All checks were successful
Release Creation / build (release) Successful in 1m20s
221 lines
6.8 KiB
JavaScript
221 lines
6.8 KiB
JavaScript
|
|
/* -------------------------------------------- */
|
|
export class LethalFantasyCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
|
|
|
|
static PARTS = {
|
|
"header": {
|
|
"template": "systems/fvtt-lethal-fantasy/templates/combat-tracker-header-v2.hbs"
|
|
},
|
|
"tracker": {
|
|
"template": "systems/fvtt-lethal-fantasy/templates/combat-tracker-v2.hbs"
|
|
},
|
|
"footer": {
|
|
"template": "systems/fvtt-lethal-fantasy/templates/combat-tracker-footer-v2.hbs"
|
|
}
|
|
}
|
|
|
|
static DEFAULT_OPTIONS = foundry.utils.mergeObject(super.DEFAULT_OPTIONS, {
|
|
actions: {
|
|
initiativePlus: LethalFantasyCombatTracker.#initiativePlus,
|
|
initiativeMinus: LethalFantasyCombatTracker.#initiativeMinus,
|
|
},
|
|
});
|
|
|
|
async _prepareContext(options) {
|
|
let data = await super._prepareContext(options);
|
|
console?.log("Combat Tracker Data", data);
|
|
/*for (let u of data.turns) {
|
|
let c = game.combat.combatants.get(u.id);
|
|
u.progressionCount = c.system.progressionCount
|
|
u.isMonster = c.actor.type === "monster"
|
|
}
|
|
console.log("Combat Data", data);*/
|
|
return data;
|
|
}
|
|
|
|
static #initiativePlus(ev) {
|
|
ev.preventDefault();
|
|
let cId = ev.target.closest(".combatant").dataset.combatantId;
|
|
let c = game.combat.combatants.get(cId);
|
|
c.update({ 'initiative': c.initiative + 1 });
|
|
console.log("Initiative Plus");
|
|
}
|
|
|
|
static #initiativeMinus(ev) {
|
|
ev.preventDefault();
|
|
let cId = ev.target.closest(".combatant").dataset.combatantId;
|
|
let c = game.combat.combatants.get(cId);
|
|
let newInit = Math.max(c.initiative - 1, 0);
|
|
c.update({ 'initiative': newInit });
|
|
}
|
|
|
|
activateListeners(html) {
|
|
super.activateListeners(html);
|
|
// Display Combat settings
|
|
html.find(".initiative-plus").click(ev => {
|
|
ev.preventDefault();
|
|
let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
|
|
let c = game.combat.combatants.get(cId);
|
|
c.update({ 'initiative': c.initiative + 1 });
|
|
});
|
|
|
|
html.find(".initiative-minus").click(ev => {
|
|
ev.preventDefault();
|
|
let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
|
|
let c = game.combat.combatants.get(cId);
|
|
c.update({ 'initiative': c.initiative - 1 });
|
|
console.log("Initiative Minus");
|
|
});
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
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);
|
|
|
|
ids = typeof ids === "string" ? [ids] : ids;
|
|
let messages = [];
|
|
let rollMode = game.settings.get("core", "rollMode");
|
|
|
|
let updates = [];
|
|
for (let cId of ids) {
|
|
const c = this.combatants.get(cId);
|
|
let user = game.users.find(u => u.active && u.character && u.character.id === c.actor.id);
|
|
if (user?.hasPlayerOwner) {
|
|
console.log("Rolling initiative for", c.actor.name);
|
|
game.socket.emit(`system.${SYSTEM.id}`, { type: "rollInitiative", actorId: c.actor.id, combatId: this.id, combatantId: c.id });
|
|
} else {
|
|
user = game.users.find(u => u.active && u.isGM);
|
|
c.actor.system.rollInitiative(this.id, c.id);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
resetProgression(cId) {
|
|
let c = this.combatants.get(cId);
|
|
c.update({ 'system.progressionCount': 0 });
|
|
}
|
|
|
|
setCasting(cId) {
|
|
let c = this.combatants.get(cId);
|
|
c.setFlag(SYSTEM.id, "casting", true);
|
|
}
|
|
|
|
resetCasting(cId) {
|
|
let c = this.combatants.get(cId);
|
|
c.setFlag(SYSTEM.id, "casting", false);
|
|
}
|
|
|
|
isCasting(cId) {
|
|
let c = this.combatants.get(cId);
|
|
return c.getFlag(SYSTEM.id, "casting");
|
|
}
|
|
|
|
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() {
|
|
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);
|
|
|
|
let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
|
|
advanceTime += CONFIG.time.roundTime;
|
|
let nextRound = this.round + 1;
|
|
|
|
let initOK = true;
|
|
for (let c of this.combatants) {
|
|
if (c.initiative === null) {
|
|
initOK = false;
|
|
break;
|
|
}
|
|
}
|
|
if (!initOK) {
|
|
ui.notifications.error("All combatants must have initiative rolled before the round can advance.");
|
|
return this;
|
|
}
|
|
|
|
for (let c of this.combatants) {
|
|
if (nextRound >= c.initiative) {
|
|
let user = game.users.find(u => u.active && u.character && u.character.id === c.actor.id);
|
|
if (user?.hasPlayerOwner) {
|
|
game.socket.emit(`system.${SYSTEM.id}`, { type: "rollProgressionDice", progressionCount: c.system.progressionCount + 1, actorId: c.actor.id, combatId: this.id, combatantId: c.id });
|
|
} else {
|
|
user = game.users.find(u => u.active && u.isGM);
|
|
c.actor.system.rollProgressionDice(this.id, c.id);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|