attitudes

This commit is contained in:
François-Xavier Guillois
2023-08-25 15:35:43 +02:00
parent 641d2a892a
commit c57c355066
5 changed files with 225 additions and 10 deletions
+5
View File
@@ -39,6 +39,11 @@
"ToursContent": "<p>Tu t'en sors pas si mal ! Moi je vais te laisser là, mais si tu as d'autres questions, tu peux venir me trouver. Si ca concerne la mécanique, inscris-toi dans notre groupe de parole, par là <a href=\"https://discord.gg/FqGHYvXg\">Totem Foundry Discord</a>. Sinon, tu peux rejoindre la place centrale par ici <a href=\"https://discord.gg/qejqmSxr\">Vermine Discord</a></p><p>Enjoy!</p>"
}
},
"ATTITUDES": {
"offensive": { "name": "Offensif"},
"active": { "name": "Actif"},
"passive": { "name": "Passif"}
},
"IDENTITY": {
"name": "Nom",
+71
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@@ -421,4 +421,75 @@ export class VermineCombat extends Combat {
}
super._onDelete()*/
}
}
export class VermineCombatTracker extends CombatTracker {
get template() {
return "systems/vermine2047/templates/combat-tracker.hbs";
}
async getData(options) {
const context = await super.getData(options);
if (!context.hasCombat) {
return context;
}
for (let [i, combatant] of context.combat.turns.entries()) {
context.turns[i].hasActed = combatant.getFlag("world", "hasActed");
context.turns[i].isPlayer = combatant.actor.type == "player";
context.turns[i].isNpc = combatant.actor.type == "npc";
}
return context;
}
/* -------------------------------------------- */
get template() {
return "systems/gods-system/templates/combat/tracker.hbs";
}
async getData(options) {
const context = await super.getData(options);
if (!context.hasCombat) {
return context;
}
for (let [i, combatant] of context.combat.turns.entries()) {
context.turns[i].attitude = combatant.getFlag("world", "attitude");
context.turns[i].isPlayer = combatant.actor.type == "character";
context.turns[i].isNpc = combatant.actor.type == "npc";
context.turns[i].isCreature = combatant.actor.type == "creature";
}
return context;
}
activateListeners(html) {
super.activateListeners(html);
html.find(".status").click(this._setStatut.bind(this));
}
/**
* @description Use to put an attitude to an actor
* @param {*} event
*/
async _setStatut(event) {
event.preventDefault();
event.stopPropagation();
const btn = event.currentTarget;
const li = btn.closest(".combatant");
const combat = this.viewed;
const combatant = combat.combatants.get(li.dataset.combatantId);
if ($(btn).hasClass('offensive'))
await combatant.setFlag("world", "attitude", "offensive");
else if ($(btn).hasClass('active'))
await combatant.setFlag("world", "attitude", "active");
else if ($(btn).hasClass('passive'))
await combatant.setFlag("world", "attitude", "passive");
else
await combatant.setFlag("world", "attitude", null);
}
}
+14 -8
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@@ -46,12 +46,18 @@ export const registerHandlebarsHelpers = function () {
return game.i18n.localize(arrayLabel +"."+objectLabel+".name");
});
// return skill level information
Handlebars.registerHelper('skillLevel', function (property, level, options) {
if (level < 1 || level > 5)
return "";
let levelData = CONFIG.VERMINE.SkillLevels[level];
return (levelData !== undefined) ? levelData[property] : "";
});
// return skill level information
Handlebars.registerHelper('skillLevel', function (property, level, options) {
if (level < 1 || level > 5)
return "";
let levelData = CONFIG.VERMINE.SkillLevels[level];
return (levelData !== undefined) ? levelData[property] : "";
});
Handlebars.registerHelper('getCombatTrackerColor', function (isPlayer, isNpc) {
if (isPlayer) return "player";
if (isNpc) return "npc";
});
}
+3 -2
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@@ -13,7 +13,7 @@ import { VermineItem } from "./documents/item.mjs";
import { VermineItemSheet } from "./sheets/item-sheet.mjs";
import { VermineRoll } from "./system/roll.mjs";
import { VermineCombat } from "./system/fight.mjs";
import { VermineCombat, VermineCombatTracker } from "./system/fight.mjs";
// Import helper/utility classes and constants.
import { preloadHandlebarsTemplates, registerHandlebarsHelpers } from "./system/handlebars-manager.mjs";
@@ -42,13 +42,14 @@ Hooks.once('init', async function() {
* @type {String}
*/
CONFIG.Combat.initiative = {
formula: "1d10 + @abilities.dex.mod",
formula: "(@abilities.reflexes.value + @skills.alertness.value)d10cs>=7",
decimals: 2
};
// Define custom Document classes
CONFIG.Actor.documentClass = VermineActor;
CONFIG.Item.documentClass = VermineItem;
CONFIG.ui.combat = VermineCombatTracker;
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
+132
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@@ -0,0 +1,132 @@
<section class="{{cssClass}} directory flexcol" id="{{cssId}}" data-tab="{{tabName}}">
<header class="combat-tracker-header">
{{#if user.isGM}}
<nav class="encounters flexrow" aria-label="COMBAT.NavLabel">
<a class="combat-button combat-create" data-tooltip="COMBAT.Create">
<i class="fas fa-plus"></i>
</a>
{{#if combatCount}}
<a class="combat-button combat-cycle" data-tooltip="COMBAT.EncounterPrevious"
{{#if previousId}}data-document-id="{{previousId}}"{{else}}disabled{{/if}}>
<i class="fas fa-caret-left"></i>
</a>
<h4 class="encounter">{{localize "COMBAT.Encounter"}} {{currentIndex}} / {{combatCount}}</h4>
<a class="combat-button combat-cycle" data-tooltip="COMBAT.EncounterNext"
{{#if nextId}}data-document-id="{{nextId}}"{{else}}disabled{{/if}}>
<i class="fas fa-caret-right"></i>
</a>
{{/if}}
<a class="combat-button combat-control" data-tooltip="COMBAT.Delete" data-control="endCombat" {{#unless combatCount}}disabled{{/unless}}>
<i class="fas fa-trash"></i>
</a>
</nav>
{{/if}}
<div class="encounter-controls flexrow {{#if hasCombat}}combat{{/if}}">
{{#if user.isGM}}
<a class="combat-button combat-control" data-tooltip="COMBAT.RollAll" data-control="rollAll" {{#unless turns}}disabled{{/unless}}>
<i class="fas fa-users"></i>
</a>
<a class="combat-button combat-control" data-tooltip="COMBAT.RollNPC" data-control="rollNPC" {{#unless turns}}disabled{{/unless}}>
<i class="fas fa-users-cog"></i>
</a>
{{/if}}
{{#if combatCount}}
{{#if combat.round}}
<h3 class="encounter-title noborder">{{localize 'COMBAT.Round'}} {{combat.round}}</h3>
{{else}}
<h3 class="encounter-title noborder">{{localize 'COMBAT.NotStarted'}}</h3>
{{/if}}
{{else}}
<h3 class="encounter-title noborder">{{localize "COMBAT.None"}}</h3>
{{/if}}
{{#if user.isGM}}
<a class="combat-button combat-control" data-tooltip="COMBAT.InitiativeReset" data-control="resetAll"
{{#unless hasCombat}}disabled{{/unless}}>
<i class="fas fa-undo"></i>
</a>
<a class="combat-button combat-control" data-tooltip="{{labels.scope}}"
data-control="toggleSceneLink" {{#unless hasCombat}}disabled{{/unless}}>
<i class="fas fa-{{#unless linked}}un{{/unless}}link"></i>
</a>
<a class="combat-button combat-settings" data-tooltip="COMBAT.Settings" data-control="trackerSettings">
<i class="fas fa-cog"></i>
</a>
{{/if}}
</div>
</header>
<ol id="combat-tracker" class="directory-list">
{{#each turns}}
<li class="combatant actor directory-item flexrow {{this.css}}" data-combatant-id="{{this.id}}">
<img class="token-image" data-src="{{this.img}}" alt="{{this.name}}"/>
<div class="token-name flexcol">
<h4 class="{{getCombatTrackerColor this.isPlayer this.isNpc}}">{{this.name}}</h4>
<div class="combatant-controls flexrow">
<a class="combatant-control {{#if this.hidden}}active{{/if}}" data-tooltip="COMBAT.ToggleVis" data-control="toggleHidden">
<i class="fas fa-eye-slash"></i>
</a>
<a class="combatant-control {{#if this.defeated}}active{{/if}}" data-tooltip="COMBAT.ToggleDead" data-control="toggleDefeated">
<i class="fas fa-skull"></i>
</a>
<a class="combatant-control offensive status" {{#if (eq this.attitude "offensive")}} data-tooltip="{{localize 'ATTITUDES.offensive.name'}}" {{else}} data-tooltip="{{localize 'ATTITUDES.offensive.name'}}" {{/if}}>
<i {{#if (eq this.attitude "offensive")}} class="fas fa-fist-raised" style="color:white" {{else}} class="fas fa-fist-raised" style="color:gray" {{/if}}></i>
</a>
<a class="combatant-control active status" {{#if (eq this.attitude "active")}} data-tooltip="{{localize 'ATTITUDES.active.name'}}" {{else}} data-tooltip="{{localize 'ATTITUDES.active.name'}}" {{/if}}>
<i {{#if (eq this.attitude "active")}} class="fas fa-bow-arrow" style="color:white" {{else}} class="fas fa-bow-arrow" style="color:gray" {{/if}}></i>
</a>
<a class="combatant-control passive status" {{#if (eq this.attitude "passive")}} data-tooltip="{{localize 'ATTITUDES.passive.name'}}" {{else}} data-tooltip="{{localize 'ATTITUDES.passive.name'}}" {{/if}}>
<i {{#if (eq this.attitude "passive")}} class="fas fa-shield-cross" style="color:white" {{else}} class="fas fa-shield-cross" style="color:gray" {{/if}}></i>
</a>
{{#if this.canPing}}
<a class="combatant-control" data-tooltip="COMBAT.PingCombatant" data-control="pingCombatant">
<i class="fa-solid fa-bullseye-arrow"></i>
</a>
{{/if}}
<div class="token-effects">
{{#each this.effects}}
<img class="token-effect" src="{{this}}"/>
{{/each}}
</div>
</div>
</div>
{{#if this.hasResource}}
<div class="token-resource">
<span class="resource">{{this.resource}}</span>
</div>
{{/if}}
<div class="token-initiative">
{{#if this.hasRolled}}
<span class="initiative">{{this.initiative}}</span>
{{else if this.owner}}
<a class="combatant-control roll" data-tooltip="COMBAT.InitiativeRoll" data-control="rollInitiative"></a>
{{/if}}
</div>
</li>
{{/each}}
</ol>
<nav id="combat-controls" class="directory-footer flexrow" data-tooltip-direction="UP">
{{#if hasCombat}}
{{#if user.isGM}}
{{#if round}}
<a class="combat-control" data-tooltip="COMBAT.RoundPrev" data-control="previousRound"><i class="fas fa-step-backward"></i></a>
<a class="combat-control" data-tooltip="COMBAT.TurnPrev" data-control="previousTurn"><i class="fas fa-arrow-left"></i></a>
<a class="combat-control center" data-control="endCombat">{{localize 'COMBAT.End'}}</a>
<a class="combat-control" data-tooltip="COMBAT.TurnNext" data-control="nextTurn"><i class="fas fa-arrow-right"></i></a>
<a class="combat-control" data-tooltip="COMBAT.RoundNext" data-control="nextRound"><i class="fas fa-step-forward"></i></a>
{{else}}
<a class="combat-control center" data-control="startCombat">{{localize 'COMBAT.Begin'}}</a>
{{/if}}
{{else if control}}
<a class="combat-control" data-tooltip="COMBAT.TurnPrev" data-control="previousTurn"><i class="fas fa-arrow-left"></i></a>
<a class="combat-control center" data-control="nextTurn">{{localize 'COMBAT.TurnEnd'}}</a>
<a class="combat-control" data-tooltip="COMBAT.TurnNext" data-control="nextTurn"><i class="fas fa-arrow-right"></i></a>
{{/if}}
{{/if}}
</nav>
</section>