175 lines
6.4 KiB
Lua
175 lines
6.4 KiB
Lua
-- AltSystem Roll Logic
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-- Handles /roll 20, captures the result, and applies modifiers.
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AltSystem = AltSystem or {}
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local pendingRollType = nil -- "attack" or "defense"
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-- Get the TRP3 character first name, falling back to the WoW unit name
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local function GetCharacterName()
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if TRP3_API and TRP3_API.profile and TRP3_API.profile.getData then
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local ok, characteristics = pcall(TRP3_API.profile.getData, "player/characteristics")
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if ok and characteristics and characteristics.FN and characteristics.FN ~= "" then
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return characteristics.FN
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end
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end
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return UnitName("player")
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end
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-- Build the modifier description string for the announce message
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local function BuildModifierString(modifiers)
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local parts = {}
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for _, mod in ipairs(modifiers) do
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local sign = mod.value >= 0 and "+" or ""
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table.insert(parts, sign .. mod.value .. " (" .. mod.name .. ")")
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end
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return table.concat(parts, " ")
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end
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-- Send a message to the given channel.
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-- Note: EMOTE channel uses SendChatMessage like all others. The WoW API
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-- SendChatMessage(msg, "EMOTE") sends a proper /e emote from any context,
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-- unlike RunMacroText which is a protected function requiring a hardware event.
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local function SendToChannel(msg, channel)
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SendChatMessage(msg, channel)
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end
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-- Announce the roll result to the selected chat channel
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local function AnnounceRoll(rollValue, modifiers, total)
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if not AltSystem.State.announceEnabled then return end
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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if not channelDef then return end
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local name = GetCharacterName()
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local modStr = BuildModifierString(modifiers)
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local msg
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if modStr ~= "" then
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msg = name .. " rolled " .. rollValue .. " " .. modStr .. " = " .. total
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else
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msg = name .. " rolled " .. rollValue .. " = " .. total
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end
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SendToChannel(msg, channelDef.channel)
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end
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-- Perform a roll: triggers the WoW native /roll 20 command
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function AltSystem:PerformRoll(rollType)
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pendingRollType = rollType
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RandomRoll(1, 20)
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end
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-- Listen for the system message that contains the roll result
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local rollListener = CreateFrame("Frame")
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rollListener:RegisterEvent("CHAT_MSG_SYSTEM")
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rollListener:SetScript("OnEvent", function(self, event, message)
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if not pendingRollType then return end
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-- Match the roll result pattern: "PlayerName rolls X (1-20)"
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local roll = message:match("rolls (%d+) %(1%-20%)")
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if not roll then return end
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local rollValue = tonumber(roll)
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local rollType = pendingRollType
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pendingRollType = nil
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AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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end)
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-- Calculate the final result based on the roll type and selected modifiers
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function AltSystem:CalculateAndDisplayResult(rollType, rollValue)
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-- Critical rolls bypass normal calculation
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if rollValue == 1 then
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if AltSystem.ResultText then
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AltSystem.ResultText:SetText("|cffff0000Critical Failure|r")
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end
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if AltSystem.State.announceEnabled then
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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if channelDef then
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SendToChannel(GetCharacterName() .. " rolled a Critical Failure!", channelDef.channel)
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end
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end
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return
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elseif rollValue == 20 then
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if AltSystem.ResultText then
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AltSystem.ResultText:SetText("|cff00ff00Critical Success|r")
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end
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if AltSystem.State.announceEnabled then
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local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
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if channelDef then
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SendToChannel(GetCharacterName() .. " rolled a Critical Success!", channelDef.channel)
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end
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end
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return
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end
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local state = AltSystem.State
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local skill = AltSystem.Data.Skills[state.selectedSkillIndex]
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local item = AltSystem.Data.Items[state.selectedItemIndex]
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local skillMod = skill and skill.modifier or 0
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local itemMod = item and item.modifier or 0
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local total = rollValue
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local breakdown = "Roll: " .. rollValue
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local modifiers = {}
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local isBaseRoll = skill and skill.name == "Base roll"
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if rollType == "attack" then
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-- Attack Roll = roll + skill modifier + item modifier
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total = rollValue + skillMod + itemMod
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if not isBaseRoll then
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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end
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if itemMod ~= 0 then
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breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod)
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table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
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end
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breakdown = breakdown .. "\n|cffffd100Attack Total: " .. total .. "|r"
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elseif rollType == "defense" then
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-- Defense Roll = roll + skill modifier + item modifier + defense modifier + shield modifier
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local defense = AltSystem.Data.Defenses[state.selectedDefenseIndex]
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local defenseMod = defense and defense.modifier or 0
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local shieldMod = state.shieldEnabled and AltSystem.Data.ShieldModifier or 0
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total = rollValue + skillMod + itemMod + defenseMod + shieldMod
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if not isBaseRoll then
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breakdown = breakdown .. "\nSkill: " .. FormatModifier(skillMod)
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table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
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end
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if itemMod ~= 0 then
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breakdown = breakdown .. " | Item: " .. FormatModifier(itemMod)
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table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
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end
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breakdown = breakdown .. "\nDefense: " .. FormatModifier(defenseMod)
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table.insert(modifiers, { name = defense and defense.name or "Defense", value = defenseMod })
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if shieldMod ~= 0 then
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breakdown = breakdown .. " | Shield: " .. FormatModifier(shieldMod)
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table.insert(modifiers, { name = "Shield", value = shieldMod })
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end
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breakdown = breakdown .. "\n|cff00ccffDefense Total: " .. total .. "|r"
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end
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if AltSystem.ResultText then
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AltSystem.ResultText:SetText(breakdown)
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end
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AnnounceRoll(rollValue, modifiers, total)
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end
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-- Format a modifier value with sign
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function FormatModifier(value)
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if value >= 0 then
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return "+" .. value
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else
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return tostring(value)
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end
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end
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