Gestion des choix de combat par flags
Utiliser des flags sur les ChatMessage de choix de combat permet: - de conserver les informations même après un refresh - de simplifier un peu (pas besoin de gérer un stockage custom)
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@ -1,5 +1,7 @@
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import { Misc } from "./misc.js";
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import { SYSTEM_SOCKET_ID } from "./constants.js";
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import { SYSTEM_RDD, SYSTEM_SOCKET_ID } from "./constants.js";
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export const MESSAGE_DATA = 'message-data';
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/**
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* Class providing helper methods to get the list of users, and
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@ -160,4 +162,20 @@ export class ChatUtility {
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}
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}
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static async setMessageData(chatMessage, key, data) {
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if (data) {
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await chatMessage.setFlag(SYSTEM_RDD, key, JSON.stringify(data));
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}
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}
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static getMessageData(chatMessage, key) {
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const json = chatMessage.getFlag(SYSTEM_RDD, key);
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return json ? JSON.parse(json) : undefined;
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}
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static getChatMessage(event) {
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const chatMessageId = $(event.currentTarget).closest('.chat-message').attr('data-message-id');
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return game.messages.get(chatMessageId);
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}
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}
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@ -371,19 +371,10 @@ export class RdDCombatManager extends Combat {
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export class RdDCombat {
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static init() {
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this.initStorePasseArmes();
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Hooks.on("updateCombat", (combat, change, options, userId) => { RdDCombat.onUpdateCombat(combat, change, options, userId) });
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Hooks.on("preDeleteCombat", (combat, options, userId) => { RdDCombat.onPreDeleteCombat(combat, options, userId); });
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}
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/* -------------------------------------------- */
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static initStorePasseArmes() {
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game.system.rdd.combatStore = {
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attaques: {},
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defenses: {}
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};
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}
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/* -------------------------------------------- */
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static onSocketMessage(sockmsg) {
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switch (sockmsg.msg) {
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@ -391,8 +382,6 @@ export class RdDCombat {
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return RdDCombat.onMsgEncaisser(sockmsg.data);
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case "msg_defense":
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return RdDCombat.onMsgDefense(sockmsg.data);
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case "msg_combat_passearme":
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return RdDCombat.onMsgPasseArme(sockmsg.data);
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}
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}
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@ -405,22 +394,11 @@ export class RdDCombat {
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/* -------------------------------------------- */
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static onPreDeleteCombat(combat, options, userId) {
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if (game.user.isGM) {
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if (Misc.isUniqueConnectedGM()) {
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combat.cleanItemUse();
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ChatUtility.removeChatMessageContaining(`<div data-combatid="${combat.id}" data-combatmessage="actor-turn-summary">`)
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/*
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* TODO: support de plusieurs combats parallèles
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* il faudrait avoir un id de combat en plus de celui de passe d'armes
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*/
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for (const key in game.system.rdd.combatStore.attaques) {
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const attackerRoll = game.system.rdd.combatStore.attaques[key];
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ChatUtility.removeChatMessageContaining(`<div data-passearme="${attackerRoll.passeArme}">`);
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}
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for (const key in game.system.rdd.combatStore.defenses) {
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const defenderRoll = game.system.rdd.combatStore.defenses[key];
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ChatUtility.removeChatMessageContaining(`<div data-passearme="${defenderRoll.passeArme}">`);
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}
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RdDCombat.initStorePasseArmes();
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game.messages.filter(m => ChatUtility.getMessageData(m, 'attacker-roll') != undefined && ChatUtility.getMessageData(m, 'defender-roll') != undefined)
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.forEach(it => it.delete());
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}
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}
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@ -471,61 +449,6 @@ export class RdDCombat {
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return undefined;
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}
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/* -------------------------------------------- */
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static messagePasseArme(data) {
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// TODO: store required info for combat in the chat message presenting choices?
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game.socket.emit(SYSTEM_SOCKET_ID, { msg: "msg_combat_passearme", data: data });
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RdDCombat.onMsgPasseArme(data);
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}
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/* -------------------------------------------- */
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static onMsgPasseArme(data) {
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switch (data.actionPasseArme) {
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case "store-attaque":
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game.system.rdd.combatStore.attaques[data.id] = data.rollData;
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break;
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case "store-defense":
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game.system.rdd.combatStore.defenses[data.id] = data.rollData;
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break;
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case "delete-attaque":
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delete game.system.rdd.combatStore.attaques[data.id];
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break;
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case "delete-defense":
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delete game.system.rdd.combatStore.defenses[data.id];
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break;
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}
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}
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/* -------------------------------------------- */
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static _storeAttaque(attackerId, attackerRoll) {
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RdDCombat.messagePasseArme({ actionPasseArme: "store-attaque", id: attackerId, rollData: attackerRoll });
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}
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/* -------------------------------------------- */
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static _getAttaque(attackerId) {
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return game.system.rdd.combatStore.attaques[attackerId];
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}
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/* -------------------------------------------- */
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static _deleteAttaque(attackerId) {
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RdDCombat.messagePasseArme({ actionPasseArme: "delete-attaque", id: attackerId });
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}
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/* -------------------------------------------- */
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static _storeDefense(passeArme, defenderRoll) {
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RdDCombat.messagePasseArme({ actionPasseArme: "store-defense", id: passeArme, rollData: defenderRoll });
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}
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/* -------------------------------------------- */
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static _getDefense(passeArme) {
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return game.system.rdd.combatStore.defenses[passeArme];
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}
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/* -------------------------------------------- */
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static _deleteDefense(passeArme) {
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RdDCombat.messagePasseArme({ actionPasseArme: "delete-defense", id: passeArme });
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}
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/* -------------------------------------------- */
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static create(attacker, defender, defenderTokenId, target = undefined) {
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return new RdDCombat(attacker, defender, defenderTokenId, target)
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@ -547,7 +470,7 @@ export class RdDCombat {
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static onMsgEncaisser(data) {
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let defender = canvas.tokens.get(data.defenderTokenId).actor;
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if (Misc.isOwnerPlayerOrUniqueConnectedGM()) {
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let attackerRoll = RdDCombat._getAttaque(data.attackerId); // Retrieve the rolldata from the store
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let attackerRoll = data.attackerRoll;
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let attacker = data.attackerId ? game.actors.get(data.attackerId) : null;
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defender.encaisserDommages(attackerRoll, attacker);
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@ -563,10 +486,8 @@ export class RdDCombat {
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const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
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if (rddCombat) {
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const defenderRoll = msg.defenderRoll;
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RdDCombat._storeAttaque(msg.attackerId, defenderRoll.attackerRoll);
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RdDCombat._storeDefense(defenderRoll.passeArme, defenderRoll);
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rddCombat.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
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rddCombat._chatMessageDefense(msg.paramChatDefense);
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rddCombat._chatMessageDefense(msg.paramChatDefense, msg.defenderRoll);
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}
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}
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}
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@ -621,12 +542,10 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async onEvent(button, event) {
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const attackerRoll = RdDCombat._getAttaque(this.attackerId);
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if (!attackerRoll) {
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ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
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return;
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}
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const defenderRoll = game.system.rdd.combatStore.defenses[attackerRoll.passeArme];
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const chatMessage = ChatUtility.getChatMessage(event);
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const defenderRoll = ChatUtility.getMessageData(chatMessage, 'defender-roll');
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const attackerRoll = defenderRoll?.attackerRoll ?? ChatUtility.getMessageData(chatMessage, 'attacker-roll') ;
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console.log('RdDCombat', attackerRoll, defenderRoll);
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const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value;
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const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
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@ -637,7 +556,7 @@ export class RdDCombat {
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case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
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case '#parer-button': return this.parade(attackerRoll, armeParadeId);
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case '#esquiver-button': return this.esquive(attackerRoll, compId, competence);
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case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
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case '#encaisser-button': return this.encaisser(attackerRoll, defenderRoll, defenderTokenId);
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case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
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case '#appel-chance-attaque': return this.attacker.rollAppelChance(
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@ -650,7 +569,7 @@ export class RdDCombat {
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() => this.attaqueSignificative(attackerRoll),
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() => { });
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case '#appel-destinee-defense': return this.defender.appelDestinee(
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() => this.defenseDestinee(attackerRoll),
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() => this.defenseDestinee(defenderRoll),
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() => { });
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}
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}
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@ -680,8 +599,7 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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defenseDestinee(attackerRoll) {
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let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme);
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defenseDestinee(defenderRoll) {
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if (defenderRoll) {
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ui.notifications.info('Défense significative grâce à la destinée')
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RdDResolutionTable.significativeRequise(defenderRoll.rolled);
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@ -819,8 +737,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async _onAttaqueParticuliere(rollData) {
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RdDCombat._storeAttaque(this.attackerId, rollData);
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const isMeleeDiffNegative = (rollData.competence.type == 'competencecreature' || rollData.selectedCarac.label == "Mêlée") && rollData.diffLibre < 0;
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// force toujours, sauf empoignade
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// finesse seulement en mélée, pour l'empoignade, ou si la difficulté libre est de -1 minimum
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@ -838,8 +755,8 @@ export class RdDCombat {
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else if (!isForce && !isFinesse && isRapide) {
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return await this.choixParticuliere(rollData, "rapidite");
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}
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ChatMessage.create({
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const choixParticuliere = await ChatMessage.create({
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alias: this.attacker.name,
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whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', {
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@ -852,6 +769,7 @@ export class RdDCombat {
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passeArme: rollData.passeArme
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})
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});
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ChatUtility.setMessageData(choixParticuliere, 'attacker-roll', rollData);
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}
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/* -------------------------------------------- */
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@ -860,10 +778,6 @@ export class RdDCombat {
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attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
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let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
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// Save rollData for defender
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RdDCombat._storeAttaque(this.attackerId, attackerRoll);
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RdDCombat._storeDefense(defenderRoll.passeArme, defenderRoll);
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attackerRoll.show = {
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cible: this.target ? this.defender.data.name : 'la cible',
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isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
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@ -918,7 +832,7 @@ export class RdDCombat {
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};
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if (Misc.isUniqueConnectedGM()) {
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await this._chatMessageDefense(paramChatDefense);
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await this._chatMessageDefense(paramChatDefense, defenderRoll);
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}
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else {
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this._socketSendMessageDefense(paramChatDefense, defenderRoll);
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@ -926,14 +840,16 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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async _chatMessageDefense(paramDemandeDefense) {
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ChatMessage.create({
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async _chatMessageDefense(paramDemandeDefense, defenderRoll) {
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const choixDefense = await ChatMessage.create({
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// message privé: du défenseur à lui même (et aux GMs)
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speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
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alias: this.attacker.name,
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whisper: ChatUtility.getWhisperRecipientsAndGMs(this.defender.name),
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense),
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});
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// flag pour garder les jets d'attaque/defense
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ChatUtility.setMessageData(choixDefense, 'defender-roll', defenderRoll);
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}
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/* -------------------------------------------- */
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@ -974,10 +890,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async _onAttaqueEchecTotal(attackerRoll) {
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RdDCombat._storeAttaque(this.attackerId, attackerRoll);
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ChatMessage.create({
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const choixEchecTotal = await ChatMessage.create({
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whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
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attackerId: this.attackerId,
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@ -986,6 +899,7 @@ export class RdDCombat {
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essais: attackerRoll.essais
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})
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});
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ChatUtility.setMessageData(choixEchecTotal, 'attacker-roll', attackerRoll);
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}
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/* -------------------------------------------- */
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@ -1105,7 +1019,6 @@ export class RdDCombat {
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this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
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this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true });
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RdDCombat._storeDefense(defenderRoll.passeArme, defenderRoll);
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}
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/* -------------------------------------------- */
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@ -1177,7 +1090,6 @@ export class RdDCombat {
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this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
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this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true })
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RdDCombat._storeDefense(defenderRoll.passeArme, defenderRoll);
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}
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/* -------------------------------------------- */
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@ -1282,15 +1194,10 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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async encaisser(attackerRoll, defenderTokenId) {
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async encaisser(attackerRoll, defenderRoll, defenderTokenId) {
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defenderTokenId = defenderTokenId || this.defenderTokenId;
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console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
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let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme);
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if (!defenderRoll) {
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ui.notifications.warn("Cette passe d'arme est déjà terminée!")
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return;
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}
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if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) {
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this._onEchecTotal(defenderRoll);
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}
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