LeRatierBretonnien
c9ed514ed6
Merge branch 'v10' of https://www.uberwald.me/gitea/public/bol into v10
757 lines
26 KiB
JavaScript
757 lines
26 KiB
JavaScript
import { BoLRoll, BoLDefaultRoll } from "../controllers/bol-rolls.js";
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// Spell circle to min PP cost
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const __circle2minpp = { 0: 0, 1: 2, 2: 6, 3: 11 }
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const __validDices = { "6": 1, "8": 1, "10": 1, "12": 1 }
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export class BoLUtility {
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/* -------------------------------------------- */
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static init() {
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game.settings.register("bol", "rollArmor", {
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name: "Effectuer des jets pour les armures",
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hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
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scope: "world",
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config: true,
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default: true,
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type: Boolean,
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onChange: lang => window.location.reload()
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})
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game.settings.register("bol", "useBougette", {
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name: "Utiliser la Bougette (règle fan-made)",
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hint: "Utilise un indicateur de Bougette, comme décrit dans l'aide de jeu Gold&Glory du RatierBretonnien (https://www.lahiette.com/leratierbretonnien/)",
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scope: "world",
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config: true,
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default: false,
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type: Boolean,
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onChange: lang => window.location.reload()
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})
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game.settings.register("bol", "auto-remove-dead", {
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name: "Enlever les PNJs morts automatiquement au round suivant",
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hint: "Supprime les PNJ (piétaille, créatures, coriaces) automatiquement du combat lorsqu'ils sont à 0 Vitalité ou moins, lors du passage au round suivant",
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scope: "world",
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config: true,
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default: false,
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type: Boolean
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})
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game.settings.register("bol", "dice-formula", {
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name: "Formule de dés",
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hint: "Sélectionne la formule de dés (par défaut 2d6)",
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scope: "world",
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config: true,
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default: "6",
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type: String,
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choices: { "6": "2d6", "8": "2d8", "10": "2d10", "12": "2d12", "20": "2d20" },
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onChange: value => {
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BoLUtility.setDiceFormula(value)
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}
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})
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game.settings.register("bol", "dice-success-value", {
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name: "Seuil de succès",
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hint: "Sélectionne le seuil de succès (9 par défaut pour 2d6)",
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scope: "world",
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config: true,
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default: 9,
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range: {
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min: 2,
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max: 40,
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step: 1
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},
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type: Number,
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onChange: value => {
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BoLUtility.setSuccessValue(value)
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}
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})
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game.settings.register("bol", "dice-critical-success-value", {
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name: "Valeur min de réussite critique",
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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.",
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scope: "world",
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config: true,
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default: 12,
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range: {
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min: 2,
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max: 40,
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step: 1
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},
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type: Number,
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onChange: value => {
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BoLUtility.setCriticalSuccessValue(value)
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}
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})
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game.settings.register("bol", "dice-critical-failure-value", {
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name: "Valeur max d'échec critique",
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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.",
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scope: "world",
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config: true,
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default: 2,
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range: {
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min: 2,
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max: 40,
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step: 1
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},
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type: Number,
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onChange: value => {
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BoLUtility.setCriticalFailureValue(value)
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}
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})
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game.settings.register("world", "character-summary-data", {
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name: "character-summary-data",
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scope: "world",
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config: false,
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default: { npcList: [], x: 200, y: 200 },
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type: Object
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})
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game.settings.register("bol", "logoActorSheet", {
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name: "Chemin du logo des fiches de perso",
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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)",
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scope: "world",
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config: true,
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default: "/systems/bol/ui/logo.webp",
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type: String,
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onChange: lang => window.location.reload()
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})
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game.settings.register("bol", "logoTopLeft", {
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name: "Chemin du logo haut gauche",
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hint: "Vous pouvez changer le logo BoL en haut à gauche de chaque écran (idéalement 718 x 416, défaut : /systems/bol/ui/logo2.webp)",
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scope: "world",
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config: true,
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default: "/systems/bol/ui/logo2.webp",
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type: String,
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onChange: lang => window.location.reload()
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})
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game.settings.register("bol", "horoscope-group", {
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name: "horoscope-group",
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scope: "world",
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config: false,
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default: {},
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type: Object
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})
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this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not
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this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules
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this.actorSheetLogo = game.settings.get("bol", "logoActorSheet") || "/systems/bol/ui/logo.webp"
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this.logoTopLeft = game.settings.get("bol", "logoTopLeft") || "/systems/bol/ui/logo2.webp"
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this.diceFormula = game.settings.get("bol", "dice-formula")
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this.successValue = Number(game.settings.get("bol", "dice-success-value"))
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this.criticalSuccessValue = Number(game.settings.get("bol", "dice-critical-success-value"))
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this.criticalFailureValue = Number(game.settings.get("bol", "dice-critical-failure-value"))
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}
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/* -------------------------------------------- */
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static setDiceFormula(value) {
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this.diceFormula = value
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}
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static setSuccessValue(value) {
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this.successValue = Number(value)
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}
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static setCriticalSuccessValue(value) {
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this.criticalSuccessValue = Number(value)
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}
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static setCriticalFailureValue(value) {
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this.criticalFailureValue = Number(value)
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}
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static getDiceData() {
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let df = this.diceFormula
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if (!__validDices[String(this.diceFormula)]) {
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df = "6"
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}
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return {
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diceFormula: df,
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successValue: this.successValue,
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criticalSuccessValue: this.criticalSuccessValue,
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criticalFailureValue: this.criticalFailureValue
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}
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}
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/* -------------------------------------------- */
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static getRollArmor() {
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return this.rollArmor
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}
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/* -------------------------------------------- */
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static getUseBougette() {
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return this.useBougette
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}
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/* -------------------------------------------- */
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static getLogoActorSheet() {
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return this.actorSheetLogo
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}
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/* -------------------------------------------- */
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static getLogoTopLeft() {
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return this.logoTopLeft
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}
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/* -------------------------------------------- */
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static getActorFromRollData(rollData) {
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let actor = game.actors.get(rollData.actorId)
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if (rollData.tokenId) {
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let token = canvas.tokens.placeables.find(t => t.id == rollData.tokenId)
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if (token) {
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actor = token.actor
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}
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}
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return actor
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}
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/* -------------------------------------------- */
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static async ready() {
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//$("#logo").attr("src", this.getLogoTopLeft() )
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$("#logo").css("content", `url(${this.getLogoTopLeft()})`)
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CONFIG.statusEffects = duplicate(game.bol.config.statusEffects)
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}
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/* -------------------------------------------- */
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static chatDataSetup(content, modeOverride, isRoll = false, forceWhisper) {
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let chatData = {
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user: game.user.id,
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rollMode: modeOverride || game.settings.get("core", "rollMode"),
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content: content
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};
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if (["gmroll", "blindroll"].includes(chatData.rollMode)) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM").map(u => u.id);
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if (chatData.rollMode === "blindroll") chatData["blind"] = true;
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else if (chatData.rollMode === "selfroll") chatData["whisper"] = [game.user];
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if (forceWhisper) { // Final force !
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chatData["speaker"] = ChatMessage.getSpeaker();
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chatData["whisper"] = ChatMessage.getWhisperRecipients(forceWhisper);
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}
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return chatData;
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}
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/* -------------------------------------------- */
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static postItem(chatData) {
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// Don't post any image for the item (which would leave a large gap) if the default image is used
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if (chatData.img.includes("/blank.png")) {
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chatData.img = null;
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}
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// JSON object for easy creation
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chatData.jsondata = JSON.stringify(
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{
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compendium: "postedItem",
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payload: chatData,
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});
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renderTemplate('systems/bol/templates/item/post-item.hbs', chatData).then(html => {
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let chatOptions = BoLUtility.chatDataSetup(html);
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ChatMessage.create(chatOptions, "selfroll")
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});
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}
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/* -------------------------------------------- */
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static createDirectOptionList(min, max) {
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let options = {};
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for (let i = min; i <= max; i++) {
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options[`${i}`] = `${i}`;
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}
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return options;
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}
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/* -------------------------------------------- */
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static buildListOptions(min, max) {
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let options = [];
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for (let i = min; i <= max; i++) {
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options.push(`<option value="${i}">${i}</option>`);
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}
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return options.join("");
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}
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/* -------------------------------------------- */
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static async showDiceSoNice(roll, rollMode) {
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if (game.modules.get("dice-so-nice")?.active) {
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if (game.dice3d) {
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let whisper = null;
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let blind = false;
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rollMode = rollMode ?? game.settings.get("core", "rollMode");
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switch (rollMode) {
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case "blindroll": //GM only
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blind = true;
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case "gmroll": //GM + rolling player
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whisper = this.getUsers(user => user.isGM);
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break;
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case "roll": //everybody
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whisper = this.getUsers(user => user.active);
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break;
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case "selfroll":
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whisper = [game.user.id];
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break;
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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}
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}
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}
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/* -------------------------------------------- */
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static getUsers(filter) {
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return game.users.filter(filter).map(user => user.id);
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}
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/* -------------------------------------------- */
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static getWhisperRecipients(rollMode, name) {
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switch (rollMode) {
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case "blindroll": return this.getUsers(user => user.isGM);
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case "gmroll": return this.getWhisperRecipientsAndGMs(name);
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case "selfroll": return [game.user.id];
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}
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return undefined;
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}
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/* -------------------------------------------- */
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static getOtherWhisperRecipients(name) {
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let users = []
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for (let user of game.users) {
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if (!user.isGM && user.name != name) {
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users.push(user.id)
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}
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}
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return users
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}
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/* -------------------------------------------- */
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static getWhisperRecipientsAndGMs(name) {
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let recep1 = ChatMessage.getWhisperRecipients(name) || [];
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return recep1.concat(ChatMessage.getWhisperRecipients('GM'));
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}
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/* -------------------------------------------- */
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static blindMessageToGM(chatOptions) {
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let chatGM = duplicate(chatOptions);
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chatGM.whisper = this.getUsers(user => user.isGM);
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chatGM.content = "Blind message of " + game.user.name + "<br>" + chatOptions.content;
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console.log("blindMessageToGM", chatGM);
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game.socket.emit("system.bol", { name: "msg_gm_chat_message", data: chatGM });
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}
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/* -------------------------------------------- */
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static sendAttackSuccess(rollData) {
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if (rollData.targetId) {
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// Broadcast to GM or process it directly in case of GM defense
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if (!game.user.isGM) {
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game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(rollData) })
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} else {
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BoLUtility.processAttackSuccess(rollData)
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}
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}
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}
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/* -------------------------------------------- */
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static async chatMessageHandler(message, html, data) {
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const chatCard = html.find('.flavor-text')
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if (chatCard.length > 0) {
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// If the user is the message author or the actor owner, proceed
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const actor = game.actors.get(data.message.speaker.actor)
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//console.log("FOUND 1!!! ", actor)
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if (actor && actor.isOwner) return
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else if (game.user.isGM || data.author.id === game.user.id) return
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const divButtons = chatCard.find('.actions-section')
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divButtons.hide()
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}
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}
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/* -------------------------------------------- */
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static getRollDataFromMessage(event) {
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let messageId = BoLUtility.findChatMessageId(event.currentTarget)
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let message = game.messages.get(messageId)
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return message.getFlag("world", "bol-roll-data")
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}
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/* -------------------------------------------- */
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static requestInitRoll(actorId, combatData) {
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let actor = game.actors.get(actorId)
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if (actor && actor.isOwner) {
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ui.notifications.info(game.i18n.localize("BOL.ui.warninitiative"))
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BoLRoll.aptitudeCheck(actor, "init", undefined, combatData)
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}
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}
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/* -------------------------------------------- */
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static cleanupButtons(id) {
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$(`#${id}`).hide() // Hide the options roll buttons
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game.socket.emit("system.bol", { name: "msg_cleanup_buttons", data: { id: id } })
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}
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/* -------------------------------------------- */
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static async chatListeners(html) {
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// Damage handling
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html.on("click", '.chat-damage-apply', event => {
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let rollData = BoLUtility.getRollDataFromMessage(event)
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BoLUtility.cleanupButtons(rollData.applyId)
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BoLUtility.sendAttackSuccess(rollData)
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});
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html.on("click", '.chat-damage-roll', event => {
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event.preventDefault()
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let rollData = BoLUtility.getRollDataFromMessage(event)
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rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value
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let bolRoll = new BoLDefaultRoll(rollData)
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bolRoll.rollDamage()
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});
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html.on("click", '.transform-legendary-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let actor = game.actors.get(rollData.actorId)
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actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
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r.upgradeToLegendary()
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})
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html.on("click", '.transform-heroic-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let actor = game.actors.get(rollData.actorId)
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actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
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r.upgradeToHeroic()
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})
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html.on("click", '.hero-reroll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let actor = game.actors.get(rollData.actorId)
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actor.subHeroPoints(1)
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rollData.reroll = false // Disable reroll option for second roll
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let r = new BoLDefaultRoll(rollData)
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r.roll();
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});
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html.on("click", '.damage-handling', event => {
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event.preventDefault()
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let attr = event.currentTarget.attributes['data-attack-id']
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if ( !attr) {
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ui.notifications.warn("Impossible de trouver l'attaque correspondante, erreur de suivi de combat.")
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return
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}
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let attackId = event.currentTarget.attributes['data-attack-id'].value
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let defenseMode = event.currentTarget.attributes['data-defense-mode'].value
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let weaponId = (event.currentTarget.attributes['data-weapon-id']) ? event.currentTarget.attributes['data-weapon-id'].value : -1
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// Remove message for all
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let msgId = BoLUtility.findChatMessageId(event.currentTarget)
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if (game.user.isGM) {
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BoLUtility.processDamageHandling(attackId, defenseMode, weaponId, msgId)
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} else {
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game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } })
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}
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})
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html.on("click", '.recup-vitalite', event => {
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event.preventDefault()
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let actorId = event.currentTarget.attributes['data-actor-id'].value
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let recupHP = event.currentTarget.attributes['data-recup-hp'].value
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let actor = game.actors.get(actorId)
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let messageId = BoLUtility.findChatMessageId(event.currentTarget)
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BoLUtility.removeChatMessageId(messageId)
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actor.applyRecuperation(recupHP)
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})
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}
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/* -------------------------------------------- */
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static async processDamageHandling(attackId, defenseMode, weaponId = -1, msgId) {
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if (!game.user.isGM) {
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return
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}
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let message = game.messages.get(msgId)
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let rollData = message.getFlag("world", "bol-roll-data")
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BoLUtility.removeChatMessageId(msgId)
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console.log("Damage Handling", attackId, defenseMode, weaponId)
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// Only GM process this
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if (rollData && rollData.defenderId) {
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if (rollData.defenseDone || defenseMode == 'damage-not-applied') {
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return
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} // ?? Why ???
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rollData.defenseDone = true
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rollData.defenseMode = defenseMode
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let token = game.scenes.current.tokens.get(rollData.targetId)
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let defender = token.actor
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if (defenseMode == 'damage-with-armor') {
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let armorFormula = defender.getArmorFormula()
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rollData.rollArmor = new Roll(armorFormula)
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rollData.rollArmor.roll({ async: false })
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rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
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rollData.finalDamage = rollData.damageTotal - rollData.armorProtect
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rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
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defender.sufferDamage(rollData.finalDamage)
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console.log("Armor roll -> result ", rollData)
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}
|
|
if (defenseMode == 'damage-without-armor') {
|
|
rollData.finalDamage = rollData.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.system.type == 'ranged' || weapon.system.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,
|
|
defenderHeroPoints:defender.getHeroPoints(),
|
|
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_request_init_roll") {
|
|
this.requestInitRoll(sockmsg.data.actorId, sockmsg.data.combatData)
|
|
}
|
|
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.system.properties.ppcost
|
|
let minpp = __circle2minpp[spell.system.properties.circle]
|
|
pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
|
|
return pp
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static getDamageFormula(weaponData, fightOption) {
|
|
let upgradeDamage = (fightOption && fightOption.system.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")) {
|
|
let 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()
|
|
}
|
|
}
|