Stress amélioré
Commande: /stress Ouvre une fenêtre pour gérer finement le stress (ou l'expérience) Commande: /stress <v> <motif> <nom> Stress donné à un acteur/joueur avec un nom proche Notifications des joueurs qui reçoivent du stress
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@ -1002,17 +1002,34 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async updateCompteurValue(fieldName, fieldValue, raison = 'Inconnue') {
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await this.update({ [`data.compteurs.${fieldName}.value`]: fieldValue });
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if (fieldName == 'stress') {
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await this.updateExperienceLog('stress', fieldValue, raison);
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}
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await this.addStressExperienceLog(fieldName, fieldValue, 'forcé: '+raison);
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}
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/* -------------------------------------------- */
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async addCompteurValue(fieldName, fieldValue, raison = 'Inconnue') {
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let oldValue = (Misc.templateData(this)).compteurs[fieldName].value;
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await this.update({ [`data.compteurs.${fieldName}.value`]: Number(oldValue) + Number(fieldValue) });
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if (fieldName == 'stress') {
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await this.updateExperienceLog('stress', fieldValue, raison);
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await this.addStressExperienceLog(fieldName, fieldValue, raison);
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}
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async addStressExperienceLog(fieldName, fieldValue, raison) {
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switch (fieldName) {
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case 'stress': case 'experience':
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await this.updateExperienceLog(fieldName, fieldValue, raison);
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}
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}
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/* -------------------------------------------- */
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distribuerStress(compteur, stress, motif) {
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if (game.user.isGM && this.hasPlayerOwner && this.isPersonnage()) {
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switch (compteur) {
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case 'stress': case 'experience':
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const message = `${this.name} a reçu ${stress} points ${compteur == 'stress' ? "de stress" : "d'expérience"} (raison : ${motif})`;
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this.addCompteurValue(compteur, stress, motif);
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ui.notifications.info(message);
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game.users.players.filter(player => player.active && player.character?.id == this.id)
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.forEach(player => ChatUtility.notifyUser(player.id, 'info', message));
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}
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}
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}
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72
module/dialog-stress.js
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72
module/dialog-stress.js
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@ -0,0 +1,72 @@
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import { Misc } from "./misc.js";
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export class DialogStress extends Dialog {
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static async distribuerStress() {
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let dialogData = {
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motif: "Motif",
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stress: 10,
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immediat: false,
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actors: game.actors.filter(actor => actor.hasPlayerOwner && actor.isPersonnage())
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.map(actor => {
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let actorData = duplicate(Misc.data(actor));
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actorData.selected = actor.hasPlayerOwner;
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return actorData;
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})
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};
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const html = await renderTemplate("systems/foundryvtt-reve-de-dragon/templates/dialog-stress.html", dialogData);
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new DialogStress(dialogData, html)
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.render(true);
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}
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constructor(dialogData, html) {
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let options = { classes: ["DialogStress"], width: 400, height: 320, 'z-index': 99999 };
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let conf = {
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title: "Donner du stress",
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content: html,
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buttons: {
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"Stress": { label: "Stress !", callback: it => { this._onStress(); } }
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}
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};
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super(conf, options);
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this.dialogData = dialogData;
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}
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async _onStress() {
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this.validerStress();
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const compteur = this.dialogData.immediat ? 'experience' : 'stress';
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const stress = this.dialogData.stress;
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const motif = this.dialogData.motif;
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this.dialogData.actors.filter(it => it.selected)
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.map(it => game.actors.get(it._id))
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.forEach(actor => actor.distribuerStress(compteur, stress, motif));
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}
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validerStress() {
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this.dialogData.motif = $("[name='motif']").val();
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this.dialogData.stress = $("[name='stress']").val();
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this.dialogData.immediat = $("[name='immediat']").prop("checked");;
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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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html.find(".select-actor").change((event) => this.onSelectActor(event));
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}
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async onSelectActor(event) {
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event.preventDefault();
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const options = event.currentTarget.options;
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for (var i = 0; i < options.length; i++) { // looping over the options
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const actorId = options[i].attributes["data-actor-id"].value;
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const actor = this.dialogData.actors.find(it => it._id == actorId);
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if (actor) {
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actor.selected = options[i].selected;
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}
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};
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}
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}
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@ -133,6 +133,16 @@ export class Misc {
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return game.user.id == Misc.connectedGMOrUser();
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}
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/* -------------------------------------------- */
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static findPlayer(name) {
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return Misc.findFirstLike(name, game.users, it=>it.name,'joueurs');
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}
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/* -------------------------------------------- */
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static findActor(name, actors = game.actors, description= 'acteurs') {
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return Misc.findFirstLike(name, actors, it=>it.name, description);
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}
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/* -------------------------------------------- */
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static findFirstLike(value, elements, mapper = it=>it.name, description = 'valeurs') {
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value = Grammar.toLowerCaseNoAccent(value);
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@ -1,6 +1,7 @@
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/* -------------------------------------------- */
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import { DialogCreateSigneDraconique } from "./dialog-create-signedraconique.js";
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import { DialogStress } from "./dialog-stress.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { Misc } from "./misc.js";
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import { RdDCarac } from "./rdd-carac.js";
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@ -97,11 +98,12 @@ export class RdDCommands {
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});
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rddCommands.registerCommand({
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path: ["/stress"], func: (content, msg, params) => RdDUtility.distribuerStress(params[0], params[1], params[2]),
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path: ["/stress"], func: (content, msg, params) => rddCommands.distribuerStress(params),
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descr: `Distribue du stress aux personnages. Exemples:
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<br><strong>/stress</strong> : Ouvre une fenêtre pour donner du stress ou de l'expérience à un ensemble de personnages
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<br><strong>/stress 6</strong> : Distribue 6 points des Stress à tout les personnages joueurs, sans raison renseignée
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<br><strong>/stress 6 Tigre</strong> : Distribue 6 points des Stress à tout les personnages joueurs, à cause d'un Tigre Vert
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<br><strong>/stress 6 Glou Paulo</strong> : Distribue 6 points de Stres à l'acteur connecté au joueur Paulo, à cause d'un Glou`
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<br><strong>/stress 6 Tigre</strong> : Distribue 6 points des Stress à tout les personnages joueurs, à cause d'un Tigre (Vert)
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<br><strong>/stress 6 Glou Paulo</strong> : Distribue 6 points de Stress au personnage Paulon ou au personnage joueur Paulo, à cause d'un Glou`
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});
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game.system.rdd.commands = rddCommands;
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@ -289,7 +291,7 @@ export class RdDCommands {
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finalLevel: diff,
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showDice: true,
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diviseurSignificative: significative ? 2 : 1,
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show: { title: "Table de résolution"}
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show: { title: "Table de résolution" }
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};
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await RdDResolutionTable.rollData(rollData);
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RdDCommands._chatAnswer(msg, await RdDResolutionTable.buildRollDataHtml(rollData));
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@ -297,7 +299,7 @@ export class RdDCommands {
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/* -------------------------------------------- */
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async rollDeDraconique(msg) {
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let ddr = await RdDDice.rollTotal("1dr + 7", { showDice:true });
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let ddr = await RdDDice.rollTotal("1dr + 7", { showDice: true });
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RdDCommands._chatAnswer(msg, `Lancer d'un Dé draconique: ${ddr}`);
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}
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@ -351,5 +353,41 @@ export class RdDCommands {
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});
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return true;
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}
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async distribuerStress(params) {
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if (!game.user.isGM) {
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ui.notifications.warn("Seul le MJ est autorisé à utiliser la commande /stress");
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return false;
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}
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if (params.length == 0) {
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DialogStress.distribuerStress();
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}
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else {
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let stress = params[0]
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if (stress == undefined) {
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ui.notifications.warn("Pas de valeur de stress à distribuer!");
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return;
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}
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let motif = params[1];
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let name = params[2];
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if (name == undefined) {
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for (let actor of game.actors) {
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actor.distribuerStress('stress', stress, motif);
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}
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} else {
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//console.log(stressValue, nomJoueur);
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let actor = Misc.findActor(name, game.actors.filter(it => it.hasPlayerOwner)) ?? Misc.findPlayer(name)?.character
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if (actor) {
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actor.distribuerStress('stress', stress, motif);
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}
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else {
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ui.notifications.warn(`Pas de personnage ou de joueur correspondant à ${name}!`);
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}
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}
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}
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return true;
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}
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}
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@ -887,32 +887,6 @@ export class RdDUtility {
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}
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}
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/*-------------------------------------------- */
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static distribuerStress(stressValue, raison = 'Inconnu', nomJoueur = undefined) {
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if (game.user.isGM) {
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if (stressValue == undefined){
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ui.notifications.warn("Pas de valeur de stress à distribuer!");
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return;
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}
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if (nomJoueur == undefined) {
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for (let actor of game.actors) {
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if (actor.hasPlayerOwner && actor.isPersonnage() ) {
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actor.addCompteurValue('stress', stressValue, raison);
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ui.notifications.info(`${actor.name} a reçu ${stressValue} points de Stress (raison : ${raison})`);
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}
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}
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} else {
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//console.log(stressValue, nomJoueur);
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let joueur = game.users.find(user => user.name.toLowerCase() == nomJoueur.toLowerCase());
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//console.log("Player", joueur, joueur.character );
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joueur.character.addCompteurValue('stress', stressValue, raison);
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ui.notifications.info(`${joueur.character.name} a reçu ${stressValue} points de Stress (raison : ${raison})`);
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}
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} else {
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ui.notifications.warn("Seul le MJ est autorisé à utiliser la commande /stress");
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}
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}
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/*-------------------------------------------- */
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static async onRenderChatMessage(app, html, msg) {
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// TODO
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24
templates/dialog-stress.html
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24
templates/dialog-stress.html
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@ -0,0 +1,24 @@
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<form class="rdddialog">
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<div class="flexcol">
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<div class="form-group">
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<label for="motif">Motif</label>
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<input type="text" name="motif" value="{{motif}}" data-dtype="String" />
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</div>
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<div class="form-group">
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<label for="stress">Stress</label>
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<input type="number" name="stress" value="{{stress}}" data-dtype="Number" />
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</div>
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<div class="form-group">
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<label for="immediat">Expérience immédiate</label>
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<input class="flex-shrink" type="checkbox" name="immediat" {{#if immediat}}checked{{/if}} />
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</div>
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<div class="form-group">
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<label for="actors">Personnages concernés</label>
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<select class="select-actor" id="actors" size="7" multiple>
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{{#each actors as |actor key|}}
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<option value="{{actor.name}}" data-actor-id="{{actor._id}}" {{#if actor.selected}}selected{{/if}}>{{actor.name}}</option>
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{{/each}}
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</select>
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</div>
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</div>
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</form>
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