import { BoLDefaultRoll } from "../controllers/bol-rolls.js"; // Spell circle to min PP cost const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 } const __validDices = {"6": 1, "8": 1, "10": 1, "12": 1} export class BoLUtility { /* -------------------------------------------- */ static init() { game.settings.register("bol", "rollArmor", { name: "Effectuer des jets pour les armures", hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)", scope: "world", config: true, default: true, type: Boolean, onChange: lang => window.location.reload() }) game.settings.register("bol", "useBougette", { name: "Utiliser la Bougette (règle fan-made)", hint: "Utilise un indicateur de Bougette, comme décrit dans l'aide de jeu Gold&Glory du RatierBretonnien (https://www.lahiette.com/leratierbretonnien/)", scope: "world", config: true, default: false, type: Boolean, onChange: lang => window.location.reload() }) game.settings.register("bol", "dice-formula", { name: "Formule de dés", hint: "Sélectionne la formule de dés (par défaut 2d6)", scope: "world", config: true, default: "2d6", type: String, choices: { "6": "2d6", "8":"2d8", "10":"2d10", "12":"2d12", "20":"2d20"}, onChange: value => { BoLUtility.setDiceFormula(value) } }) game.settings.register("bol", "dice-success-value", { name: "Seuil de succès", hint: "Sélectionne le seuil de succès (9 par défaut pour 2d6)", scope: "world", config: true, default: 9, range: { min: 2, max: 40, step: 1 }, type: Number, onChange: value => { BoLUtility.setSuccessValue(value) } }) game.settings.register("bol", "dice-critical-success-value", { name: "Valeur min de réussite critique", hint: "Indique le seuil minimum de réussite critique (12 par défaut pour 2d6). Si les réussites critiques sont sur 19 et 20, alors indiquez 19.", scope: "world", config: true, default: 12, range: { min: 2, max: 40, step: 1 }, type: Number, onChange: value => { BoLUtility.setCriticalSuccessValue(value) } }) game.settings.register("bol", "dice-critical-failure-value", { name: "Valeur max d'échec critique", hint: "Indique le seuil maximum d'échec critique (2 par défaut pour 2d6). Si les échecs critiques sont sur 2 et 3, alors indiquez 3.", scope: "world", config: true, default: 2, range: { min: 2, max: 40, step: 1 }, type: Number, onChange: value => { BoLUtility.setCriticalFailureValue(value) } }) game.settings.register("world", "character-summary-data", { name: "character-summary-data", scope: "world", config: false, default: { npcList: [], x: 200, y: 200 }, type: Object }) game.settings.register("bol", "logoActorSheet", { name: "Chemin du logo des fiches de perso", hint: "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)", scope: "world", config: true, default: "/systems/bol/ui/logo.webp", type: String, onChange: lang => window.location.reload() }) game.settings.register("bol", "logoTopLeft", { name: "Chemin du logo haut gauche", hint: "Vous pouvez changer le logo BoL en haut à gauche de chaque écran (idéalement 718 x 416, défaut : /systems/bol/ui/logo2.webp)", scope: "world", config: true, default: "/systems/bol/ui/logo2.webp", type: String, onChange: lang => window.location.reload() }) game.settings.register("bol", "horoscope-group", { name: "horoscope-group", scope: "world", config: false, default: {}, type: Object }) this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules this.actorSheetLogo = game.settings.get("bol", "logoActorSheet") || "/systems/bol/ui/logo.webp" this.logoTopLeft = game.settings.get("bol", "logoTopLeft") || "/systems/bol/ui/logo2.webp" this.diceFormula = game.settings.get("bol", "dice-formula") this.successValue = Number(game.settings.get("bol", "dice-success-value")) this.criticalSuccessValue = Number(game.settings.get("bol", "dice-critical-success-value")) this.criticalFailureValue = Number(game.settings.get("bol", "dice-critical-failure-value")) } /* -------------------------------------------- */ static setDiceFormula(value) { this.diceFormula = value } static setSuccessValue(value) { this.successValue = Number(value) } static setCriticalSuccessValue(value) { this.criticalSuccessValue = Number(value) } static setCriticalFailureValue(value) { this.criticalFailureValue = Number(value) } static getDiceData() { let df = this.diceFormula if ( !__validDices[String(this.diceFormula)]) { df = "6" } return { diceFormula: this.diceFormula, successValue : this.successValue, criticalSuccessValue: this.criticalSuccessValue, criticalFailureValue: this.criticalFailureValue } } /* -------------------------------------------- */ static getRollArmor() { return this.rollArmor } /* -------------------------------------------- */ static getUseBougette() { return this.useBougette } /* -------------------------------------------- */ static getLogoActorSheet() { return this.actorSheetLogo } /* -------------------------------------------- */ static getLogoTopLeft() { return this.logoTopLeft } /* -------------------------------------------- */ static getActorFromRollData(rollData) { let actor = game.actors.get(rollData.actorId) if (rollData.tokenId) { let token = canvas.tokens.placeables.find(t => t.id == rollData.tokenId) if (token) { actor = token.actor } } return actor } /* -------------------------------------------- */ static async ready() { //$("#logo").attr("src", this.getLogoTopLeft() ) $("#logo").css("content", `url(${this.getLogoTopLeft()})`) CONFIG.statusEffects = duplicate(game.bol.config.statusEffects) } /* -------------------------------------------- */ static templateData(it) { return BoLUtility.data(it)?.data ?? {} } /* -------------------------------------------- */ static data(it) { if (it instanceof Actor || it instanceof Item || it instanceof Combatant) { return it.data; } return it; } /* -------------------------------------------- */ static storeRoll(roll) { this.rollTab[roll.id] = roll } /* -------------------------------------------- */ static getRoll(rollId) { return this.rollTab[roll.id] } /* -------------------------------------------- */ static createDirectOptionList(min, max) { let options = {}; for (let i = min; i <= max; i++) { options[`${i}`] = `${i}`; } return options; } /* -------------------------------------------- */ static buildListOptions(min, max) { let options = []; for (let i = min; i <= max; i++) { options.push(``); } return options.join(""); } /* -------------------------------------------- */ static async showDiceSoNice(roll, rollMode) { if (game.modules.get("dice-so-nice")?.active) { if (game.dice3d) { let whisper = null; let blind = false; rollMode = rollMode ?? game.settings.get("core", "rollMode"); switch (rollMode) { case "blindroll": //GM only blind = true; case "gmroll": //GM + rolling player whisper = this.getUsers(user => user.isGM); break; case "roll": //everybody whisper = this.getUsers(user => user.active); break; case "selfroll": whisper = [game.user.id]; break; } await game.dice3d.showForRoll(roll, game.user, true, whisper, blind); } } } /* -------------------------------------------- */ static getUsers(filter) { return game.users.filter(filter).map(user => user.data._id); } /* -------------------------------------------- */ static getWhisperRecipients(rollMode, name) { switch (rollMode) { case "blindroll": return this.getUsers(user => user.isGM); case "gmroll": return this.getWhisperRecipientsAndGMs(name); case "selfroll": return [game.user.id]; } return undefined; } /* -------------------------------------------- */ static getOtherWhisperRecipients(name) { let users = [] for (let user of game.users) { if (!user.isGM && user.name != name) { users.push(user.id) } } return users } /* -------------------------------------------- */ static getWhisperRecipientsAndGMs(name) { let recep1 = ChatMessage.getWhisperRecipients(name) || []; return recep1.concat(ChatMessage.getWhisperRecipients('GM')); } /* -------------------------------------------- */ static blindMessageToGM(chatOptions) { let chatGM = duplicate(chatOptions); chatGM.whisper = this.getUsers(user => user.isGM); chatGM.content = "Blind message of " + game.user.name + "
" + chatOptions.content; console.log("blindMessageToGM", chatGM); game.socket.emit("system.bol", { name: "msg_gm_chat_message", data: chatGM }); } /* -------------------------------------------- */ static sendAttackSuccess(rollData) { if (rollData.targetId) { // Broadcast to GM or process it directly in case of GM defense if (!game.user.isGM) { game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(rollData) }) } else { BoLUtility.processAttackSuccess(rollData) } } } /* -------------------------------------------- */ static async chatMessageHandler(message, html, data) { const chatCard = html.find('.flavor-text') if (chatCard.length > 0) { // If the user is the message author or the actor owner, proceed const actor = game.actors.get(data.message.speaker.actor) //console.log("FOUND 1!!! ", actor) if (actor && actor.isOwner) return else if (game.user.isGM || data.author.id === game.user.id) return const divButtons = chatCard.find('.actions-section') divButtons.hide() } } /* -------------------------------------------- */ static getRollDataFromMessage(event) { let messageId = BoLUtility.findChatMessageId(event.currentTarget) let message = game.messages.get(messageId) return message.getFlag("world", "bol-roll-data") } /* -------------------------------------------- */ static cleanupButtons(id) { $(`#${id}`).hide() // Hide the options roll buttons game.socket.emit("system.bol", { name: "msg_cleanup_buttons", data: { id: id } }) } /* -------------------------------------------- */ static async chatListeners(html) { // Damage handling html.on("click", '.chat-damage-apply', event => { let rollData = BoLUtility.getRollDataFromMessage(event) BoLUtility.cleanupButtons(rollData.applyId) BoLUtility.sendAttackSuccess(rollData) }); html.on("click", '.chat-damage-roll', event => { event.preventDefault() let rollData = BoLUtility.getRollDataFromMessage(event) rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value let bolRoll = new BoLDefaultRoll(rollData) bolRoll.rollDamage() }); html.on("click", '.transform-legendary-roll', event => { event.preventDefault(); let rollData = BoLUtility.getRollDataFromMessage(event) let actor = game.actors.get(rollData.actorId) actor.subHeroPoints(1) let r = new BoLDefaultRoll(rollData) r.upgradeToLegendary() }) html.on("click", '.transform-heroic-roll', event => { event.preventDefault(); let rollData = BoLUtility.getRollDataFromMessage(event) let actor = game.actors.get(rollData.actorId) actor.subHeroPoints(1) let r = new BoLDefaultRoll(rollData) r.upgradeToHeroic() }) html.on("click", '.hero-reroll', event => { event.preventDefault(); let rollData = BoLUtility.getRollDataFromMessage(event) let actor = game.actors.get(rollData.actorId) actor.subHeroPoints(1) rollData.reroll = false // Disable reroll option for second roll let r = new BoLDefaultRoll(rollData) r.roll(); }); html.on("click", '.damage-handling', event => { event.preventDefault() let attackId = event.currentTarget.attributes['data-attack-id'].value let defenseMode = event.currentTarget.attributes['data-defense-mode'].value let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1 // Remove message for all let msgId = BoLUtility.findChatMessageId(event.currentTarget) if (game.user.isGM) { BoLUtility.processDamageHandling(attackId, defenseMode, weaponId, msgId) } else { game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } }) } }) html.on("click", '.recup-vitalite', event => { event.preventDefault() let actorId = event.currentTarget.attributes['data-actor-id'].value let recupHP = event.currentTarget.attributes['data-recup-hp'].value let actor = game.actors.get(actorId) let messageId = BoLUtility.findChatMessageId(event.currentTarget) BoLUtility.removeChatMessageId(messageId) actor.applyRecuperation(recupHP) }) } /* -------------------------------------------- */ static async processDamageHandling(attackId, defenseMode, weaponId = -1, msgId) { if (!game.user.isGM) { return } let message = game.messages.get(msgId) let rollData = message.getFlag("world", "bol-roll-data") BoLUtility.removeChatMessageId(msgId) console.log("Damage Handling", attackId, defenseMode, weaponId) // Only GM process this if (rollData && rollData.defenderId) { if (rollData.defenseDone) { return } // ?? Why ??? rollData.defenseDone = true rollData.defenseMode = defenseMode let token = game.scenes.current.tokens.get(rollData.targetId) let defender = token.actor if (defenseMode == 'damage-with-armor') { let armorFormula = defender.getArmorFormula() rollData.rollArmor = new Roll(armorFormula) rollData.rollArmor.roll({ async: false }) rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total rollData.finalDamage = rollData.damageTotal - rollData.armorProtect rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage defender.sufferDamage(rollData.finalDamage) console.log("Armor roll -> result ", rollData) } if (defenseMode == 'damage-without-armor') { rollData.finalDamage = atrollDatatackDef.damageTotal defender.sufferDamage(rollData.finalDamage) } if (defenseMode == 'hero-reduce-damage') { let armorFormula = defender.getArmorFormula() rollData.rollArmor = new Roll(armorFormula) rollData.rollArmor.roll({ async: false }) rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total rollData.rollHero = new Roll("1d6") rollData.rollHero.roll({ async: false }) rollData.finalDamage = rollData.damageTotal - rollData.rollHero.total - rollData.armorProtect rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage defender.sufferDamage(rollData.finalDamage) defender.subHeroPoints(1) } if (defenseMode == 'hero-in-extremis') { rollData.finalDamage = 0; rollData.weaponHero = defender.weapons.find(item => item._id == weaponId); defender.deleteEmbeddedDocuments("Item", [weaponId]); } let defenderUser for (let user of game.users) { if (user.character && user.character.id == defender.id) { defenderUser = user } } let damageResults = { attackId: rollData.id, attacker: rollData.attacker, rollArmor: rollData.rollArmor, rollHero: rollData.rollHero, weaponHero: rollData.weaponHero, armorProtect: rollData.armorProtect, name: defender.name, defender: defender, defenseMode: rollData.defenseMode, finalDamage: rollData.finalDamage } ChatMessage.create({ alias: defender.name, whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name), content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', damageResults) }) console.log("Defender data : ", defenderUser) ChatMessage.create({ alias: defender.name, whisper: BoLUtility.getOtherWhisperRecipients(defenderUser?.name), content: await renderTemplate('systems/bol/templates/chat/rolls/defense-summary-card.hbs', damageResults) }) } } /* -------------------------------------------- */ static createChatMessage(name, rollMode, chatOptions) { switch (rollMode) { case "blindroll": // GM only if (!game.user.isGM) { this.blindMessageToGM(chatOptions); chatOptions.whisper = [game.user.id]; chatOptions.content = "Message only to the GM"; } else { chatOptions.whisper = this.getUsers(user => user.isGM); } break; default: chatOptions.whisper = this.getWhisperRecipients(rollMode, name); break; } chatOptions.alias = chatOptions.alias || name; ChatMessage.create(chatOptions); } /* -------------------------------------------- */ static createChatWithRollMode(name, chatOptions) { this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions); } /* -------------------------------------------- */ static isRangedWeapon(weapon) { return weapon.data.type == 'ranged' || weapon.data.thrown; } /* -------------------------------------------- */ static removeChatMessageId(messageId) { if (messageId) { game.messages.get(messageId)?.delete(); } } static findChatMessageId(current) { return BoLUtility.getChatMessageId(BoLUtility.findChatMessage(current)); } static getChatMessageId(node) { return node?.attributes.getNamedItem('data-message-id')?.value; } static findChatMessage(current) { return BoLUtility.findNodeMatching(current, it => it.classList.contains('chat-message') && it.attributes.getNamedItem('data-message-id')); } static findNodeMatching(current, predicate) { if (current) { if (predicate(current)) { return current; } return BoLUtility.findNodeMatching(current.parentElement, predicate); } return undefined; } /* -------------------------------------------- */ static getTarget() { if (game.user.targets && game.user.targets.size == 1) { for (let target of game.user.targets) { return target } } return undefined; } /* -------------------------------------------- */ static async processAttackSuccess(rollData) { console.log("Attack success processing", rollData) if (!game.user.isGM || !rollData.defenderId) { // Only GM process this return } // Build and send the defense message to the relevant people (ie GM + defender) let defender = game.actors.get(rollData.defenderId) let defenderWeapons = defender.weapons || [] let msg = await ChatMessage.create({ alias: defender.name, whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name), content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', { attackId: rollData.id, attacker: rollData.attacker, defender: defender, defenderWeapons: defenderWeapons, damageTotal: rollData.damageTotal, damagesIgnoresArmor: rollData.damagesIgnoresArmor, }) }) msg.setFlag("world", "bol-roll-data", rollData) console.log("DEF WEP", rollData, defender) } /* -------------------------------------------- */ static onSocketMessage(sockmsg) { if (sockmsg.name == "msg_attack_success") { BoLUtility.processAttackSuccess(sockmsg.data) } if (sockmsg.name == "msg_cleanup_buttons") { $(`#${sockmsg.data.id}`).hide() // Hide the options roll buttons } if (sockmsg.name == "msg_damage_handling") { BoLUtility.processDamageHandling(sockmsg.data.attackId, sockmsg.data.defenseMode, sockmsg.data.weaponId, sockmsg.data.msgId) } } /* -------------------------------------------- */ static computeSpellCost(spell, nbOptCond = 0) { let pp = spell.data.properties.ppcost let minpp = __circle2minpp[spell.data.properties.circle] pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond return pp } /* -------------------------------------------- */ static getDamageFormula(weaponData, fightOption) { let upgradeDamage = (fightOption && fightOption.data.properties.fightoptiontype == "twoweaponsatt") let damageString = weaponData.properties.damage let modifier = weaponData.properties.damageModifiers ?? 0 let multiplier = weaponData.properties.damageMultiplier ?? 1 if (damageString[0] == 'd') { damageString = "1" + damageString } // Help parsing if (modifier == null) modifier = 0; let reroll = (weaponData.properties.damageReroll1) ? "r1" : "" // Reroll 1 option let formula = damageString if (damageString.includes("d") || damageString.includes("D")) { var myReg = new RegExp('(\\d+)[dD]([\\d]+)([MB]*)?([\\+\\d]*)?', 'g') let res = myReg.exec(damageString) let nbDice = parseInt(res[1]) let postForm = 'kh' + nbDice let modIndex = 3 // Upgrade damage if needed if (upgradeDamage && (!res[3] || res[3] == "")) { res[3] = "B" // Upgrade to bonus } if (res[3]) { if (upgradeDamage && res[3] == 'M') { res[3] = "" // Disable lamlus for upgradeDamage } if (res[3] == 'M') { postForm = 'kl' + nbDice nbDice++ modIndex = 4 } if (res[3] == 'MM') { postForm = 'kl' + nbDice nbDice += 2 modIndex = 4 } if (res[3] == 'B') { postForm = 'kh' + nbDice nbDice++ modIndex = 4 } if (res[3] == 'BB') { postForm = 'kh' + nbDice nbDice += 2 modIndex = 4 } } formula = "(" + nbDice + "d" + res[2] + reroll + postForm + "+" + modifier + ") *" + multiplier } return formula } /* -------------------------------------------- */ static async loadCompendiumData(compendium) { const pack = game.packs.get(compendium); return await pack?.getDocuments() ?? []; } /* -------------------------------------------- */ static async loadCompendium(compendium, filter = item => true) { let compendiumData = await this.loadCompendiumData(compendium); return compendiumData.filter(filter); } /* -------------------------------------------- */ static async searchItem(dataItem) { let item if (dataItem.pack) { let id = dataItem.id || dataItem._id let items = await this.loadCompendium(dataItem.pack, item => item.id == id) item = items[0] || undefined } else { item = game.items.get(dataItem.id) } return item } /* -------------------------------------------- */ static updateSheets() { // Then force opened actor refresh if needed for (let actor of game.actors) { if (actor.sheet.rendered) { actor.sheet.render() } } game.bol.charSummary.updatePCSummary() // Refresh if needed } /* -------------------------------------------- */ static removeGroupHoroscope(rollData) { let horo = rollData.horoscopeGroupList[rollData.selectedGroupHoroscopeIndex] let horoscopes = duplicate(game.settings.get("bol", "horoscope-group")) let toChange = duplicate(horoscopes[horo.id]) toChange.availableDice -= horo.nbDice // Remove the dice if (toChange.availableDice <= 0) { horoscopes[horo.id] = undefined } else { horoscopes[horo.id] = toChange } game.settings.set("bol", "horoscope-group", horoscopes) this.updateSheets() } }