bol/module/system/bol-utility.js

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import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
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// Spell circle to min PP cost
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const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 }
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const __validDices = {"6": 1, "8": 1, "10": 1, "12": 1}
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export class BoLUtility {
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/* -------------------------------------------- */
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static init() {
game.settings.register("bol", "rollArmor", {
name: "Effectuer des jets pour les armures",
hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
scope: "world",
config: true,
default: true,
type: Boolean,
onChange: lang => window.location.reload()
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})
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game.settings.register("bol", "useBougette", {
name: "Utiliser la Bougette (règle fan-made)",
hint: "Utilise un indicateur de Bougette, comme décrit dans l'aide de jeu Gold&Glory du RatierBretonnien (https://www.lahiette.com/leratierbretonnien/)",
scope: "world",
config: true,
default: false,
type: Boolean,
onChange: lang => window.location.reload()
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})
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game.settings.register("bol", "dice-formula", {
name: "Formule de dés",
hint: "Sélectionne la formule de dés (par défaut 2d6)",
scope: "world",
config: true,
default: "2d6",
type: String,
choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"},
onChange: value => {
BoLUtility.setDiceFormula(value)
}
})
game.settings.register("bol", "dice-success-value", {
name: "Seuil de succès",
hint: "Sélectionne le seuil de succès (9 par défaut pour 2d6)",
scope: "world",
config: true,
default: 9,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setSuccessValue(value)
}
})
game.settings.register("bol", "dice-critical-success-value", {
name: "Valeur min de réussite critique",
hint: "Indique le seuil minimum de réussite critique (12 par défaut pour 2d6). Si les réussites critiques sont sur 19 et 20, alors indiquez 19.",
scope: "world",
config: true,
default: 12,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setCriticalSuccessValue(value)
}
})
game.settings.register("bol", "dice-critical-failure-value", {
name: "Valeur max d'échec critique",
hint: "Indique le seuil maximum d'échec critique (2 par défaut pour 2d6). Si les échecs critiques sont sur 2 et 3, alors indiquez 3.",
scope: "world",
config: true,
default: 2,
range: {
min: 2,
max: 40,
step: 1
},
type: Number,
onChange: value => {
BoLUtility.setCriticalFailureValue(value)
}
})
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game.settings.register("world", "character-summary-data", {
name: "character-summary-data",
scope: "world",
config: false,
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default: { npcList: [], x: 200, y: 200 },
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type: Object
})
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game.settings.register("bol", "logoActorSheet", {
name: "Chemin du logo des fiches de perso",
hint: "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)",
scope: "world",
config: true,
default: "/systems/bol/ui/logo.webp",
type: String,
onChange: lang => window.location.reload()
})
game.settings.register("bol", "logoTopLeft", {
name: "Chemin du logo haut gauche",
hint: "Vous pouvez changer le logo BoL en haut à gauche de chaque écran (idéalement 718 x 416, défaut : /systems/bol/ui/logo2.webp)",
scope: "world",
config: true,
default: "/systems/bol/ui/logo2.webp",
type: String,
onChange: lang => window.location.reload()
})
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game.settings.register("bol", "horoscope-group", {
name: "horoscope-group",
scope: "world",
config: false,
default: {},
type: Object
})
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this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not
this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules
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this.actorSheetLogo = game.settings.get("bol", "logoActorSheet") || "/systems/bol/ui/logo.webp"
this.logoTopLeft = game.settings.get("bol", "logoTopLeft") || "/systems/bol/ui/logo2.webp"
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this.diceFormula = game.settings.get("bol", "dice-formula")
this.successValue = Number(game.settings.get("bol", "dice-success-value"))
this.criticalSuccessValue = Number(game.settings.get("bol", "dice-critical-success-value"))
this.criticalFailureValue = Number(game.settings.get("bol", "dice-critical-failure-value"))
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}
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/* -------------------------------------------- */
static setDiceFormula(value) {
this.diceFormula = value
}
static setSuccessValue(value) {
this.successValue = Number(value)
}
static setCriticalSuccessValue(value) {
this.criticalSuccessValue = Number(value)
}
static setCriticalFailureValue(value) {
this.criticalFailureValue = Number(value)
}
static getDiceData() {
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let df = this.diceFormula
if ( !__validDices[String(this.diceFormula)]) {
df = "6"
}
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return {
diceFormula: this.diceFormula,
successValue : this.successValue,
criticalSuccessValue: this.criticalSuccessValue,
criticalFailureValue: this.criticalFailureValue
}
}
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/* -------------------------------------------- */
static getRollArmor() {
return this.rollArmor
}
/* -------------------------------------------- */
static getUseBougette() {
return this.useBougette
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}
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/* -------------------------------------------- */
static getLogoActorSheet() {
return this.actorSheetLogo
}
/* -------------------------------------------- */
static getLogoTopLeft() {
return this.logoTopLeft
}
/* -------------------------------------------- */
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static getActorFromRollData(rollData) {
let actor = game.actors.get(rollData.actorId)
if (rollData.tokenId) {
let token = canvas.tokens.placeables.find(t => t.id == rollData.tokenId)
if (token) {
actor = token.actor
}
}
return actor
}
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/* -------------------------------------------- */
static async ready() {
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//$("#logo").attr("src", this.getLogoTopLeft() )
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$("#logo").css("content", `url(${this.getLogoTopLeft()})`)
CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
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}
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/* -------------------------------------------- */
static templateData(it) {
return BoLUtility.data(it)?.data ?? {}
}
/* -------------------------------------------- */
static data(it) {
if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
return it.data;
}
return it;
}
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/* -------------------------------------------- */
static storeRoll(roll) {
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this.rollTab[roll.id] = roll
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}
/* -------------------------------------------- */
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static getRoll(rollId) {
return this.rollTab[roll.id]
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}
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/* -------------------------------------------- */
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static createDirectOptionList(min, max) {
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let options = {};
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for (let i = min; i <= max; i++) {
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options[`${i}`] = `${i}`;
}
return options;
}
/* -------------------------------------------- */
static buildListOptions(min, max) {
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let options = [];
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for (let i = min; i <= max; i++) {
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options.push(`<option value="${i}">${i}</option>`);
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}
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return options.join("");
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}
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/* -------------------------------------------- */
static async showDiceSoNice(roll, rollMode) {
if (game.modules.get("dice-so-nice")?.active) {
if (game.dice3d) {
let whisper = null;
let blind = false;
rollMode = rollMode ?? game.settings.get("core", "rollMode");
switch (rollMode) {
case "blindroll": //GM only
blind = true;
case "gmroll": //GM + rolling player
whisper = this.getUsers(user => user.isGM);
break;
case "roll": //everybody
whisper = this.getUsers(user => user.active);
break;
case "selfroll":
whisper = [game.user.id];
break;
}
await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
}
}
}
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/* -------------------------------------------- */
static getUsers(filter) {
return game.users.filter(filter).map(user => user.data._id);
}
/* -------------------------------------------- */
static getWhisperRecipients(rollMode, name) {
switch (rollMode) {
case "blindroll": return this.getUsers(user => user.isGM);
case "gmroll": return this.getWhisperRecipientsAndGMs(name);
case "selfroll": return [game.user.id];
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}
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return undefined;
}
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/* -------------------------------------------- */
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static getOtherWhisperRecipients(name) {
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let users = []
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for (let user of game.users) {
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if (!user.isGM && user.name != name) {
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users.push(user.id)
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}
}
return users
}
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/* -------------------------------------------- */
static getWhisperRecipientsAndGMs(name) {
let recep1 = ChatMessage.getWhisperRecipients(name) || [];
return recep1.concat(ChatMessage.getWhisperRecipients('GM'));
}
/* -------------------------------------------- */
static blindMessageToGM(chatOptions) {
let chatGM = duplicate(chatOptions);
chatGM.whisper = this.getUsers(user => user.isGM);
chatGM.content = "Blind message of " + game.user.name + "<br>" + chatOptions.content;
console.log("blindMessageToGM", chatGM);
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game.socket.emit("system.bol", { name: "msg_gm_chat_message", data: chatGM });
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}
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/* -------------------------------------------- */
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static sendAttackSuccess(rollData) {
if (rollData.targetId) {
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// Broadcast to GM or process it directly in case of GM defense
if (!game.user.isGM) {
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game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(rollData) })
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} else {
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BoLUtility.processAttackSuccess(rollData)
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}
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}
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}
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/* -------------------------------------------- */
static async chatMessageHandler(message, html, data) {
const chatCard = html.find('.flavor-text')
if (chatCard.length > 0) {
// If the user is the message author or the actor owner, proceed
const actor = game.actors.get(data.message.speaker.actor)
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//console.log("FOUND 1!!! ", actor)
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if (actor && actor.isOwner) return
else if (game.user.isGM || data.author.id === game.user.id) return
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const divButtons = chatCard.find('.actions-section')
divButtons.hide()
}
}
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/* -------------------------------------------- */
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static getRollDataFromMessage(event) {
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let messageId = BoLUtility.findChatMessageId(event.currentTarget)
let message = game.messages.get(messageId)
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return message.getFlag("world", "bol-roll-data")
}
/* -------------------------------------------- */
static cleanupButtons(id) {
$(`#${id}`).hide() // Hide the options roll buttons
game.socket.emit("system.bol", { name: "msg_cleanup_buttons", data: { id: id } })
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}
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/* -------------------------------------------- */
static async chatListeners(html) {
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// Damage handling
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html.on("click", '.chat-damage-apply', event => {
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let rollData = BoLUtility.getRollDataFromMessage(event)
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BoLUtility.cleanupButtons(rollData.applyId)
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BoLUtility.sendAttackSuccess(rollData)
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});
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html.on("click", '.chat-damage-roll', event => {
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event.preventDefault()
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let rollData = BoLUtility.getRollDataFromMessage(event)
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rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value
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let bolRoll = new BoLDefaultRoll(rollData)
bolRoll.rollDamage()
});
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html.on("click", '.transform-legendary-roll', event => {
event.preventDefault();
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let actor = game.actors.get(rollData.actorId)
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actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
r.upgradeToLegendary()
})
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html.on("click", '.transform-heroic-roll', event => {
event.preventDefault();
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let actor = game.actors.get(rollData.actorId)
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actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
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r.upgradeToHeroic()
})
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html.on("click", '.hero-reroll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let actor = game.actors.get(rollData.actorId)
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actor.subHeroPoints(1)
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rollData.reroll = false // Disable reroll option for second roll
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let r = new BoLDefaultRoll(rollData)
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r.roll();
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});
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html.on("click", '.damage-handling', event => {
event.preventDefault()
let attackId = event.currentTarget.attributes['data-attack-id'].value
let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
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let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
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// Remove message for all
let msgId = BoLUtility.findChatMessageId(event.currentTarget)
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if (game.user.isGM) {
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BoLUtility.processDamageHandling(attackId, defenseMode, weaponId, msgId)
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} else {
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game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } })
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}
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})
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html.on("click", '.recup-vitalite', event => {
event.preventDefault()
let actorId = event.currentTarget.attributes['data-actor-id'].value
let recupHP = event.currentTarget.attributes['data-recup-hp'].value
let actor = game.actors.get(actorId)
let messageId = BoLUtility.findChatMessageId(event.currentTarget)
BoLUtility.removeChatMessageId(messageId)
actor.applyRecuperation(recupHP)
})
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}
/* -------------------------------------------- */
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static async processDamageHandling(attackId, defenseMode, weaponId = -1, msgId) {
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if (!game.user.isGM) {
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return
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}
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let message = game.messages.get(msgId)
let rollData = message.getFlag("world", "bol-roll-data")
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BoLUtility.removeChatMessageId(msgId)
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console.log("Damage Handling", attackId, defenseMode, weaponId)
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// Only GM process this
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if (rollData && rollData.defenderId) {
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if (rollData.defenseDone || defenseMode == 'damage-not-applied') {
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return
} // ?? Why ???
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rollData.defenseDone = true
rollData.defenseMode = defenseMode
let token = game.scenes.current.tokens.get(rollData.targetId)
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let defender = token.actor
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if (defenseMode == 'damage-with-armor') {
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let armorFormula = defender.getArmorFormula()
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rollData.rollArmor = new Roll(armorFormula)
rollData.rollArmor.roll({ async: false })
rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
rollData.finalDamage = rollData.damageTotal - rollData.armorProtect
rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(rollData.finalDamage)
console.log("Armor roll -> result ", rollData)
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}
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if (defenseMode == 'damage-without-armor') {
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rollData.finalDamage = atrollDatatackDef.damageTotal
defender.sufferDamage(rollData.finalDamage)
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}
if (defenseMode == 'hero-reduce-damage') {
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let armorFormula = defender.getArmorFormula()
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rollData.rollArmor = new Roll(armorFormula)
rollData.rollArmor.roll({ async: false })
rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
rollData.rollHero = new Roll("1d6")
rollData.rollHero.roll({ async: false })
rollData.finalDamage = rollData.damageTotal - rollData.rollHero.total - rollData.armorProtect
rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(rollData.finalDamage)
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defender.subHeroPoints(1)
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}
if (defenseMode == 'hero-in-extremis') {
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rollData.finalDamage = 0;
rollData.weaponHero = defender.weapons.find(item => item._id == weaponId);
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defender.deleteEmbeddedDocuments("Item", [weaponId]);
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}
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let defenderUser
for (let user of game.users) {
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if (user.character && user.character.id == defender.id) {
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defenderUser = user
}
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}
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let damageResults = {
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attackId: rollData.id,
attacker: rollData.attacker,
rollArmor: rollData.rollArmor,
rollHero: rollData.rollHero,
weaponHero: rollData.weaponHero,
armorProtect: rollData.armorProtect,
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name: defender.name,
defender: defender,
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defenseMode: rollData.defenseMode,
finalDamage: rollData.finalDamage
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}
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ChatMessage.create({
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alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
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content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', damageResults)
})
console.log("Defender data : ", defenderUser)
ChatMessage.create({
alias: defender.name,
whisper: BoLUtility.getOtherWhisperRecipients(defenderUser?.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-summary-card.hbs', damageResults)
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})
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}
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}
/* -------------------------------------------- */
static createChatMessage(name, rollMode, chatOptions) {
switch (rollMode) {
case "blindroll": // GM only
if (!game.user.isGM) {
this.blindMessageToGM(chatOptions);
chatOptions.whisper = [game.user.id];
chatOptions.content = "Message only to the GM";
}
else {
chatOptions.whisper = this.getUsers(user => user.isGM);
}
break;
default:
chatOptions.whisper = this.getWhisperRecipients(rollMode, name);
break;
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}
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chatOptions.alias = chatOptions.alias || name;
ChatMessage.create(chatOptions);
}
/* -------------------------------------------- */
static createChatWithRollMode(name, chatOptions) {
this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions);
}
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/* -------------------------------------------- */
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static isRangedWeapon(weapon) {
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return weapon.data.type == 'ranged' || weapon.data.thrown;
}
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/* -------------------------------------------- */
static removeChatMessageId(messageId) {
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if (messageId) {
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game.messages.get(messageId)?.delete();
}
}
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static findChatMessageId(current) {
return BoLUtility.getChatMessageId(BoLUtility.findChatMessage(current));
}
static getChatMessageId(node) {
return node?.attributes.getNamedItem('data-message-id')?.value;
}
static findChatMessage(current) {
return BoLUtility.findNodeMatching(current, it => it.classList.contains('chat-message') && it.attributes.getNamedItem('data-message-id'));
}
static findNodeMatching(current, predicate) {
if (current) {
if (predicate(current)) {
return current;
}
return BoLUtility.findNodeMatching(current.parentElement, predicate);
}
return undefined;
}
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/* -------------------------------------------- */
static getTarget() {
if (game.user.targets && game.user.targets.size == 1) {
for (let target of game.user.targets) {
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return target
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}
}
return undefined;
}
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/* -------------------------------------------- */
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static async processAttackSuccess(rollData) {
console.log("Attack success processing", rollData)
if (!game.user.isGM || !rollData.defenderId) { // Only GM process this
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return
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}
// Build and send the defense message to the relevant people (ie GM + defender)
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let defender = game.actors.get(rollData.defenderId)
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let defenderWeapons = defender.weapons || []
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let msg = await ChatMessage.create({
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alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
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content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
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attackId: rollData.id,
attacker: rollData.attacker,
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defender: defender,
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defenderWeapons: defenderWeapons,
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damageTotal: rollData.damageTotal,
damagesIgnoresArmor: rollData.damagesIgnoresArmor,
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})
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})
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msg.setFlag("world", "bol-roll-data", rollData)
console.log("DEF WEP", rollData, defender)
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}
/* -------------------------------------------- */
static onSocketMessage(sockmsg) {
if (sockmsg.name == "msg_attack_success") {
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BoLUtility.processAttackSuccess(sockmsg.data)
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}
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if (sockmsg.name == "msg_cleanup_buttons") {
$(`#${sockmsg.data.id}`).hide() // Hide the options roll buttons
}
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if (sockmsg.name == "msg_damage_handling") {
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BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId)
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}
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}
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/* -------------------------------------------- */
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static computeSpellCost(spell, nbOptCond = 0) {
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let pp = spell.data.properties.ppcost
let minpp = __circle2minpp[spell.data.properties.circle]
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pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
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return pp
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}
/* -------------------------------------------- */
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static getDamageFormula(weaponData, fightOption) {
let upgradeDamage = (fightOption && fightOption.data.properties.fightoptiontype == "twoweaponsatt")
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let damageString = weaponData.properties.damage
let modifier = weaponData.properties.damageModifiers ?? 0
let multiplier = weaponData.properties.damageMultiplier ?? 1
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if (damageString[0] == 'd') { damageString = "1" + damageString } // Help parsing
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if (modifier == null) modifier = 0;
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let reroll = (weaponData.properties.damageReroll1) ? "r1" : "" // Reroll 1 option
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let formula = damageString
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if (damageString.includes("d") || damageString.includes("D")) {
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var myReg = new RegExp('(\\d+)[dD]([\\d]+)([MB]*)?([\\+\\d]*)?', 'g')
let res = myReg.exec(damageString)
let nbDice = parseInt(res[1])
let postForm = 'kh' + nbDice
let modIndex = 3
// Upgrade damage if needed
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if (upgradeDamage && (!res[3] || res[3] == "")) {
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res[3] = "B" // Upgrade to bonus
}
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if (res[3]) {
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if (upgradeDamage && res[3] == 'M') {
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res[3] = "" // Disable lamlus for upgradeDamage
}
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if (res[3] == 'M') {
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postForm = 'kl' + nbDice
nbDice++
modIndex = 4
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}
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if (res[3] == 'MM') {
postForm = 'kl' + nbDice
nbDice += 2
modIndex = 4
}
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if (res[3] == 'B') {
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postForm = 'kh' + nbDice
nbDice++
modIndex = 4
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}
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if (res[3] == 'BB') {
postForm = 'kh' + nbDice
nbDice += 2
modIndex = 4
}
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}
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formula = "(" + nbDice + "d" + res[2] + reroll + postForm + "+" + modifier + ") *" + multiplier
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}
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return formula
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}
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/* -------------------------------------------- */
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static async loadCompendiumData(compendium) {
const pack = game.packs.get(compendium);
return await pack?.getDocuments() ?? [];
}
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
let compendiumData = await this.loadCompendiumData(compendium);
return compendiumData.filter(filter);
}
/* -------------------------------------------- */
static async searchItem(dataItem) {
let item
if (dataItem.pack) {
let id = dataItem.id || dataItem._id
let items = await this.loadCompendium(dataItem.pack, item => item.id == id)
item = items[0] || undefined
} else {
item = game.items.get(dataItem.id)
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}
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return item
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}
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/* -------------------------------------------- */
static updateSheets() {
// Then force opened actor refresh if needed
for (let actor of game.actors) {
if (actor.sheet.rendered) {
actor.sheet.render()
}
}
game.bol.charSummary.updatePCSummary() // Refresh if needed
}
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/* -------------------------------------------- */
static removeGroupHoroscope(rollData) {
let horo = rollData.horoscopeGroupList[rollData.selectedGroupHoroscopeIndex]
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
let toChange = duplicate(horoscopes[horo.id])
toChange.availableDice -= horo.nbDice // Remove the dice
if (toChange.availableDice <= 0) {
horoscopes[horo.id] = undefined
} else {
horoscopes[horo.id] = toChange
}
game.settings.set("bol", "horoscope-group", horoscopes)
this.updateSheets()
}
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}