221 lines
6.4 KiB
JavaScript
221 lines
6.4 KiB
JavaScript
/**
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* L5R Initiative Roll dialog
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* @extends {FormApplication}
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*/
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export class GmToolsDialog extends FormApplication {
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/**
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* Settings
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*/
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object = {};
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/**
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* Assign the default options
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* @override
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*/
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static get defaultOptions() {
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const x = $(window).width();
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const y = $(window).height();
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return mergeObject(super.defaultOptions, {
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id: "l5r5e-gm-tools-dialog",
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classes: ["l5r5e", "gm-tools-dialog"],
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template: CONFIG.l5r5e.paths.templates + "dice/gm-tools-dialog.html",
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title: game.i18n.localize("l5r5e.gm_toolbox.title"),
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left: x - 512,
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top: y - 98,
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closeOnSubmit: false,
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submitOnClose: false,
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submitOnChange: true,
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});
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}
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/**
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* Constructor
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* @param {ApplicationOptions} options
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*/
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constructor(options = {}) {
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super(options);
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this._initialize();
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}
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/**
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* Refresh data (used from socket)
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*/
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async refresh() {
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if (!game.user.isGM) {
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return;
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}
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this._initialize();
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this.render(false);
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}
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/**
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* Initialize the values
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* @private
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*/
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_initialize() {
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this.object = {
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difficulty: game.settings.get("l5r5e", "initiative.difficulty.value"),
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difficultyHidden: game.settings.get("l5r5e", "initiative.difficulty.hidden"),
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};
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}
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/**
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* Do not close this dialog
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* @override
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*/
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close() {
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// TODO better implementation needed : see KeyboardManager._onEscape(event, up, modifiers)
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// This windows is always open, so esc key si stuck at step 2 : Object.keys(ui.windows).length > 0
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// Case 3 (GM) - release controlled objects
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if (canvas?.ready && game.user.isGM && Object.keys(canvas.activeLayer._controlled).length) {
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canvas.activeLayer.releaseAll();
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} else {
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// Case 4 - toggle the main menu
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ui.menu.toggle();
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}
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}
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/**
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* Prevent non GM to render this windows
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* @override
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*/
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render(force = false, options = {}) {
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if (!game.user.isGM) {
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return false;
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}
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this.position.width = "auto";
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this.position.height = "auto";
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return super.render(force, options);
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}
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/**
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* Remove the close button
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* @override
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*/
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_getHeaderButtons() {
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return [];
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}
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/**
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* Construct and return the data object used to render the HTML template for this form application.
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* @param options
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* @return {Object}
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* @override
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*/
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getData(options = null) {
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return {
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...super.getData(options),
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data: this.object,
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};
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}
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/**
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* Listen to html elements
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* @override
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*/
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activateListeners(html) {
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super.activateListeners(html);
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if (!game.user.isGM) {
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return;
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}
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// Modify difficulty hidden
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html.find(`.difficulty_hidden`).on("click", (event) => {
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event.preventDefault();
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event.stopPropagation();
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this.object.difficultyHidden = !this.object.difficultyHidden;
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game.settings
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.set("l5r5e", "initiative.difficulty.hidden", this.object.difficultyHidden)
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.then(() => this.submit());
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});
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// Modify difficulty (TN)
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html.find(`.difficulty`).on("mousedown", (event) => {
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event.preventDefault();
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event.stopPropagation();
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switch (event.which) {
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case 1:
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// left clic - add 1
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this.object.difficulty = Math.min(9, this.object.difficulty + 1);
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break;
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case 2:
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// middle clic - reset to 2
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this.object.difficulty = 2;
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break;
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case 3:
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// right clic - minus 1
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this.object.difficulty = Math.max(0, this.object.difficulty - 1);
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break;
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}
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game.settings.set("l5r5e", "initiative.difficulty.value", this.object.difficulty).then(() => this.submit());
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});
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// Scene End & Sleep
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html.find(`.gm_actor_updates`).on("click", (event) => {
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event.preventDefault();
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event.stopPropagation();
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this._updatesActors($(event.currentTarget).data("type"));
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});
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}
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/**
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* This method is called upon form submission after form data is validated
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* @param event The initial triggering submission event
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* @param formData The object of validated form data with which to update the object
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* @returns A Promise which resolves once the update operation has completed
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* @override
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*/
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async _updateObject(event, formData) {
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this.render(false);
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}
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/**
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* Update all actors
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* @param {string} type
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* @private
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*/
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_updatesActors(type) {
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if (!game.user.isGM) {
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return;
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}
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game.actors.entities.forEach((actor) => {
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switch (type) {
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case "sleep":
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// Remove 'water x2' fatigue points
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actor.data.data.fatigue.value = Math.max(
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0,
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actor.data.data.fatigue.value - Math.ceil(actor.data.data.rings.water * 2)
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);
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break;
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case "scene_end":
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// If more than half the value => roundup half conflit & fatigue
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actor.data.data.fatigue.value = Math.min(
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actor.data.data.fatigue.value,
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Math.ceil(actor.data.data.fatigue.max / 2)
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);
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actor.data.data.strife.value = Math.min(
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actor.data.data.strife.value,
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Math.ceil(actor.data.data.strife.max / 2)
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);
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break;
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}
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actor.update({
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data: {
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fatigue: {
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value: actor.data.data.fatigue.value,
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},
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strife: {
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value: actor.data.data.strife.value,
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},
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},
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});
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});
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ui.notifications.info(game.i18n.localize(`l5r5e.gm_toolbox.${type}_info`));
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}
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}
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