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