import { BoLDefaultRoll } from "../controllers/bol-rolls.js"; // Spell circle to min PP cost const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 } export class BoLUtility { /* -------------------------------------------- */ static init() { this.attackStore = {} 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() }); this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules } /* -------------------------------------------- */ static getRollArmor() { return this.rollArmor } /* -------------------------------------------- */ static getUseBougette() { return this.useBougette } /* -------------------------------------------- */ static async ready() { } /* -------------------------------------------- */ 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.lastRoll = roll } /* -------------------------------------------- */ static getLastRoll() { return this.lastRoll } /* -------------------------------------------- */ 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.data._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(attackDef) { if (attackDef.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(attackDef) }) } else { BoLUtility.processAttackSuccess(attackDef) } } } /* -------------------------------------------- */ 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') console.log("FOUND 2!! ", divButtons) divButtons.hide() } } /* -------------------------------------------- */ static async chatListeners(html) { // Damage handling html.on("click", '.chat-damage-apply', event => { let rollData = BoLUtility.getLastRoll() $(`#${rollData.applyId}`).hide() BoLUtility.sendAttackSuccess(rollData) }); html.on("click", '.chat-damage-roll', event => { event.preventDefault(); let rollData = BoLUtility.getLastRoll() 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.getLastRoll() 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.getLastRoll() 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.getLastRoll() 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 if (game.user.isGM) { console.log("Process handling !!! -> GM direct damage handling") BoLUtility.processDamageHandling(event, attackId, defenseMode, weaponId) } else { console.log("Process handling !!! -> socket emit") game.socket.emit("system.bol", { name: "msg_damage_handling", data: { event: event, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } }); } }); } /* -------------------------------------------- */ static async processDamageHandling(event, attackId, defenseMode, weaponId = -1) { if (!game.user.isGM) { return; } BoLUtility.removeChatMessageId(BoLUtility.findChatMessageId(event.currentTarget)); console.log("Damage Handling", event, attackId, defenseMode, weaponId) // Only GM process this let attackDef = this.attackStore[attackId] if (attackDef && attackDef.defenderId) { if (attackDef.defenseDone) { return } // ?? Why ??? attackDef.defenseDone = true attackDef.defenseMode = defenseMode; let defender = game.actors.get(attackDef.defenderId) if (defenseMode == 'damage-with-armor') { let armorFormula = defender.getArmorFormula() attackDef.rollArmor = new Roll(armorFormula) attackDef.rollArmor.roll( { async: false } ) console.log("Armor roll ", attackDef.rollArmor) attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total; attackDef.finalDamage = attackDef.damageRoll.total - attackDef.armorProtect; attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage; defender.sufferDamage(attackDef.finalDamage); } if (defenseMode == 'damage-without-armor') { attackDef.finalDamage = attackDef.damageRoll.total; defender.sufferDamage(attackDef.finalDamage); } if (defenseMode == 'hero-reduce-damage') { let armorFormula = defender.getArmorFormula(); attackDef.rollArmor = new Roll(armorFormula) attackDef.rollArmor.roll({ async: false }); attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total; attackDef.rollHero = new Roll("1d6"); attackDef.rollHero.roll({ async: false }); attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.total - attackDef.armorProtect; attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage; defender.sufferDamage(attackDef.finalDamage); defender.subHeroPoints(1); } if (defenseMode == 'hero-in-extremis') { attackDef.finalDamage = 0; attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId); defender.deleteEmbeddedDocuments("Item", [weaponId]); } ChatMessage.create({ alias: defender.name, whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name), content: await renderTemplate('systems/bol/templates/chat/rolls/defense-result-card.hbs', { attackId: attackDef.id, attacker: attackDef.attacker, rollArmor: attackDef.rollArmor, rollHero: attackDef.rollHero, weaponHero: attackDef.weaponHero, armorProtect: attackDef.armorProtect, defender: defender, defenseMode: attackDef.defenseMode, finalDamage: attackDef.finalDamage }) }) } } /* -------------------------------------------- */ 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(attackDef) { console.log("Attack success processing", attackDef) if (!game.user.isGM || !attackDef.defenderId) { // Only GM process this return } // Build and send the defense message to the relevant people (ie GM + defender) let defender = game.actors.get(attackDef.defenderId) let defenderWeapons = defender.weapons console.log("DEF WEP", attackDef) this.attackStore[attackDef.id] = attackDef // Store ! ChatMessage.create({ alias: defender.name, whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name), content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', { attackId: attackDef.id, attacker: attackDef.attacker, defender: defender, defenderWeapons: defenderWeapons, damageTotal: attackDef.damageRoll.total, damagesIgnoresArmor: attackDef.damagesIgnoresArmor, }) }) } /* -------------------------------------------- */ static onSocketMessage(sockmsg) { if (sockmsg.name == "msg_attack_success") { BoLUtility.processAttackSuccess(sockmsg.data) } if (sockmsg.name == "msg_damage_handling") { BoLUtility.processDamageHandling(sockmsg.data.event, sockmsg.data.attackId, sockmsg.data.defenseMode) } } /* -------------------------------------------- */ static computeSpellCost(spell, nbOptCond = 0) { let pp = spell.data.data.properties.ppcost let minpp = __circle2minpp[spell.data.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] == 'B') { postForm = 'kh' + nbDice nbDice++ modIndex = 4 } } formula = "(" + nbDice + "d" + res[2] + reroll + postForm + "+" + modifier + ") *" + multiplier } return formula } /* -------------------------------------------- */ static async confirmDelete(actorSheet, li) { let itemId = li.data("item-id"); let msgTxt = "

Are you sure to remove this Item ?"; let buttons = { delete: { icon: '', label: "Yes, remove it", callback: () => { actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]); li.slideUp(200, () => actorSheet.render(false)); } }, cancel: { icon: '', label: "Cancel" } } msgTxt += "

"; let d = new Dialog({ title: "Confirm removal", content: msgTxt, buttons: buttons, default: "cancel" }); d.render(true); } }