vagabond-rpg-foundryvtt/module/applications/spell-cast-dialog.mjs
Cal Corum 0325343931 Fix spell cast dialog buttons and add scrollbar support
- Remove duplicate event listeners from SpellCastDialog._onRender()
  (favor/hinder and modifier presets are handled by parent class)
- Add scrollbar support to all roll dialogs via .window-content styling
  (overflow-y: auto, max-height: 80vh, custom scrollbar)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 14:47:02 -06:00

636 lines
20 KiB
JavaScript

/**
* Spell Cast Dialog for Vagabond RPG
*
* Extends VagabondRollDialog to handle spell casting configuration:
* - Spell selection from known spells
* - Damage dice selection (0 to casting max)
* - Delivery type selection (filtered to valid types)
* - Duration type selection (filtered to valid types)
* - Live mana cost calculation
* - Focus tracking for Focus duration spells
*
* @extends VagabondRollDialog
*/
import VagabondRollDialog from "./base-roll-dialog.mjs";
import { skillCheck, damageRoll } from "../dice/rolls.mjs";
export default class SpellCastDialog extends VagabondRollDialog {
/**
* @param {VagabondActor} actor - The actor casting the spell
* @param {Object} options - Dialog options
* @param {string} [options.spellId] - Pre-selected spell ID
*/
constructor(actor, options = {}) {
super(actor, options);
this.spellId = options.spellId || null;
// Casting configuration
this.castConfig = {
damageDice: 0,
delivery: null,
duration: null,
includeEffect: true, // Whether to include the spell's effect (beyond damage)
};
// Auto-select first known spell if none specified
if (!this.spellId) {
const knownSpells = this._getKnownSpells();
if (knownSpells.length > 0) {
this.spellId = knownSpells[0].id;
}
}
// Initialize cast config from selected spell
this._initializeCastConfig();
// Load automatic favor/hinder for spell casting
const castingSkill = this._getCastingSkill();
this.rollConfig.autoFavorHinder = actor.getNetFavorHinder({ skillId: castingSkill });
}
/* -------------------------------------------- */
/* Static Properties */
/* -------------------------------------------- */
/** @override */
static DEFAULT_OPTIONS = foundry.utils.mergeObject(
super.DEFAULT_OPTIONS,
{
id: "vagabond-spell-cast-dialog",
window: {
title: "VAGABOND.CastSpell",
icon: "fa-solid fa-wand-sparkles",
},
position: {
width: 400,
},
},
{ inplace: false }
);
/** @override */
static PARTS = {
form: {
template: "systems/vagabond/templates/dialog/spell-cast.hbs",
},
};
/* -------------------------------------------- */
/* Getters */
/* -------------------------------------------- */
/** @override */
get title() {
if (this.spell) {
return `${game.i18n.localize("VAGABOND.Cast")}: ${this.spell.name}`;
}
return game.i18n.localize("VAGABOND.CastSpell");
}
/**
* Get the currently selected spell.
* @returns {VagabondItem|null}
*/
get spell() {
if (!this.spellId) return null;
return this.actor.items.get(this.spellId) || null;
}
/**
* Get the actor's current mana.
* @returns {number}
*/
get currentMana() {
return this.actor.system.resources?.mana?.value || 0;
}
/**
* Get the actor's max mana.
* @returns {number}
*/
get maxMana() {
return this.actor.system.resources?.mana?.max || 0;
}
/**
* Get the actor's casting max (max dice in one spell).
* @returns {number}
*/
get castingMax() {
return this.actor.system.resources?.mana?.castingMax || 3;
}
/**
* Calculate the current mana cost based on cast config.
* @returns {number}
*/
get manaCost() {
const spell = this.spell;
if (!spell) return 0;
return spell.system.calculateManaCost({
damageDice: this.castConfig.damageDice,
delivery: this.castConfig.delivery,
duration: this.castConfig.duration,
includeEffect: this.castConfig.includeEffect,
});
}
/**
* Check if the actor can afford to cast the spell.
* @returns {boolean}
*/
get canAfford() {
return this.currentMana >= this.manaCost;
}
/**
* Get the casting skill for this spell.
* @returns {string}
*/
_getCastingSkill() {
const spell = this.spell;
if (spell?.system.castingSkill) {
return spell.system.castingSkill;
}
// Default to arcana, but could be overridden by class
return "arcana";
}
/* -------------------------------------------- */
/* Helper Methods */
/* -------------------------------------------- */
/**
* Get all known spells for this actor.
* @returns {Array<VagabondItem>}
* @private
*/
_getKnownSpells() {
return this.actor.items.filter((item) => item.type === "spell");
}
/**
* Initialize cast config from the selected spell's defaults.
* @private
*/
_initializeCastConfig() {
const spell = this.spell;
if (!spell) return;
// Default to 1 damage die if spell is damaging, 0 otherwise
this.castConfig.damageDice = spell.system.isDamaging() ? 1 : 0;
// Default to first valid delivery type
const validDelivery = spell.system.getValidDeliveryTypes();
this.castConfig.delivery = validDelivery[0] || "touch";
// Default to first valid duration type
const validDuration = spell.system.getValidDurationTypes();
this.castConfig.duration = validDuration[0] || "instant";
}
/**
* Get the maximum damage dice this spell can use.
* @returns {number}
* @private
*/
_getMaxDamageDice() {
const spell = this.spell;
if (!spell) return 0;
// Spell-specific max or actor's casting max
const spellMax = spell.system.maxDice || 0;
const castingMax = this.castingMax;
// If spell has a specific max, use the lower of spell max and casting max
if (spellMax > 0) {
return Math.min(spellMax, castingMax);
}
return castingMax;
}
/**
* Get the damage formula for the current config.
* @returns {string}
* @private
*/
_getDamageFormula() {
const spell = this.spell;
if (!spell || !spell.system.isDamaging() || this.castConfig.damageDice <= 0) {
return "";
}
const diceBase = spell.system.damageBase || "d6";
return `${this.castConfig.damageDice}${diceBase}`;
}
/* -------------------------------------------- */
/* Data Preparation */
/* -------------------------------------------- */
/** @override */
async _prepareRollContext(_options) {
const context = {};
// Get all known spells for selection
const knownSpells = this._getKnownSpells();
context.spells = knownSpells.map((s) => ({
id: s.id,
name: s.name,
img: s.img,
damageType: s.system.damageType,
isDamaging: s.system.isDamaging(),
selected: s.id === this.spellId,
}));
context.hasSpells = knownSpells.length > 0;
context.selectedSpellId = this.spellId;
context.spell = this.spell;
// Mana info
context.currentMana = this.currentMana;
context.maxMana = this.maxMana;
context.castingMax = this.castingMax;
context.manaCost = this.manaCost;
context.canAfford = this.canAfford;
// Spell-specific data when a spell is selected
const spell = this.spell;
if (spell) {
// Casting skill
const castingSkill = this._getCastingSkill();
const skillConfig = CONFIG.VAGABOND?.skills?.[castingSkill];
const skillData = this.actor.system.skills?.[castingSkill];
const statKey = skillConfig?.stat || "reason";
const statValue = this.actor.system.stats?.[statKey]?.value || 0;
const trained = skillData?.trained || false;
context.castingSkill = castingSkill;
context.castingSkillLabel = game.i18n.localize(skillConfig?.label || castingSkill);
context.statLabel = game.i18n.localize(CONFIG.VAGABOND?.stats?.[statKey] || statKey);
context.statValue = statValue;
context.trained = trained;
context.difficulty = trained ? 20 - statValue * 2 : 20 - statValue;
context.critThreshold = skillData?.critThreshold || 20;
// Damage configuration
context.isDamaging = spell.system.isDamaging();
context.damageDice = this.castConfig.damageDice;
context.maxDamageDice = this._getMaxDamageDice();
context.damageBase = spell.system.damageBase || "d6";
context.damageType = spell.system.damageType;
context.damageTypeLabel = game.i18n.localize(
CONFIG.VAGABOND?.damageTypes?.[spell.system.damageType] || spell.system.damageType
);
context.damageFormula = this._getDamageFormula();
// Delivery options (filtered to valid types)
const validDelivery = spell.system.getValidDeliveryTypes();
context.deliveryOptions = validDelivery.map((type) => {
const config = CONFIG.VAGABOND?.spellDelivery?.[type] || {};
return {
value: type,
label: game.i18n.localize(config.label || type),
cost: config.cost || 0,
selected: type === this.castConfig.delivery,
};
});
// Duration options (filtered to valid types)
const validDuration = spell.system.getValidDurationTypes();
context.durationOptions = validDuration.map((type) => {
const config = CONFIG.VAGABOND?.spellDuration?.[type] || {};
return {
value: type,
label: game.i18n.localize(config.label || type),
isFocus: config.focus || false,
selected: type === this.castConfig.duration,
};
});
// Current cast config
context.delivery = this.castConfig.delivery;
context.duration = this.castConfig.duration;
// Effect description
context.effect = spell.system.effect;
context.critEffect = spell.system.critEffect;
context.hasEffect = Boolean(spell.system.effect && spell.system.effect.trim());
context.includeEffect = this.castConfig.includeEffect;
// Focus warning if actor is already focusing
const currentFocus = this.actor.system.focus?.active || [];
context.isCurrentlyFocusing = currentFocus.length > 0;
context.focusedSpells = currentFocus.map((f) => f.spellName);
context.maxConcurrentFocus = this.actor.system.focus?.maxConcurrent || 1;
context.canAddFocus = currentFocus.length < context.maxConcurrentFocus;
context.willRequireFocus = this.castConfig.duration === "focus";
}
return context;
}
/* -------------------------------------------- */
/* Event Handlers */
/* -------------------------------------------- */
/** @override */
_onRender(context, options) {
super._onRender(context, options);
// Spell selection dropdown
const spellSelect = this.element.querySelector('[name="spellId"]');
spellSelect?.addEventListener("change", (event) => {
this.spellId = event.target.value;
this._initializeCastConfig();
this.render();
});
// Damage dice input/slider
const damageDiceInput = this.element.querySelector('[name="damageDice"]');
damageDiceInput?.addEventListener("input", (event) => {
this.castConfig.damageDice = parseInt(event.target.value, 10) || 0;
this.render();
});
// Delivery type dropdown
const deliverySelect = this.element.querySelector('[name="delivery"]');
deliverySelect?.addEventListener("change", (event) => {
this.castConfig.delivery = event.target.value;
this.render();
});
// Duration type dropdown
const durationSelect = this.element.querySelector('[name="duration"]');
durationSelect?.addEventListener("change", (event) => {
this.castConfig.duration = event.target.value;
this.render();
});
// Include effect toggle
const includeEffectToggle = this.element.querySelector('[name="includeEffect"]');
includeEffectToggle?.addEventListener("change", (event) => {
this.castConfig.includeEffect = event.target.checked;
this.render();
});
// Note: Favor/hinder toggles and modifier presets are handled by parent class
// via super._onRender() - no need to add duplicate listeners here
}
/** @override */
async _executeRoll() {
const spell = this.spell;
if (!spell) {
ui.notifications.warn(game.i18n.localize("VAGABOND.SelectSpellFirst"));
return;
}
// Check mana cost
const manaCost = this.manaCost;
if (!this.canAfford) {
ui.notifications.warn(
game.i18n.format("VAGABOND.InsufficientMana", {
cost: manaCost,
current: this.currentMana,
})
);
return;
}
// Perform the casting skill check
const castingSkill = this._getCastingSkill();
const skillData = this.actor.system.skills?.[castingSkill];
const skillConfig = CONFIG.VAGABOND?.skills?.[castingSkill];
const statKey = skillConfig?.stat || "reason";
const statValue = this.actor.system.stats?.[statKey]?.value || 0;
const trained = skillData?.trained || false;
const difficulty = trained ? 20 - statValue * 2 : 20 - statValue;
const critThreshold = skillData?.critThreshold || 20;
const result = await skillCheck(this.actor, castingSkill, {
difficulty,
critThreshold,
favorHinder: this.netFavorHinder,
modifier: this.rollConfig.modifier,
});
// Roll damage if the cast succeeded and spell deals damage
let damageResult = null;
if (result.success && spell.system.isDamaging() && this.castConfig.damageDice > 0) {
const damageFormula = this._getDamageFormula();
damageResult = await damageRoll(damageFormula, {
isCrit: result.isCrit,
rollData: this.actor.getRollData(),
});
}
// Spend mana (regardless of success - mana is spent on attempt)
await this.actor.update({
"system.resources.mana.value": Math.max(0, this.currentMana - manaCost),
});
// Handle focus duration spells
if (result.success && this.castConfig.duration === "focus") {
const currentFocus = this.actor.system.focus?.active || [];
const maxFocus = this.actor.system.focus?.maxConcurrent || 1;
if (currentFocus.length < maxFocus) {
// Add to focus list
await this.actor.update({
"system.focus.active": [
...currentFocus,
{
spellId: spell.id,
spellName: spell.name,
target: "", // Could be set via target selection
manaCostPerRound: 0, // Could be defined per-spell
requiresSaveCheck: false,
canBeBroken: true,
},
],
});
ui.notifications.info(game.i18n.format("VAGABOND.NowFocusing", { spell: spell.name }));
} else {
ui.notifications.warn(game.i18n.localize("VAGABOND.FocusLimitReached"));
}
}
// Send to chat
await this._sendToChat(result, damageResult);
}
/**
* Send the spell cast result to chat.
*
* @param {VagabondRollResult} result - The casting skill check result
* @param {Roll|null} damageResult - The damage roll (if applicable)
* @returns {Promise<ChatMessage>}
* @private
*/
async _sendToChat(result, damageResult) {
const spell = this.spell;
const castingSkill = this._getCastingSkill();
const skillConfig = CONFIG.VAGABOND?.skills?.[castingSkill];
// Prepare template data
const templateData = {
actor: this.actor,
spell: {
id: spell.id,
name: spell.name,
img: spell.img,
effect: spell.system.effect,
critEffect: spell.system.critEffect,
damageType: spell.system.damageType,
damageTypeLabel: game.i18n.localize(
CONFIG.VAGABOND?.damageTypes?.[spell.system.damageType] || spell.system.damageType
),
isDamaging: spell.system.isDamaging(),
},
castingSkillLabel: game.i18n.localize(skillConfig?.label || castingSkill),
delivery: this.castConfig.delivery,
deliveryLabel: game.i18n.localize(
CONFIG.VAGABOND?.spellDelivery?.[this.castConfig.delivery]?.label ||
this.castConfig.delivery
),
duration: this.castConfig.duration,
durationLabel: game.i18n.localize(
CONFIG.VAGABOND?.spellDuration?.[this.castConfig.duration]?.label ||
this.castConfig.duration
),
isFocus: this.castConfig.duration === "focus",
manaCost: this.manaCost,
difficulty: result.difficulty,
critThreshold: result.critThreshold,
total: result.total,
d20Result: result.d20Result,
favorDie: result.favorDie,
modifier: this.rollConfig.modifier,
success: result.success,
isCrit: result.isCrit,
isFumble: result.isFumble,
formula: result.roll.formula,
netFavorHinder: this.netFavorHinder,
favorSources: this.rollConfig.autoFavorHinder.favorSources,
hinderSources: this.rollConfig.autoFavorHinder.hinderSources,
// Damage info
hasDamage: !!damageResult,
damageTotal: damageResult?.total,
damageFormula: damageResult?.formula,
damageDice: this.castConfig.damageDice,
// Effect info
includeEffect: this.castConfig.includeEffect,
hasEffect: Boolean(spell.system.effect && spell.system.effect.trim()),
};
// Render the chat card template
const content = await renderTemplate(
"systems/vagabond/templates/chat/spell-cast.hbs",
templateData
);
// Collect all rolls
const rolls = [result.roll];
if (damageResult) rolls.push(damageResult);
// Create the chat message
const chatData = {
user: game.user.id,
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
content,
rolls,
sound: CONFIG.sounds.dice,
};
return ChatMessage.create(chatData);
}
/* -------------------------------------------- */
/* Static Methods */
/* -------------------------------------------- */
/**
* Create and render a spell cast dialog.
*
* @param {VagabondActor} actor - The actor casting the spell
* @param {string} [spellId] - Optional pre-selected spell ID
* @param {Object} [options] - Additional options
* @returns {Promise<SpellCastDialog>}
*/
static async prompt(actor, spellId = null, options = {}) {
return this.create(actor, { ...options, spellId });
}
/**
* Perform a quick spell cast without showing the dialog.
* Uses default options for delivery and duration.
*
* @param {VagabondActor} actor - The actor casting the spell
* @param {VagabondItem} spell - The spell to cast
* @param {Object} [options] - Cast options
* @returns {Promise<Object>} Cast and damage results
*/
static async quickCast(actor, spell, options = {}) {
// Create temporary dialog for calculations
const tempDialog = new this(actor, { spellId: spell.id });
// Apply any option overrides
if (options.damageDice !== undefined) {
tempDialog.castConfig.damageDice = options.damageDice;
}
if (options.delivery) {
tempDialog.castConfig.delivery = options.delivery;
}
if (options.duration) {
tempDialog.castConfig.duration = options.duration;
}
// Check mana
if (!tempDialog.canAfford) {
ui.notifications.warn(
game.i18n.format("VAGABOND.InsufficientMana", {
cost: tempDialog.manaCost,
current: tempDialog.currentMana,
})
);
return null;
}
// Get automatic favor/hinder
const castingSkill = tempDialog._getCastingSkill();
const autoFavorHinder = actor.getNetFavorHinder({ skillId: castingSkill });
// Perform the skill check
const result = await skillCheck(actor, castingSkill, {
favorHinder: options.favorHinder ?? autoFavorHinder.net,
modifier: options.modifier || 0,
});
// Roll damage if applicable
let damageResult = null;
if (result.success && spell.system.isDamaging() && tempDialog.castConfig.damageDice > 0) {
const damageFormula = tempDialog._getDamageFormula();
damageResult = await damageRoll(damageFormula, {
isCrit: result.isCrit,
rollData: actor.getRollData(),
});
}
// Spend mana
await actor.update({
"system.resources.mana.value": Math.max(0, tempDialog.currentMana - tempDialog.manaCost),
});
// Send to chat
tempDialog.rollConfig.autoFavorHinder = autoFavorHinder;
await tempDialog._sendToChat(result, damageResult);
return { cast: result, damage: damageResult };
}
}