Start combat management
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191
module/applications/combat.mjs
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191
module/applications/combat.mjs
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/* -------------------------------------------- */
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export class LethalFantasyCombatTracker extends CombatTracker {
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/* -------------------------------------------- */
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static get defaultOptions() {
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let path = "systems/fvtt-lethal-fantasy/templates/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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export class LethalFantasyCombat extends Combat {
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/**
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* Return the Array of combatants sorted into initiative order, breaking ties alphabetically by name.
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* @returns {Combatant[]}
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*/
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setupTurns() {
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console?.log("Setup Turns....");
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this.turns ||= [];
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// Determine the turn order and the current turn
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const turns = this.combatants.contents.sort(this.sortCombatantsLF);
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if (this.turn !== null) this.turn = Math.clamp(this.turn, 0, turns.length - 1);
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// Update state tracking
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let c = turns[this.turn];
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this.current = this._getCurrentState(c);
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if (!this.previous) this.previous = this.current;
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// Return the array of prepared turns
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return this.turns = turns;
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}
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async rollInitiative(ids, options) {
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console.log("%%%%%%%%% Roll Initiative", ids, options);
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await this.setFlag("acks", "lock-turns", true);
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ids = typeof ids === "string" ? [ids] : ids;
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let messages = [];
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let rollMode = game.settings.get("core", "rollMode");
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// Get current groups
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let groups = this.getFlag('acks', 'groups') || [];
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let maxInit = { value: -1, cId: "" }
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let updates = [];
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for (let cId of ids) {
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const c = this.combatants.get(cId);
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//console.log("Init for combattant", cId, c, ids)
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let id = c._id || c.id
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// get the associated token
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let tokenId = c.token.id;
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// Check if the current token ID is in a group
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let groupData = groups.find((groupData) => groupData.tokens.includes(tokenId));
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let initValue = -1;
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let showMessage = true
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let roll
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if (groupData && groupData.initiative > 0) {
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initValue = groupData.initiative;
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showMessage = false
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} else {
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roll = c.getInitiativeRoll();
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await roll.evaluate();
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initValue = roll.total;
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}
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if (groupData) {
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groupData.initiative = initValue
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}
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updates.push({ _id: id, initiative: initValue });
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if (initValue > maxInit.value) {
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maxInit.value = initValue;
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maxInit.cId = id;
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}
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if (showMessage) {
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// Determine the roll mode
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if ((c.token.hidden || c.hidden)
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&& (rollMode === "roll")) {
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rollMode = "gmroll";
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}
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// Construct chat message data
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const messageData = foundry.utils.mergeObject({
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speaker: {
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scene: canvas.scene._id,
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actor: c.actor?.id || null,
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token: c.token.id,
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alias: c.token.name
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},
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flavor: game.i18n.format('ACKS.roll.individualInit', {
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name: c.token.name,
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}),
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}, {});
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const chatData = await roll.toMessage(messageData, {
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rollMode,
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create: false,
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});
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if (messages.length > 0) {
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chatData.sound = null;
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}
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messages.push(chatData);
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}
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}
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await CONFIG.ChatMessage.documentClass.create(messages);
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this.pools = AcksCombat.getCombatantsPool();
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await this.processOutNumbering();
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await this.setFlag("acks", "lock-turns", false);
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await this.updateEmbeddedDocuments("Combatant", updates);
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setTimeout(function () {
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const updateData = { turn: 0 };
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game.combat.update(updateData);
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}, 200);
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return this;
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}
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async startCombat() {
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console.log("Start Combat 1 !")
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// Send chat message to all players to roll for initiative
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ChatMessage.create({
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user: game.user.id,
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content: await renderTemplate(`systems/fvtt-lethal-fantasy/templates/chat-ask-initiative.hbs`, {
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title: "Initiative roll requested",
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text: text,
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rollType: type,
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}),
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flags: { "fvtt-lethal-fantasy": { msg: "request-initiative-roll", content: {} } },
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})
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ChatMessage.create({ content: message, type: CONST.CHAT_MESSAGE_TYPES.GAME });
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}
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async nextTurn() {
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console.log("NEXT TURN");
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let turn = this.turn ?? -1;
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let skipDefeated = this.settings.skipDefeated;
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// Determine the next turn number
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let next = null;
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for (let [i, t] of this.turns.entries()) {
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console.log("Turn", t);
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if (i <= turn) continue;
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if (skipDefeated && t.isDefeated) continue;
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next = i;
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break;
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}
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// Maybe advance to the next round
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let round = this.round;
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if ((this.round === 0) || (next === null) || (next >= this.turns.length)) {
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return this.nextRound();
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}
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// Update the document, passing data through a hook first
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const updateData = { round, turn: next };
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const updateOptions = { advanceTime: CONFIG.time.turnTime, direction: 1 };
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Hooks.callAll("combatTurn", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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}
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async nextRound() {
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console.log('NEXT ROUND')
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this.turnsDone = false
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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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console.log("ROUND", this.round, this.turns);
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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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// Update the document, passing data through a hook first
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const updateData = { round: nextRound, turn };
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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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sortCombatantsLF(a, b) {
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return a.initiative - b.initiative;
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}
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}
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