Implements actions management
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@ -247,7 +247,7 @@ export default class LethalFantasyRoll extends Roll {
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hasChangeDice = false
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hasMaxValue = false
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hasExplode = false
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options.rollTarget.value = 0
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options.rollTarget.value = 0
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} else if (options.rollType.includes("weapon-damage")) {
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options.rollName = options.rollTarget.name
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@ -602,6 +602,230 @@ export default class LethalFantasyRoll extends Roll {
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}
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static async promptCombatAction(options = {}) {
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const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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let combatant = game.combats.get(options.combatId)?.combatants?.get(options.combatantId)
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if (!combatant) {
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console.error("No combatant found for this combat")
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return
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}
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let currentAction = combatant.getFlag(SYSTEM.id, "currentAction")
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let dialogContext = {
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progressionDiceId: "",
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fieldRollMode,
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rollModes,
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currentAction,
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...options
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}
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const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/combat-action-dialog.hbs", dialogContext)
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let buttons = []
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if (currentAction) {
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if (currentAction.type === "weapon") {
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buttons.push({
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action: "roll",
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label: "Roll progression dice",
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callback: (event, button, dialog) => {
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return "rollProgressionDice"
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},
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})
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} else if (currentAction.type === "spell" || currentAction.type === "miracle") {
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let label = ""
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if ( currentAction.castingDone) {
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label = "Roll lethargy dice"
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} else {
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label = "Wait casting time"
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}
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buttons.push({
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action: "roll",
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label: label,
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callback: (event, button, dialog) => {
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return "rollLethargyDice"
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},
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})
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}
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} else {
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buttons.push({
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action: "roll",
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label: "Select action",
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callback: (event, button, dialog) => {
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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return output
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},
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},
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)
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}
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buttons.push({
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action: "cancel",
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label: "Other action, not listed here",
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callback: (event, button, dialog) => {
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return null;
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}
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})
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const rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: "Combat Action Dialog" },
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classes: ["lethalfantasy"],
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content,
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buttons,
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rejectClose: false // Click on Close button will not launch an error
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})
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console.log("RollContext", dialogContext, rollContext)
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// If action is cancelled, exit
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if (rollContext === null || rollContext === "cancel") {
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await combatant.setFlag(SYSTEM.id, "currentAction", "")
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let message = `${combatant.name} : Other action, progression reset`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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return
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}
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// Setup the current action
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if (!currentAction || currentAction === "") {
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// Get the item from the returned selectedChoice value
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let selectedChoice = rollContext.selectedChoice
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let rangedMode
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if (selectedChoice.match("simpleAim")) {
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selectedChoice = selectedChoice.replace("simpleAim", "")
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rangedMode = "simpleAim"
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}
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if (selectedChoice.match("carefulAim")) {
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selectedChoice = selectedChoice.replace("carefulAim", "")
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rangedMode = "carefulAim"
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}
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if (selectedChoice.match("focusedAim")) {
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selectedChoice = selectedChoice.replace("focusedAim", "")
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rangedMode = "focusedAim"
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}
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let selectedItem = combatant.actor.items.find(i => i.id === selectedChoice)
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// Setup flag for combat action usage
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let actionItem = foundry.utils.duplicate(selectedItem)
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actionItem.progressionCount = 1
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actionItem.rangedMode = rangedMode
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actionItem.castingTime = 1
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actionItem.castingDone = false
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// Set the flag on the combatant
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await combatant.setFlag(SYSTEM.id, "currentAction", actionItem)
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let message = `${combatant.name} action : ${selectedItem.name}`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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combatant.actor.prepareRoll(actionItem.type === "weapon" ? "weapon-attack" : "spell-attack", selectedChoice)
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return
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}
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if (currentAction) {
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if (rollContext === "rollLethargyDice") {
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if ( !currentAction.castingDone) {
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if ( currentAction.castingTime <= currentAction.system.castingTime) {
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let message = `Casting time : ${currentAction.name}, count : ${currentAction.castingTime}/${currentAction.system.castingTime}`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.castingTime += 1
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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return
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} else {
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let message = `Spell ${currentAction.name} has ben casted !`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.castingTime = 1
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currentAction.castingDone = true
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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return
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}
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} else {
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// Roll lethargy dice
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let dice = LethalFantasyUtils.getLethargyDice(currentAction.system.level)
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let roll = new Roll(dice)
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await roll.evaluate()
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let max = roll.dice[0].faces - 1
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let toCompare = Math.min(options.rollProgressionCount, max)
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if (roll.total <= toCompare) {
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// Notify that the player can act now with a chat message
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let message = game.i18n.format("LETHALFANTASY.Notifications.messageLethargyOK", { name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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// Update the combatant progression count
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await combatant.setFlag(SYSTEM.id, "currentAction", "")
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// Display the action selection window again
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combatant.actor.system.rollProgressionDice(options.combatId, options.combatantId )
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} else {
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// Notify that the player cannot act now with a chat message
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currentAction.progressionCount += 1
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combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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let message = game.i18n.format("LETHALFANTASY.Notifications.messageLethargyKO", { name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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}
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}
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}
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if (rollContext === "rollProgressionDice") {
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let formula = currentAction.system.combatProgressionDice
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if (currentAction?.rangedMode) {
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let toSplit = currentAction.system.speed[currentAction.rangedMode]
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let split = toSplit.split("+")
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currentAction.rangedLoad = Number(split[0]) || 0
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formula = split[1]
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console.log("Ranged Mode", currentAction.rangedMode, currentAction.rangedLoad, formula)
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}
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// Range weapon loading
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if (!currentAction.weaponLoaded && currentAction.rangedLoad) {
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if (currentAction.progressionCount <= currentAction.rangedLoad) {
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let message = `Ranged weapon ${currentAction.name} is loading, loading count : ${currentAction.progressionCount}/${currentAction.rangedLoad}`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.progressionCount += 1
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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} else {
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let message = `Ranged weapon ${currentAction.name} is loaded !`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.weaponLoaded = true
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currentAction.progressionCount = 1
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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}
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return
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}
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// Melee mode
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let isMonster = combatant.actor.type === "monster"
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// Get the dice and roll it if
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let roll = new Roll(formula)
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await roll.evaluate()
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let max = roll.dice[0].faces - 1
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max = Math.min(currentAction.progressionCount, max)
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let msg = await roll.toMessage({ flavor: `Progression Roll for ${currentAction.name}, progression count : ${currentAction.progressionCount}/${max}` }, { rollMode: rollContext.visibility })
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if (game?.dice3d) {
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
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}
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if (roll.total <= max) {
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// Notify that the player can act now with a chat message
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let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionOK", { isMonster, name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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// Update the combatant progression count
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await combatant.setFlag(SYSTEM.id, "currentAction", "")
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// Display the action selection window again
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combatant.actor.system.rollProgressionDice(options.combatId, options.combatantId )
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} else {
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// Notify that the player cannot act now with a chat message
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currentAction.progressionCount += 1
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combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionKO", { isMonster, name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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}
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}
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}
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}
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static async promptProgressionDice(options = {}) {
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const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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@ -654,11 +878,11 @@ export default class LethalFantasyRoll extends Roll {
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rejectClose: false // Click on Close button will not launch an error
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})
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console.log("RollContext", dialogContext,rollContext)
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console.log("RollContext", dialogContext, rollContext)
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let combat = game.combats.get(options.combatId)
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let actor = game.actors.get(options.actorId)
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if ( rollContext === "casting") {
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if (rollContext === "casting") {
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combat.setCasting(options.combatantId)
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let message = `Starting casting a spell !`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
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@ -677,25 +901,25 @@ export default class LethalFantasyRoll extends Roll {
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// Get the weapons from the actor items
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let rangedMode
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let searchId = rollContext.progressionDiceId
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if ( searchId.match("simpleAim")) {
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if (searchId.match("simpleAim")) {
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searchId = searchId.replace("simpleAim", "")
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rangedMode = "simpleAim"
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rangedMode = "simpleAim"
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}
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if ( searchId.match("carefulAim")) {
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if (searchId.match("carefulAim")) {
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searchId = searchId.replace("carefulAim", "")
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rangedMode = "carefulAim"
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rangedMode = "carefulAim"
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}
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if ( searchId.match("focusedAim")) {
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if (searchId.match("focusedAim")) {
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searchId = searchId.replace("focusedAim", "")
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rangedMode = "focusedAim"
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rangedMode = "focusedAim"
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}
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if (searchId.match("spell")) {
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searchId = searchId.replace("spell", "")
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let spell = actor.items.find(i => i.type === "spell" && i.id === searchId)
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let dice = LethalFantasyUtils.getLethargyDice(spell.system.level)
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let dice = LethalFantasyUtils.getLethargyDice(spell.system.level)
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if (combat.isCasting(options.combatantId)) {
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if (options.rollProgressionCount <= spell.system.castingTime ) {
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if (options.rollProgressionCount <= spell.system.castingTime) {
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let message = `Spell casting time : ${spell.name}, count : ${options.rollProgressionCount}/${spell.system.castingTime}`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
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return
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@ -707,7 +931,7 @@ export default class LethalFantasyRoll extends Roll {
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combat.resetProgression(options.combatantId)
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return
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}
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} else{
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} else {
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let formula = dice
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let roll = new Roll(formula)
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await roll.evaluate()
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@ -740,7 +964,7 @@ export default class LethalFantasyRoll extends Roll {
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console.log("Ranged Mode", rangedMode, rangedLoad, formula, options.rollProgressionCount)
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}
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if (rangedLoad && options.rollProgressionCount <= rangedLoad ) {
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if (rangedLoad && options.rollProgressionCount <= rangedLoad) {
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let message = `Ranged weapon ${weapon.name} is loading, loading count : ${options.rollProgressionCount}/${rangedLoad}`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
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return
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