192 lines
5.7 KiB
JavaScript

/* -------------------------------------------- */
export class LethalFantasyCombatTracker extends CombatTracker {
/* -------------------------------------------- */
static get defaultOptions() {
let path = "systems/fvtt-lethal-fantasy/templates/combat-tracker.hbs";
return foundry.utils.mergeObject(super.defaultOptions, {
template: path,
});
}
}
export class LethalFantasyCombat extends Combat {
/**
* Return the Array of combatants sorted into initiative order, breaking ties alphabetically by name.
* @returns {Combatant[]}
*/
setupTurns() {
console?.log("Setup Turns....");
this.turns ||= [];
// Determine the turn order and the current turn
const turns = this.combatants.contents.sort(this.sortCombatantsLF);
if (this.turn !== null) this.turn = Math.clamp(this.turn, 0, turns.length - 1);
// Update state tracking
let c = turns[this.turn];
this.current = this._getCurrentState(c);
if (!this.previous) this.previous = this.current;
// Return the array of prepared turns
return this.turns = turns;
}
async rollInitiative(ids, options) {
console.log("%%%%%%%%% Roll Initiative", ids, options);
await this.setFlag("acks", "lock-turns", true);
ids = typeof ids === "string" ? [ids] : ids;
let messages = [];
let rollMode = game.settings.get("core", "rollMode");
// Get current groups
let groups = this.getFlag('acks', 'groups') || [];
let maxInit = { value: -1, cId: "" }
let updates = [];
for (let cId of ids) {
const c = this.combatants.get(cId);
//console.log("Init for combattant", cId, c, ids)
let id = c._id || c.id
// get the associated token
let tokenId = c.token.id;
// Check if the current token ID is in a group
let groupData = groups.find((groupData) => groupData.tokens.includes(tokenId));
let initValue = -1;
let showMessage = true
let roll
if (groupData && groupData.initiative > 0) {
initValue = groupData.initiative;
showMessage = false
} else {
roll = c.getInitiativeRoll();
await roll.evaluate();
initValue = roll.total;
}
if (groupData) {
groupData.initiative = initValue
}
updates.push({ _id: id, initiative: initValue });
if (initValue > maxInit.value) {
maxInit.value = initValue;
maxInit.cId = id;
}
if (showMessage) {
// Determine the roll mode
if ((c.token.hidden || c.hidden)
&& (rollMode === "roll")) {
rollMode = "gmroll";
}
// Construct chat message data
const messageData = foundry.utils.mergeObject({
speaker: {
scene: canvas.scene._id,
actor: c.actor?.id || null,
token: c.token.id,
alias: c.token.name
},
flavor: game.i18n.format('ACKS.roll.individualInit', {
name: c.token.name,
}),
}, {});
const chatData = await roll.toMessage(messageData, {
rollMode,
create: false,
});
if (messages.length > 0) {
chatData.sound = null;
}
messages.push(chatData);
}
}
await CONFIG.ChatMessage.documentClass.create(messages);
this.pools = AcksCombat.getCombatantsPool();
await this.processOutNumbering();
await this.setFlag("acks", "lock-turns", false);
await this.updateEmbeddedDocuments("Combatant", updates);
setTimeout(function () {
const updateData = { turn: 0 };
game.combat.update(updateData);
}, 200);
return this;
}
async startCombat() {
console.log("Start Combat 1 !")
// Send chat message to all players to roll for initiative
ChatMessage.create({
user: game.user.id,
content: await renderTemplate(`systems/fvtt-lethal-fantasy/templates/chat-ask-initiative.hbs`, {
title: "Initiative roll requested",
text: text,
rollType: type,
}),
flags: { "fvtt-lethal-fantasy": { msg: "request-initiative-roll", content: {} } },
})
ChatMessage.create({ content: message, type: CONST.CHAT_MESSAGE_TYPES.GAME });
}
async nextTurn() {
console.log("NEXT TURN");
let turn = this.turn ?? -1;
let skipDefeated = this.settings.skipDefeated;
// Determine the next turn number
let next = null;
for (let [i, t] of this.turns.entries()) {
console.log("Turn", t);
if (i <= turn) continue;
if (skipDefeated && t.isDefeated) continue;
next = i;
break;
}
// Maybe advance to the next round
let round = this.round;
if ((this.round === 0) || (next === null) || (next >= this.turns.length)) {
return this.nextRound();
}
// Update the document, passing data through a hook first
const updateData = { round, turn: next };
const updateOptions = { advanceTime: CONFIG.time.turnTime, direction: 1 };
Hooks.callAll("combatTurn", this, updateData, updateOptions);
return this.update(updateData, updateOptions);
}
async nextRound() {
console.log('NEXT ROUND')
this.turnsDone = false
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
console.log("ROUND", this.round, this.turns);
let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
advanceTime += CONFIG.time.roundTime;
let nextRound = this.round + 1;
// Update the document, passing data through a hook first
const updateData = { round: nextRound, turn };
const updateOptions = { advanceTime, direction: 1 };
Hooks.callAll("combatRound", this, updateData, updateOptions);
return this.update(updateData, updateOptions);
}
sortCombatantsLF(a, b) {
return a.initiative - b.initiative;
}
}