Make weapons rollable from the character sheet
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c1c0f41743
commit
3d272f2b92
13 changed files with 173 additions and 66 deletions
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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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@ -1,4 +1,7 @@
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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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@ -17,6 +20,9 @@ export class DS4Item extends Item<DS4ItemData> {
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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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@ -32,4 +38,78 @@ export class DS4Item extends Item<DS4ItemData> {
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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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