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damage.js
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damage.js
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export class DamageConsole extends FormApplication {
static get defaultOptions () {
return mergeObject(super.defaultOptions, {
classes: ["gmtoolkit"],
popOut: true,
id: "damage-console",
title: game.i18n.localize("GMTOOLKIT.Damage.Dialog.Title"),
template: "modules/wfrp4e-gm-toolkit/templates/damage.hbs",
width: 740
})
}
/**
* Build data set to be presented and manipulated in form, applying default values where not provided in the form application request.
* @returns {data} object : The data to be presented in the form
**/
getData () {
// Send data to the template
const data = super.getData()
// Set group defaults if not provided
data.group = {
/* Uncomment this to leverage or add user defined default group,
* such as that used for Group Tests
options: {
type: this.object.groupOptions?.type || game.settings.get("wfrp4e-gm-toolkit", "defaultPartyGroupTest")
} */
}
// Build member list
data.group.members = {
playerGroup: game.gmtoolkit.utility.getGroup("entourage"),
npcTokens: game.gmtoolkit.utility.getGroup("npcTokens")
}
const tokenTargets = game.gmtoolkit.utility.getGroup("tokens", { interaction: "targeted", present: true })
const companyTargets = game.gmtoolkit.utility.getGroup("entourage", { interaction: "targeted", present: true })
data.group.members.targeted = [...companyTargets, ...tokenTargets]
return data
}
/**
* Process application options and call the group test routine.
* @param {object} event : The submission event. Used to identify which button is used to submit the form.
* @param {object} formData : The data submitted by the form
* @private
**/
async _updateObject (event, formData) {
if (event.submitter.name === "cancel") return ui.notifications.info(game.i18n.localize("GMTOOLKIT.Damage.Message.Abort"))
// If randomiseDamage checkbox is disabled, damage must be a whole number
if (document.getElementById("randomiseDamage").disabled === true && !Number.isInteger(Number(document.getElementById("damageFormula").value))) {
throw ui.notifications.warn("Invalid damage formula")
}
// Call the damage dealer outer, passing in submitted parameters
await dealDamage(formData).then(this.close())
}
/**
* Identify interaction events and call relevant function
* @param {object} html : The form application content
**/
activateListeners (html) {
super.activateListeners(html)
html.find("select#selectedHitLocation").change(event => this._toggleRandomiseHitLocation(event))
html.find("input#damageFormula").change(event => this._toggleRandomiseDamage(event))
}
/**
* Disable randomise hit location option if 'Roll' is not selected
* @param {Event} event : The originating event: change in selectedHitLocation dropdown
* @private
**/
_toggleRandomiseHitLocation (event) {
document.getElementById("randomiseHitLocation").disabled = event.target.value !== "roll"
}
/**
* Disable randomise damage if number or non-roll formula
* @param {Event} event : The originating event: change in damageFormula field
* @private
**/
_toggleRandomiseDamage (event) {
try {
const roll = new Roll(event.target.value).evaluate({ async: false })
document.getElementById("randomiseDamage").disabled = roll.isDeterministic
} catch(err) {
document.getElementById("randomiseDamage").disabled = true
}
}
}
async function dealDamage (data) {
let actorProcessingResult = ""
let dealDamageSummary = []
// Set damageType
let damageType = game.wfrp4e.config.DAMAGE_TYPE.NORMAL
if (data.ignoreAP && data.ignoreTB) damageType = game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL
if (data.ignoreAP && !data.ignoreTB) damageType = game.wfrp4e.config.DAMAGE_TYPE.IGNORE_AP
if (!data.ignoreAP && data.ignoreTB) damageType = game.wfrp4e.config.DAMAGE_TYPE.IGNORE_TB
// Roll damage and hit location if to be randomised
let damage = (isNaN(data.damageFormula) && data.randomiseDamage === false)
? await evaluateDamageFormula(data.damageFormula)
: data.damageFormula
let selectedHitLocation = data.selectedHitLocation
if (data.selectedHitLocation === "roll" && data.randomiseHitLocation === false) {
await game.wfrp4e.tables.rollTable("hitloc", { hideDSN: true })
.then(hitlocPromise => selectedHitLocation = hitlocPromise.result)
}
// Set options
const options = {
damage: damage,
damageType: damageType,
damageFormula: data.damageFormula,
randomiseDamage: data.randomiseDamage,
selectedHitLocation: selectedHitLocation,
randomiseHitLocation: data.randomiseHitLocation,
minimumOne: data.minimumOne
}
// Get the target actors
for (const member of data.targetGroup) {
if (member === null) continue
// Make sure to get the actor rather than the token document
let actor = await fromUuid(member)
actor = actor?.actor ? actor.actor : actor
actorProcessingResult = await processActorDamage(actor, options)
await dealDamageSummary.push(actorProcessingResult)
}
// Process the summary message
await ChatMessage.create({
content: dealDamageSummary.join("<br>"),
whisper: game.users.filter(u => u.isGM).map(u => u.id)
})
}
async function processActorDamage (actor, options) {
// Roll damage randomly per character if required
let damage = options.damage
if (options.randomiseDamage === true) {
await evaluateDamageFormula(options.damage)
.then(damagePromiseResult => damage = damagePromiseResult)
}
// Roll hit location randomly per character if required
let selectedHitLocation = options.selectedHitLocation
if (options.randomiseHitLocation === true) {
await game.wfrp4e.tables
.rollTable(actor.details.hitLocationTable.value, { hideDSN: true })
.then(hitlocPromiseResult => selectedHitLocation = hitlocPromiseResult.result)
}
// Apply damage to the character
let msg = await actor.applyBasicDamage(Number(damage),
{ damageType: options.damageType,
minimumOne: options.minimumOne,
loc: selectedHitLocation,
suppressMsg: true
})
// The actor method applyBasicDamage() should return a msg result if successful.
// Exit with a fallback message if none is returned.
if (!msg) return game.i18n.format("GMTOOLKIT.Damage.Message.CannotApplyDamage", { character: actor.name })
// Update the standard applyBasicDamage message
// Add a random damage indicator to the results message if a damage formula is used
if (isNaN(options.damageFormula)) {
const rollResult = `${options.damage}: ${damage}`
const appliedDamage = msg.substring(0, msg.search(" "))
const explainedDamage = `<abbr title = "${rollResult}"><i class = "fas fa-dice"></i></abbr> <strong>${appliedDamage}</strong>`
msg = msg.replace(appliedDamage, explainedDamage)
}
// Add hit location details to the results message if armour is not being ignored
if (!options.ignoreAP) {
const hitLocation = game.i18n.localize(game.wfrp4e.config.locations[selectedHitLocation])
const explainedAP = `<abbr title = "${hitLocation}">AP</abbr>`
msg = msg.replace("AP", explainedAP)
}
// Add heartbeat icon to the results message if character has zero wounds
if (actor.system.status.wounds.value <= 0) {
msg += ` <abbr title="${game.i18n.localize("GMTOOLKIT.Damage.Message.At0Wounds")}"><i class="fas fa-heartbeat"></i></abbr>`
}
return msg
}
async function evaluateDamageFormula (damageFormula) {
let damage
await new Promise((resolve, reject) => {
resolve(
new Roll(damageFormula).evaluate({ async: true })
.then(r => damage = r)
)
})
if (!damage) console.log(`Cannot evaluate damage formula! ${damageFormula}`)
return damage.total
}