import { SoSUtility } from "./sos-utility.js"; /* -------------------------------------------- */ export class SoSDialogCombatActions extends Dialog { /* -------------------------------------------- */ static async create( combatId, combatantId, round, uniqId ) { let combat = game.combats.get( combatId); let combatActions = { actionsList: await SoSUtility.loadCompendium( 'foundryvtt-shadows-over-sol.combat-actions' ), actionPoints: SoSUtility.fillRange(0, 6), combatId: combatId, combatantId: combatantId, combatantsList: combat.combatants, uniqId: uniqId, round: round } for ( let i=0; i', label: "Validate", callback: (html) => { this.validateActions(html) } } }, default: "validate" }; super(dialogConf, options); this.combatActions = combatActions; } /* -------------------------------------------- */ async close() { let ap = Number($('#remain-ap').text()); if ( ap >= 0 ) { super.close(); let action3Index = $('#action3').val(); let action3 = duplicate(this.combatActions.actionsList[action3Index]); let action2Index = $('#action2').val(); let action2 = duplicate(this.combatActions.actionsList[action2Index]); let action1Index = $('#action1').val(); let action1 = duplicate(this.combatActions.actionsList[action1Index]); let combatant3Id = $('#combatant3').val(); let combatant2Id = $('#combatant2').val(); let combatant1Id = $('#combatant1').val(); let msgdata = { combatId: this.combatActions.combatId, combatantId: this.combatActions.combatantId, uniqId: this.combatActions.uniqId, userId: game.userId, phaseArray: [ action1, action2, action3], targetArray: [ combatant1Id, combatant2Id, combatant3Id], remainingAP: ap } if ( game.user.isGM ) { let combat = game.combats.get( this.combatActions.combatId ); // Get the associated combat combat.setupActorActions( msgdata ); } else { game.socket.emit("system.foundryvtt-shadows-over-sol", { name: "msg_declare_actions", data: msgdata } ); } } else { ui.notifications.warn("Action Points are below 0 ! Please check your phases !"); } } /* -------------------------------------------- */ validateActions( html ) { } /* -------------------------------------------- */ resetAP() { let maxAP = $('#actionMax').val(); $('#remain-ap').text( maxAP); $('#action3').val( this.combatActions.noActionId ); $('#action2').val( this.combatActions.noActionId ); $('#action1').val( this.combatActions.noActionId ); $('#action3').prop('disabled', false); $('#action2').prop('disabled', false); $('#action1').prop('disabled', false); } /* -------------------------------------------- */ updateAP( ) { let remainAP = $('#actionMax').val(); let action3Index = $('#action3').val(); if ( this.combatActions.actionsList[action3Index].name != 'No Action') { remainAP -= 3; } let action2Index = $('#action2').val(); if ( this.combatActions.actionsList[action2Index].name != 'No Action') { remainAP -= 2; } let action1Index = $('#action1').val(); if ( this.combatActions.actionsList[action1Index].name != 'No Action') { remainAP -= 1; } $('#remain-ap').text( remainAP); if ( remainAP < 0 ) { $("#remain-ap").addClass("text-red"); ui.notifications.warn("No more Action Points ! Please check your phases !"); } else { $("#remain-ap").removeClass("text-red"); } } /* -------------------------------------------- */ /** @override */ activateListeners(html) { super.activateListeners(html); html.find('#actionMax').change((event) => { this.resetAP( ); }); html.find('.action-select').change((event) => { this.updateAP( ); }); } }