2020-11-11 22:39:36 +01:00
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import { RdDResolutionTable } from "./rdd-resolution-table.js";
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import { RdDUtility } from "./rdd-utility.js";
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2020-06-03 21:35:18 +02:00
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/**
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* Extend the base Dialog entity by defining a custom window to perform roll.
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* @extends {Dialog}
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*/
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export class RdDRollDialog extends Dialog {
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2020-11-11 22:39:36 +01:00
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/* -------------------------------------------- */
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constructor(mode, html, rollData, actor) {
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let myButtons
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if (mode == "sort") {
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myButtons = {
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rollButton: { label: "Lancer le sort", callback: html => this.performRollSort(html, false) },
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reserveButton: { label: "Mettre en reserve", callback: html => this.performRollSort(html, true) }
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}
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}
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else {
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myButtons = {
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rollButton: { label: "Lancer", callback: html => this.actor.performRoll(this.rollData) }
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};
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}
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2020-11-11 22:39:36 +01:00
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// Common conf
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let dialogConf = { content: html, title: "Test", buttons: myButtons, default: "rollButton" }
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let dialogOptions = { classes: ["rdddialog"], width: 600, height: 400 }
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// Select proper roll dialog template and stuff
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if (mode == "competence") {
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dialogConf.title = "Test de compétence"
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dialogConf.height = 400
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} else if (mode == "arme") {
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dialogConf.title = "Test de combat/arme"
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dialogConf.height = 430
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} else if (mode == "carac") {
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dialogConf.title = "Test de caractéristique"
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dialogOptions.height = 350
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} else if (mode == "sort") {
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dialogConf.title = "Lancer un sort"
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dialogConf.height = 450
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}
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super(dialogConf, dialogOptions)
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this.mode = mode
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this.rollData = rollData
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this.actor = actor
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}
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/* -------------------------------------------- */
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performRollSort(html, isReserve = false) {
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this.rollData.isSortReserve = isReserve;
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this.actor.performRoll(this.rollData);
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}
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/* -------------------------------------------- */
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activateListeners(html) {
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super.activateListeners(html);
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// Get the rollData stuff
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var rollData = this.rollData;
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function updateRollResult(rollData) {
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let caracValue = parseInt(rollData.selectedCarac.value)
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let rollLevel = RdDRollDialog._computeFinalLevel(rollData);
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rollData.finalLevel = rollLevel;
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rollData.finalLevelStr = (rollLevel > 0 ? "+" : "") + rollLevel;
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rollData.rollTarget = RdDUtility.getResolutionField(rollData.selectedCarac.value, rollData.finalLevel);
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$("#roll-param").text(rollData.selectedCarac.value + " / " + rollData.finalLevelStr);
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$("#compdialogTitle").text(RdDRollDialog._getTitle(rollData));
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$(".table-resolution").remove();
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$("#resolutionTable").append(RdDResolutionTable.buildHTMLTable(caracValue, rollLevel, caracValue - 2, caracValue + 2));
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}
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// Setup everything onload
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$(function () {
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// Update html, according to data
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if (rollData.competence) {
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// Set the default carac from the competence item
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console.log(rollData.competence.data.defaut_carac, rollData.carac);
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rollData.selectedCarac = rollData.carac[rollData.competence.data.defaut_carac];
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$("#carac").val(rollData.competence.data.defaut_carac);
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}
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$("#bonusmalus").val(rollData.bmValue);
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updateRollResult(rollData);
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});
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// Update !
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html.find('#bonusmalus').click((event) => {
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rollData.bmValue = event.currentTarget.value; // Update the selected bonus/malus
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//console.log("BM CLICKED !!!", rollData.bmValue, rollData.competence.data.niveau, parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) );
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updateRollResult(rollData);
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});
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html.find('#carac').click((event) => {
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let caracKey = event.currentTarget.value;
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rollData.selectedCarac = rollData.carac[caracKey]; // Update the selectedCarac
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//console.log("CARAC CLICKED !!!", rollData.selectedCarac, rollData.competence.data.niveau, rollData.bmValue);
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updateRollResult(rollData);
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});
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html.find('#draconic').click((event) => {
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let draconicKey = event.currentTarget.value;
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rollData.selectedDraconic = rollData.draconicList[draconicKey]; // Update the selectedCarac
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//console.log("CARAC CLICKED !!!", rollData.selectedCarac, rollData.competence.data.niveau, rollData.bmValue);
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updateRollResult(rollData);
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});
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html.find('#sort').click((event) => {
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let sortKey = event.currentTarget.value;
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rollData.selectedSort = rollData.sortList[sortKey]; // Update the selectedCarac
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//console.log("CARAC CLICKED !!!", rollData.selectedCarac, rollData.competence.data.niveau, rollData.bmValue);
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updateRollResult(rollData);
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});
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}
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static _computeFinalLevel(rollData) {
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let etat = rollData.etat === undefined ? 0 : parseInt(rollData.etat);
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if (rollData.competence) {
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return etat + parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue);
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}
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if (rollData.draconicList) {
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return etat + parseInt(rollData.selectedDraconic.data.niveau) + parseInt(rollData.selectedSort.data.difficulte);
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}
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return etat + parseInt(rollData.bmValue);
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}
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static _getTitle(rollData) {
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if (rollData.competence) {
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// If a weapon is there, add it in the title
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let armeTitle = (rollData.arme) ? " (" + rollData.arme.name + ") " : "";
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let niveauStr = (rollData.competence.data.niveau > 0 ? "+" : "") + rollData.competence.data.niveau;
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return rollData.selectedCarac.label + "/" + rollData.competence.name + armeTitle + " " + niveauStr
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}
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if (rollData.draconicList) {
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return rollData.selectedDraconic.name + " - " + rollData.selectedSort.name;
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}
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return rollData.selectedCarac.label;
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}
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}
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