Files
DiceCloud/app/imports/api/engine/action/tasks/applyCheckTask.ts
2024-10-30 17:53:39 +02:00

132 lines
4.8 KiB
TypeScript

import { applyTriggers } from '/imports/api/engine/action/functions/applyTaskGroups';
import { CheckTask } from '/imports/api/engine/action/tasks/Task';
import { EngineAction } from '/imports/api/engine/action/EngineActions';
import { getEffectiveActionScope } from '/imports/api/engine/action/functions/getEffectiveActionScope';
import { getFromScope } from '/imports/api/creature/creatures/CreatureVariables';
import { getVariables } from '/imports/api/engine/loadCreatures';
import InputProvider from '/imports/api/engine/action/functions/userInput/InputProvider';
import numberToSignedString from '/imports/api/utility/numberToSignedString';
import TaskResult from '/imports/api/engine/action/tasks/TaskResult';
/**
* A skill property is applied as a check or a saving throw
*/
export default async function applyCheckTask(
task: CheckTask, action: EngineAction, result: TaskResult, userInput: InputProvider
): Promise<void> {
const targetIds = task.targetIds;
if (task.contest) {
throw new Meteor.Error('not-implemented', 'This functionality is not implemented yet');
}
for (const targetId of targetIds) {
let scope;
if (targetId === action.creatureId) {
scope = await getEffectiveActionScope(action);
} else {
scope = getVariables(targetId);
}
// Get the updated parameters from user input
const checkParams = await userInput.check(task);
const advantage = checkParams.advantage;
const skill = checkParams.skillVariableName && getFromScope(checkParams.skillVariableName, scope) || null;
const skillBonus = (skill?.value || 0) - (skill?.abilityMod || 0);
const ability = checkParams.abilityVariableName && getFromScope(checkParams.abilityVariableName, scope) || null;
const abilityModifier = ability?.modifier || 0;
// Run the before triggers which may change scope properties
if (skill) await applyTriggers(action, skill, [targetId], 'checkTriggerIds.before', userInput);
if (ability) await applyTriggers(action, ability, [targetId], 'checkTriggerIds.before', userInput);
if (skill || ability) {
// Create a new result after before triggers have run
result = new TaskResult(task.targetIds);
action.results.push(result);
}
const totalModifier = skillBonus + abilityModifier;
const rollModifierText = numberToSignedString(totalModifier);
// Get the name of the check
let checkName = 'Check';
if (ability?.name && skill?.name) {
checkName = `${ability.name} (${skill.name})`
} else if (ability?.name || skill?.name) {
checkName = `${ability?.name || skill?.name}`;
}
let rollName = 'Roll'
// Append advantage/disadvantage to the check name
if (advantage === 1) {
rollName += ' (Advantage)'
} else if (advantage === -1) {
rollName += ' (Disadvantage)'
}
// Print check name and DC if present
const dc = checkParams.dc;
result.appendLog({
name: checkName,
inline: true,
...dc !== null && { value: `DC **${dc}**` },
silenced: task.silent ?? false,
}, [targetId]);
// Roll the dice
let rolledValue, resultPrefix;
if (advantage === 1) {
const [[a, b]] = await userInput.rollDice([{ number: 2, diceSize: 20 }]);
if (a >= b) {
rolledValue = a;
resultPrefix = `1d20 [ ${a}, ~~${b}~~ ] ${rollModifierText}`;
} else {
rolledValue = b;
resultPrefix = `1d20 [ ~~${a}~~, ${b} ] ${rollModifierText}`;
}
} else if (advantage === -1) {
const [[a, b]] = await userInput.rollDice([{ number: 2, diceSize: 20 }]);
if (a <= b) {
rolledValue = a;
resultPrefix = `1d20 [ ${a}, ~~${b}~~ ] ${rollModifierText}`;
} else {
rolledValue = b;
resultPrefix = `1d20 [ ~~${a}~~, ${b} ] ${rollModifierText}`;
}
} else {
[[rolledValue]] = await userInput.rollDice([{ number: 1, diceSize: 20 }]);
resultPrefix = `1d20 [${rolledValue}] ${rollModifierText}`
}
const totalValue = rolledValue + totalModifier;
result.appendLog({
name: rollName,
value: `${resultPrefix}\n**${totalValue}**`,
inline: true,
silenced: task.silent ?? false,
}, [targetId]);
// After check triggers
if (skill) await applyTriggers(action, skill, [targetId], 'checkTriggerIds.after', userInput);
if (ability) await applyTriggers(action, ability, [targetId], 'checkTriggerIds.after', userInput);
// After children check triggers
if (skill) await applyTriggers(action, skill, [targetId], 'checkTriggerIds.afterChildren', userInput);
if (ability) await applyTriggers(action, ability, [targetId], 'checkTriggerIds.afterChildren', userInput);
}
}
// TODO set these and potentially read them again if triggers can change them
/*
'~checkAdvantage'
'~checkAdvantage'
'~checkDiceRoll'
'~checkRoll'
'~checkModifier'
*/