foundryvtt-reve-de-dragon/module/rdd-roll.js

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import { RollDataAjustements } from "./rolldata-ajustements.js";
import { HtmlUtility } from "./html-utility.js";
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import { RdDItemCompetence } from "./item-competence.js";
import { RdDItemSort } from "./item-sort.js";
import { Misc } from "./misc.js";
import { RdDBonus } from "./rdd-bonus.js";
import { RdDCarac } from "./rdd-carac.js";
import { RdDResolutionTable } from "./rdd-resolution-table.js";
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import { ReglesOptionelles } from "./settings/regles-optionelles.js";
/**
* Extend the base Dialog entity to select roll parameters
* @extends {Dialog}
*/
/* -------------------------------------------- */
export class RdDRoll extends Dialog {
/* -------------------------------------------- */
static async create(actor, rollData, dialogConfig, ...actions) {
if (actor.isRollWindowsOpened()) {
ui.notifications.warn("Vous avez déja une fenêtre de Test ouverte, il faut la fermer avant d'en ouvrir une autre.")
return;
}
actor.setRollWindowsOpened(true);
RdDRoll._ensureCorrectActions(actions);
RdDRoll._setDefaultOptions(actor, rollData);
const html = await renderTemplate(dialogConfig.html, rollData);
let options = { classes: ["rdddialog"], width: 600, height: 'fit-content', 'z-index': 99999 };
if (dialogConfig.options) {
mergeObject(options, dialogConfig.options, { overwrite: true })
}
return new RdDRoll(actor, rollData, html, options, actions, dialogConfig.close);
}
/* -------------------------------------------- */
static _setDefaultOptions(actor, rollData) {
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const actorData = actor.system
let defaultRollData = {
alias: actor.name,
ajustementsConditions: CONFIG.RDD.ajustementsConditions,
difficultesLibres: CONFIG.RDD.difficultesLibres,
etat: actor.getEtatGeneral(),
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moral: actor.getMoralTotal(), /* La valeur du moral pour les jets de volonté */
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carac: actorData.carac,
finalLevel: 0,
diffConditions: 0,
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diffLibre: rollData.competence?.system.default_diffLibre ?? 0,
malusArmureValue: actor.getMalusArmure(),
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surencMalusValue: actor.computeMalusSurEncombrement(),
useMoral: false, /* Est-ce que le joueur demande d'utiliser le moral ? Utile si le joueur change plusieurs fois de carac associée. */
perteMoralEchec: false, /* Pour l'affichage dans le chat */
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use: {
libre: true,
conditions: true,
surenc: false,
encTotal: false
},
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isMalusEncombrementTotal: rollData.competence ? RdDItemCompetence.isMalusEncombrementTotal(rollData.competence) : 0,
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encTotal: actor.getEncTotal(),
ajustementAstrologique: actor.ajustementAstrologique(),
surprise: actor.getSurprise(false),
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canClose: true,
isGM: game.user.isGM,
forceDiceResult: -1
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}
// Mini patch :Ajout du rêve actuel
if ( actorData.type == "personnage") {
defaultRollData.carac["reve-actuel"] = actorData.reve.reve
}
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mergeObject(rollData, defaultRollData, { recursive: true, overwrite: false });
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if (rollData.forceCarac) {
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rollData.carac = rollData.forceCarac;
}
rollData.diviseurSignificative = RdDRoll.getDiviseurSignificative(rollData);
RollDataAjustements.calcul(rollData, actor);
}
/* -------------------------------------------- */
static getDiviseurSignificative(rollData) {
let facteurSign = 1;
if (rollData.surprise == 'demi') {
facteurSign *= 2;
}
if (rollData.needParadeSignificative) {
facteurSign *= 2;
}
if (RdDBonus.isDefenseAttaqueFinesse(rollData)) {
facteurSign *= 2;
}
if (!ReglesOptionelles.isUsing('tripleSignificative')) {
facteurSign = Math.min(facteurSign, 4);
}
return facteurSign;
}
/* -------------------------------------------- */
static _ensureCorrectActions(actions) {
if (actions.length == 0) {
throw 'No action defined';
}
actions.forEach(action => {
if (action.callbacks == undefined) {
action.callbacks = [{ action: r => console.log(action.name, r) }];
}
});
}
/* -------------------------------------------- */
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constructor(actor, rollData, html, options, actions, close = undefined) {
let conf = {
title: actions[0].label,
content: html,
buttons: {},
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default: actions[0].name,
close: close
};
for (let action of actions) {
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conf.buttons[action.name] = {
label: action.label, callback: html => {
this.rollData.canClose = true;
this.onAction(action, html)
}
};
}
super(conf, options);
this.actor = actor;
this.rollData = rollData;
}
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close() {
if (this.rollData.canClose) {
this.actor.setRollWindowsOpened(false);
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return super.close();
}
ui.notifications.info("Vous devez faire ce jet de dés!");
}
/* -------------------------------------------- */
async onAction(action, html) {
this.rollData.forceDiceResult = Number.parseInt($('#force-dice-result').val()) ?? -1;
await RdDResolutionTable.rollData(this.rollData);
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console.log("RdDRoll -=>", this.rollData, this.rollData.rolled);
this.actor.setRollWindowsOpened(false);
if (action.callbacks)
for (let callback of action.callbacks) {
if (callback.condition == undefined || callback.condition(this.rollData)) {
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await callback.action(this.rollData);
}
}
}
/* -------------------------------------------- */
activateListeners(html) {
super.activateListeners(html);
this.bringToTop();
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var dialog = this;
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function onLoad() {
let rollData = dialog.rollData;
console.log('Ouverture RdDRoll', rollData);
// Update html, according to rollData
if (rollData.competence) {
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const defaut_carac = rollData.competence.system.defaut_carac
// Set the default carac from the competence item
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rollData.selectedCarac = rollData.carac[defaut_carac];
$("#carac").val(defaut_carac);
}
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if (rollData.selectedSort) {
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dialog.setSelectedSort(rollData.selectedSort);
$(".draconic").val(rollData.selectedSort.system.listIndex); // Uniquement a la selection du sort, pour permettre de changer
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}
RdDItemSort.setCoutReveReel(rollData.selectedSort);
$("#diffLibre").val(Misc.toInt(rollData.diffLibre));
$("#diffConditions").val(Misc.toInt(rollData.diffConditions));
dialog.updateRollResult();
}
// Setup everything onload
$(function () { onLoad(); });
// Update !
html.find('#diffLibre').change((event) => {
this.rollData.diffLibre = Misc.toInt(event.currentTarget.value); // Update the selected bonus/malus
this.updateRollResult();
});
html.find('#diffConditions').change((event) => {
this.rollData.diffConditions = Misc.toInt(event.currentTarget.value); // Update the selected bonus/malus
this.updateRollResult();
});
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html.find('#force-dice-result').change((event) => {
this.rollData.forceDiceResult = Misc.toInt(event.currentTarget.value);
});
html.find('#carac').change((event) => {
let caracKey = event.currentTarget.value;
this.rollData.selectedCarac = this.rollData.carac[caracKey]; // Update the selectedCarac
this.updateRollResult();
});
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html.find('.roll-draconic').change((event) => {
let draconicKey = Misc.toInt(event.currentTarget.value);
this.rollData.competence = this.rollData.draconicList[draconicKey]; // Update the selectedCarac
this.updateRollResult();
});
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html.find('.roll-sort').change((event) => {
let sortKey = Misc.toInt(event.currentTarget.value);
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this.setSelectedSort(this.rollData.sortList[sortKey]);
this.updateRollResult();
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$("#diffLibre").val(this.rollData.diffLibre);
});
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html.find('.roll-signedraconique').change((event) => {
let sortKey = Misc.toInt(event.currentTarget.value);
this.setSelectedSigneDraconique(this.rollData.signes[sortKey]);
this.updateRollResult();
});
html.find('#ptreve-variable').change((event) => {
let ptreve = Misc.toInt(event.currentTarget.value);
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this.rollData.selectedSort.system.ptreve_reel = ptreve;
console.log("RdDRollSelectDialog - Cout reve", ptreve);
this.updateRollResult();
});
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html.find("[name='coupsNonMortels']").change((event) => {
this.rollData.dmg.mortalite = event.currentTarget.checked ? "non-mortel" : "mortel";
this.updateRollResult();
});
html.find('.cuisine-proportions').change((event) => {
this.rollData.proportions = Number(event.currentTarget.value);
this.updateRollResult();
});
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html.find('.select-by-name').change((event) => {
const attribute = event.currentTarget.attributes['name'].value;
this.rollData[attribute] = event.currentTarget.value;
this.updateRollResult();
});
html.find('.checkbox-by-name').change((event) => {
const attribute = event.currentTarget.attributes['name'].value;
this.rollData[attribute] = event.currentTarget.checked;
this.updateRollResult();
});
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html.find('input.use-encTotal').change((event) => {
this.rollData.use.encTotal = event.currentTarget.checked;
this.updateRollResult();
});
html.find('input.use-surenc').change((event) => {
this.rollData.use.surenc = event.currentTarget.checked;
this.updateRollResult();
});
html.find('.appel-moral').click((event) => { /* l'appel au moral, qui donne un bonus de +1 */
this.rollData.useMoral = !this.rollData.useMoral;
const appelMoral = html.find('.icon-appel-moral')[0];
const tooltip = html.find('.tooltipAppelAuMoralText')[0];
if (this.rollData.useMoral) {
if (this.rollData.moral > 0) {
tooltip.innerHTML = "Appel au moral";
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appelMoral.src = "/systems/foundryvtt-reve-de-dragon/icons/moral-heureux.svg";
} else {
tooltip.innerHTML = "Appel à l'énergie du désespoir";
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appelMoral.src = "/systems/foundryvtt-reve-de-dragon/icons/moral-malheureux.svg";
}
} else {
tooltip.innerHTML = "Sans appel au moral";
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appelMoral.src = "/systems/foundryvtt-reve-de-dragon/icons/moral-neutre.svg";
}
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this.updateRollResult();
});
// Section Méditation
html.find('.conditionMeditation').change((event) => {
let condition = event.currentTarget.attributes['id'].value;
this.rollData.conditionMeditation[condition] = event.currentTarget.checked;
this.updateRollResult();
});
}
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async setSelectedSort(sort) {
this.rollData.selectedSort = sort; // Update the selectedCarac
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this.rollData.competence = RdDItemCompetence.getVoieDraconic(this.rollData.draconicList, sort.system.draconic);
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this.rollData.bonus = RdDItemSort.getCaseBonus(sort, this.rollData.tmr.coord);
this.rollData.diffLibre = RdDItemSort.getDifficulte(sort, -7);
RdDItemSort.setCoutReveReel(sort);
const htmlSortDescription = await renderTemplate("systems/foundryvtt-reve-de-dragon/templates/partial-description-sort.html", { sort: sort });
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$(".sort-ou-rituel").text(sort.system.isrituel ? "rituel" : "sort");
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$(".bonus-case").text(`${this.rollData.bonus}%`);
$(".details-sort").remove();
$(".description-sort").append(htmlSortDescription);
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$(".roll-draconic").val(sort.system.listIndex);
$(".div-sort-difficulte-fixe").text(Misc.toSignedString(sort.system.difficulte));
$(".div-sort-ptreve-fixe").text(sort.system.ptreve);
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const diffVariable = RdDItemSort.isDifficulteVariable(sort);
const coutVariable = RdDItemSort.isCoutVariable(sort);
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HtmlUtility._showControlWhen($(".div-sort-non-rituel"), !sort.system.isrituel);
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HtmlUtility._showControlWhen($(".div-sort-difficulte-var"), diffVariable);
HtmlUtility._showControlWhen($(".div-sort-difficulte-fixe"), !diffVariable);
HtmlUtility._showControlWhen($(".div-sort-ptreve-var"), coutVariable);
HtmlUtility._showControlWhen($(".div-sort-ptreve-fixe"), !coutVariable);
}
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async setSelectedSigneDraconique(signe){
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this.rollData.signe = signe;
this.rollData.diffLibre = signe.system.difficulte,
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$(".signe-difficulte").text(Misc.toSignedString(this.rollData.diffLibre));
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}
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/* -------------------------------------------- */
async updateRollResult() {
let rollData = this.rollData;
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rollData.dmg = rollData.attackerRoll?.dmg ?? RdDBonus.dmg(rollData, this.actor.getBonusDegat())
rollData.caracValue = parseInt(rollData.selectedCarac.value)
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rollData.mortalite = rollData.attackerRoll?.dmg.mortalite ?? rollData.dmg.mortalite ?? 'mortel';
rollData.coupsNonMortels = (rollData.attackerRoll?.dmg.mortalite ?? rollData.dmg.mortalite) == 'non-mortel';
rollData.use.appelAuMoral = this.actor.isPersonnage() && RdDCarac.isActionPhysique(rollData.selectedCarac);
let dmgText = Misc.toSignedString(rollData.dmg.total);
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switch (rollData.mortalite){
case 'non-mortel': dmgText = `(${dmgText}) non-mortel`; break;
case 'empoignade': dmgText = `empoignade`; break;
}
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RollDataAjustements.calcul(rollData, this.actor);
rollData.finalLevel = this._computeFinalLevel(rollData);
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HtmlUtility._showControlWhen($(".use-encTotal"), rollData.ajustements.encTotal.visible);
HtmlUtility._showControlWhen($(".use-surenc"), rollData.ajustements.surenc.visible);
HtmlUtility._showControlWhen($(".diffMoral"), rollData.ajustements.moralTotal.used);
HtmlUtility._showControlWhen($(".divAppelAuMoral"), rollData.use.appelAuMoral);
HtmlUtility._showControlWhen($("#etat-general"), !RdDCarac.isIgnoreEtatGeneral(rollData));
HtmlUtility._showControlWhen($("#ajust-astrologique"), RdDResolutionTable.isAjustementAstrologique(rollData));
// Mise à jour valeurs
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$(".dialog-roll-title").text(this._getTitle(rollData));
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$("[name='coupsNonMortels']").prop('checked', rollData.mortalite == 'non-mortel');
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$(".dmg-arme-actor").text(dmgText);
$('.table-ajustement').remove();
$(".table-resolution").remove();
$(".table-proba-reussite").remove();
$("#tableAjustements").append(await this.buildAjustements(rollData));
$("#tableResolution").append(RdDResolutionTable.buildHTMLTableExtract(rollData.caracValue, rollData.finalLevel));
$("#tableProbaReussite").append(RdDResolutionTable.buildHTMLResults(rollData.caracValue, rollData.finalLevel));
}
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/* -------------------------------------------- */
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async buildAjustements(rollData) {
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const html = await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/partial-roll-ajustements.html`, rollData);
return html;
}
/* -------------------------------------------- */
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_computeFinalLevel(rollData) {
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return RollDataAjustements.sum(rollData.ajustements);
}
/* -------------------------------------------- */
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_computeDiffCompetence(rollData) {
if (rollData.competence) {
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return Misc.toInt(rollData.competence.system.niveau);
}
if (rollData.draconicList) {
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return Misc.toInt(rollData.competence.system.niveau);
}
return 0;
}
/* -------------------------------------------- */
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_computeDiffLibre(rollData) {
let diffLibre = Misc.toInt(rollData.diffLibre);
if (rollData.draconicList && rollData.selectedSort) {
return RdDItemSort.getDifficulte(rollData.selectedSort, diffLibre);
}
return diffLibre;
}
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/* -------------------------------------------- */
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_computeMalusArmure(rollData) {
let malusArmureValue = 0;
if (rollData.malusArmureValue && (rollData.selectedCarac.label == "Agilité" || rollData.selectedCarac.label == "Dérobée")) {
$("#addon-message").text("Malus armure appliqué : " + rollData.malusArmureValue);
malusArmureValue = rollData.malusArmureValue;
} else {
$("#addon-message").text("");
}
return malusArmureValue;
}
/* -------------------------------------------- */
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_getTitle(rollData) {
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const carac = rollData.selectedCarac.label;
if (!rollData.competence) {
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return carac;
}
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const compName = rollData.competence.name;
if (rollData.draconicList && rollData.selectedSort) {
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return compName + " - " + rollData.selectedSort.name;
}
// If a weapon is there, add it in the title
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const niveau = Misc.toSignedString(rollData.competence.system.niveau)
if (compName == carac) {
// cas des créatures
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return carac + " Niveau " + niveau
}
const armeTitle = (rollData.arme) ? " (" + rollData.arme.name + ") " : "";
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return carac + "/" + compName + armeTitle + " Niveau " + niveau
}
}