AltSystem/Roll.lua

246 lines
8.2 KiB
Lua
Executable file

-- AltSystem Roll Logic
-- Handles /roll 20, captures the result, and applies modifiers.
AltSystem = AltSystem or {}
local pendingRollType = nil -- "attack" or "defense"
local pendingPetRoll = nil -- { rollType, mainRollValue } when awaiting pet/summon roll
-- Get the TRP3 character first name, falling back to the WoW unit name
local function GetCharacterName()
if TRP3_API and TRP3_API.profile and TRP3_API.profile.getData then
local ok, characteristics = pcall(TRP3_API.profile.getData, "player/characteristics")
if ok and characteristics and characteristics.FN and characteristics.FN ~= "" then
return characteristics.FN
end
end
return UnitName("player")
end
-- Build the modifier description string for the announce message
local function BuildModifierString(modifiers)
local parts = {}
for _, mod in ipairs(modifiers) do
local sign = mod.value >= 0 and "+" or ""
table.insert(parts, sign .. mod.value .. " (" .. mod.name .. ")")
end
return table.concat(parts, " ")
end
-- Build the log message string (always uses the non-emote format with character name)
local function BuildLogMessage(rollValue, modifiers, total)
local name = GetCharacterName()
local modStr = BuildModifierString(modifiers)
if modStr ~= "" then
return name .. " rolled " .. rollValue .. " " .. modStr .. " = " .. total
else
return name .. " rolled " .. rollValue .. " = " .. total
end
end
-- Build the critical roll log message
local function BuildCriticalLogMessage(isCriticalSuccess)
local name = GetCharacterName()
if isCriticalSuccess then
return name .. " rolled a Critical Success!"
else
return name .. " rolled a Critical Failure!"
end
end
-- Add an entry to the roll log and refresh the UI
local function AddLogEntry(text)
local rollLog = AltSystem.State.rollLog
table.insert(rollLog, { text = text, timestamp = time() })
-- Cap at 100 entries
if #rollLog > 100 then
table.remove(rollLog, 1)
end
-- Refresh the log panel if it exists
if AltSystem.RefreshLogPanel then
AltSystem:RefreshLogPanel()
end
end
-- Send a message to the given channel.
local function SendToChannel(msg, channel)
SendChatMessage(msg, channel)
end
-- Announce the roll result to the selected chat channel
local function AnnounceRoll(rollValue, modifiers, total)
if not AltSystem.State.announceEnabled then return end
local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
if not channelDef then return end
local isEmote = channelDef.channel == "EMOTE"
local modStr = BuildModifierString(modifiers)
local msg
if isEmote then
if modStr ~= "" then
msg = "rolled " .. rollValue .. " " .. modStr .. " = " .. total
else
msg = "rolled " .. rollValue .. " = " .. total
end
else
local name = GetCharacterName()
if modStr ~= "" then
msg = name .. " rolled " .. rollValue .. " " .. modStr .. " = " .. total
else
msg = name .. " rolled " .. rollValue .. " = " .. total
end
end
SendToChannel(msg, channelDef.channel)
end
-- Announce a critical roll result
local function AnnounceCritical(isCriticalSuccess)
if not AltSystem.State.announceEnabled then return end
local channelDef = AltSystem.AnnounceChannels[AltSystem.State.announceChannelIndex]
if not channelDef then return end
local critText = isCriticalSuccess and "rolled a Critical Success!" or "rolled a Critical Failure!"
local msg
if channelDef.channel == "EMOTE" then
msg = critText
else
msg = GetCharacterName() .. " " .. critText
end
SendToChannel(msg, channelDef.channel)
end
-- Perform a roll: triggers the WoW native /roll 20 command
function AltSystem:PerformRoll(rollType)
pendingPetRoll = nil
pendingRollType = rollType
RandomRoll(1, 20)
end
-- Listen for the system message that contains the roll result
local rollListener = CreateFrame("Frame")
rollListener:RegisterEvent("CHAT_MSG_SYSTEM")
rollListener:SetScript("OnEvent", function(self, event, message)
-- Phase 2: waiting for pet/summon roll result (1-5)
if pendingPetRoll then
local petRoller, petRoll = message:match("(.+) rolls (%d+) %(1%-5%)")
if not petRoll then return end
if petRoller ~= UnitName("player") then return end
local petValue = tonumber(petRoll)
local info = pendingPetRoll
pendingPetRoll = nil
AltSystem:CalculateAndDisplayResult(info.rollType, info.mainRollValue, petValue)
return
end
-- Phase 1: waiting for main roll result (1-20)
if not pendingRollType then return end
-- Match the roll result pattern: "PlayerName rolls X (1-20)"
local roller, roll = message:match("(.+) rolls (%d+) %(1%-20%)")
if not roll then return end
if roller ~= UnitName("player") then return end
local rollValue = tonumber(roll)
local rollType = pendingRollType
pendingRollType = nil
-- If pet/summon is enabled, trigger a second roll (1-5)
if AltSystem.State.petSummonEnabled then
pendingPetRoll = { rollType = rollType, mainRollValue = rollValue }
RandomRoll(1, 5)
return
end
AltSystem:CalculateAndDisplayResult(rollType, rollValue)
end)
-- Calculate the final result based on the roll type and selected modifiers
function AltSystem:CalculateAndDisplayResult(rollType, rollValue, petRollValue)
-- Critical rolls bypass normal calculation
if rollValue == 1 then
AddLogEntry(BuildCriticalLogMessage(false))
AnnounceCritical(false)
return
elseif rollValue == 20 then
AddLogEntry(BuildCriticalLogMessage(true))
AnnounceCritical(true)
return
end
local state = AltSystem.State
local skill = AltSystem.Data.Skills[state.selectedSkillIndex]
local item = AltSystem.Data.Items[state.selectedItemIndex]
local skillMod = skill and skill.modifier or 0
local itemMod = item and item.modifier or 0
local total = rollValue
local modifiers = {}
local isBaseRoll = skill and skill.name == "Base roll"
local petMod = petRollValue or 0
if rollType == "attack" then
-- Attack Roll = roll + skill modifier + item modifier + pet/summon modifier
total = rollValue + skillMod + itemMod + petMod
if not isBaseRoll then
table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
end
if itemMod ~= 0 then
table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
end
if petMod ~= 0 then
table.insert(modifiers, { name = "Pet", value = petMod })
end
elseif rollType == "defense" then
-- Defense Roll = roll + skill modifier + item modifier + defense modifier + shield modifier
local defense = AltSystem.Data.Defenses[state.selectedDefenseIndex]
local defenseMod = defense and defense.modifier or 0
local shieldMod = state.shieldEnabled and AltSystem.Data.ShieldModifier or 0
total = rollValue + skillMod + itemMod + defenseMod + shieldMod + petMod
if not isBaseRoll then
table.insert(modifiers, { name = skill and skill.name or "Skill", value = skillMod })
end
if itemMod ~= 0 then
table.insert(modifiers, { name = item and item.name or "Item", value = itemMod })
end
if defenseMod ~= 0 then
table.insert(modifiers, { name = defense and defense.name or "Armor", value = defenseMod })
end
if shieldMod ~= 0 then
table.insert(modifiers, { name = "Shield", value = shieldMod })
end
if petMod ~= 0 then
table.insert(modifiers, { name = "Pet", value = petMod })
end
end
-- Add to log (always, regardless of announce setting)
AddLogEntry(BuildLogMessage(rollValue, modifiers, total))
-- Announce to chat (if enabled)
AnnounceRoll(rollValue, modifiers, total)
end
-- Format a modifier value with sign
function FormatModifier(value)
if value >= 0 then
return "+" .. value
else
return tostring(value)
end
end