Add objct for Dialog

This commit is contained in:
LeRatierBretonnien 2020-06-03 21:35:18 +02:00
parent 7a15bcc0ba
commit 1f875bafc5
6 changed files with 164 additions and 89 deletions

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@ -27,17 +27,18 @@ long_line_behaviour=1
long_line_column=72 long_line_column=72
[files] [files]
current_page=6 current_page=10
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[VTE] [VTE]
last_dir=/home/sigmar last_dir=/home/sigmar

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@ -4,6 +4,7 @@
*/ */
import { RdDUtility } from "./rdd-utility.js"; import { RdDUtility } from "./rdd-utility.js";
import { RdDRollDialog } from "./rdd-roll-dialog.js";
export class RdDActor extends Actor { export class RdDActor extends Actor {
@ -40,6 +41,7 @@ export class RdDActor extends Actor {
if (actorData.type === 'personnage') this._prepareCharacterData(actorData); if (actorData.type === 'personnage') this._prepareCharacterData(actorData);
} }
/* -------------------------------------------- */
/** /**
* Prepare Character type specific data * Prepare Character type specific data
*/ */
@ -178,97 +180,26 @@ export class RdDActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
rollArme( armeName ) { rollArme( armeName ) {
// TODO : Search the weapon in the items let armeItem = RdDUtility.findCompetence( this.data.items, armeName);
this.rollCompetence( armeItem.data.competence, armeItem );
// TODO : Get the associated compentence
// TODO call rollCompetence with the comp+arme
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollCompetence( compName, arme ) { async rollCompetence( compName, armeItem ) {
let compItem = RdDUtility.findCompetence( this.data.items, compName); let compItem = RdDUtility.findCompetence( this.data.items, compName);
let rollData = { let rollData = {
"competence": compItem, "competence": compItem,
"arme": armeItem,
"carac": this.data.data.carac, "carac": this.data.data.carac,
"bonusmalusTable": CONFIG.RDD.bonusmalus, "bonusmalusTable": CONFIG.RDD.bonusmalus,
"etat": this.data.data.compteurs.etat.value, "etat": this.data.data.compteurs.etat.value,
"bmValue": 0, "bmValue": 0,
"arme": arme,
"finalLevel": 0 "finalLevel": 0
} }
let dlg = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData); let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData);
let mydialog = new Dialog( new RdDRollDialog("competence", html, rollData, this ).render(true);
{
title: "Test de compétence",
content: dlg,
buttons:
{
rollButton:
{
label: "Lancer",
callback: html => this.performRoll(html)
}
},
default: "rollButton"
}, {
classes: ["rdddialog"],
width: 600,
height: 360
} );
mydialog.data.rollData = rollData;
mydialog.data.actor = this;
mydialog.activateListeners = function(html) {
// Get the rollData stuff
var rollData = this.data.rollData;
function updateRollResult( rollData ) {
rollData.finalLevel = parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) + parseInt(rollData.etat);
rollData.finalLevelStr = (rollData.finalLevel >= 0 ) ? "+" + rollData.finalLevel : rollData.finalLevel;
$("#roll-param").text( rollData.selectedCarac.value + " / " + rollData.finalLevelStr );
rollData.rollTarget = game.data.RdDUtility.getResolutionField( rollData.selectedCarac.value, rollData.finalLevel);
let niveauStr = (rollData.competence.data.niveau >= 0) ? "+" + rollData.competence.data.niveau : rollData.competence.data.niveau;
$("#compdialogTitle").text( rollData.competence.name + " - " + niveauStr + " - " + rollData.selectedCarac.label );
$(".table-resolution").remove();
game.data.RdDUtility.makeHTMLResolutionTable( $("#resolutionTable"), rollData.selectedCarac.value-2, parseInt(rollData.selectedCarac.value) + 2, -10, 11,
rollData.selectedCarac.value, rollData.finalLevel );
}
// Setup everything onload
$(function() {
// Set the default carac from the competence item
rollData.selectedCarac = rollData.carac[rollData.competence.data.carac_defaut];
// Update html, according to data
$("#carac").val( rollData.competence.data.carac_defaut );
$("#bonusmalus").val( rollData.bmValue );
updateRollResult(rollData);
});
// Replace again the button action, as i overwritten it
$('button').click((event) => {
mydialog.data.actor.performRoll(rollData);
});
// Update !
$('#bonusmalus').click((event) => {
rollData.bmValue = event.currentTarget.value; // Update the selected bonus/malus
//console.log("BM CLICKED !!!", rollData.bmValue, rollData.competence.data.niveau, parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) );
updateRollResult(rollData);
});
$('#carac').click((event) => {
let caracKey = event.currentTarget.value;
rollData.selectedCarac = rollData.carac[caracKey]; // Update the selectedCarac
//console.log("CARAC CLICKED !!!", rollData.selectedCarac, rollData.competence.data.niveau, rollData.bmValue);
updateRollResult(rollData);
});
}
mydialog.render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

93
module/rdd-roll-dialog.js Normal file
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@ -0,0 +1,93 @@
/**
* Extend the base Dialog entity by defining a custom window to perform roll.
* @extends {Dialog}
*/
export class RdDRollDialog extends Dialog {
/* -------------------------------------------- */
constructor(mode, html, rollData, actor) {
// Common conf
let dialogConf = {
content: html,
buttons:
{
rollButton:
{
label: "Lancer",
callback: html => this.performRoll(html)
}
},
default: "rollButton"
}
let dialogOptions = { classes: [ "rdddialog"] }
// Select proper roll dialog template and stuff
if (mode == "competence" ) {
dialogConf.title = "Test de compétence",
dialogOptions.width = 600;
dialogOptions.height = 360;
}
super(dialogConf, dialogOptions);
this.mode = mode;
this.rollData = rollData;
this.actor = actor;
}
/* -------------------------------------------- */
performRoll (html) {
this.actor.performRoll( this.rollData );
}
/* -------------------------------------------- */
activateListeners(html) {
super.activateListeners(html);
// Get the rollData stuff
var rollData = this.rollData;
function updateRollResult( rollData ) {
rollData.finalLevel = parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) + parseInt(rollData.etat);
rollData.finalLevelStr = (rollData.finalLevel >= 0 ) ? "+" + rollData.finalLevel : rollData.finalLevel;
$("#roll-param").text( rollData.selectedCarac.value + " / " + rollData.finalLevelStr );
rollData.rollTarget = game.data.RdDUtility.getResolutionField( rollData.selectedCarac.value, rollData.finalLevel);
let niveauStr = (rollData.competence.data.niveau >= 0) ? "+" + rollData.competence.data.niveau : rollData.competence.data.niveau;
$("#compdialogTitle").text( rollData.competence.name + " - " + niveauStr + " - " + rollData.selectedCarac.label );
$(".table-resolution").remove();
game.data.RdDUtility.makeHTMLResolutionTable( $("#resolutionTable"), rollData.selectedCarac.value-2, parseInt(rollData.selectedCarac.value) + 2, -10, 11,
rollData.selectedCarac.value, rollData.finalLevel );
}
// Setup everything onload
$(function() {
// Set the default carac from the competence item
rollData.selectedCarac = rollData.carac[rollData.competence.data.carac_defaut];
// Update html, according to data
$("#carac").val( rollData.competence.data.carac_defaut );
$("#bonusmalus").val( rollData.bmValue );
updateRollResult(rollData);
});
// Replace again the button action, as i overwritten it
//$('button').click((event) => {
//mydialog.data.actor.performRoll(rollData);
//});
// Update !
$('#bonusmalus').click((event) => {
rollData.bmValue = event.currentTarget.value; // Update the selected bonus/malus
//console.log("BM CLICKED !!!", rollData.bmValue, rollData.competence.data.niveau, parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) );
updateRollResult(rollData);
});
$('#carac').click((event) => {
let caracKey = event.currentTarget.value;
rollData.selectedCarac = rollData.carac[caracKey]; // Update the selectedCarac
//console.log("CARAC CLICKED !!!", rollData.selectedCarac, rollData.competence.data.niveau, rollData.bmValue);
updateRollResult(rollData);
});
}
}

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@ -303,7 +303,7 @@
"dommages": 0, "dommages": 0,
"force": 0, "force": 0,
"resistance": 0, "resistance": 0,
"famille": "", "competence": "",
"cout": 0 "cout": 0
}, },
"munition": { "munition": {

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@ -0,0 +1 @@

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@ -0,0 +1,49 @@
<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="profile-img" src="{{item.img}}" data-edit="img" title="{{item.name}}"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{item.name}}" placeholder="Name"/></h1>
</div>
</header>
{{!-- Sheet Body --}}
<section class="sheet-body">
<div class="form-group">
<label for="categorie">Compétence</label>
<select name="data.competence" id="competence" data-dtype="String">
{{#select item.data.competence}}
{{each armeCompetence as |competence key|}}
<option value={{bmvalue}}>{{competence.name}}</option>
{{/each}}
{{/select}}
</select>
</div>
<div class="form-group">
<label for="niveau">Dommmages </label>
<input class="attribute-value" type="text" name="data.dommages" value="{{data.dommages}}" data-dtype="Number"/>
</div>
<div class="form-group">
<label for="xp">Résistance </label>
<input class="attribute-value" type="text" name="data.resistance" value="{{data.resistance}}" data-dtype="Number"/>
</div>
<div class="form-group">
<label for="xp">Encombrement </label>
<input class="attribute-value" type="text" name="data.encombrement" value="{{data.encombrement}}" data-dtype="Number"/>
</div>
<div class="form-group">
<label for="xp">Force min. </label>
<input class="attribute-value" type="text" name="data.force" value="{{data.force}}" data-dtype="Number"/>
</div>
<div class="form-group">
<label for="xp">Prix (sols) </label>
<input class="attribute-value" type="text" name="data.cout" value="{{data.cout}}" data-dtype="Number"/>
</div>
<header class="header-field">
<span>Description : </span>
</header>
<div class="form-group" style="height:200px">
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}}
</div>
</section>
</form>