LeRatierBretonnien 7a06e8a5c9
All checks were successful
Release Creation / build (release) Successful in 1m20s
Combat tab for v13
2025-05-29 18:48:33 +02:00

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;
}
}