Combat Tracker + power enhancements
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@@ -3,12 +3,9 @@ import { Hero6Utility } from "./hero6-utility.js";
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import { Hero6RollDialog } from "./hero6-roll-dialog.js";
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/* -------------------------------------------- */
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const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6 };
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const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"]
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const __subkey2title = {
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"melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack",
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"ranged-dmg": "Ranged Damage", "dmg-res": "Damare Resistance"
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}
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const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12]
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[2, 4, 6, 7, 9, 11, 12], [2, 3, 5, 6, 8, 9, 11, 12], [2, 3, 4, 6, 7, 8, 10, 11, 12], [2, 3, 4, 5, 6, 8, 9, 10, 11, 12],
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[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@@ -67,8 +64,8 @@ export class Hero6Actor extends Actor {
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}
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}
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computeDicesValue() {
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this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value )
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this.system.characteristics.str.strdice = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.str.value )
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this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
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this.system.characteristics.str.strdice = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.str.value)
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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@@ -275,13 +272,13 @@ export class Hero6Actor extends Actor {
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return 0;
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}
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getManeuvers() {
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let maneuvers = {
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let maneuvers = {
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general: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "general"),
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offensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "offensive"),
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defensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "defensive")
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}
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Hero6Utility.sortArrayObjectsByName(maneuvers.general)
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Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
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Hero6Utility.sortArrayObjectsByName(maneuvers.general)
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Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
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Hero6Utility.sortArrayObjectsByName(maneuvers.defensive)
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return maneuvers
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}
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@@ -292,32 +289,32 @@ export class Hero6Actor extends Actor {
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}
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getEquipments() {
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let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment");
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getWeapons() {
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let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "weapon");
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getArmors() {
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let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "armor");
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getShields() {
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let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "shield");
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getEquipmentsMoneys() {
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let list = duplicate(this.items.filter(item => item.type == "equipment" && (item.system.subtype == "equipment" || item.system.subtype == "money")) || [])
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getEquipmentsOnly() {
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let list = duplicate(this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment") || [])
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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@@ -412,13 +409,23 @@ export class Hero6Actor extends Actor {
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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getInitiativeScore(combatId, combatantId) {
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if (this.type == 'character') {
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this.rollMR(true, combatId, combatantId)
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}
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console.log("Init required !!!!")
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return -1;
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hasPhase( segmentNumber) {
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let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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let phases = __speed2Segments[index]
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return phases.includes(segmentNumber)
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}
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/* -------------------------------------------- */
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getSegments() {
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let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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return __speed2Segments[index]
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}
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/* -------------------------------------------- */
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getBaseInit() {
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let r = new Roll("1d6").roll({async: false})
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let base = this.system.characteristics.dex.value + (r.total / 10)
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return base
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}
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/* -------------------------------------------- */
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@@ -1,21 +1,141 @@
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import { Hero6Utility } from "./hero6-utility.js";
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/* -------------------------------------------- */
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export class Hero6Combat extends Combat {
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export class Hero6CombatTracker extends CombatTracker {
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/* -------------------------------------------- */
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async rollInitiative(ids, formula = undefined, messageOptions = {} ) {
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static get defaultOptions() {
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var path = "systems/fvtt-hero-system-6/templates/apps/combat-tracker.hbs";
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return foundry.utils.mergeObject(super.defaultOptions, {
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template: path,
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});
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}
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}
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/* -------------------------------------------- */
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export class Hero6Combat extends Combat {
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/* -------------------------------------------- */
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static init() {
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Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); });
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}
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/* -------------------------------------------- */
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static pushMenuOptions(html, options) {
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let newOpt
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for (let i = 0; i < options.length; i++) {
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let option = options[i];
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if (option.name == 'COMBAT.CombatantReroll') { // Replace !
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option.name = "Hold action";
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option.condition = true;
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option.icon = '<i class="far fa-question-circle"></i>';
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option.callback = target => {
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Hero6Combat.holdAction(target.data('combatant-id'));
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}
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newOpt = duplicate(option)
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}
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}
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newOpt.name = "Abort action"
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newOpt.callback = target => {
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Hero6Combat.abortAction(target.data('combatant-id'));
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}
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options.push( newOpt)
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}
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/* -------------------------------------------- */
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static holdAction(combatantId) {
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console.log("Combatant HOLD : ", combatantId)
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const combatant = game.combat.combatants.get(combatantId)
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combatant.setFlag("world", "hero6-hold-action", true)
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combatant.update({name: combatant.name + " (H)"})
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console.log("HOLD", combatant)
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}
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/* -------------------------------------------- */
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static abortAction(html, combatantId) {
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console.log("Combatant ABORT : ", combatantId);
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const combatant = game.combat.combatants.get(combatantId);
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combatant.setFlag("world", "hero6-abort-action", true)
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combatant.update({name: combatant.name + " (A)"})
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console.log("ABORT", combatant)
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}
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/* -------------------------------------------- */
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constructor(data, context) {
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super(data, context);
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this.turnNumber = 1;
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this.segmentNumber = 12;
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}
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/* -------------------------------------------- */
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async computeInitiative(c) {
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let id = c._id || c.id
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if (c.actor.hasPhase(this.segmentNumber)) {
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let baseInit = c.actor ? c.actor.getBaseInit() : - 1;
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await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: baseInit }]);
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} else {
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await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: -1, visible: false, active: false }]);
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}
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console.log("Combatant", c)
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}
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/* -------------------------------------------- */
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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ids = typeof ids === "string" ? [ids] : ids;
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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.combatants.get(ids[cId]);
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let id = c._id || c.id;
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let initBonus = c.actor ? c.actor.getInitiativeScore( this.id, id ) : -1;
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await this.updateEmbeddedDocuments("Combatant", [ { _id: id, initiative: initBonus } ]);
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const c = this.combatants.get(ids[cId])
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await this.computeInitiative(c)
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}
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return this;
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}
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/* -------------------------------------------- */
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nextRound() {
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let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
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if (this.settings.skipDefeated && (turn !== null)) {
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turn = this.turns.findIndex(t => !t.isDefeated);
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if (turn === -1) {
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ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
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turn = 0;
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}
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}
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let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
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advanceTime += CONFIG.time.roundTime;
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let nextRound = this.round + 1;
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let turnData = this.getFlag("world", "hero6-turn-data")
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if (!turnData) {
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turnData = { turnNumber: 1, segmentNumber: 12 }
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this.setFlag("world", "hero6-turn-data", turnData)
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}
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turnData = duplicate(turnData)
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turnData.segmentNumber -= 1
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if (turnData.segmentNumber <= 0) {
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turnData.segmentNumber = 12
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turnData.turnNumber++
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}
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this.setFlag("world", "hero6-turn-data", turnData)
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this.turnNumber = turnData.turnNumber;
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this.segmentNumber = turnData.segmentNumber;
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// Re-compute init of actors
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for (let c of this.combatants) {
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this.computeInitiative(c)
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}
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// Update the document, passing data through a hook first
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const updateData = { round: nextRound, turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
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const updateOptions = { advanceTime, direction: 1 };
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Hooks.callAll("combatRound", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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}
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/* -------------------------------------------- */
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async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
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console.log(">>>>", documents)
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super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
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}
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/* -------------------------------------------- */
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_onUpdate(changed, options, userId) {
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}
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@@ -48,5 +48,11 @@ export const Hero6_CONFIG = {
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powerSenseAffecting: {
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"none": "None",
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"senseaffecting": "Sense-Affecting",
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},
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powerEffectRoll: {
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"standard": "Standard",
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"normal": "Normal",
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"killing": "Killing",
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"countbody": "Killing (Count BODY)"
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}
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}
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@@ -13,7 +13,7 @@ import { Hero6ItemSheet } from "./hero6-item-sheet.js";
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import { Hero6ActorSheet } from "./hero6-actor-sheet.js";
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import { Hero6NPCSheet } from "./hero6-npc-sheet.js";
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import { Hero6Utility } from "./hero6-utility.js";
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import { Hero6Combat } from "./hero6-combat.js";
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import { Hero6Combat, Hero6CombatTracker } from "./hero6-combat.js";
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import { Hero6Item } from "./hero6-item.js";
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import { Hero6Hotbar } from "./hero6-hotbar.js"
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import { Hero6Commands } from "./hero6-commands.js"
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@@ -41,7 +41,7 @@ Hooks.once("init", async function () {
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// Set an initiative formula for the system
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CONFIG.Combat.initiative = {
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formula: "1d6",
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decimals: 1
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decimals: 3
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};
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/* -------------------------------------------- */
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@@ -54,6 +54,8 @@ Hooks.once("init", async function () {
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CONFIG.Combat.documentClass = Hero6Combat
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CONFIG.Actor.documentClass = Hero6Actor
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CONFIG.Item.documentClass = Hero6Item
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CONFIG.ui.combat = Hero6CombatTracker;
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/* -------------------------------------------- */
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// Register sheet application classes
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@@ -65,6 +67,7 @@ Hooks.once("init", async function () {
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Items.registerSheet("fvtt-hero-system-6", Hero6ItemSheet, { makeDefault: true });
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Hero6Utility.init()
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Hero6Combat.init()
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});
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/* -------------------------------------------- */
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@@ -179,7 +179,8 @@ export class Hero6Utility {
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'systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs',
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'systems/fvtt-hero-system-6/templates/partials/partial-item-hasroll.hbs',
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'systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment.hbs',
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'systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs'
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'systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs',
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'systems/fvtt-hero-system-6/templates/partials/partial-power-maneuver-effect.hbs'
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]
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return loadTemplates(templatePaths);
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}
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