437 lines
14 KiB
JavaScript
437 lines
14 KiB
JavaScript
import { VERMINE } from "./config.mjs";
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import { getActorSkillScore, updateActorSkillScore } from "./functions.mjs";
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export class VermineFight {
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async performTest(enemyAchievement, enemyConservation, skillKey, skill, params, actor) {
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const dicePool = (params.spleen != undefined || params.purpose != undefined) ? '5' : '4';
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const r = new Roll(dicePool + `d6`);
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let diceString = '';
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let dicePoolHint = '';
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let discardedRoll = false;
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let bonus = 0;
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let bonusText = '/+';
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let currentSkillScore = skill;
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r.roll(); // dice are rolled
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if (params.usure != undefined) {
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currentSkillScore += params.usure;
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bonus += params.usure;
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}
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if (params.specialization != undefined) {
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currentSkillScore += 2;
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}
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if (params.trait != undefined) {
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currentSkillScore += params.trait;
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bonus += params.trait;
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}
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bonusText += bonus;
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let targetText = game.i18n.format('VERMINE.Selected') + ' : ' + game.i18n.format(skillKey) + " " + skill + bonusText;
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if (params.specialization != undefined) {
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targetText += " (S)";
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}
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// tri par ordre croissant
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r.terms[0].results.sort((a, b) => a.result - b.result);
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if (params.purpose != undefined) {
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discardedRoll = r.terms[0].results.shift();
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dicePoolHint = ' - ' + game.i18n.format('VERMINE.PurposeTrait');
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} else if (params.spleen != undefined) {
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discardedRoll = r.terms[0].results.pop();
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dicePoolHint = ' - ' + game.i18n.format('VERMINE.SpleenTrait');
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}
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const discardedRollText = (discardedRoll.result != undefined) ? '<div class="discarded-roll">' + discardedRoll.result + '</div>' : "";
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for (let i = 0; i < r.terms[0].results.length; i++) {
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let result = r.terms[0].results[i].result;
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diceString += '<li class="roll die d6 die-' + i + '">' + result + '</li>';
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}
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let hintText = game.i18n.format('VERMINE.ConfrontationHint');
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// Build a dynamic html using the variables from above.
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const html = `
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<div class="vermine2047 roll confrontation">
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<div class="dice-roll">
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<div class="dice-result">
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<div class="dice-formula">
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` + dicePool + `d6 ` + dicePoolHint + `
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</div>
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<div class="dice-tooltip expanded">
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<section class="tooltip-part">
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<div class="parameters">
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` + targetText + `
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</div>
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<div class="dice flexrow flex-between items-center">
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<ol class="dice-rolls">` + diceString + `</ol>
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<div class="discards text-right">` + discardedRollText + `</div>
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</div>
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</section>
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</div>` +
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`<p class="step1-text" id="step1">` + hintText + `</p>
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<div class="row">
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<a class="inline-block button add-to-achievement">` + game.i18n.format('VERMINE.Achievement') + `</a>
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<a class="inline-block button add-to-conservation">` + game.i18n.format('VERMINE.Conservation') + `</a>
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<a class="inline-block button reset"><i class="fa-solid fa-rotate-right"></i></a>
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<a class="inline-block button resolve"><i class="fa-solid fa-check"></i></a>
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</div>
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</div>
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</div>
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</div>
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`;
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// Check if the dice3d module exists (Dice So Nice). If it does, post a roll in that and then
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// send to chat after the roll has finished. If not just send to chat.
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if (game.dice3d) {
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game.dice3d.showForRoll(r).then((displayed) => {
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this.sendToChat(html, r, actor);
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});
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} else {
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this.sendToChat(html, r, actor);
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};
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// on fait les comptes
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}
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async sendToChat(content, roll, actor) {
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let conf = {
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user: game.user._id,
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content: content,
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roll: roll,
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// sound: 'sounds/dice.wav'
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};
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if (actor)
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conf.speaker = ChatMessage.getSpeaker({ actor: actor });
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// Send's Chat Message to foundry, if items are missing they will appear as false or undefined and this not be rendered.
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ChatMessage.create(conf).then((msg) => {
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return msg;
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});
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}
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static instance = null;
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static get() {
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if (!VermineFight.instance)
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VermineFight.instance = new VermineFight();
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return VermineFight.instance;
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}
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// data injected to char data
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static previousValues = {
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dicePool: 4,
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skills: VERMINE.skillsList,
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cskills: VERMINE.cskills,
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cephalic: false,
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achievementReroll: VERMINE.achievementReroll,
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conservationReroll: VERMINE.conservationReroll
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};
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static rollerTemplate = 'systems/vermine2047/templates/fight.html';
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static CombatResultTemplate = 'systems/vermine2047/templates/fight-result.html';
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static async chatMessageHandler(message, html, data) {
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// console.log("accès au fin du fin", message._id);
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// sélection du dé actif
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html.on("click", '.confrontation .die.d6', event => {
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const diceResult = parseInt($(event.target).html(), 10);
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html.find('.confrontation .die.d6').removeClass('active');
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$(event.target).addClass('active');
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});
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// sélection des dés d'accomplissement
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html.on("click", '.confrontation .add-to-achievement', event => {
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const diceResult = parseInt(html.find('.confrontation .die.d6.active').html(), 10);
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html.find('.confrontation .die.d6.active').removeClass('min').addClass('max');
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});
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// sélection des dés de conservation
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html.on("click", '.confrontation .add-to-conservation', event => {
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const diceResult = parseInt(html.find('.confrontation .die.d6.active').html(), 10);
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html.find('.confrontation .die.d6.active').removeClass('max').addClass('min');
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});
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// reset de la sélection des pools
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html.on("click", '.confrontation .reset', event => {
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html.find('.confrontation .die.d6')
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.removeClass('max')
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.removeClass('min');
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});
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// résolution de la confrontation
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html.on("click", '.confrontation .resolve', async event => {
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let achievementDice = 0;
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let conservationDice = 0;
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let achievementBasis = 0;
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let conservationBasis = 0;
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html.find('.confrontation .die.d6.max').each(function (index) {
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achievementDice += parseInt($(this).html(), 10);
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});
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html.find('.confrontation .die.d6.min').each(function (index) {
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conservationDice += parseInt($(this).html(), 10);
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});
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// saisie des résultats
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achievementBasis = html.find('td.achievement-result').data('achievement-basis');
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html.find('td.achievement-result').data('achievement-value', achievementDice);
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html.find('td.achievement-result').html(achievementBasis + achievementDice);
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conservationBasis = html.find('td.conservation-result').data('conservation-basis');
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html.find('td.conservation-result').data('conservation-value', conservationDice);
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html.find('td.conservation-result').html(conservationBasis + conservationDice);
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// calcul des marges
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const achievementMargin = achievementBasis + achievementDice - parseInt(html.find('td.adv-achievement-result').html(), 10);
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const conservationMargin = conservationBasis + conservationDice - parseInt(html.find('td.adv-conservation-result').html(), 10);
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html.find('td.achievement-margin').html(achievementMargin);
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html.find('td.conservation-margin').html(conservationMargin);
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});
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// fin de la résolution de la confrontation
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}
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static async chatListeners(html) {
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// supprime le masquage des résultats du dé
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html.off("click", ".dice-roll");
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}
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/**
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* main class function
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* @returns
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*/
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static async ui(externalData = {}) {
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let actor = {};
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// get the actor
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try {
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actor = game.user.character;
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} catch (e) {
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throw ("Aucun personnage défini !");
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}
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if (actor == null && externalData.speakerId != undefined && externalData.speakerId != null) {
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// on récupère le speakerId, et de là l'objet actor
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actor = game.actors.get(externalData.speakerId);
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VermineFight.previousValues['speakerName'] = actor.name;
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VermineFight.previousValues['speakerImg'] = actor.img;
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} else {
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VermineFight.previousValues['speakerName'] = "Anonyme";
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}
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// get the data
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let charData = (externalData) => {
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let o = Object.assign({ _template: VermineFight.rollerTemplate }, { ...VermineFight.previousValues, ...externalData });
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return o;
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};
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let data = charData(externalData);
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console.log(data);
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// render template
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let html = await renderTemplate(data._template, data);
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let ui = new Dialog({
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title: game.i18n.localize("VERMINE.FightTool"),
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content: html,
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buttons: {
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roll: {
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label: game.i18n.localize('VERMINE.Roll4Fight'),
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callback: (html) => {
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let form = html.find('#dice-pool-form');
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if (!form[0].checkValidity()) {
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throw "Invalid Data";
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}
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let enemyAchievement, enemyConservation, skillKey, skill = 5, enemySkill, params = {};
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form.serializeArray().forEach(e => {
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switch (e.name) {
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case "skill":
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case "cephalic":
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if (e.value !== '') {
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skillKey = e.value;
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}
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break;
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case "skill-score":
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skill = +e.value;
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break;
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case "specialization":
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params.specialization = true;
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break;
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case "usure":
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params.usure = +e.value;
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break;
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case "trait":
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params.trait = +e.value;
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break;
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case "purpose":
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params.purpose = true;
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break;
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case "spleen":
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params.spleen = true;
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break;
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case "adv-skill":
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enemySkill = +e.value;
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break;
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case "achievement":
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enemyAchievement = +e.value;
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break;
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case "conservation":
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enemyConservation = +e.value;
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break;
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}
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});
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// prise en compte de l'usure sur la feuille de perso
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if (params.usure != undefined) {
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const newSpentScore = getActorSkillScore(actor, skillKey, 'spent') + params.usure;
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console.log(newSpentScore);
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updateActorSkillScore(actor, skillKey, 'spent', newSpentScore);
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}
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return VermineFight.get().performTest(enemyAchievement + enemySkill, enemyConservation + enemySkill, skillKey, skill, params, actor);
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}
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},
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cancel: {
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label: game.i18n.localize('Close'),
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callback: () => { }
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}
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},
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render: function (h) {
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h.on("change", 'select[name="skill"]', event => {
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const skillLabel = $(event.target).val();
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const currentSkillScore = getActorSkillScore(actor, skillLabel) - getActorSkillScore(actor, skillLabel, 'spent');
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if (parseInt(currentSkillScore, 10) >= 0) {
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h.find('input#skillScore').val(currentSkillScore);
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}
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});
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}
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}, { width: 601, height: 'fit-content' });
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ui.render(true);
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return ui;
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}
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}
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export class VermineCombat extends Combat {
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_encounterCheck() {
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console.log('encounter combat object', this);
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}
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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return super.rollInitiative(ids, formula, messageOptions)
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}
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nextRound() {
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/*let combatants = this.combatants.contents
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for (let c of combatants) {
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let actor = game.actors.get( c.actorId )
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actor.clearRoundModifiers()
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}*/
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super.nextRound();
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}
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/************************************************************************************/
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startCombat() {
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/*let combatants = this.combatants.contents
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for (let c of combatants) {
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let actor = game.actors.get( c.actorId )
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actor.storeVitaliteCombat()
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}*/
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return super.startCombat();
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}
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/************************************************************************************/
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_onDelete() {
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/*let combatants = this.combatants.contents
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for (let c of combatants) {
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let actor = game.actors.get(c.actorId)
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actor.clearInitiative()
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actor.displayRecuperation()
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}
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super._onDelete()*/
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}
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}
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export class VermineCombatTracker extends CombatTracker {
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get template() {
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return "systems/vermine2047/templates/combat-tracker.hbs";
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}
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/* -------------------------------------------- */
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get template() {
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return "systems/vermine2047/templates/combat-tracker.hbs";
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}
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async getData(options) {
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const context = await super.getData(options);
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if (!context.hasCombat) {
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return context;
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}
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return context;
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}
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activateListeners(html) {
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super.activateListeners(html);
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html.find("[data-attitude]").click(this._setStatut.bind(this));
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}
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/**
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* @description Use to put an attitude to an actor
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* @param {*} event
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*/
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async _setStatut(event) {
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event.preventDefault();
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event.stopPropagation();
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const btn = event.currentTarget;
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const attitude = btn.dataset.attitude;
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const li = btn.closest(".combatant");
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const combat = this.viewed;
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const combatant = combat.combatants.get(li.dataset.combatantId);
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let flag = combatant.getFlag("world", "attitude");
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if (flag == attitude) {
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await combatant.setFlag("world", "attitude", null);
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} else {
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await combatant.setFlag("world", "attitude", attitude);
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}
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let actor = await game.actors.get(combatant.actorId)
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console.log(actor, combatant)
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}
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}
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export class VermineCombatant extends Combatant {
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constructor(data, context) {
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super(data, context);
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this.setDefaultAttitude();
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console.log(this)
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}
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setDefaultAttitude() {
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this.attitude = this.token.flags.world?.attitude || "active"
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}
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_getInitiativeFormula() {
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console.log(this);
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return String(CONFIG.Combat.initiative.formula || game.system.initiative);
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}
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} |