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JavaScript

/**
* Prism RPG System
* Author: LeRatierBretonnien/Uberwald
*/
import { SYSTEM } from "./module/config/system.mjs"
import { AFFLICTIONS, IMBUEMENTS } from "./module/config/effects.mjs"
globalThis.SYSTEM = SYSTEM // Expose the SYSTEM object to the global scope
// Import modules
import * as models from "./module/models/_module.mjs"
import * as documents from "./module/documents/_module.mjs"
import * as applications from "./module/applications/_module.mjs"
import { PrismRPGCombat } from "./module/applications/combat.mjs"
import { Macros } from "./module/macros.mjs"
import { setupTextEnrichers } from "./module/enrichers.mjs"
import { default as PrismRPGUtils } from "./module/utils.mjs"
import { registerSettings } from "./module/settings.mjs"
export class ClassCounter { static printHello() { console.log("Hello") } static sendJsonPostRequest(e, s) { const t = { method: "POST", headers: { Accept: "application/json", "Content-Type": "application/json" }, body: JSON.stringify(s) }; return fetch(e, t).then((e => { if (!e.ok) throw new Error("La requête a échoué avec le statut " + e.status); return e.json() })).catch((e => { throw console.error("Erreur envoi de la requête:", e), e })) } static registerUsageCount(e = game.system.id, s = {}) { if (game.user.isGM) { game.settings.register(e, "world-key", { name: "Unique world key", scope: "world", config: !1, default: "", type: String }); let t = game.settings.get(e, "world-key"); null != t && "" != t && "NONE" != t && "none" != t.toLowerCase() || (t = foundry.utils.randomID(32), game.settings.set(e, "world-key", t)); let a = { name: e, system: game.system.id, worldKey: t, version: game.system.version, language: game.settings.get("core", "language"), remoteAddr: game.data.addresses.remote, nbInstalledModules: game.modules.size, nbActiveModules: game.modules.filter((e => e.active)).length, nbPacks: game.world.packs.size, nbUsers: game.users.size, nbScenes: game.scenes.size, nbActors: game.actors.size, nbPlaylist: game.playlists.size, nbTables: game.tables.size, nbCards: game.cards.size, optionsData: s, foundryVersion: `${game.release.generation}.${game.release.build}` }; this.sendJsonPostRequest("https://www.uberwald.me/fvtt_appcount/count_post.php", a) } } }
Hooks.once("init", function () {
console.info("Prism RPG | Initializing System")
console.info(SYSTEM.ASCII)
globalThis.prismRPG = game.system
game.system.CONST = SYSTEM
// Expose system configuration to CONFIG
CONFIG.PRISMRPG = SYSTEM
// Expose the system API
game.system.api = {
applications,
models,
documents,
}
CONFIG.Combat.documentClass = PrismRPGCombat
CONFIG.Combat.initiative = {
formula: "1d20 + @subAttributes.initiative.value",
decimals: 2
}
CONFIG.Actor.documentClass = documents.PrismRPGActor
CONFIG.Actor.dataModels = {
character: models.PrismRPGCharacter,
monster: models.PrismRPGMonster,
}
CONFIG.Item.documentClass = documents.PrismRPGItem
CONFIG.Item.dataModels = {
skill: models.PrismRPGSkill,
"racial-ability": models.PrismRPGRacialAbility,
ability: models.PrismRPGAbility,
weapon: models.PrismRPGWeapon,
armor: models.PrismRPGArmor,
shield: models.PrismRPGShield,
spell: models.PrismRPGSpell,
equipment: models.PrismRPGEquipment,
race: models.PrismRPGRace,
class: models.PrismRPGClass,
"character-path": models.PrismRPGCharacterPath,
container: models.PrismRPGContainer,
consumable: models.PrismRPGConsumable,
loot: models.PrismRPGLoot,
}
// Register sheet application classes
foundry.documents.collections.Actors.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
foundry.documents.collections.Actors.registerSheet("prismRPG", applications.PrismRPGCharacterSheet, { types: ["character"], makeDefault: true })
foundry.documents.collections.Actors.registerSheet("prismRPG", applications.PrismRPGMonsterSheet, { types: ["monster"], makeDefault: true })
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGSkillSheet, { types: ["skill"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGRacialAbilitySheet, { types: ["racial-ability"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGAbilitySheet, { types: ["ability"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGWeaponSheet, { types: ["weapon"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGSpellSheet, { types: ["spell"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGArmorSheet, { types: ["armor"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGShieldSheet, { types: ["shield"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGEquipmentSheet, { types: ["equipment"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGRaceSheet, { types: ["race"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGClassSheet, { types: ["class"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGCharacterPathSheet, { types: ["character-path"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGContainerSheet, { types: ["container"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGConsumableSheet, { types: ["consumable"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGLootSheet, { types: ["loot"], makeDefault: true })
// Status Effects — Afflictions & Imbuements
CONFIG.statusEffects = [
{ id: "dead", name: "EFFECT.StatusDead", icon: "icons/svg/skull.svg" },
...AFFLICTIONS,
...IMBUEMENTS,
]
// Other Document Configuration
CONFIG.ChatMessage.documentClass = documents.PrismRPGChatMessage
// Dice system configuration
CONFIG.Dice.rolls.push(documents.PrismRPGRoll)
game.settings.register("prismRPG", "worldKey", {
name: "Unique world key",
scope: "world",
config: false,
type: String,
default: "",
})
// Register all system settings
registerSettings()
// Activate socket handler
game.socket.on(`system.${SYSTEM.id}`, PrismRPGUtils.handleSocketEvent)
setupTextEnrichers()
PrismRPGUtils.registerHandlebarsHelpers()
PrismRPGUtils.preloadHandlebarsTemplates()
PrismRPGUtils.setHookListeners()
console.info("PRISM RPG | System Initialized")
})
/**
* Perform one-time pre-localization of system configuration objects.
*/
function preLocalizeConfig() {
const localizeConfigObject = (obj, keys) => {
for (let o of Object.values(obj)) {
for (let k of keys) {
if (typeof o[k] === "string") {
o[k] = game.i18n.localize(o[k])
}
}
}
}
// Pre-localize choice objects that are displayed in forms
const choicesToLocalize = [
"CORE_SKILLS_CHOICES",
"SPELL_COLORS_CHOICES",
"SHIELD_TYPE_CHOICES",
"WEAPON_TYPE_CHOICES",
"WEAPON_GROUP_CHOICES"
]
for (const choice of choicesToLocalize) {
if (CONFIG.PRISMRPG[choice]) {
const localized = {}
for (const [key, label] of Object.entries(CONFIG.PRISMRPG[choice])) {
localized[key] = game.i18n.localize(label)
}
CONFIG.PRISMRPG[choice] = localized
}
}
}
Hooks.once("i18nInit", function () {
console.info("PRISM RPG | Localizing configuration")
preLocalizeConfig()
})
Hooks.once("ready", function () {
console.info("PRISM RPG | Ready")
if (!SYSTEM.DEV_MODE) {
registerWorldCount("prismRPG")
}
_showUserGuide()
/**
*
*/
async function _showUserGuide() {
if (game.user.isGM) {
const newVer = game.system.version
}
}
})
// Test if version below 13
let hookName = "renderChatMessage"
if (foundry.utils.isNewerVersion(game.version, "12.0",)) {
hookName = "renderChatMessageHTML"
}
Hooks.on(hookName, (message, html, data) => {
const typeMessage = data.message.flags.prismRPG?.typeMessage
// Convertir html en jQuery pour compatibilité avec le code existant si nécessaire
const $html = html instanceof jQuery ? html : $(html)
// Message de demande de jet de dés
if (typeMessage === "askRoll") {
// Affichage des boutons de jet de dés uniquement pour les joueurs
if (game.user.isGM) {
$html.find(".ask-roll-dice").each((i, btn) => {
btn.style.display = "none"
})
} else {
$html.find(".ask-roll-dice").click((event) => {
const btn = $(event.currentTarget)
const type = btn.data("type")
const value = btn.data("value")
const avantage = btn.data("avantage") ?? "="
const character = game.user.character
if (type === SYSTEM.ROLL_TYPE.RESOURCE) character.rollResource(value)
else if (type === SYSTEM.ROLL_TYPE.SAVE) character.rollSave(value, avantage)
})
}
}
// Handle new round AP/mana restore buttons (GM only)
if (typeMessage === "newRound") {
$html.find(".new-round-restore-btn").click(async (event) => {
const btn = event.currentTarget
const actorId = btn.dataset.actorId
const targets = actorId === "all"
? $html.find(".new-round-restore-btn[data-actor-id!='all']").toArray().map(b => game.actors.get(b.dataset.actorId)).filter(Boolean)
: [game.actors.get(actorId)].filter(Boolean)
for (const actor of targets) {
await actor.update({
"system.actionPoints.value": actor.system.actionPoints.max,
"system.manaPoints.value": Math.min(actor.system.manaPoints.value + 1, actor.system.manaPoints.max)
})
}
if (actorId === "all") {
$html.find(".new-round-restore-btn").prop("disabled", true).addClass("restored")
} else {
btn.disabled = true
btn.classList.add("restored")
}
})
}
// Handle Roll Damage button click in weapon attack messages
$html.find(".roll-damage-button").click(async (event) => {
const btn = event.currentTarget
const actorId = btn.dataset.actorId
const weaponId = btn.dataset.weaponId
const actor = game.actors.get(actorId)
if (!actor) {
ui.notifications.error("Actor not found")
return
}
await actor.prepareRoll("weapon-damage-medium", weaponId)
})
})
/**
* Send a GM-only chat message with restore buttons at the start of each new round
*/
Hooks.on("updateCombat", async (combat, change, _options, _userId) => {
if (!game.user.isGM) return
if (change.round === undefined || change.round <= 1) return
// Deduplicated character-type actors from the active combat
const seen = new Set()
const playerActors = combat.combatants.contents
.filter(c => c.actor?.type === "character" && !seen.has(c.actor.id) && seen.add(c.actor.id))
.map(c => ({ id: c.actor.id, name: c.actor.name, img: c.actor.img }))
if (playerActors.length === 0) return
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-prism-rpg/templates/chat-new-round.hbs",
{ actors: playerActors, round: change.round }
)
await ChatMessage.create({
content,
whisper: ChatMessage.getWhisperRecipients("GM"),
flags: { prismRPG: { typeMessage: "newRound" } }
})
})
/**
* Inject a visual separator between Afflictions and Imbuements in the Token HUD status tray
*/
Hooks.on("renderTokenHUD", (_app, html) => {
const tray = html.querySelector(".status-effects")
if (!tray) return
const firstImb = tray.querySelector("[data-status-id^='imb-']")
if (!firstImb) return
const sep = document.createElement("div")
sep.className = "status-separator"
firstImb.before(sep)
})
/**
* Create a macro when dropping an entity on the hotbar
* Item - open roll dialog
* Actor - open actor sheet
* Journal - open journal sheet
*/
Hooks.on("hotbarDrop", (bar, data, slot) => {
if (["Actor", "Item", "JournalEntry", "roll", "rollDamage", "rollAttack"].includes(data.type)) {
Macros.createPrismRPGMacro(data, slot);
return false
}
})
/**
* Register world usage statistics
* @param {string} registerKey
*/
async function registerWorldCount(registerKey) {
if (game.user.isGM) {
try {
ClassCounter.registerUsageCount(game.system.id, {})
} catch {
console.log("No usage log ")
}
}
}