Files
l5rx-chiaroscuro/system/scripts/dice/dice-picker-dialog.js

478 lines
14 KiB
JavaScript

import { RollL5r5e } from "./roll.js";
/**
* L5R Dice picker dialog
* @extends {FormApplication}
*/
export class DicePickerDialog extends FormApplication {
/**
* Current Actor
*/
_actor = null;
/**
* Preset ring (attribute / approach)
*/
_ringId = null;
/**
* Preset Skill (and data from actor if actor provided)
*/
_skillData = {
id: "",
value: 0,
cat: "",
name: "",
};
/**
* Difficulty
*/
_difficulty = {
difficulty: 2,
isHidden: false,
};
/**
* Assign the default options
* @override
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
id: "l5r5e-dice-picker-dialog",
classes: ["l5r5e", "dice-picker-dialog"],
template: CONFIG.l5r5e.paths.templates + "dice/dice-picker-dialog.html",
title: "L5R Dice Roller",
width: 660,
height: 460,
actor: null,
ringId: null,
skillId: "",
difficulty: 2,
difficultyHidden: false,
});
}
/**
* Add a create macro button on top of sheet
* @override
*/
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
buttons.unshift({
label: game.i18n.localize("l5r5e.dicepicker.bt_add_macro"),
class: "bt-add-macro",
icon: "fas fa-star",
onclick: async () => {
await this._createMacro();
},
});
return buttons;
}
/**
* Create dialog
*
* ex: new game.l5r5e.DicePickerDialog({skillId: 'aesthetics', ringId: 'fire', actor: game.user.character}).render();
*
* Options :
* actor A instance of actor (game.user.character, canvas.tokens.controlled[0].actor, ...)
* actorId string (AbYgKrNwWeAxa9jT)
* ringId string (fire)
* skillId string (design)
* difficulty number (0-9)
* difficultyHidden boolean
*
* @param options actor, actorId, ringId, skillId, skillCatId, difficulty, difficultyHidden
*/
constructor(options = {}) {
super({}, options);
// Try to get Actor from: options, first selected token or player's selected character
[
options?.actor,
game.actors.get(options?.actorId),
canvas.tokens.controlled[0]?.actor,
game.user.character,
].forEach((actor) => {
if (!this._actor) {
this.actor = actor;
}
});
// Ring
if (options?.ringId) {
this.ringId = options.ringId;
}
// Skill / SkillCategory
if (options?.skillId) {
this.skillId = options.skillId;
}
// SkillCategory skillCatId
if (options?.skillCatId) {
this.skillCatId = options.skillCatId;
}
// Difficulty
if (options?.difficulty) {
this.difficulty = options.difficulty;
}
// difficultyHidden
if (options?.difficultyHidden) {
this.difficultyHidden = options.difficultyHidden;
}
}
/**
* Set actor
* @param actor
*/
set actor(actor) {
this._actor = actor instanceof Actor && actor.owner ? actor : null;
}
/**
* Set ring preset
* @param ringId
*/
set ringId(ringId) {
this._ringId = CONFIG.l5r5e.stances.includes(ringId) || null;
}
/**
* Set and load skill's required data from actor and skillId
* @param skillId
*/
set skillId(skillId) {
if (!skillId) {
return;
}
this._skillData = {
id: skillId.toLowerCase().trim(),
value: 0,
cat: "",
name: "",
};
this.skillCatId = CONFIG.l5r5e.skills.get(skillId);
}
/**
* Set and load skill's required data from actor and skillCatId
* @param skillCatId
*/
set skillCatId(skillCatId) {
if (!skillCatId) {
return;
}
this._skillData = {
...this._skillData,
value: 0,
cat: skillCatId.toLowerCase().trim(),
name: game.i18n.localize("l5r5e.skills." + skillCatId + "." + (this._skillData.id || "title")),
};
if (!this._actor) {
return;
}
switch (this._actor.data.type) {
case "character":
this._skillData.value = this._actor.data.data.skills[skillCatId]?.[this._skillData.id] || 0;
break;
case "npc":
// Skill value is in categories for npc
this._skillData.value = this._actor.data.data.skills[skillCatId] || 0;
break;
}
}
/**
* Set Difficulty level (default 2)
* @param difficulty
*/
set difficulty(difficulty) {
difficulty = parseInt(difficulty) || null;
if (difficulty < 0) {
difficulty = null;
}
this._difficulty.difficulty = difficulty;
}
/**
* Set if Difficulty is Hidden or not (default)
* @param isHidden
*/
set difficultyHidden(isHidden) {
this._difficulty.isHidden = !!isHidden;
}
/**
* Add the Entity name into the window title
* @type {String}
*/
get title() {
return `L5R Dice Roller` + (this._actor ? " - " + this._actor.data.name : "");
}
/**
* Construct and return the data object used to render the HTML template for this form application.
* @param options
* @return {Object}
*/
getData(options = null) {
return {
...super.getData(options),
ringsList: game.l5r5e.HelpersL5r5e.getRingsList(this._actor),
dicesList: [0, 1, 2, 3, 4, 5, 6],
skillData: this._skillData,
actor: this._actor,
actorIsPc: !this._actor || this._actor.data?.type === "character",
difficulty: this._difficulty,
canUseVoidPoint: !this._actor || this._actor.data.data.void_points.value > 0,
};
}
/**
* Render the dialog
* @param force
* @param options
* @returns {Application}
*/
render(force, options) {
options = {
...options,
};
if (force === undefined) {
force = true;
}
return super.render(force, options);
}
/**
* Listen to html elements
* @override
*/
activateListeners(html) {
super.activateListeners(html);
// On change approaches
html.find('input[name="approach"]').on("click", async (event) => {
$("#ring_value").val(event.target.value);
$(".ring-selection").removeClass("ring-selected");
$("." + event.target.dataset.ringid).addClass("ring-selected");
$("#stance_label").html(
game.i18n.localize("l5r5e.skills." + this._skillData.cat + "." + event.target.dataset.ringid)
);
});
// ****************** DIFF ******************
// Difficulty - Add button
html.find("#diff_add").on("click", async (event) => {
event.preventDefault();
event.stopPropagation();
this._difficulty.difficulty = this._quantityChange("#diff_value", 1);
});
// Difficulty - Subtract button
html.find("#diff_sub").on("click", async (event) => {
event.preventDefault();
event.stopPropagation();
this._difficulty.difficulty = this._quantityChange("#diff_value", -1);
});
// Difficulty - hidden checkbox
html.find("#diff_hidden").on("click", async (event) => {
this._difficulty.isHidden = !this._difficulty.isHidden;
$("#difficulty_picker").toggle();
});
// ****************** RING ******************
// Ring - Add button
html.find("#ring_add").on("click", async (event) => {
event.preventDefault();
event.stopPropagation();
this._quantityChange("#ring_value", 1);
});
// Ring - Subtract button
html.find("#ring_sub").on("click", async (event) => {
event.preventDefault();
event.stopPropagation();
this._quantityChange("#ring_value", -1);
});
// Ring - Spend a Void point checkbox
html.find("#use_void_point").on("click", async (event) => {
this._quantityChange("#ring_value", event.target.checked ? 1 : -1);
html.find("#use_void_point").attr("checked", event.target.checked);
});
// ****************** SKILL ******************
// Skill - Add button
html.find("#skill_add").on("click", async (event) => {
event.preventDefault();
event.stopPropagation();
this._quantityChange("#skill_value", 1);
});
// Skill - Subtract button
html.find("#skill_sub").on("click", async (event) => {
event.preventDefault();
event.stopPropagation();
this._quantityChange("#skill_value", -1);
});
// Skill - Default Dice div
html.find("#skill_default_value").on("click", async (event) => {
event.preventDefault();
event.stopPropagation();
$("#skill_value").val(this._skillData.value);
});
// ****************** INIT ******************
// Select current actor's stance
html.find(`.approach_${this._actor ? this._actor.data.data.stance : "void"}`)
.first()
.trigger("click");
// Set skill point
html.find("#skill_value").val(this._skillData.value);
}
/**
* This method is called upon form submission after form data is validated
* @param event The initial triggering submission event
* @param formData The object of validated form data with which to update the object
* @returns A Promise which resolves once the update operation has completed
* @override
*/
async _updateObject(event, formData) {
const approach = $(".ring-selection.ring-selected > input").data("ringid") || null;
const ring = formData.ring || null;
const skill = formData.skill || null;
if (!approach || !skill || !ring || (skill < 1 && ring < 1)) {
return false;
}
let formula = [];
if (ring > 0) {
formula.push(`${ring}dr`);
}
if (skill > 0) {
formula.push(`${skill}ds`);
}
// Update Actor
if (this._actor) {
// TODO update actor stance ? good idea or not, choice-able ?
// this._actor.data.data.stance = approach;
// If Void point is used, minus the actor
if (formData.use_void_point) {
this._actor.data.data.void_points.value = Math.max(this._actor.data.data.void_points.value - 1, 0);
}
// If hidden add void 1pt
// this._difficulty.isHidden = !!formData.diff_hidden;
// this._difficulty.difficulty = formData.diff;
if (this._difficulty.isHidden) {
this._actor.data.data.void_points.value = Math.min(
this._actor.data.data.void_points.value + 1,
this._actor.data.data.void_points.max
);
}
}
// Let's roll !
const roll = await new RollL5r5e(formula.join("+"));
roll.actor = this._actor;
roll.l5r5e.stance = approach;
roll.l5r5e.skillId = this._skillData.id;
roll.l5r5e.skillCatId = this._skillData.cat;
roll.l5r5e.summary.difficulty = this._difficulty.difficulty;
roll.l5r5e.summary.difficultyHidden = this._difficulty.isHidden;
await roll.roll();
await roll.toMessage();
return this.close();
}
/**
* Change quantity between 0-9 on the element, and return the new value
* @private
*/
_quantityChange(elmtSelector, add) {
const elmt = $(elmtSelector);
const value = Math.max(Math.min(parseInt(elmt.val()) + add, 9), 0);
elmt.val(value);
return value;
}
/**
* Create a macro on the first empty space in player's bar
* @private
*/
async _createMacro() {
const params = {};
let name = "DicePicker";
if (this._actor?._id) {
params.actorId = this._actor._id;
name = this._actor.name;
}
if (this._skillData.id) {
params.skillId = this._skillData.id;
} else if (this._skillData.cat) {
params.skillCatId = this._skillData.cat;
}
if (this._skillData.name) {
name = name + " - " + this._skillData.name;
}
let command = `new game.l5r5e.DicePickerDialog(${JSON.stringify(params)}).render(true);`;
let macro = game.macros.entities.find((m) => m.data.name === name && m.data.command === command);
if (!macro) {
macro = await Macro.create({
name: name,
type: "script",
scope: "global",
command: command,
img: this._actor?.img ? this._actor.img : "systems/l5r5e/assets/dices/default/ring_et.svg",
});
}
// Search if already in player hotbar
if (Object.values(game.user.data.hotbar).includes(macro._id)) {
return;
}
// Search for slot (Fix for FVTT, will be fixed)
// slot = false will normally do the 1st available, but always return 0
// TODO see when issue is closed to remove these lines and use "assignHotbarMacro(macro, false)"
// https://gitlab.com/foundrynet/foundryvtt/-/issues/4382
const slot = Array.fromRange(50).find((i) => {
if (i < 1) {
return false;
}
return !(i in game.user.data.hotbar);
});
// return game.user.assignHotbarMacro(macro, false); // 1st available
return game.user.assignHotbarMacro(macro, slot);
}
}