First proper parsing without much "nice-ity".
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2 changed files with 63 additions and 26 deletions
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@ -27,7 +27,6 @@ class CheckFactory {
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) {
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this.checkOptions = new DefaultCheckOptions().mergeWith(passedOptions);
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}
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private checkOptions: DS4CheckFactoryOptions;
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async execute(): Promise<void> {
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@ -42,13 +41,14 @@ class CheckFactory {
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const roll = new rollCls(formula);
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const rollModeTemplate = this.checkOptions.rollMode;
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console.log(rollModeTemplate);
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return roll.toMessage({}, { rollMode: rollModeTemplate, create: true });
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}
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// Term generators
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createTargetValueTerm(): string {
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if (this.checkTargetValue != null) {
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return "v" + this.checkTargetValue;
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return "v" + (this.checkTargetValue + this.gmModifier);
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} else {
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return null;
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}
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@ -80,8 +80,15 @@ export async function createCheckRoll(targetValue: number, options: Partial<DS4C
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// Ask for additional required data;
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const gmModifierData = await askGmModifier(targetValue, options);
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const newOptions: Partial<DS4CheckFactoryOptions> = {
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maxCritSuccess: gmModifierData.maxCritSuccess ?? options.maxCritSuccess ?? undefined,
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minCritFailure: gmModifierData.minCritFailure ?? options.minCritFailure ?? undefined,
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useSlayingDice: gmModifierData.useSlayingDice ?? options.useSlayingDice ?? undefined,
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rollMode: gmModifierData.rollMode ?? options.rollMode ?? undefined,
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};
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// Create Factory
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const cf = new CheckFactory(targetValue, gmModifierData.gmModifier, options);
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const cf = new CheckFactory(gmModifierData.checkTargetValue, gmModifierData.gmModifier, newOptions);
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// Possibly additional processing
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@ -115,30 +122,60 @@ async function askGmModifier(
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const renderedHtml = await renderTemplate(usedTemplate, templateData);
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// TODO: Localize
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const dialogData: DialogData = {
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title: title ?? "Roll Options",
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close: (html) => null,
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content: renderedHtml,
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buttons: {
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ok: {
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label: "OK",
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callback: (html) => null,
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const dialogPromise = new Promise<HTMLFormElement>((resolve) => {
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new Dialog(
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{
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title: title ?? "Roll Options",
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close: (html: JQuery) => resolve(null),
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content: renderedHtml,
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buttons: {
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ok: {
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label: "OK",
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callback: (html: HTMLElement | JQuery) => {
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if (!("jquery" in html)) {
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throw new Error("Internal Type Error");
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} else {
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const innerForm = html[0].querySelector("form");
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resolve(innerForm);
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}
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},
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},
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cancel: {
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label: "Cancel",
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callback: (html: JQuery) => resolve(null),
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},
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},
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default: "ok",
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},
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cancel: {
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label: "Cancel",
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callback: (html) => null,
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},
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},
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default: "ok",
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};
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const dialog = new Dialog(dialogData, {}).render(true);
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return { gmModifier: 0 };
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{},
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).render(true);
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});
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const dialogForm = await dialogPromise;
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return parseDialogFormData(dialogForm, targetValue);
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}
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function parseDialogFormData(formData: HTMLFormElement, targetValue: number): GmModifierData {
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const parsedData = {
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checkTargetValue: parseInt(formData["ctv"]?.value) ?? targetValue,
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gmModifier: parseInt(formData["gmmod"]?.value) ?? 0,
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maxCritSuccess: parseInt(formData["maxcoup"]?.value) ?? defaultCheckOptions.maxCritSuccess,
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minCritFailure: parseInt(formData["minfumble"]?.value) ?? defaultCheckOptions.minCritFailure,
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useSlayingDice: false,
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rollMode: formData["visibility"]?.value ?? defaultCheckOptions.rollMode,
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};
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console.log("Data", parsedData);
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return parsedData;
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}
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// TODO: Remove unnecessary data step by step
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interface GmModifierData {
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checkTargetValue: number;
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gmModifier: number;
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maxCritSuccess: number;
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minCritFailure: number;
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// TODO: In final version from system settings
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useSlayingDice: boolean;
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rollMode: DS4RollMode;
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}
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export interface DS4CheckFactoryOptions {
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@ -1,12 +1,12 @@
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<form class="{{cssClass}} grid">
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<label for="ctv">Check Target Value</label>
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<input id="ctv" type="number" name="ctv" value="{{checkTargetValue}}" />
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<input id="ctv" data-type="Number" type="number" name="ctv" value="{{checkTargetValue}}" />
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<label for="gmmod">Game Master Modifier</label>
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<input id="gmmod" type="number" name="gmmod" value="0" />
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<input id="gmmod" data-type="Number" type="number" name="gmmod" value="0" />
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<label for="maxcoup">Coup to</label>
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<input id="maxcoup" type="number" name="maxcoup" value="{{maxCritSuccess}}" />
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<input id="maxcoup" data-type="Number" type="number" name="maxcoup" value="{{maxCritSuccess}}" />
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<label for="minfumble">Fumble from</label>
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<input id="minfumble" type="number" name="minfumble" value="{{minCritFailure}}" />
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<input id="minfumble" data-type="Number" type="number" name="minfumble" value="{{minCritFailure}}" />
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<label for="visibility">Visibility</label>
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<select id="visibility" data-type="String">
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{{#each rollModes as |rollMode|}}
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