"systems/ds4/templates/actor/partials/combat-values.hbs",
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"systems/ds4/templates/actor/partials/profile.hbs",
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"systems/ds4/templates/actor/partials/character-progression.hbs",
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"systems/ds4/templates/actor/partials/special-creature-abilities-overview.hbs",
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"systems/ds4/templates/actor/partials/character-inventory.hbs",
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"systems/ds4/templates/actor/partials/creature-inventory.hbs",
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"systems/ds4/templates/actor/partials/talent-rank-equation.hbs",
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"systems/ds4/templates/actor/partials/item-list-header.hbs",
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"systems/ds4/templates/actor/partials/item-list-entry.hbs",
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"systems/ds4/templates/actor/partials/currency.hbs",
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];
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return loadTemplates(templatePaths);
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}
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function registerHandlebarsHelpers() {
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Object.entries(handlebarsHelpers).forEach(([key, helper]) => Handlebars.registerHelper(key, helper));
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}
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/**
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* This function runs after game data has been requested and loaded from the servers, so entities exist
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*/
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@ -1,10 +0,0 @@
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export default { htmlToPlainText, isEmpty };
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function htmlToPlainText(input: string | null | undefined): string | null | undefined {
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if (!input) return;
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return $(input).text();
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}
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function isEmpty(input: Array<unknown> | null | undefined): boolean {
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return (input?.length ?? 0) === 0;
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}
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12
src/module/handlebars/handlebars-helpers.ts
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12
src/module/handlebars/handlebars-helpers.ts
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export default function registerHandlebarsHelpers(): void {
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Object.entries(helpers).forEach(([key, helper]) => Handlebars.registerHelper(key, helper));
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}
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const helpers = {
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htmlToPlainText: (input: string | null | undefined): string | null | undefined => {
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if (!input) return;
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return $(input).text();
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},
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isEmpty: (input: Array<unknown> | null | undefined): boolean => (input?.length ?? 0) === 0,
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};
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26
src/module/handlebars/handlebars-partials.ts
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src/module/handlebars/handlebars-partials.ts
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export default async function registerHandlebarsPartials(): Promise<void> {
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const templatePaths = [
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"systems/ds4/templates/item/partials/sheet-header.hbs",
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"systems/ds4/templates/item/partials/description.hbs",
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"systems/ds4/templates/item/partials/details.hbs",
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"systems/ds4/templates/item/partials/effects.hbs",
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"systems/ds4/templates/item/partials/body.hbs",
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"systems/ds4/templates/actor/partials/items-overview.hbs",
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"systems/ds4/templates/actor/partials/talents-abilities-overview.hbs",
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"systems/ds4/templates/actor/partials/spells-overview.hbs",
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"systems/ds4/templates/actor/partials/overview-add-button.hbs",
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"systems/ds4/templates/actor/partials/overview-control-buttons.hbs",
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"systems/ds4/templates/actor/partials/attributes-traits.hbs",
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"systems/ds4/templates/actor/partials/combat-values.hbs",
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"systems/ds4/templates/actor/partials/profile.hbs",
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"systems/ds4/templates/actor/partials/character-progression.hbs",
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"systems/ds4/templates/actor/partials/special-creature-abilities-overview.hbs",
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"systems/ds4/templates/actor/partials/character-inventory.hbs",
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"systems/ds4/templates/actor/partials/creature-inventory.hbs",
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"systems/ds4/templates/actor/partials/talent-rank-equation.hbs",
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"systems/ds4/templates/actor/partials/item-list-header.hbs",
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"systems/ds4/templates/actor/partials/item-list-entry.hbs",
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"systems/ds4/templates/actor/partials/currency.hbs",
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];
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await loadTemplates(templatePaths);
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}
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@ -32,10 +32,13 @@ type DS4LanguageData = DS4ItemDataHelper<DS4LanguageDataData, "language">;
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type DS4AlphabetData = DS4ItemDataHelper<DS4AlphabetDataData, "alphabet">;
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type DS4SpecialCreatureAbilityData = DS4ItemDataHelper<DS4SpecialCreatureAbilityDataData, "specialCreatureAbility">;
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export type AttackType = keyof typeof DS4["i18n"]["attackTypes"];
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interface DS4WeaponDataData extends DS4ItemDataDataBase, DS4ItemDataDataPhysical, DS4ItemDataDataEquipable {
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attackType: "melee" | "ranged" | "meleeRanged";
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attackType: AttackType;
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weaponBonus: number;
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opponentDefense: number;
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rollable?: boolean;
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}
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interface DS4ArmorDataData
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import { DS4ItemData } from "./item-data";
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import { DS4Actor } from "../actor/actor";
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import { DS4 } from "../config";
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import { createCheckRoll } from "../rolls/check-factory";
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import { AttackType, DS4ItemData } from "./item-data";
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/**
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* The Item class for DS4
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const data = this.data.data;
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data.rank.total = data.rank.base + data.rank.mod;
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}
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if (this.data.type === "weapon") {
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this.data.data.rollable = true;
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}
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}
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isNonEquippedEuipable(): boolean {
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}
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return 1;
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}
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/**
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* Roll a check for a action with this item.
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*/
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async roll(): Promise<void> {
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if (!this.isOwnedItem()) {
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throw new Error(game.i18n.format("DS4.ErrorCannotRollUnownedItem", { name: this.name, id: this.id }));
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}
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if (this.data.type === "weapon") {
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await this.rollWeapon();
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} else {
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throw new Error(game.i18n.format("DS4.ErrorRollingForItemTypeNotPossible", { type: this.data.type }));
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}
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}
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private async rollWeapon(this: this & { readonly isOwned: true }): Promise<void> {
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if (!(this.data.type === "weapon")) {
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throw new Error(
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game.i18n.format("DS4.ErrorWrongItemType", {
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actualType: this.data.type,
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expectedType: "weapon",
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id: this.id,
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name: this.name,
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}),
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);
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}
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const owner = (this.actor as unknown) as DS4Actor; // TODO(types): Improve so that the concrete Actor type is known here
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const weaponBonus = this.data.data.weaponBonus;
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const combatValue = await this.getCombatValueKeyForAttackType(this.data.data.attackType);
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const checkTargetValue = (owner.data.data.combatValues[combatValue].total as number) + weaponBonus;
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await createCheckRoll(checkTargetValue, { rollMode: game.settings.get("core", "rollMode") }); // TODO: Get maxCritSuccess and minCritFailure from Actor once we store them there
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}
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private async getCombatValueKeyForAttackType(attackType: AttackType): Promise<"meleeAttack" | "rangedAttack"> {
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if (attackType === "meleeRanged") {
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const { melee, ranged } = { ...DS4.i18n.attackTypes };
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const identifier = "attack-type-selection";
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const label = game.i18n.localize("DS4.AttackType");
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const answer = Dialog.prompt({
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title: game.i18n.localize("DS4.AttackTypeSelection"),
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content: await renderTemplate("systems/ds4/templates/common/simple-select-form.hbs", {
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label,
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identifier,
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options: { melee, ranged },
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}),
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label: game.i18n.localize("DS4.GenericOkButton"),
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callback: (html) => {
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const selectedAttackType = html.find(`#${identifier}`).val();
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if (selectedAttackType !== "melee" && selectedAttackType !== "ranged") {
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throw new Error(
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game.i18n.format("DS4.ErrorUnexpectedAttackType", {
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actualType: selectedAttackType,
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expectedTypes: "'melee', 'ranged'",
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}),
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);
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}
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return `${selectedAttackType}Attack` as const;
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},
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render: () => undefined, // TODO(types): This is actually optional, remove when types are updated )
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options: { jQuery: true },
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});
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return answer;
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} else {
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return `${attackType}Attack` as const;
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}
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}
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/**
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* Type-guarding variant to check if the item is owned.
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*/
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isOwnedItem(): this is this & { readonly isOwned: true } {
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return this.isOwned;
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}
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}
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buttons: {
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ok: {
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icon: '<i class="fas fa-check"></i>',
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label: game.i18n.localize("DS4.RollDialogOkButton"),
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label: game.i18n.localize("DS4.GenericOkButton"),
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callback: (html) => {
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if (!("jquery" in html)) {
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throw new Error(
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},
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cancel: {
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icon: '<i class="fas fa-times"></i>',
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label: game.i18n.localize("DS4.RollDialogCancelButton"),
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label: game.i18n.localize("DS4.GenericCancelButton"),
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},
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},
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default: "ok",
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@ -60,6 +60,11 @@
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background-position: center;
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background-repeat: no-repeat;
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background-size: 100%;
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&--rollable:hover {
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background-image: url("../../../icons/svg/d20-black.svg") !important;
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cursor: pointer;
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}
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}
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&__editable {
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{{/if}}
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{{!-- image --}}
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<div class="ds4-item-list__image" style="background-image: url('{{itemData.img}}')" title="{{itemData.name}}"></div>
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<div class="ds4-item-list__image{{#if itemData.data.rollable}} ds4-item-list__image--rollable rollable-item{{/if}}"
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style="background-image: url('{{itemData.img}}')" title="{{itemData.name}}"></div>
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{{!-- amount --}}
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{{#if hasQuantity}}
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19
src/templates/common/simple-select-form.hbs
Normal file
19
src/templates/common/simple-select-form.hbs
Normal file
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{{!--
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!-- Render a simple form with a single select element. It uses the default form classes of Foundry VTT.
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!-- @param identifier: The identifier to use as id for the select element. Can be used to query the value later on.
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!-- @param label: Text to display as the label for the select element.
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!-- @param options: Key-value pairs that describe the options. The keys are used for the value attribute of the
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options, the values are used as content.
|
||||
--}}
|
||||
<form class="ds4-simple-form">
|
||||
<div class="form-group">
|
||||
<label for="{{identifier}}">{{label}}</label>
|
||||
<div class="form-fields">
|
||||
<select name="{{identifier}}" id="{{identifier}}">
|
||||
{{#each options as | value key |}}
|
||||
<option value="{{key}}">{{value}}</option>
|
||||
{{/each}}
|
||||
</select>
|
||||
</div>
|
||||
</div>
|
||||
</form>
|
Loading…
Reference in a new issue