foundryvtt-reve-de-dragon/module/rdd-hotbar-drop.js

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import { RdDItemCompetence } from "./item-competence.js";
import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { TYPES } from "./item.js";
export class RdDHotbar {
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static async createItemMacro(item, slot, armeCompetence = undefined) {
const itemName = item.name;
let command = `game.system.rdd.RdDHotbar.rollMacro("${itemName}", "${item.type}", "${armeCompetence}");`
let macro = game.macros.contents.find(m => (m.name === itemName) && (m.command === command));
let macroName = itemName + RdDHotbar.$macroNameSuffix(armeCompetence);
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if (!macro) {
macro = await Macro.create({
name: macroName,
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type: "script",
img: item.img,
command: command
}, { displaySheet: false })
}
await game.user.assignHotbarMacro(macro, slot);
}
static $macroNameSuffix(armeCompetence){
switch(armeCompetence) {
case 'unemain': return ' (1 main)';
case 'deuxmains': return ' (2 main)';
case 'tir': return ' (tir)';
case 'lancer': return ' (lancer)';
}
return ''
}
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static async addToHotbar(item, slot) {
switch (item?.type ?? '') {
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case TYPES.arme:
{
// Les armes peuvent avoir plusieurs usages
if (item.system.competence != '') {
if (item.system.unemain) {
await this.createItemMacro(item, slot, 'unemain')
slot++
}
if (item.system.deuxmains) {
await this.createItemMacro(item, slot, 'deuxmains')
slot++
}
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}
if (item.system.lancer != '') {
await this.createItemMacro(item, slot, 'lancer')
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slot++
}
if (item.system.tir != '') {
await this.createItemMacro(item, slot, 'lancer')
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slot++
}
}
return
case TYPES.competencecreature:
const categorie = RdDItemCompetenceCreature.getCategorieAttaque(item) ?? 'competence';
await this.createItemMacro(item, slot, categorie)
return
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default:
case TYPES.competence:
if (RdDItemCompetence.isCompetenceArme(item)) {
ui.notifications.info(`La compétence de ${item.name} est une compétence d'arme, choisissez plutôt de créer la macro depuis l'onglet combat`);
}
await this.createItemMacro(item, slot, 'competence')
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return
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}
}
/**
* Create a macro when dropping an entity on the hotbar
* Item - open roll dialog for item
* Actor - open actor sheet
* Journal - open journal sheet
*/
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static initDropbar() {
Hooks.on('hotbarDrop', (bar, documentData, slot) => {
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// Create item macro if rollable item - weapon, spell, prayer, trait, or skill
if (documentData.type == 'Item') {
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const item = fromUuidSync(documentData.uuid) ?? this.actor.items.get(documentData.uuid)
console.log('DROP', documentData, item)
switch (item?.type) {
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case TYPES.arme:
case TYPES.competence:
case TYPES.competencecreature:
this.addToHotbar(item, slot)
return false
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}
}
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return true
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})
}
/** Roll macro */
static rollMacro(itemName, itemType, categorieArme = 'competence') {
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const speaker = ChatMessage.getSpeaker();
let actor;
if (speaker.token) actor = game.actors.tokens[speaker.token];
if (!actor) actor = game.actors.get(speaker.actor);
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if (!actor) {
return ui.notifications.warn(`Impossible de trouver le personnage concerné`);
}
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let item = actor?.items.find(it => it.name === itemName && it.type == itemType) ?? undefined;
if (!item) {
return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`);
}
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// Trigger the item roll
switch (item.type) {
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case TYPES.arme:
return actor.rollArme(item, categorieArme);
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case TYPES.competence:
return actor.rollCompetence(item);
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case TYPES.competencecreature:
return item.system.iscombat && !item.system.isparade
? actor.rollArme(item, categorieArme)
: actor.rollCompetence(item);
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}
}
}