Add HUD actions

This commit is contained in:
sladecraven 2022-03-21 23:21:05 +01:00
parent fff6b2a733
commit a5ba6d5215
9 changed files with 357 additions and 196 deletions

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@ -982,3 +982,43 @@ body.system-bol img#logo {
visibility: visible; visibility: visible;
opacity: 1; opacity: 1;
} }
/** HUD SECTION */
.tokenhudext {
display: flex;
flex: 0 !important;
font-family: CaslonPro;
font-weight: 600;
}
.tokenhudext.left {
justify-content: flex-start;
flex-direction: column;
position: absolute;
top: 2.75rem;
right: 4rem;
}
.tokenhudext.right {
justify-content: flex-start;
flex-direction: column;
position: absolute;
top: 2.75rem;
left: 4rem;
}
.control-icon.tokenhudicon {
width: fit-content;
height: fit-content;
min-width: 6rem;
flex-basis: auto;
padding: 0;
line-height: 1rem;
margin: 0.25rem;
}
.control-icon.tokenhudicon.right {
margin-left: 8px;
}
#token-hud .status-effects.active{
z-index: 2;
}
.bol-hud-menu label {
font-size: 0.75rem;
}

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@ -192,24 +192,23 @@ export class BoLActorSheet extends ActorSheet {
event.preventDefault(); event.preventDefault();
const element = event.currentTarget const element = event.currentTarget
const dataset = element.dataset const dataset = element.dataset
const actorData = this.getData()
const rollType = dataset.rollType const rollType = dataset.rollType
const li = $(event.currentTarget).closest(".item") const li = $(event.currentTarget).closest(".item")
switch (rollType) { switch (rollType) {
case "attribute": case "attribute":
BoLRoll.attributeCheck(this.actor, actorData, dataset, event); BoLRoll.attributeCheck(this.actor, dataset.key, event)
break; break;
case "aptitude": case "aptitude":
BoLRoll.aptitudeCheck(this.actor, actorData, dataset, event); BoLRoll.aptitudeCheck(this.actor, dataset.key, event)
break; break;
case "weapon": case "weapon":
BoLRoll.weaponCheck(this.actor, actorData, dataset, event); BoLRoll.weaponCheck(this.actor, event)
break; break;
case "spell": case "spell":
BoLRoll.spellCheck(this.actor, actorData, dataset, event); BoLRoll.spellCheck(this.actor, event)
break; break;
case "alchemy": case "alchemy":
BoLRoll.alchemyCheck(this.actor, actorData, dataset, event); BoLRoll.alchemyCheck(this.actor, event)
break; break;
case "protection": case "protection":
this.actor.rollProtection(li.data("item-id")) this.actor.rollProtection(li.data("item-id"))

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@ -453,6 +453,27 @@ export class BoLActor extends Actor {
} }
} }
/*-------------------------------------------- */
buildRollList() {
let rolls = []
for ( let key in this.data.data.attributes) {
let attr = this.data.data.attributes[key]
rolls.push( { key: key, value: attr.value, name: attr.label, type: "attribute"})
}
for ( let key in this.data.data.aptitudes) {
if ( key != "def") {
let apt = this.data.data.aptitudes[key]
rolls.push( { key: key, value: apt.value, name: apt.label, type: "aptitude"})
}
}
return rolls
}
/*-------------------------------------------- */
buildListeActions() {
return this.melee.concat(this.ranged)
}
/*-------------------------------------------- */ /*-------------------------------------------- */
async manageHealthState() { async manageHealthState() {
let hpID = "lastHP" + this.id let hpID = "lastHP" + this.id

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@ -1,16 +1,19 @@
/* -------------------------------------------- */
// Import Modules // Import Modules
import { BoLActor } from "./actor/actor.js"; import { BoLActor } from "./actor/actor.js"
import { BoLActorSheet } from "./actor/actor-sheet.js"; import { BoLActorSheet } from "./actor/actor-sheet.js"
import { BoLItem } from "./item/item.js"; import { BoLItem } from "./item/item.js"
import { BoLItemSheet } from "./item/item-sheet.js"; import { BoLItemSheet } from "./item/item-sheet.js"
import { System, BOL } from "./system/config.js"; import { System, BOL } from "./system/config.js"
import { preloadHandlebarsTemplates } from "./system/templates.js"; import { preloadHandlebarsTemplates } from "./system/templates.js"
import { registerHandlebarsHelpers } from "./system/helpers.js"; import { registerHandlebarsHelpers } from "./system/helpers.js"
import registerHooks from "./system/hooks.js"; import registerHooks from "./system/hooks.js"
import { Macros } from "./system/macros.js"; import { Macros } from "./system/macros.js"
import { BoLUtility } from "./system/bol-utility.js"; import { BoLUtility } from "./system/bol-utility.js"
import { BoLCombatManager } from "./system/bol-combat.js"; import { BoLCombatManager } from "./system/bol-combat.js"
import { BoLTokenHud } from "./system/bol-action-hud.js"
/* -------------------------------------------- */
Hooks.once('init', async function () { Hooks.once('init', async function () {
game.bol = { game.bol = {
@ -47,7 +50,8 @@ Hooks.once('init', async function () {
Items.registerSheet("bol", BoLItemSheet, { makeDefault: true }); Items.registerSheet("bol", BoLItemSheet, { makeDefault: true });
// Inot useful stuff // Inot useful stuff
BoLUtility.init(); BoLUtility.init()
BoLTokenHud.init()
// Preload Handlebars Templates // Preload Handlebars Templates
await preloadHandlebarsTemplates(); await preloadHandlebarsTemplates();

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@ -1,6 +1,5 @@
import { BoLUtility } from "../system/bol-utility.js"; import { BoLUtility } from "../system/bol-utility.js";
const __adv2dice = { ["1B"]: 3, ["2B"]: 4, ["2"]: 2, ["1M"]: 3, ["2M"]: 4 }
const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vigor" } const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vigor" }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -11,57 +10,45 @@ export class BoLRoll {
return { classes: ["bol", "dialog"], width: 480, height: 540 }; return { classes: ["bol", "dialog"], width: 480, height: 540 };
} }
/* -------------------------------------------- */
static convertToAdv(adv) {
if (adv == 0) return "2"
return Math.abs(adv) + (adv < 0) ? 'M' : 'B';
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static getDefaultAttribute(key) { static getDefaultAttribute(key) {
return _apt2attr[key] return _apt2attr[key]
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static attributeCheck(actor, actorData, dataset, event) { static attributeCheck(actor, key ) {
const key = dataset.key
const adv = dataset.adv
let attribute = eval(`actor.data.data.attributes.${key}`) let attribute = eval(`actor.data.data.attributes.${key}`)
let label = (attribute.label) ? game.i18n.localize(attribute.label) : null let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label) let description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
let rollData = { let rollData = {
mode: "attribute", mode: "attribute",
actor: actor, actor: actor,
actorData: actorData,
attribute: attribute, attribute: attribute,
attrValue: attribute.value, attrValue: attribute.value,
aptValue: 0, aptValue: 0,
label: label, label: label,
careerBonus: 0, careerBonus: 0,
description: description, description: description,
adv: this.convertToAdv(adv),
mod: 0 mod: 0
} }
return this.displayRollDialog( rollData ) return this.displayRollDialog( rollData )
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static aptitudeCheck(actor, actorData, dataset, event) { static aptitudeCheck(actor, key ) {
const key = dataset.key;
const adv = dataset.adv;
let aptitude = eval(`actor.data.data.aptitudes.${key}`); let aptitude = eval(`actor.data.data.aptitudes.${key}`)
let attrKey = this.getDefaultAttribute(key) let attrKey = this.getDefaultAttribute(key)
let attribute = eval(`actor.data.data.attributes.${attrKey}`); let attribute = eval(`actor.data.data.attributes.${attrKey}`)
let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null; let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label); let description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
return this.displayRollDialog( return this.displayRollDialog(
{ {
mode: "aptitude", mode: "aptitude",
actor: actor, actor: actor,
actorData: actorData,
attribute: attribute, attribute: attribute,
aptitude: aptitude, aptitude: aptitude,
attrValue: attribute.value, attrValue: attribute.value,
@ -69,20 +56,15 @@ export class BoLRoll {
label: label, label: label,
careerBonus: 0, careerBonus: 0,
description: description, description: description,
adv: this.convertToAdv(adv),
mod: 0 mod: 0
}); });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static weaponCheck(actor, actorData, dataset, event) { static weaponCheckWithWeapon(actor, weapon) {
let target = BoLUtility.getTarget() let target = BoLUtility.getTarget()
const li = $(event.currentTarget).parents(".item")
const weapon = actor.items.get(li.data("item-id"))
if (!weapon) {
ui.notifications.warn("Unable to find weapon !")
return;
}
let weaponData = weapon.data.data let weaponData = weapon.data.data
let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`) let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`) let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
@ -97,7 +79,6 @@ export class BoLRoll {
let rolldata = { let rolldata = {
mode: "weapon", mode: "weapon",
actor: actor, actor: actor,
actorData: actorData,
weapon: weapon, weapon: weapon,
isRanged: weaponData.properties.ranged || weaponData.properties.throwing, isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
target: target, target: target,
@ -111,13 +92,23 @@ export class BoLRoll {
mod: 0, mod: 0,
modRanged: 0, modRanged: 0,
label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'), label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
description: actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'), description: game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name,
} }
return this.displayRollDialog(rolldata) return this.displayRollDialog(rolldata)
} }
/* -------------------------------------------- */
static weaponCheck(actor, event) {
const li = $(event.currentTarget).parents(".item")
const weapon = actor.items.get(li.data("item-id"))
if (!weapon) {
ui.notifications.warn("Unable to find weapon !")
return
}
return this.weaponCheckWithWeapon(actor, weapon)
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static alchemyCheck(actor, actorData, dataset, event) { static alchemyCheck(actor, event) {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item");
const alchemy = actor.items.get(li.data("item-id")); const alchemy = actor.items.get(li.data("item-id"));
if (!alchemy) { if (!alchemy) {
@ -133,7 +124,6 @@ export class BoLRoll {
let alchemyDef = { let alchemyDef = {
mode: "alchemy", mode: "alchemy",
actor: actor, actor: actor,
actorData: actorData,
alchemy: alchemy, alchemy: alchemy,
attribute: actor.data.data.attributes.mind, attribute: actor.data.data.attributes.mind,
attrValue: actor.data.data.attributes.mind.value, attrValue: actor.data.data.attributes.mind.value,
@ -143,7 +133,7 @@ export class BoLRoll {
pcCostCurrent: Number(alchemyData.properties.pccurrent), pcCostCurrent: Number(alchemyData.properties.pccurrent),
mod: Number(alchemyData.properties.difficulty), mod: Number(alchemyData.properties.difficulty),
label: alchemy.name, label: alchemy.name,
description: actor.name + " - " + game.i18n.localize('BOL.ui.makeAlchemy'), description: game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name,
} }
console.log("ALCHEMY!", alchemyDef); console.log("ALCHEMY!", alchemyDef);
return this.displayRollDialog(alchemyDef); return this.displayRollDialog(alchemyDef);
@ -151,7 +141,7 @@ export class BoLRoll {
/* -------------------------------------------- */ /* -------------------------------------------- */
static spellCheck(actor, actorData, dataset, event) { static spellCheck(actor, event) {
if (actor.data.data.resources.power.value <= 0) { if (actor.data.data.resources.power.value <= 0) {
ui.notifications.warn("Plus assez de points de Pouvoir !") ui.notifications.warn("Plus assez de points de Pouvoir !")
return return
@ -166,7 +156,6 @@ export class BoLRoll {
let spellDef = { let spellDef = {
mode: "spell", mode: "spell",
actor: actor, actor: actor,
actorData: actorData,
spell: spell, spell: spell,
attribute: actor.data.data.attributes.mind, attribute: actor.data.data.attributes.mind,
attrValue: actor.data.data.attributes.mind.value, attrValue: actor.data.data.attributes.mind.value,
@ -176,7 +165,7 @@ export class BoLRoll {
ppCost: Number(spell.data.data.properties.ppcost), ppCost: Number(spell.data.data.properties.ppcost),
mod: Number(spellData.properties.difficulty), mod: Number(spellData.properties.difficulty),
label: spell.name, label: spell.name,
description: actor.name + " - " + game.i18n.localize('BOL.ui.focusSpell'), description: game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name,
} }
console.log("SPELL!", spellDef); console.log("SPELL!", spellDef);
return this.displayRollDialog(spellDef); return this.displayRollDialog(spellDef);
@ -319,7 +308,7 @@ export class BoLRoll {
// initialize default flags/values // initialize default flags/values
const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs` const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
rollData.careers = rollData.actorData.features.careers rollData.careers = rollData.actor.careers
rollData.boons = rollData.actor.bonusBoons rollData.boons = rollData.actor.bonusBoons
rollData.flaws = rollData.actor.malusFlaws rollData.flaws = rollData.actor.malusFlaws
rollData.defence = 0 rollData.defence = 0

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@ -0,0 +1,88 @@
/* -------------------------------------------- */
import { BoLRoll } from "../controllers/bol-rolls.js";
/* -------------------------------------------- */
export class BoLTokenHud {
static init() {
// Integration du TokenHUD
Hooks.on('renderTokenHUD', (app, html, data) => { BoLTokenHud.addTokenHudExtensions(app, html, data._id) });
}
/* -------------------------------------------- */
static async removeExtensionHud(app, html, tokenId) {
html.find('.control-icon.bol-roll').remove()
html.find('.control-icon.bol-action').remove()
}
/* -------------------------------------------- */
static async addExtensionHud(app, html, tokenId) {
let token = canvas.tokens.get(tokenId)
let actor = token.actor
app.hasExtension = true
const hudData = { actor: actor, actionsList: actor.buildListeActions(), rollsList: actor.buildRollList() }
const controlIconActions = html.find('.control-icon[data-action=combat]');
// initiative
await BoLTokenHud._configureSubMenu(controlIconActions, 'systems/bol/templates/token/hud-actor-actions.hbs', hudData,
(event) => {
let actionIndex = Number(event.currentTarget.attributes['data-action-index'].value)
let action = hudData.actionsList[actionIndex]
const weapon = actor.items.get( action._id )
BoLRoll.weaponCheckWithWeapon(hudData.actor, weapon)
//console.log("Clicked", action)
} )
const controlIconTarget = html.find('.control-icon[data-action=target]');
// att+apt+career
await BoLTokenHud._configureSubMenu(controlIconTarget, 'systems/bol/templates/token/hud-actor-rolls.hbs', hudData,
(event) => {
let rollIndex = Number(event.currentTarget.attributes['data-roll-index'].value)
let roll = hudData.rollsList[rollIndex]
if ( roll.type == "aptitude") {
BoLRoll.aptitudeCheck(actor, roll.key )
} else if ( roll.type == "attribute") {
BoLRoll.attributeCheck(actor, roll.key )
}
})
}
/* -------------------------------------------- */
static async addTokenHudExtensions(app, html, tokenId) {
const controlIconCombat = html.find('.control-icon[data-action=combat]')
if (controlIconCombat.length>0 ) {
BoLTokenHud.addExtensionHud(app, html, tokenId);
}
}
/* -------------------------------------------- */
static async _configureSubMenu(insertionPoint, template, hudData, onMenuItem) {
const hud = $(await renderTemplate(template, hudData))
const list = hud.find('div.bol-hud-list')
BoLTokenHud._toggleHudListActive(hud, list);
hud.find('img.bol-hud-togglebutton').click(event => BoLTokenHud._toggleHudListActive(hud, list));
list.find('.bol-hud-menu').click(onMenuItem);
insertionPoint.after(hud);
}
/* -------------------------------------------- */
static _showControlWhen(control, condition) {
if (condition) {
control.show()
}
else {
control.hide()
}
}
/* -------------------------------------------- */
static _toggleHudListActive(hud, list) {
hud.toggleClass('active')
BoLTokenHud._showControlWhen(list, hud.hasClass('active'))
}
}

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@ -7,7 +7,7 @@
"url": "https://github.com/ZigmundKreud/bol", "url": "https://github.com/ZigmundKreud/bol",
"license": "LICENSE.txt", "license": "LICENSE.txt",
"flags": {}, "flags": {},
"version": "1.2.4", "version": "1.2.6",
"templateVersion": 22, "templateVersion": 22,
"minimumCoreVersion": "0.8.6", "minimumCoreVersion": "0.8.6",
"compatibleCoreVersion": "9", "compatibleCoreVersion": "9",

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@ -0,0 +1,10 @@
<div class="control-icon bol-action ">
<img class="bol-hud-togglebutton" src="icons/svg/sword.svg" width="36" height="36" title="Action" />
<div class="bol-hud-list tokenhudext right">
{{#each actionsList as |action key|}}
<div class="control-icon tokenhudicon bol-hud-menu" data-action-index="{{key}}" title="{{action.name}}">
<label>{{action.name}}</label>
</div>
{{/each}}
</div>
</div>

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@ -0,0 +1,10 @@
<div class="control-icon bol-roll ">
<img class="bol-hud-togglebutton" src="icons/svg/dice-target.svg" width="36" height="36" title="Jets" />
<div class="bol-hud-list tokenhudext left">
{{#each rollsList as |roll key|}}
<div class="control-icon tokenhudicon bol-hud-menu" data-roll-index="{{key}}" title="{{localize roll.name}}">
<label>{{ localize roll.name}}</label>
</div>
{{/each}}
</div>
</div>