2025-05-28 15:36:51 -07:00

161 lines
4.2 KiB
TypeScript

import {
DiceUtils,
DiceContract,
RollValueContract,
HelperUtils,
} from "@dndbeyond/character-rules-engine/es";
import {
DiceEvent,
Dice,
RollRequest,
RollType,
RollKind,
DiceNotation,
} from "@dndbeyond/dice";
import { DiceComponentUtils, TypeScriptUtils } from "../index";
import {
hack__generateDiceRollResultTermLookup,
hack__generateDiceRollResultValueExcludeTypeLookup,
} from "./hacks";
/**
* Adds an event listener that sets the state variable isCriticalHit to false when a roll is performed
* that is not this component's to-hit roll
*
* Note: Move this to a hook if the components go classless
*/
export function setupResetCritStateOnRoll(
rollAction: string,
rollNode: React.ReactNode
): (eventData: any) => void {
let handler = _handler.bind(undefined, rollAction, rollNode);
Dice.addEventListener(DiceEvent.ROLL, handler);
return handler;
}
export function _handler(
rollAction: string,
rollNode: React.PureComponent<any, any>,
result: RollRequest
): void {
let shouldResetCritState =
// A multi-roll was performed
result.rolls.length !== 1 ||
// A roll from another action was performed
rollAction != result.action ||
// This didn't have a to-hit roll, and we already know it is this same action
result.rolls.find((r) => r.rollType != RollType.ToHit);
if (shouldResetCritState) {
rollNode?.setState({ isCriticalHit: false });
}
}
/**
* Checks for a critical hit
*/
export function isCriticalRoll(result: RollRequest): boolean {
// Does this roll have a to-hit roll?
const hitRoll = result.rolls.find((r) => r.rollType == RollType.ToHit);
if (hitRoll) {
const minRollForCrit: number = 20;
let numCritRolls: number =
hitRoll.result?.values.filter((v) => v >= minRollForCrit).length ?? 0;
let critRoll: boolean = false;
switch (hitRoll.rollKind) {
case RollKind.Disadvantage:
critRoll = numCritRolls >= 2;
break;
case RollKind.Advantage:
default:
critRoll = numCritRolls > 0;
break;
}
return critRoll;
}
return false;
}
/**
* Returns a dice notation string taking into account the current state
* (doubles damage dice when in critical hit state)
*
* @param isCriticalHit Flags if the dice notation is in a critical hit state
* @param damage Normally displayed damage
*/
export function getDamageDiceNotation(
damage: number | DiceContract | null,
isCriticalHit?: boolean
): string {
if (typeof damage === "number") {
return damage.toString();
}
if (!isCriticalHit) {
return DiceUtils.renderDice(damage);
}
let dn = DiceNotation.parseDiceNotation(DiceUtils.renderDice(damage));
for (let i = 0; i < dn.set.length; i++) {
// Double the dice on each term
dn.set[i].count *= 2;
}
return dn.toDiceNotationString();
}
/**
*
* @param dieType
*/
export function getDieTypeValue(dieType: string): number {
return Number(dieType.substr(1));
}
/**
* Returns Array<RollValueContract> given the a rollRequestResult with a single RollResult
*
* @param rollRequestResult
*/
export function generateRollValueContracts(
rollRequestResult: RollRequest
): Array<RollValueContract> | null {
//these hacks make it easier to grab the data from the dice api until the api is updated
const hack__diceRollResultTermLookup =
hack__generateDiceRollResultTermLookup(rollRequestResult);
const hack__diceRollResultValueExcludeTypeLookup =
hack__generateDiceRollResultValueExcludeTypeLookup(rollRequestResult);
//RollResult | undefined - RollResult is not exported from Dice;
// only expect to have one single rollRequest.
const rollResult = rollRequestResult.rolls[0].result ?? null;
if (!rollResult) {
return null;
}
return rollResult.values
.map((value, idx) => {
const dieTerm = HelperUtils.lookupDataOrFallback(
hack__diceRollResultTermLookup,
idx
);
const excludeType = HelperUtils.lookupDataOrFallback(
hack__diceRollResultValueExcludeTypeLookup,
idx
);
if (!dieTerm || !excludeType) {
return null;
}
return {
value,
dieType: DiceComponentUtils.getDieTypeValue(dieTerm.dieType),
excludeType,
};
})
.filter(TypeScriptUtils.isNotNullOrUndefined);
}