Make roll executor fir for modifier-approach.
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2db60b1b76
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3 changed files with 89 additions and 169 deletions
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@ -17,7 +17,12 @@ export class DefaultRollOptions implements RollOptions {
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}
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export class RollResult {
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constructor(public value: number, public status: RollResultStatus, public dice: Array<number>) {}
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constructor(
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public value: number,
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public status: RollResultStatus,
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public dice: Array<number>,
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public active: boolean = true,
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) {}
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}
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export enum RollResultStatus {
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@ -1,5 +1,5 @@
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import { DefaultRollOptions, RollOptions, RollResult, RollResultStatus } from "./roll-data";
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import { DS4RollProvider, RollProvider } from "./roll-provider";
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import { DS4RollProvider } from "./roll-provider";
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import { calculateRollResult, isDiceSwapNecessary, isSlayingDiceRepetition, separateCriticalHits } from "./roll-utils";
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/**
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@ -7,11 +7,15 @@ import { calculateRollResult, isDiceSwapNecessary, isSlayingDiceRepetition, sepa
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* @param {number} checkTargetValue the final CTN, including all static modifiers.
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* @param {Partial<RollOptions>} rollOptions optional, final option override that affect the checks outcome, e.g. different values for crits or whether slaying dice are used.
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*/
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export function ds4roll(checkTargetValue: number, rollOptions: Partial<RollOptions> = {}): RollResult {
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export function ds4roll(
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checkTargetValue: number,
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rollOptions: Partial<RollOptions> = {},
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dice: Array<number> = null,
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): RollResult {
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if (checkTargetValue <= 20) {
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return rollCheckSingleDie(checkTargetValue, rollOptions);
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return rollCheckSingleDie(checkTargetValue, rollOptions, dice);
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} else {
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return rollCheckMultipleDice(checkTargetValue, rollOptions);
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return rollCheckMultipleDice(checkTargetValue, rollOptions, dice);
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}
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}
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@ -34,21 +38,27 @@ export function ds4roll(checkTargetValue: number, rollOptions: Partial<RollOptio
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export function rollCheckSingleDie(
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checkTargetValue: number,
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rollOptions: Partial<RollOptions>,
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provider: RollProvider = new DS4RollProvider(),
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dice: Array<number> = null,
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): RollResult {
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const usedOptions = new DefaultRollOptions().mergeWith(rollOptions);
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const roll = provider.getNextRoll();
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const dice = [roll];
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if (dice == null || dice.length != 1) {
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console.error("Rolled a dice!");
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// TODO: Make "twist" from foundry.js available!
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dice = [new DS4RollProvider().getNextRoll()];
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}
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const usedDice = dice;
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const roll = usedDice[0];
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if (roll <= usedOptions.maxCritSucc) {
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return new RollResult(checkTargetValue, RollResultStatus.CRITICAL_SUCCESS, dice);
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return new RollResult(checkTargetValue, RollResultStatus.CRITICAL_SUCCESS, usedDice, true);
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} else if (roll >= usedOptions.minCritFail && !isSlayingDiceRepetition(usedOptions)) {
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return new RollResult(0, RollResultStatus.CRITICAL_FAILURE, dice);
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return new RollResult(0, RollResultStatus.CRITICAL_FAILURE, usedDice, true);
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} else {
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if (roll <= checkTargetValue) {
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return new RollResult(roll, RollResultStatus.SUCCESS, dice);
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return new RollResult(roll, RollResultStatus.SUCCESS, usedDice, true);
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} else {
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return new RollResult(0, RollResultStatus.FAILURE, dice);
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return new RollResult(0, RollResultStatus.FAILURE, usedDice, true);
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}
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}
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}
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@ -66,29 +76,33 @@ export function rollCheckSingleDie(
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* @param {number} checkTargetValue- - The target value to check against.
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* @param {RollOptions} rollOptions - Options that affect the checks outcome, e.g. different values for crits or whether slaying dice are used.
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* @param {RollProvider} provider - Service providing the various, real dice throws.
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* @param {Array<number>} dice - Optional array of dice values to consider.
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*
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* @returns {RollResult} An object containing detailed information on the roll result.
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*/
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export function rollCheckMultipleDice(
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targetValue: number,
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rollOptions: Partial<RollOptions>,
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provider: RollProvider = new DS4RollProvider(),
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dice: Array<number> = null,
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): RollResult {
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const usedOptions = new DefaultRollOptions().mergeWith(rollOptions);
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const remainderTargetValue = targetValue % 20;
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const numberOfDice = Math.ceil(targetValue / 20);
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const dice = provider.getNextRolls(numberOfDice);
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if (!dice || dice.length != numberOfDice) {
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dice = new DS4RollProvider().getNextRolls(numberOfDice);
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}
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const usedDice = dice;
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const firstResult = dice[0];
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const firstResult = usedDice[0];
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const slayingDiceRepetition = isSlayingDiceRepetition(usedOptions);
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// Slaying Dice require a different handling.
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if (firstResult >= usedOptions.minCritFail && !slayingDiceRepetition) {
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return new RollResult(0, RollResultStatus.CRITICAL_FAILURE, dice);
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return new RollResult(0, RollResultStatus.CRITICAL_FAILURE, usedDice, true);
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}
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const [critSuccesses, otherRolls] = separateCriticalHits(dice, usedOptions);
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const [critSuccesses, otherRolls] = separateCriticalHits(usedDice, usedOptions);
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const swapLastWithCrit: boolean = isDiceSwapNecessary([critSuccesses, otherRolls], remainderTargetValue);
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@ -105,8 +119,8 @@ export function rollCheckMultipleDice(
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const evaluationResult = calculateRollResult(sortedRollResults, remainderTargetValue, usedOptions);
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if (usedOptions.useSlayingDice && firstResult <= usedOptions.maxCritSucc) {
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return new RollResult(evaluationResult, RollResultStatus.CRITICAL_SUCCESS, sortedRollResults);
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return new RollResult(evaluationResult, RollResultStatus.CRITICAL_SUCCESS, usedDice, true);
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} else {
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return new RollResult(evaluationResult, RollResultStatus.SUCCESS, sortedRollResults);
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return new RollResult(evaluationResult, RollResultStatus.SUCCESS, usedDice, true);
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}
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}
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