Allow comp. saves

This commit is contained in:
2020-06-01 23:50:10 +02:00
parent 64108932ca
commit 7a15bcc0ba
7 changed files with 182 additions and 78 deletions

View File

@ -45,7 +45,7 @@ export class RdDActorSheet extends ActorSheet {
data.competenceByCategory = {};
if (data.itemsByType.competence) {
for (const item of data.itemsByType.competence) {
//console.log("Push...", item, item.data.categorie);
console.log("Push...", item, item.data.categorie);
let list = data.competenceByCategory[item.data.categorie];
if (!list) {
list = [];
@ -99,11 +99,17 @@ export class RdDActorSheet extends ActorSheet {
});
// On carac change
$(".competence-value").change((event) => {
$(".carac-value").change((event) => {
let caracName = event.currentTarget.name.replace(".value", "").replace("data.carac.", "");
console.log("Value changed :", event, caracName);
this.actor.updateCarac( caracName, parseInt(event.target.value) );
} );
// On competence change
$(".competence-value").change((event) => {
let compName = event.currentTarget.attributes.compname.value;
console.log("Competence changed :", compName);
this.actor.updateCompetence( compName, parseInt(event.target.value) );
} );
$("#vie-plus").click((event) => {
this.actor.santeIncDec("vie", 1);

View File

@ -49,15 +49,21 @@ export class RdDActor extends Actor {
}
/* -------------------------------------------- */
performRoll( html, rollData ) {
performRoll( rollData ) {
let myroll = new Roll("d100");
myroll.roll();
let quality = "Echec";
let xpmsg = "";
let tache = 0;
//console.log(">>> ROLL", rollData.selectedCarac.label, rollData.rollTarget.score, myroll.total );
let result = myroll.total;
if (result <= rollData.rollTarget.part) {
quality = "Réussite Particulière!";
if ( rollData.finalLevel < 0 ) {
let xpcarac = Math.floor( Math.abs(rollData.finalLevel) / 2);
let xpcomp = (Math.abs(rollData.finalLevel) % 2 == 1) ? xpcarac+1 : xpcarac;
xpmsg = "<br>Points d'expérience gagné ! " + xpcarac + " - " + xpcomp;
}
tache = 4;
} else if (result <= (rollData.rollTarget.score /2) ) {
quality = "Réussite Significative";
@ -76,9 +82,9 @@ export class RdDActor extends Actor {
tache = -4;
}
let chatOptions = { "content": "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong><br>Modificateur : " + rollData.bmValue + " - " +
rollData.selectedCarac.value + " / " + rollData.finalLevelStr + "<br><strong>Résutat : </strong>" + myroll.total + "<br>" +
"<strong>" + quality + "</strong><br>Points de taches : " + tache ,
let chatOptions = { "content": "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong><br>Jet : " +
rollData.selectedCarac.value + " / " + rollData.finalLevelStr + " - " + rollData.rollTarget.score + "%<br><strong>Résutat : </strong>" + myroll.total + "<br>" +
"<strong>" + quality + "</strong><br>Points de taches : " + tache + xpmsg,
"title": "Test"
}
ChatMessage.create( chatOptions );
@ -92,6 +98,21 @@ export class RdDActor extends Actor {
RdDUtility.computeCarac( data );
}
/* -------------------------------------------- */
async updateCompetence( compName, compValue )
{
let comp = RdDUtility.findCompetence( this.data.items, compName);
if ( comp ) {
//console.log("ACTOR", this);
//comp.data.niveau = compValue;
const update = {_id: comp._id, 'data.niveau': compValue };
const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
//console.log("UP", updated);
} else {
console.log("Competence not found", compName);
}
}
/* -------------------------------------------- */
computeEtatGeneral( )
{
@ -128,18 +149,15 @@ export class RdDActor extends Actor {
if (name == "endurance") {
if ( inc < 0 ) // Each endurance lost -> fatigue lost
this.data.data.sante.fatigue = this.data.data.sante.fatigue + inc
let diffEndurance = data.max - data.value;
if ( this.data.data.sante.fatigue < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered
this.data.data.sante.fatigue = diffEndurance;
this.data.data.sante.fatigue.value = this.data.data.sante.fatigue.value - inc
// If endurance is 0 -> -1 vie
if ( data.value == 0 ) {
this.data.data.sante.vie.value = this.data.data.sante.vie.value - 1;
}
let diffVie = this.data.data.sante.vie.max - this.data.data.sante.vie.value;
if ( data.value > data.max - (diffvie*2) ) {
data.value = data.max - (diffvie*2);
if ( data.value > data.max - (diffVie*2) ) {
data.value = data.max - (diffVie*2);
}
let blessures = this.data.data.blessures;
@ -149,26 +167,41 @@ export class RdDActor extends Actor {
if (lastValue - data.value > 1) this.testSiSonne(data); // Peut-être sonné si 2 points d'endurance perdus d'un coup
}
let diffEndurance = this.data.data.sante.endurance.max - this.data.data.sante.endurance.value;
if ( this.data.data.sante.fatigue.value < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered
this.data.data.sante.fatigue.value = diffEndurance;
console.log(">>>> NEW VI", name, data.value);
this.computeEtatGeneral();
}
/* -------------------------------------------- */
rollCompetence( compName ) {
rollArme( armeName ) {
// TODO : Search the weapon in the items
// TODO : Get the associated compentence
// TODO call rollCompetence with the comp+arme
}
/* -------------------------------------------- */
async rollCompetence( compName, arme ) {
let compItem = RdDUtility.findCompetence( this.data.items, compName);
let rollData = {
"competence": compItem,
"carac": this.data.data.carac,
"bonusmalusTable": CONFIG.RDD.bonusmalus,
"etat": this.data.data.compteurs.etat.value,
"bmValue": 0,
"arme": arme,
"finalLevel": 0
}
CONFIG.currentRollData = rollData;
renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData).then(dlg =>
{
new Dialog(
let dlg = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData);
let mydialog = new Dialog(
{
title: "Test de compétence",
content: dlg,
@ -177,16 +210,65 @@ export class RdDActor extends Actor {
rollButton:
{
label: "Lancer",
callback: html => this.performRoll(html, rollData)
callback: html => this.performRoll(html)
}
},
default: "rollButton"
}, {
classes: ["rdddialog"],
width: 600,
height: 320
} ).render(true);
height: 360
} );
mydialog.data.rollData = rollData;
mydialog.data.actor = this;
mydialog.activateListeners = function(html) {
// Get the rollData stuff
var rollData = this.data.rollData;
function updateRollResult( rollData ) {
rollData.finalLevel = parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) + parseInt(rollData.etat);
rollData.finalLevelStr = (rollData.finalLevel >= 0 ) ? "+" + rollData.finalLevel : rollData.finalLevel;
$("#roll-param").text( rollData.selectedCarac.value + " / " + rollData.finalLevelStr );
rollData.rollTarget = game.data.RdDUtility.getResolutionField( rollData.selectedCarac.value, rollData.finalLevel);
let niveauStr = (rollData.competence.data.niveau >= 0) ? "+" + rollData.competence.data.niveau : rollData.competence.data.niveau;
$("#compdialogTitle").text( rollData.competence.name + " - " + niveauStr + " - " + rollData.selectedCarac.label );
$(".table-resolution").remove();
game.data.RdDUtility.makeHTMLResolutionTable( $("#resolutionTable"), rollData.selectedCarac.value-2, parseInt(rollData.selectedCarac.value) + 2, -10, 11,
rollData.selectedCarac.value, rollData.finalLevel );
}
// Setup everything onload
$(function() {
// Set the default carac from the competence item
rollData.selectedCarac = rollData.carac[rollData.competence.data.carac_defaut];
// Update html, according to data
$("#carac").val( rollData.competence.data.carac_defaut );
$("#bonusmalus").val( rollData.bmValue );
updateRollResult(rollData);
});
// Replace again the button action, as i overwritten it
$('button').click((event) => {
mydialog.data.actor.performRoll(rollData);
});
// Update !
$('#bonusmalus').click((event) => {
rollData.bmValue = event.currentTarget.value; // Update the selected bonus/malus
//console.log("BM CLICKED !!!", rollData.bmValue, rollData.competence.data.niveau, parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) );
updateRollResult(rollData);
});
$('#carac').click((event) => {
let caracKey = event.currentTarget.value;
rollData.selectedCarac = rollData.carac[caracKey]; // Update the selectedCarac
//console.log("CARAC CLICKED !!!", rollData.selectedCarac, rollData.competence.data.niveau, rollData.bmValue);
updateRollResult(rollData);
});
}
mydialog.render(true);
}
/* -------------------------------------------- */