Files
FoundryVTT/.serena/memories/pf1e_damage_roll_guide.md
centron\schwoerer 4f0b3af6e1 zwischenstand
2025-11-18 14:32:01 +01:00

452 lines
11 KiB
Markdown

# PF1e Damage Roll Detection & Structure Guide
## Overview
Comprehensive guide to understanding how damage rolls are created, stored, and detected in the PF1e system for Foundry VTT v11.315.
---
## 1. Damage Roll Classes
### DamageRoll Class
**Location**: `module/dice/damage-roll.mjs`
Extends `RollPF`. Damage rolls store damage-specific metadata:
```javascript
export class DamageRoll extends RollPF {
static TYPES = {
NORMAL: "normal",
CRITICAL: "crit",
NON_CRITICAL: "nonCrit",
};
constructor(formula, data, options = {}) {
super(formula, data, options);
this.options.damageType ??= { values: ["untyped"], custom: "" };
}
get damageType() {
return this.options.damageType; // {values: ["fire"], custom: ""}
}
get type() {
return this.options.type; // "normal", "crit", or "nonCrit"
}
get isCritical() {
return this.type === this.constructor.TYPES.CRITICAL;
}
}
```
**Key Properties**:
- `options.damageType` - Object with damage types: `{values: string[], custom: string}`
- `options.type` - Critical status: "normal", "crit", or "nonCrit"
- Extends `RollPF` which extends Foundry's `Roll` class
---
## 2. Chat Attack Structure
### ChatAttack Class
**Location**: `module/action-use/chat-attack.mjs`
Manages all rolls for a single attack action:
```javascript
export class ChatAttack {
action; // ItemAction reference
hasDamage = false;
damage = new AttackDamage(); // Normal damage rolls
damageRows = []; // Formatted rows for display
nonlethal = false;
critDamage = new AttackDamage(); // Critical multiplier damage
}
```
### AttackDamage Class
Container for damage rolls:
```javascript
class AttackDamage {
flavor = ""; // "Damage", "Healing", "Nonlethal"
total = 0; // Total damage sum
rolls = []; // Array of DamageRoll instances
get isActive() {
return this.rolls.length > 0;
}
get half() {
return Math.floor(this.total / 2);
}
}
```
---
## 3. Chat Message Metadata Storage
### Flag Path
**Key Location**: `chatMessage.flags.pf1.metadata.rolls`
All PF1-specific data stored in the message flags hierarchy:
```javascript
{
actor: "<actor-uuid>",
item: "<item-id>",
action: "<action-id>",
template: "<template-id>",
targets: ["<target-uuid>", ...],
combat: "<combat-id>",
rolls: {
attacks: [
{
// Attack roll (d20)
attack: {class: "D20RollPF", formula: "1d20 + 5", total: 18, ...},
// Normal damage rolls
damage: [
{
class: "DamageRoll",
formula: "1d8 + 3[Strength]",
type: "normal",
options: {
damageType: {values: ["slashing"], custom: ""},
type: "normal"
},
total: 7,
...
}
],
// Critical confirmation roll
critConfirm: null, // Or D20RollPF if confirmed
// Critical damage (only if crit confirmed)
critDamage: [
{
class: "DamageRoll",
formula: "1d8 + 3[Strength]",
type: "crit",
total: 6,
...
}
],
// Ammo tracking (ranged only)
ammo: {id: "<ammo-id>", quantity: 1, misfire: false}
}
]
},
// Save DC for spells
save: {dc: 16, type: "reflex"},
// Spell-specific
spell: {cl: 5, sl: 2},
// Config data
config: {critMult: 2}
}
```
---
## 4. Damage Roll Creation Flow
```
ActionUse.perform()
generateChatAttacks()
addAttacks() OR addDamage()
ChatAttack.addDamage({flavor, extraParts, critical, conditionalParts})
action.rollDamage() → returns DamageRoll[]
Stored in ChatAttack.damage.rolls[] or ChatAttack.critDamage.rolls[]
generateChatMetadata() → converts to JSON for storage
ChatMessage.flags.pf1.metadata.rolls.attacks[index]
```
---
## 5. Detecting Damage Rolls
### From ChatMessage
```javascript
// Access metadata
const metadata = message.flags?.pf1?.metadata;
// Check if damage exists
const hasAttacks = metadata?.rolls?.attacks?.length > 0;
if (hasAttacks) {
const attack = metadata.rolls.attacks[0];
// Normal damage rolls (array)
const normalDamage = attack.damage; // Each item is serialized DamageRoll
// Critical damage rolls (array, if critical hit)
const critDamage = attack.critDamage;
// Attack roll (d20)
const attackRoll = attack.attack;
}
// Reconstruct Roll objects from JSON
const damageRollData = metadata.rolls.attacks[0].damage[0];
const damageRoll = Roll.fromData(damageRollData);
```
### SimpleDetection Pattern
```javascript
// Check if message has PF1 attack card with damage
function hasDamageRolls(message) {
return !!message.flags?.pf1?.metadata?.rolls?.attacks?.some(
atk => atk.damage?.length > 0
);
}
// Get total damage
function getTotalDamage(message) {
const metadata = message.flags?.pf1?.metadata;
if (!metadata?.rolls?.attacks?.length) return 0;
return metadata.rolls.attacks.reduce((total, attack) => {
const normal = attack.damage?.reduce((sum, r) => sum + r.total, 0) ?? 0;
const crit = attack.critDamage?.reduce((sum, r) => sum + r.total, 0) ?? 0;
return total + normal + crit;
}, 0);
}
```
---
## 6. Damage Roll Properties
### Stored in Metadata (JSON)
```javascript
// Each damage roll in metadata contains:
{
class: "DamageRoll",
formula: "1d8 + 3[Strength]",
type: "normal", // or "crit" or "nonCrit"
result: [{class: "DiceTerm", ...}, ...],
total: 7,
_formula: "1d8 + 3[Strength]",
_evaluated: true,
// Options (may need reconstruction from Roll)
options: {
damageType: {
values: ["slashing"],
custom: ""
},
type: "normal"
}
}
```
### On Reconstructed DamageRoll
```javascript
const rollData = message.flags.pf1.metadata.rolls.attacks[0].damage[0];
const roll = Roll.fromData(rollData);
// Direct access
console.log(roll.formula); // "1d8 + 3[Strength]"
console.log(roll.total); // 7
// If DamageRoll instance
if (roll instanceof pf1.dice.DamageRoll) {
console.log(roll.damageType); // {values: ["slashing"], custom: ""}
console.log(roll.type); // "normal"
console.log(roll.isCritical); // false
}
```
---
## 7. Critical vs Non-Critical Detection
```javascript
function analyzeDamageBreakdown(message) {
const metadata = message.flags?.pf1?.metadata;
const result = {normalTotal: 0, critTotal: 0, attacks: []};
metadata?.rolls?.attacks?.forEach((attack, idx) => {
const attackData = {
index: idx,
normalDamage: [],
criticalDamage: []
};
// Normal damage
if (attack.damage?.length) {
attack.damage.forEach(roll => {
attackData.normalDamage.push({
formula: roll.formula,
total: roll.total,
type: roll.type, // "normal"
damageType: roll.options?.damageType?.values
});
result.normalTotal += roll.total;
});
}
// Critical damage
if (attack.critDamage?.length) {
attack.critDamage.forEach(roll => {
attackData.criticalDamage.push({
formula: roll.formula,
total: roll.total,
type: roll.type, // "crit"
damageType: roll.options?.damageType?.values
});
result.critTotal += roll.total;
});
}
result.attacks.push(attackData);
});
return result;
}
```
---
## 8. Damage Type Detection
```javascript
function getDamageTypes(message) {
const metadata = message.flags?.pf1?.metadata;
const types = new Set();
metadata?.rolls?.attacks?.forEach(attack => {
attack.damage?.forEach(roll => {
roll.options?.damageType?.values?.forEach(type => types.add(type));
});
attack.critDamage?.forEach(roll => {
roll.options?.damageType?.values?.forEach(type => types.add(type));
});
});
return Array.from(types);
}
```
---
## 9. Healing vs Damage
### Healing Identification
```javascript
// Method 1: Simple heal rolls
function isHealingRoll(message) {
return message.flags?.pf1?.subject?.health === "healing";
}
// Method 2: Full attack card (need to check template data, not in metadata)
// Healing is indicated in ChatAttack.isHealing flag during creation
```
### Nonlethal Damage
```javascript
// Nonlethal flag stored during attack execution
// Indicates damage reduced to minimum (1)
function isNonlethal(message) {
// Would need access to ChatAttack instance during creation
// Metadata doesn't preserve this flag post-creation
// Check formula comments or flavor text instead
return message.content?.includes("Nonlethal");
}
```
---
## 10. ChatMessagePF Helpers
**Location**: `module/documents/chat-message.mjs`
```javascript
export class ChatMessagePF extends ChatMessage {
// Get source item of attack
get itemSource() {
const itemId = this.flags?.pf1?.metadata?.item;
if (itemId) {
const actor = this.constructor.getSpeakerActor(this.speaker);
return actor?.items.get(itemId);
}
return null;
}
// Get source action
get actionSource() {
const actionId = this.flags?.pf1?.metadata?.action;
return actionId ? this.itemSource?.actions.get(actionId) : null;
}
// Get targeted tokens
get targets() {
const targetIds = this.flags?.pf1?.metadata?.targets ?? [];
return targetIds.map(uuid => fromUuidSync(uuid)?.object).filter(t => !!t);
}
// Reconstruct rolls from JSON
get systemRolls() {
return this._initRollObject(this.flags?.pf1?.metadata?.rolls ?? {});
}
}
```
---
## 11. Key Files Reference
| File | Purpose |
|------|---------|
| `module/dice/damage-roll.mjs` | DamageRoll class with damage-specific properties |
| `module/action-use/chat-attack.mjs` | ChatAttack / AttackDamage classes |
| `module/action-use/action-use.mjs` | Main flow and metadata generation (line 1300+) |
| `module/documents/chat-message.mjs` | ChatMessagePF with helpers |
| `module/utils/chat.mjs` | Chat utilities for rendering |
---
## 12. Important Patterns
### 1. Damage rolls ALWAYS stored in arrays
- `attack.damage[]` - multiple rolls possible
- `attack.critDamage[]` - critical hits also array
### 2. Type property distinguishes roll category
- Roll `type: "normal"` = standard damage
- Roll `type: "crit"` = critical damage
- Roll `type: "nonCrit"` = non-critical special case
### 3. Damage types in `options` object
- Access via `roll.options?.damageType?.values` array
- Multiple types possible: `["fire", "slashing"]`
### 4. Critical damage includes normal damage
- When calculating total crit damage: add normal + critical totals
- `totalDamage = normal.reduce() + crit.reduce()`
### 5. Nonlethal applies minimum damage rule
- If total < 1, becomes 1 and flagged nonlethal
- Happens during roll calculation, not stored in metadata