Review fight automation + alchimie

This commit is contained in:
2022-06-11 20:56:35 +02:00
parent 7259d3dc21
commit d27b78d1d2
10 changed files with 185 additions and 56 deletions

View File

@ -127,16 +127,16 @@ export class BoLUtility {
return undefined;
}
/* -------------------------------------------- */
static getOtherWhisperRecipients( name) {
static getOtherWhisperRecipients(name) {
let users = []
for( let user of game.users) {
if ( !user.isGM && user.name != name) {
users.push( user.data._id)
for (let user of game.users) {
if (!user.isGM && user.name != name) {
users.push(user.data._id)
}
}
return users
}
/* -------------------------------------------- */
static getWhisperRecipientsAndGMs(name) {
let recep1 = ChatMessage.getWhisperRecipients(name) || [];
@ -173,34 +173,39 @@ export class BoLUtility {
//console.log("FOUND 1!!! ", actor)
if (actor && actor.isOwner) return
else if (game.user.isGM || data.author.id === game.user.id) return
const divButtons = chatCard.find('.actions-section')
console.log("FOUND 2!! ", divButtons)
divButtons.hide()
}
}
/* -------------------------------------------- */
static getRollDataFromMessage( event ) {
static getRollDataFromMessage(event) {
let messageId = BoLUtility.findChatMessageId(event.currentTarget)
let message = game.messages.get(messageId)
return message.getFlag("world", "bol-roll-data")
return message.getFlag("world", "bol-roll-data")
}
/* -------------------------------------------- */
static cleanupButtons(id) {
$(`#${id}`).hide() // Hide the options roll buttons
game.socket.emit("system.bol", { name: "msg_cleanup_buttons", data: { id: id } })
}
/* -------------------------------------------- */
static async chatListeners(html) {
// Damage handling
html.on("click", '.chat-damage-apply', event => {
let rollData = BoLUtility.getRollDataFromMessage(event)
console.log("DATA !!!", rollData)
$(`#${rollData.applyId}`).hide()
BoLUtility.cleanupButtons(rollData.applyId)
BoLUtility.sendAttackSuccess(rollData)
});
html.on("click", '.chat-damage-roll', event => {
event.preventDefault();
event.preventDefault()
let rollData = BoLUtility.getRollDataFromMessage(event)
rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value
let bolRoll = new BoLDefaultRoll(rollData)
bolRoll.rollDamage()
});
@ -208,7 +213,7 @@ export class BoLUtility {
html.on("click", '.transform-legendary-roll', event => {
event.preventDefault();
let rollData = BoLUtility.getRollDataFromMessage(event)
let actor = game.actors.get( rollData.actorId)
let actor = game.actors.get(rollData.actorId)
actor.subHeroPoints(1)
let r = new BoLDefaultRoll(rollData)
r.upgradeToLegendary()
@ -217,7 +222,7 @@ export class BoLUtility {
html.on("click", '.transform-heroic-roll', event => {
event.preventDefault();
let rollData = BoLUtility.getRollDataFromMessage(event)
let actor = game.actors.get( rollData.actorId)
let actor = game.actors.get(rollData.actorId)
actor.subHeroPoints(1)
let r = new BoLDefaultRoll(rollData)
r.upgradeToHeroic()
@ -226,7 +231,7 @@ export class BoLUtility {
html.on("click", '.hero-reroll', event => {
event.preventDefault();
let rollData = BoLUtility.getRollDataFromMessage(event)
let actor = game.actors.get( rollData.actorId)
let actor = game.actors.get(rollData.actorId)
actor.subHeroPoints(1)
rollData.reroll = false // Disable reroll option for second roll
let r = new BoLDefaultRoll(rollData)
@ -238,24 +243,24 @@ export class BoLUtility {
let attackId = event.currentTarget.attributes['data-attack-id'].value
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
// Remove message for all
let msgId = BoLUtility.findChatMessageId(event.currentTarget)
if (game.user.isGM) {
console.log("Process handling !!! -> GM direct damage handling")
BoLUtility.processDamageHandling(event, attackId, defenseMode, weaponId)
BoLUtility.processDamageHandling(attackId, defenseMode, weaponId, msgId)
} else {
console.log("Process handling !!! -> socket emit")
game.socket.emit("system.bol", { name: "msg_damage_handling", data: { event: event, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } });
game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } })
}
});
})
}
/* -------------------------------------------- */
static async processDamageHandling(event, attackId, defenseMode, weaponId = -1) {
static async processDamageHandling(attackId, defenseMode, weaponId = -1, msgId) {
if (!game.user.isGM) {
return;
return
}
BoLUtility.removeChatMessageId(BoLUtility.findChatMessageId(event.currentTarget));
console.log("Damage Handling", event, attackId, defenseMode, weaponId)
BoLUtility.removeChatMessageId( msgId )
console.log("Damage Handling", attackId, defenseMode, weaponId)
// Only GM process this
let attackDef = this.attackStore[attackId]
if (attackDef && attackDef.defenderId) {
@ -270,7 +275,7 @@ export class BoLUtility {
if (defenseMode == 'damage-with-armor') {
let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll( { async: false } )
attackDef.rollArmor.roll({ async: false })
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
attackDef.finalDamage = attackDef.damageTotal - attackDef.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
@ -298,21 +303,35 @@ export class BoLUtility {
attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId);
defender.deleteEmbeddedDocuments("Item", [weaponId]);
}
let defenderUser
for (let user of game.users) {
if ( user.character && user.character.id == defender.id ) {
defenderUser = user
}
}
let damageResults = {
attackId: attackDef.id,
attacker: attackDef.attacker,
rollArmor: attackDef.rollArmor,
rollHero: attackDef.rollHero,
weaponHero: attackDef.weaponHero,
armorProtect: attackDef.armorProtect,
name: defender.name,
defender: defender,
defenseMode: attackDef.defenseMode,
finalDamage: attackDef.finalDamage
}
ChatMessage.create({
alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', {
attackId: attackDef.id,
attacker: attackDef.attacker,
rollArmor: attackDef.rollArmor,
rollHero: attackDef.rollHero,
weaponHero: attackDef.weaponHero,
armorProtect: attackDef.armorProtect,
name: defender.name,
defender: defender,
defenseMode: attackDef.defenseMode,
finalDamage: attackDef.finalDamage
})
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', damageResults)
})
console.log("Defender data : ", defenderUser)
ChatMessage.create({
alias: defender.name,
whisper: BoLUtility.getOtherWhisperRecipients(defenderUser?.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-summary-card.hbs', damageResults)
})
}
}
@ -417,8 +436,11 @@ export class BoLUtility {
if (sockmsg.name == "msg_attack_success") {
BoLUtility.processAttackSuccess(sockmsg.data)
}
if (sockmsg.name == "msg_cleanup_buttons") {
$(`#${sockmsg.data.id}`).hide() // Hide the options roll buttons
}
if (sockmsg.name == "msg_damage_handling") {
BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode)
BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId)
}
}
@ -450,11 +472,11 @@ export class BoLUtility {
let postForm = 'kh' + nbDice
let modIndex = 3
// Upgrade damage if needed
if ( upgradeDamage && ( !res[3] || res[3]=="") ) {
if (upgradeDamage && (!res[3] || res[3] == "")) {
res[3] = "B" // Upgrade to bonus
}
if (res[3]) {
if ( upgradeDamage && res[3] == 'M') {
if (upgradeDamage && res[3] == 'M') {
res[3] = "" // Disable lamlus for upgradeDamage
}
if (res[3] == 'M') {