/* -------------------------------------------- */ import { CrucibleUtility } from "./crucible-utility.js"; import { CrucibleRollDialog } from "./crucible-roll-dialog.js"; /* -------------------------------------------- */ const __saveFirstToKey = { r: "reflex", f: "fortitude", w: "willpower"} /* -------------------------------------------- */ export class CrucibleCommands { static init() { if (!game.system.cruciblerpg.commands) { const crucibleCommands = new CrucibleCommands(); crucibleCommands.registerCommand({ path: ["/rtarget"], func: (content, msg, params) => CrucibleCommands.rollTarget(msg, params), descr: "Launch the target roll window" }); crucibleCommands.registerCommand({ path: ["/rsave"], func: (content, msg, params) => CrucibleCommands.rollSave(msg, params), descr: "Performs a save roll" }); game.system.cruciblerpg.commands = crucibleCommands; } } constructor() { this.commandsTable = {}; } /* -------------------------------------------- */ registerCommand(command) { this._addCommand(this.commandsTable, command.path, '', command); } /* -------------------------------------------- */ _addCommand(targetTable, path, fullPath, command) { if (!this._validateCommand(targetTable, path, command)) { return; } const term = path[0]; fullPath = fullPath + term + ' ' if (path.length == 1) { command.descr = `${fullPath}: ${command.descr}`; targetTable[term] = command; } else { if (!targetTable[term]) { targetTable[term] = { subTable: {} }; } this._addCommand(targetTable[term].subTable, path.slice(1), fullPath, command) } } /* -------------------------------------------- */ _validateCommand(targetTable, path, command) { if (path.length > 0 && path[0] && command.descr && (path.length != 1 || targetTable[path[0]] == undefined)) { return true; } console.warn("crucibleCommands._validateCommand failed ", targetTable, path, command); return false; } /* -------------------------------------------- */ /* Manage chat commands */ processChatCommand(commandLine, content = '', msg = {}) { // Setup new message's visibility let rollMode = game.settings.get("core", "rollMode"); if (["gmroll", "blindroll"].includes(rollMode)) msg["whisper"] = ChatMessage.getWhisperRecipients("GM"); if (rollMode === "blindroll") msg["blind"] = true; msg["type"] = 0; let command = commandLine[0].toLowerCase(); let params = commandLine.slice(1); return this.process(command, params, content, msg); } /* -------------------------------------------- */ process(command, params, content, msg) { return this._processCommand(this.commandsTable, command, params, content, msg); } /* -------------------------------------------- */ _processCommand(commandsTable, name, params, content = '', msg = {}, path = "") { console.log("===> Processing command") let command = commandsTable[name]; path = path + name + " "; if (command && command.subTable) { if (params[0]) { return this._processCommand(command.subTable, params[0], params.slice(1), content, msg, path) } else { this.help(msg, command.subTable); return true; } } if (command && command.func) { const result = command.func(content, msg, params); if (result == false) { CrucibleCommands._chatAnswer(msg, command.descr); } return true; } return false; } /* -------------------------------------------- */ static _chatAnswer(msg, content) { msg.whisper = [game.user.id]; msg.content = content; ChatMessage.create(msg); } /* -------------------------------------------- */ static rollTarget(msg, params) { const speaker = ChatMessage.getSpeaker() let actor if (speaker.token) actor = game.actors.tokens[speaker.token] if (!actor) actor = game.actors.get(speaker.actor) if (!actor) { return ui.notifications.warn(`Select your actor to run the macro`) } actor.rollDefenseRanged() } /* -------------------------------------------- */ static rollSave(msg, params) { console.log(msg, params) if ( params.length == 0) { ui.notifications.warn("/rsave command error : syntax is /rsave reflex, /rsave fortitude or /rsave willpower") return } let saveKey = params[0].toLowerCase() if ( saveKey.length > 0 && (saveKey[0] == "r" || saveKey[0] == "f" || saveKey[0] == "w")) { const speaker = ChatMessage.getSpeaker() let actor if (speaker.token) actor = game.actors.tokens[speaker.token] if (!actor) actor = game.actors.get(speaker.actor) if (!actor) { return ui.notifications.warn(`Select your actor to run the macro`) } actor.rollSave( __saveFirstToKey[saveKey[0]] ) } else { ui.notifications.warn("/rsave syntax error : syntax is /rsave reflex, /rsave fortitude or /rsave willpower") } } }