Small check factory cleanup and use foundry form formating for roll dialog

This commit is contained in:
Johannes Loher 2021-03-17 20:00:36 +01:00
parent b6e9ae2599
commit 115d6113de
5 changed files with 81 additions and 59 deletions

View file

@ -93,8 +93,8 @@ export class DS4Item extends Item<DS4ItemData> {
const checkTargetValue = (ownerDataData.combatValues[combatValue].total as number) + weaponBonus;
await createCheckRoll(checkTargetValue, {
rollMode: game.settings.get("core", "rollMode"),
maxCritSuccess: ownerDataData.rolling.maximumCoupResult,
minCritFailure: ownerDataData.rolling.minimumFumbleResult,
maximumCoupResult: ownerDataData.rolling.maximumCoupResult,
minimumFumbleResult: ownerDataData.rolling.minimumFumbleResult,
});
}
@ -135,8 +135,8 @@ export class DS4Item extends Item<DS4ItemData> {
await createCheckRoll(checkTargetValue, {
rollMode: game.settings.get("core", "rollMode"),
maxCritSuccess: ownerDataData.rolling.maximumCoupResult,
minCritFailure: ownerDataData.rolling.minimumFumbleResult,
maximumCoupResult: ownerDataData.rolling.maximumCoupResult,
minimumFumbleResult: ownerDataData.rolling.minimumFumbleResult,
});
}

View file

@ -1,11 +1,9 @@
import { DS4 } from "../config";
/**
* Provides default values for all arguments the `CheckFactory` expects.
*/
class DefaultCheckOptions implements DS4CheckFactoryOptions {
readonly maxCritSuccess = 1;
readonly minCritFailure = 20;
readonly maximumCoupResult = 1;
readonly minimumFumbleResult = 20;
readonly useSlayingDice = false;
readonly rollMode: Const.DiceRollMode = "roll";
@ -52,11 +50,13 @@ class CheckFactory {
}
createCritTerm(): string | null {
const minCritRequired = this.checkOptions.minCritFailure !== defaultCheckOptions.minCritFailure;
const maxCritRequired = this.checkOptions.maxCritSuccess !== defaultCheckOptions.maxCritSuccess;
const minCritRequired = this.checkOptions.minimumFumbleResult !== defaultCheckOptions.minimumFumbleResult;
const maxCritRequired = this.checkOptions.maximumCoupResult !== defaultCheckOptions.maximumCoupResult;
if (minCritRequired || maxCritRequired) {
return "c" + (this.checkOptions.maxCritSuccess ?? "") + ":" + (this.checkOptions.minCritFailure ?? "");
return (
"c" + (this.checkOptions.maximumCoupResult ?? "") + ":" + (this.checkOptions.minimumFumbleResult ?? "")
);
} else {
return null;
}
@ -75,11 +75,11 @@ export async function createCheckRoll(
// Ask for additional required data;
const gmModifierData = await askGmModifier(targetValue, options);
const newTargetValue = gmModifierData.checkTargetValue ?? targetValue;
const newTargetValue = gmModifierData.checkTargetNumber ?? targetValue;
const gmModifier = gmModifierData.gmModifier ?? 0;
const newOptions: Partial<DS4CheckFactoryOptions> = {
maxCritSuccess: gmModifierData.maxCritSuccess ?? options.maxCritSuccess ?? undefined,
minCritFailure: gmModifierData.minCritFailure ?? options.minCritFailure ?? undefined,
maximumCoupResult: gmModifierData.maximumCoupResult ?? options.maximumCoupResult ?? undefined,
minimumFumbleResult: gmModifierData.minimumFumbleResult ?? options.minimumFumbleResult ?? undefined,
useSlayingDice: gmModifierData.useSlayingDice ?? options.useSlayingDice ?? undefined,
rollMode: gmModifierData.rollMode ?? options.rollMode ?? undefined,
};
@ -102,7 +102,7 @@ export async function createCheckRoll(
* @returns The data given by the user.
*/
async function askGmModifier(
targetValue: number,
checkTargetNumber: number,
options: Partial<DS4CheckFactoryOptions> = {},
{ template, title }: { template?: string; title?: string } = {},
): Promise<Partial<IntermediateGmModifierData>> {
@ -110,11 +110,10 @@ async function askGmModifier(
const usedTemplate = template ?? "systems/ds4/templates/roll/roll-options.hbs";
const usedTitle = title ?? game.i18n.localize("DS4.RollDialogDefaultTitle");
const templateData = {
cssClass: "roll-option",
title: usedTitle,
checkTargetValue: targetValue,
maxCritSuccess: options.maxCritSuccess ?? defaultCheckOptions.maxCritSuccess,
minCritFailure: options.minCritFailure ?? defaultCheckOptions.minCritFailure,
checkTargetNumber: checkTargetNumber,
maximumCoupResult: options.maximumCoupResult ?? defaultCheckOptions.maximumCoupResult,
minimumFumbleResult: options.minimumFumbleResult ?? defaultCheckOptions.minimumFumbleResult,
rollMode: options.rollMode,
rollModes: CONFIG.Dice.rollModes,
};
@ -168,11 +167,11 @@ async function askGmModifier(
*/
function parseDialogFormData(formData: HTMLFormElement): Partial<IntermediateGmModifierData> {
return {
checkTargetValue: parseInt(formData["ctv"]?.value),
gmModifier: parseInt(formData["gmmod"]?.value),
maxCritSuccess: parseInt(formData["maxcoup"]?.value),
minCritFailure: parseInt(formData["minfumble"]?.value),
rollMode: formData["visibility"]?.value,
checkTargetNumber: parseInt(formData["check-target-number"]?.value),
gmModifier: parseInt(formData["gm-modifier"]?.value),
maximumCoupResult: parseInt(formData["maximum-coup-result"]?.value),
minimumFumbleResult: parseInt(formData["minimum-fumble-result"]?.value),
rollMode: formData["roll-mode"]?.value,
};
}
@ -189,10 +188,10 @@ interface GmModifierData {
*
* @deprecated
* Quite a lot of this information is requested due to a lack of automation:
* - maxCritSuccess
* - minCritFailure
* - maximumCoupResult
* - minimumFumbleResult
* - useSlayingDice
* - checkTargetValue
* - checkTargetNumber
*
* They will and should be removed once effects and data retrieval is in place.
* If a "raw" roll dialog is necessary, create another pre-processing Dialog
@ -200,10 +199,10 @@ interface GmModifierData {
* This interface should then be replaced with the `GmModifierData`.
*/
interface IntermediateGmModifierData extends GmModifierData {
checkTargetValue: number;
checkTargetNumber: number;
gmModifier: number;
maxCritSuccess: number;
minCritFailure: number;
maximumCoupResult: number;
minimumFumbleResult: number;
// TODO: In final version from system settings
useSlayingDice: boolean;
rollMode: Const.DiceRollMode;
@ -213,8 +212,8 @@ interface IntermediateGmModifierData extends GmModifierData {
* The minimum behavioral options that need to be passed to the factory.
*/
export interface DS4CheckFactoryOptions {
maxCritSuccess: number;
minCritFailure: number;
maximumCoupResult: number;
minimumFumbleResult: number;
useSlayingDice: boolean;
rollMode: Const.DiceRollMode;
}