import { RdDItemCompetence } from "./item-competence.js"; import { RdDItemCompetenceCreature } from "./item-competencecreature.js"; import { TYPES } from "./item.js"; export class RdDHotbar { 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); if (!macro) { macro = await Macro.create({ name: macroName, 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 '' } static async addToHotbar(item, slot) { switch (item?.type ?? '') { 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++ } } if (item.system.lancer != '') { await this.createItemMacro(item, slot, 'lancer') slot++ } if (item.system.tir != '') { await this.createItemMacro(item, slot, 'lancer') slot++ } } return case TYPES.competencecreature: const categorie = RdDItemCompetenceCreature.getCategorieAttaque(item) ?? 'competence'; await this.createItemMacro(item, slot, categorie) return 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') return } } /** * Create a macro when dropping an entity on the hotbar * Item - open roll dialog for item * Actor - open actor sheet * Journal - open journal sheet */ static initDropbar() { Hooks.on('hotbarDrop', (bar, documentData, slot) => { // Create item macro if rollable item - weapon, spell, prayer, trait, or skill if (documentData.type == 'Item') { const item = fromUuidSync(documentData.uuid) ?? this.actor.items.get(documentData.uuid) console.log('DROP', documentData, item) switch (item?.type) { case TYPES.arme: case TYPES.competence: case TYPES.competencecreature: this.addToHotbar(item, slot) return false } } return true }) } /** Roll macro */ static rollMacro(itemName, itemType, categorieArme = 'competence') { const speaker = ChatMessage.getSpeaker(); let actor; if (speaker.token) actor = game.actors.tokens[speaker.token]; if (!actor) actor = game.actors.get(speaker.actor); if (!actor) { return ui.notifications.warn(`Impossible de trouver le personnage concerné`); } 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`); } // Trigger the item roll switch (item.type) { case TYPES.arme: return actor.rollArme(item, categorieArme); case TYPES.competence: return actor.rollCompetence(item); case TYPES.competencecreature: return item.system.iscombat && !item.system.isparade ? actor.rollArme(item, categorieArme) : actor.rollCompetence(item); } } }