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/ * *
* RdD system
* Author : LeRatierBretonnien
* Software License : GNU GPLv3
* /
/* -------------------------------------------- */
/* -------------------------------------------- */
// Import Modules
import { RdDActor } from "./actor.js" ;
import { RdDItemSheet } from "./item-sheet.js" ;
import { RdDActorSheet } from "./actor-sheet.js" ;
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import { RdDActorCreatureSheet } from "./actor-creature-sheet.js" ;
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//import { RdDActorHumanoideSheet } from "./actor-humanoide-sheet.js";
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import { RdDActorEntiteSheet } from "./actor-entite-sheet.js" ;
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import { RdDUtility } from "./rdd-utility.js" ;
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import { TMRUtility } from "./tmr-utility.js" ;
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import { RdDCalendrier } from "./rdd-calendrier.js" ;
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import { RdDResolutionTable } from "./rdd-resolution-table.js" ;
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import { RdDTokenHud } from "./rdd-token-hud.js" ;
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/* -------------------------------------------- */
/* Foundry VTT Initialization */
/* -------------------------------------------- */
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/************************************************************************************/
const _patch _initiative = ( ) => {
Combat . prototype . rollInitiative = async function (
ids ,
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formula = undefined ,
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messageOptions = { }
) {
console . log (
` ${ game . data . system . data . title } | Combat.rollInitiative() ` ,
ids ,
formula ,
messageOptions
) ;
// Structure input data
ids = typeof ids === "string" ? [ ids ] : ids ;
const currentId = this . combatant . _id ;
// calculate initiative
for ( let cId = 0 ; cId < ids . length ; cId ++ ) {
const c = this . getCombatant ( ids [ cId ] ) ;
//if (!c) return results;
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let rollFormula = formula ; // Init per default
if ( ! rollFormula ) {
let armeCombat , competence ;
if ( c . actor . data . type == 'creature' || c . actor . data . type == 'entite' ) {
for ( const competenceItem of c . actor . data . items ) {
if ( competenceItem . data . iscombat ) {
competence = duplicate ( competenceItem ) ;
}
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}
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rollFormula = RdDUtility . calculInitiative ( competence . data . niveau , competence . data . carac _value ) ;
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} else {
for ( const item of c . actor . data . items ) {
if ( item . type == "arme" && item . data . equipe ) {
armeCombat = duplicate ( item ) ;
}
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}
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let compName = ( armeCombat == undefined ) ? "Corps à corps" : armeCombat . data . competence ;
competence = RdDUtility . findCompetence ( c . actor . data . items , compName ) ;
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rollFormula = RdDUtility . calculInitiative ( competence . data . niveau , c . actor . data . data . carac [ competence . data . defaut _carac ] . value ) ;
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}
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}
//console.log("Combatat", c);
const roll = this . _getInitiativeRoll ( c , rollFormula ) ;
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if ( roll . total <= 0 ) roll . total = 1 ;
//console.log("Compute init for", armeCombat, competence, rollFormula, roll.total);
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await this . updateEmbeddedEntity ( "Combatant" , { _id : c . _id , initiative : roll . total } ) ;
// Send a chat message
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let rollMode = messageOptions . rollMode || game . settings . get ( "core" , "rollMode" ) ;
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let messageData = mergeObject (
{
speaker : {
scene : canvas . scene . _id ,
actor : c . actor ? c . actor . _id : null ,
token : c . token . _id ,
alias : c . token . name ,
sound : CONFIG . sounds . dice ,
} ,
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flavor : ` ${ c . token . name } a fait son jet d'Initiative ` ,
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} ,
messageOptions
) ;
roll . toMessage ( messageData , { rollMode , create : true } ) ;
}
return this ;
} ;
}
/************************************************************************************/
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Hooks . once ( "init" , async function ( ) {
console . log ( ` Initializing Reve de Dragon System ` ) ;
// preload handlebars templates
RdDUtility . preloadHandlebarsTemplates ( ) ;
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// Create useful storage space
game . system . rdd = {
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rollDataHandler : { } ,
TMRUtility : TMRUtility
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}
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/* -------------------------------------------- */
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game . settings . register ( "foundryvtt-reve-de-dragon" , "accorder-entite-cauchemar" , {
name : "Accorder le rêve aux entités" ,
hint : "A quel moment les personnages doivent accorder leur rêve aux entités de cauchemar" ,
scope : "world" ,
config : true ,
type : String ,
choices : { // If choices are defined, the resulting setting will be a select menu
"avant-attaque" : "Avant l'attaque" ,
"avant-defense" : "Avant la défense" ,
"avant-encaissement" : "Avant l'encaissement" ,
} ,
default : "avant-encaissement"
} ) ;
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/* -------------------------------------------- */
game . settings . register ( "foundryvtt-reve-de-dragon" , "calendrier" , {
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name : "calendrier" ,
scope : "world" ,
config : false ,
type : Object
} ) ;
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/* -------------------------------------------- */
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game . settings . register ( "foundryvtt-reve-de-dragon" , "liste-nombre-astral" , {
name : "liste-nombre-astral" ,
scope : "world" ,
config : false ,
type : Object
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} ) ;
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/* -------------------------------------------- */
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game . settings . register ( "foundryvtt-reve-de-dragon" , "calendrier-pos" , {
name : "calendrierPos" ,
scope : "world" ,
config : false ,
type : Object
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} ) ;
/* -------------------------------------------- */
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game . settings . register ( "foundryvtt-reve-de-dragon" , "dice-so-nice" , {
name : "Montrer les dés pour toutes les jets" ,
hint : "Utilise Dice So Nice pour tous les jets de dés possibles. Décocher pour limiter à la table de résolution" ,
scope : "client" ,
config : true ,
default : false ,
type : Boolean
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} ) ;
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//game.settings.get("<systemName>","<settingName>") to retrieve it and game.settings.set("<systemName>","<settingName>", <newValue>)
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/* -------------------------------------------- */
// Set an initiative formula for the system
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CONFIG . Combat . initiative = {
formula : "1d20" ,
decimals : 2
} ;
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/* -------------------------------------------- */
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game . socket . on ( "system.foundryvtt-reve-de-dragon" , data => {
RdDUtility . performSocketMesssage ( data ) ;
} ) ;
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/* -------------------------------------------- */
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// Define custom Entity classes
CONFIG . Actor . entityClass = RdDActor ;
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CONFIG . RDD = {
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resolutionTable : RdDResolutionTable . resolutionTable ,
level _category : RdDUtility . getLevelCategory ( ) ,
carac _array : RdDUtility . getCaracArray ( ) ,
ajustementsConditions : RdDUtility . getAjustementsConditions ( ) ,
difficultesLibres : RdDUtility . getDifficultesLibres ( )
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}
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/* -------------------------------------------- */
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// Register sheet application classes
Actors . unregisterSheet ( "core" , ActorSheet ) ;
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Actors . registerSheet ( "foundryvtt-reve-de-dragon" , RdDActorSheet , {
types : [ "personnage" ] ,
makeDefault : true }
) ;
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Actors . registerSheet ( "foundryvtt-reve-de-dragon" , RdDActorCreatureSheet , {
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types : [ "creature" ] ,
makeDefault : true
} ) ;
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/ * A c t o r s . r e g i s t e r S h e e t ( " f o u n d r y v t t - r e v e - d e - d r a g o n " , R d D A c t o r H u m a n o i d e S h e e t , {
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types : [ "humanoide" ] ,
makeDefault : true
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} ) ; * /
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Actors . registerSheet ( "foundryvtt-reve-de-dragon" , RdDActorEntiteSheet , {
types : [ "entite" ] ,
makeDefault : true
} ) ;
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Items . unregisterSheet ( "core" , ItemSheet ) ;
Items . registerSheet ( "foundryvtt-reve-de-dragon" , RdDItemSheet , { makeDefault : true } ) ;
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// Handlebar function pour container
Handlebars . registerHelper ( 'buildConteneur' , ( objet ) => { return RdDUtility . buildConteneur ( objet ) ; } ) ;
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// Patch the initiative formula
_patch _initiative ( ) ;
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} ) ;
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/* -------------------------------------------- */
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function messageDeBienvenue ( ) {
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game . messages
. filter ( it => it . user . _id == game . user . _id && it . data . content . match ( /^Bienvenu(e)? dans le Rêve des Dragons/ ) )
. forEach ( it => it . delete ( ) ) ;
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ChatMessage . create ( {
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user : game . user . _id ,
whisper : [ game . user . _id ] ,
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content : "Bienvenue dans le Rêve des Dragons !<br> " +
"Vous trouverez quelques informations pour démarrer dans ce document : @Compendium[foundryvtt-reve-de-dragon.rappel-des-regles.7uGrUHGdPu0EmIu2]{Documentation MJ/Joueurs}" }
) ;
}
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/* -------------------------------------------- */
Hooks . once ( "renderApplication" , ( ) => {
messageDeBienvenue ( ) ;
} ) ;
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/* -------------------------------------------- */
/* Foundry VTT Initialization */
/* -------------------------------------------- */
Hooks . once ( "ready" , function ( ) {
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/* -------------------------------------------- */
/* Affiche/Init le calendrier */
let calendrier = new RdDCalendrier ( ) ;
calendrier . initCalendrier ( ) ;
let templatePath = "systems/foundryvtt-reve-de-dragon/templates/calendar-template.html" ;
let templateData = { } ;
renderTemplate ( templatePath , templateData ) . then ( html => {
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calendrier . render ( true ) ;
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} ) ;
game . system . rdd . calendrier = calendrier ; // Reference;
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// Avertissement si joueur sans personnage
if ( ! game . user . isGM && game . user . character == undefined ) {
ui . notifications . info ( "Attention ! Vous n'êtes connecté à aucun personnage !" ) ;
ChatMessage . create ( { content : "<b>ATTENTION</b> Le joueur " + game . user . name + " n'est connecté à aucun personnage !" ,
user : game . user . _id } ) ;
//whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
}
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// Integration du TokenHUD
Hooks . on ( 'renderTokenHUD' , ( app , html , data ) => { RdDTokenHud . addTokenHudExtensions ( app , html , data ) } ) ;
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} ) ;
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/* -------------------------------------------- */
/ * A b a n d o n n é p o u r l ' i n s t a n t
Hooks . on ( "preCreateToken" , ( scene , tokenData , options ) => {
let actor = game . actors . get ( tokenData . actorId )
if ( actor ) {
let tokenSize = actor . data . data . carac . taille . value / 10 ;
tokenData . width = tokenSize ;
tokenData . height = tokenSize ;
}
console . log ( "PRECREATE:" , scene , tokenData , options ) ;
} ) ; * /
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/* -------------------------------------------- */
/* Foundry VTT Initialization */
/* -------------------------------------------- */
Hooks . on ( "chatMessage" , ( html , content , msg ) => {
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let regExp ;
regExp = /(\S+)/g ;
let commands = content . match ( regExp ) ;
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return RdDUtility . processChatCommand ( commands , content , msg ) ;
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} ) ;
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/* -------------------------------------------- */
Hooks . on ( "getCombatTrackerEntryContext" , ( html , options ) => {
RdDUtility . pushInitiativeOptions ( html , options ) ;
} )