Compare commits
5 Commits
fvtt-hero-
...
fvtt-hero-
Author | SHA1 | Date | |
---|---|---|---|
6d6b7075df | |||
3762e6185b | |||
1e74d6f306 | |||
8f10b9825e | |||
297c94adb7 |
@ -14,5 +14,11 @@
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"TypeEquipment": "Equipment",
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"TypeCurrency": "Currency",
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"TypeManeuver": "Maneuver"
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},
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"COMBAT": {
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"TurnPrev": "Previous initiative",
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"RoundPrev": "Previous segment",
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"TurnNext": "Next initiative",
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"RoundNext": "Next segment"
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}
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}
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@ -185,6 +185,13 @@ export class Hero6ActorSheet extends ActorSheet {
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this.actor.rollWeapon(skillId)
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});
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html.find('.hold-action').click((event) => {
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this.actor.holdAction()
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});
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html.find('.abort-action').click((event) => {
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this.actor.abortAction()
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});
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html.find('.lock-unlock-sheet').click((event) => {
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this.options.editScore = !this.options.editScore;
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this.render(true);
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@ -4,7 +4,7 @@ import { Hero6RollDialog } from "./hero6-roll-dialog.js";
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import { Hero6LiftDice } from "./hero6-lift-dice.js";
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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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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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@ -385,18 +385,61 @@ 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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async cleanCombat() {
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await this.setFlag("world", "hold-action", false)
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await this.setFlag("world", "abort-action", false)
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}
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async holdAction() {
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if (this.getFlag("world", "hold-action")) {
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await this.setFlag("world", "hold-action", false)
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return false
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} else {
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await this.setFlag("world", "hold-action", true)
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return true
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}
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}
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async disableHoldAction() {
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await this.setFlag("world", "hold-action", false)
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}
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async disableAbortAction() {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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}
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async abortAction() {
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let abort = this.getFlag("world", "abort-action")
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if (abort.state) {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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game.combat.abortAction(this.id, false)
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} else {
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await this.setFlag("world", "abort-action", { state: true, count: 0 })
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game.combat.abortAction(this.id, true)
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}
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}
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getHoldAction() {
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return this.getFlag("world", "hold-action")
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}
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getAbortAction() {
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let abort = this.getFlag("world", "abort-action")
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return abort?.state || false
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}
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/* -------------------------------------------- */
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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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console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber), __speed2Segments)
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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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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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console.log("INDEX", index, __speed2Segments[index])
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return __speed2Segments[index]
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}
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getPhasesString() {
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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].toString()
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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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@ -443,6 +486,12 @@ export class Hero6Actor extends Actor {
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ch.lift = Hero6LiftDice.getLift(ch.value)
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ch.liftDice = Hero6LiftDice.getLiftDice(ch.value)
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}
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if (key == "spd") {
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ch.phasesString = this.getPhasesString()
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}
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if (key =="pre") {
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ch.presenceattack = duplicate(this.system.biodata.presenceattack)
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}
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}
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return characs
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}
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@ -16,47 +16,47 @@ export class Hero6CombatTracker extends CombatTracker {
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export class Hero6Combat extends Combat {
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/* -------------------------------------------- */
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static init() {
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static ready() {
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Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); });
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game.combat.settings.resource = "characteristics.spd.value";
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}
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/* -------------------------------------------- */
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static pushMenuOptions(html, options) {
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console.log(">>>>>>>>>>>>>>>>>>>>>>>< MENU 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.name = "Hold/Unhold 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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//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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//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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static async holdAction(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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if (combatant.actor.holdAction()) {
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let id = combatant._id || combatant.id
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let name = combatant.actor.name + " (H)"
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await game.combat.updateEmbeddedDocuments("Combatant", [{ _id: id, name: name, holdAction: true }]);
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}
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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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static async abortAction(actorId, abortState) {
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const combatant = game.combat.combatants.find(c => c.actor.id == actorId)
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if (abortState) {
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let id = combatant._id || combatant.id
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let name = combatant.actor.name + " (A)"
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await game.combat.updateEmbeddedDocuments("Combatant", [{ _id: id, name: name }]);
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}
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}
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/* -------------------------------------------- */
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@ -68,63 +68,127 @@ export class Hero6Combat extends Combat {
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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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async startCombat() {
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game.combat.settings.resource = "characteristics.spd.value";
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let updList = []
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for (let c of this.combatants) {
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this.computeInitiative(c, updList)
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await c.actor.cleanCombat()
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}
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console.log("Combatant", c)
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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}
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super.startCombat();
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}
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/* -------------------------------------------- */
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computeInitiative(c, updList) {
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let id = c._id || c.id
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let hasSegment = c.actor.hasPhase(this.segmentNumber)
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let isOnHold = c.actor.getHoldAction()
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if (hasSegment || isOnHold) {
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let baseInit = c.actor ? c.actor.getBaseInit() : 0;
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let name = c.actor.name
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if (isOnHold) {
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if (hasSegment) { // On hold + current segment -> auto-disable on hold
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c.actor.disableHoldAction()
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} else {
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name = c.actor.name + " (H)"
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}
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}
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if (c.actor.getAbortAction()) {
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name = c.actor.name + " (A)"
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c.actor.disableAbortAction()
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}
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updList.push({ _id: id, name: name, initiative: baseInit, holdAction: c.holdAction })
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} else {
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updList.push({ _id: id, name: name, initiative: 0, holdAction: c.holdAction })
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}
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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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console.log("Roll INIT")
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let updList = []
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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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await this.computeInitiative(c)
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this.computeInitiative(c, updList)
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}
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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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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async rebuildInitiative() {
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let updList = []
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for (let c of this.combatants) {
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this.computeInitiative(c, updList)
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}
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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console.log("Rebuild INIT", updList)
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for (let c of updList) {
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if (c.initiative != 0) {
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return true
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}
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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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return false
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}
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/* -------------------------------------------- */
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async nextRound() {
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let hasCombatants = false
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let nextRound = this.round
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let advanceTime = 0
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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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let turnData = this.getFlag("world", "hero6-turn-data")
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if (!turnData) {
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turnData = { turnNumber: 0, 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 > 12) {
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turnData.segmentNumber = 1
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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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console.log("Next round called....", nextRound, turnData)
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while (!hasCombatants) {
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turn = turn; // 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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advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
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advanceTime += CONFIG.time.roundTime;
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nextRound = nextRound + 1;
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console.log("Next round called....2", nextRound, turnData)
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turnData = this.getFlag("world", "hero6-turn-data")
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if (!turnData) {
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turnData = { turnNumber: 0, 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 > 12) {
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turnData.segmentNumber = 1
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turnData.turnNumber++
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}
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await 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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console.log("Next round called....3", nextRound, turnData)
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// Re-compute init of actors
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hasCombatants = await this.rebuildInitiative()
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console.log("Going round....", nextRound, hasCombatants)
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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 updateData = { round: nextRound, turn: 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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@ -133,7 +197,6 @@ export class Hero6Combat extends Combat {
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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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@ -43,8 +43,8 @@ Hooks.once("init", async function () {
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formula: "1d6",
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decimals: 3
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};
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/* -------------------------------------------- */
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/* ------------------------------- ------------- */
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game.socket.on("system.fvtt-hero-system-6", data => {
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Hero6Utility.onSocketMesssage(data)
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});
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@ -75,7 +75,7 @@ function welcomeMessage() {
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user: game.user.id,
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whisper: [game.user.id],
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content: `<div id="welcome-message-dark-stars"><span class="rdd-roll-part">
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<strong>Welcome to the Hero6 RPG.</strong>
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<strong>Welcome to Hero System 6E RPG.</strong>
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` });
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}
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@ -96,7 +96,7 @@ Hooks.once("ready", function () {
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welcomeMessage();
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Hero6Utility.ready()
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Hero6Commands.ready()
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Hero6Combat.init()
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Hero6Combat.ready()
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})
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|
@ -52,6 +52,11 @@ export class Hero6Utility {
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}
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return false
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})
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Handlebars.registerHelper('checkInit', function (value) {
|
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let myValue = Number(value) || 0
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return myValue > 0
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})
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|
||||
|
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this.gameSettings()
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|
@ -91,7 +91,7 @@
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"styles": [
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"styles/simple.css"
|
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],
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"version": "10.0.42",
|
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"version": "10.0.46",
|
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"compatibility": {
|
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"minimum": "10",
|
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"verified": "10",
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@ -99,8 +99,8 @@
|
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},
|
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"title": "Hero System v6 for FoundrtVTT (Official)",
|
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"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json",
|
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.42.zip",
|
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.46.zip",
|
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"url": "https://www.uberwald.me/gitea/uberwald/",
|
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"background": "images/ui/hro6_welcome_page.webp",
|
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"background": "images/ui/hero6_welcome_page.webp",
|
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"id": "fvtt-hero-system-6"
|
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}
|
@ -182,7 +182,10 @@
|
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<label class="item-field-label-medium">SPD</label>
|
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<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.spd.value" value="{{characteristics.spd.value}}" data-dtype="Number" />
|
||||
|
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<label class="item-field-label-short"> </label>
|
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<span class="item-field-label-very-short"> </span>
|
||||
<button class="chat-card-button item-field-label-medium hold-action">Hold/Unhold</button>
|
||||
<button class="chat-card-button item-field-label-medium abort-action">Abort/Unabort</button>
|
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<span class=""> </span>
|
||||
|
||||
<label class="item-field-label-long">Presence attack</label>
|
||||
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{system.biodata.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{system.biodata.presenceattack.displayFormula}}</a>
|
||||
|
@ -60,11 +60,11 @@
|
||||
|
||||
<ol id="combat-tracker" class="directory-list">
|
||||
{{#each turns}}
|
||||
{{#if (ne this.initiative "-1")}}
|
||||
{{#if (checkInit this.initiative)}}
|
||||
<li class="combatant actor directory-item flexrow {{this.css}}" data-combatant-id="{{this.id}}">
|
||||
<img class="token-image" data-src="{{this.img}}" alt="{{this.name}}"/>
|
||||
<div class="token-name flexcol">
|
||||
<h4>{{this.name}} {{log this}} {{#if this.holdAction}}(H){{/if}}</h4>
|
||||
<h4>{{this.name}} </h4>
|
||||
<div class="combatant-controls flexrow">
|
||||
{{#if ../user.isGM}}
|
||||
<a class="combatant-control {{#if this.hidden}}active{{/if}}" data-tooltip="COMBAT.ToggleVis" data-control="toggleHidden">
|
||||
|
@ -4,7 +4,7 @@
|
||||
<label class=""> </label>
|
||||
</span>
|
||||
<span class="item-field-label-short">
|
||||
<label class="item-field-label-short">Q.</label>
|
||||
<label class="item-field-label-short">Qty</label>
|
||||
</span>
|
||||
<span class="item-field-label-long3">
|
||||
<label class="item-field-label-long3">{{title}}</label>
|
||||
|
@ -22,7 +22,7 @@
|
||||
{{#if charac.lift}}
|
||||
<h4 class="item-field-label-short margin-item-list"> </h4>
|
||||
<h4 class="item-field-label-short margin-item-list">{{charac.lift}}</h4>
|
||||
<h4 class="item-field-label-short margin-item-list"><a class="roll-lift-dice" data-charac-key="{{key}}"><i
|
||||
<h4 class="item-field-label-medium margin-item-list"><a class="roll-lift-dice" data-charac-key="{{key}}"><i
|
||||
class="fas fa-dice"></i>{{charac.liftDice}}</a></h4>
|
||||
|
||||
<select class="actor-computer-str-end" name="system.characteristics.str.strendmode"
|
||||
@ -37,4 +37,15 @@
|
||||
|
||||
{{/if}}
|
||||
|
||||
{{#if charac.phasesString}}
|
||||
<h4 class="item-field-label-short margin-item-list"> </h4>
|
||||
<h4 class="item-field-label-long2 margin-item-list">Phases : {{charac.phasesString}}</h4>
|
||||
{{/if}}
|
||||
|
||||
{{#if charac.presenceattack}}
|
||||
<h4 class="item-field-label-short margin-item-list"> </h4>
|
||||
<h4 class="item-field-label-long margin-item-list">Presence attack</h4>
|
||||
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{charac.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{charac.presenceattack.displayFormula}}</a>
|
||||
{{/if}}
|
||||
|
||||
</li>
|
Reference in New Issue
Block a user