Amélioration dialogue voyage
- le changement de terrain change l'affichage de compétences - le total de fatigue est affiché (ajustement + base)
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@ -10,6 +10,8 @@
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- Les messages pour résister aux possessions/conjuration sont envoyées
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au défenseur
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- Les messages pour résister aux empoignades sont envoyées au défenseur
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- la commande /voyage affiche maintenant le total de fatigue pour chaque voyageur
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- la commande /voyage affiche maintenant les compétences liées au terrain
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## 12.0.6 - Le bazar d'Astrobazzarh
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- Corrections de l'inventaire en bazar:
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@ -1,6 +1,7 @@
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import { TYPES } from "../item.js"
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import { RdDItemCompetence } from "../item-competence.js"
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import { ChatUtility } from "../chat-utility.js"
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import { Misc } from "../misc.js"
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const CODES_COMPETENCES_VOYAGE = ['Extérieur', 'Forêt', 'Montagne', 'Marais', 'Glace', 'Equitation']
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const TABLEAU_FATIGUE_MARCHE = [
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@ -36,7 +37,7 @@ export class DialogFatigueVoyage extends Dialog {
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const parameters = {
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tableauFatigueMarche: TABLEAU_FATIGUE_MARCHE,
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playerActors: game.actors.filter(actor => actor.isPersonnageJoueur())
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.map(actor => DialogFatigueVoyage.prepareActor(actor)),
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.map(actor => DialogFatigueVoyage.prepareActorParameters(actor)),
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nombreHeures: 1,
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}
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DialogFatigueVoyage.setModeDeplacement(parameters, undefined, undefined)
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@ -53,21 +54,37 @@ export class DialogFatigueVoyage extends Dialog {
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parameters.typeTerrain = ligneFatigueMarche
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parameters.vitesseDeplacement = rythme.vitesse
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parameters.fatigueHoraire = rythme.fatigue
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parameters.playerActors.forEach(voyageur =>
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DialogFatigueVoyage.selectSurvie(voyageur, parameters.typeTerrain.code)
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)
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}
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static prepareActor(actor) {
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const competencesVoyage = {}
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CODES_COMPETENCES_VOYAGE.forEach(codeSurvie =>
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competencesVoyage[codeSurvie] = RdDItemCompetence.findCompetence(actor.itemTypes[TYPES.competence], codeSurvie, { onMessage: () => { } })
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)
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return {
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static prepareActorParameters(actor) {
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const actorParameters = {
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id: actor.id,
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actor: actor,
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selected: true,
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ajustementFatigue: 0,
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competencesVoyage: competencesVoyage
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survies: {}
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}
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const competencesVoyage = {}
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CODES_COMPETENCES_VOYAGE.forEach(codeSurvie => {
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competencesVoyage[codeSurvie] = RdDItemCompetence.findCompetence(actor.itemTypes[TYPES.competence], codeSurvie, { onMessage: () => { } })
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})
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TABLEAU_FATIGUE_MARCHE.forEach(terrain => {
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actorParameters.survies[terrain.code] = Misc.join(
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terrain.survies.map(survie => {
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const niveau = competencesVoyage[survie]?.system.niveau
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return `${survie}: ${niveau}`
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}),
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', ')
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})
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return actorParameters
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}
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static selectSurvie(actorParameters, code) {
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actorParameters.survieCourante = actorParameters.survies[code]
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}
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constructor(html, parameters) {
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const options = {
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@ -97,6 +114,7 @@ export class DialogFatigueVoyage extends Dialog {
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this.html.find('select[name="code-terrain"]').change(event => this.changeParameters())
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this.html.find('select[name="vitesse-deplacement"]').change(event => this.changeParameters())
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this.html.find('input[name="nombre-heures"]').change(event => this.changeParameters())
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this.html.find('.list-item input[name="ajustement-fatigue"]').change(event => this.changeParameters())
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this.html.find('button[name="appliquer-fatigue"]').click(event => this.appliquerFatigue())
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}
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@ -118,6 +136,10 @@ export class DialogFatigueVoyage extends Dialog {
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selectVitesseDeplacement.append(await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/voyage/option-vitesse-fatigue.hbs', rythme))
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})
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selectVitesseDeplacement.val(this.parameters.vitesseDeplacement).change()
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Promise.all(this.getActorRows()
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.map(async row => row.find('label.voyage-liste-survies').text(this.$extractActorParameters(row).survieCourante)
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))
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}
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}
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@ -132,16 +154,24 @@ export class DialogFatigueVoyage extends Dialog {
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}
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async setFatigue() {
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this.html.find('input[name="base-fatigue"]').val(this.parameters.nombreHeures * this.parameters.fatigueHoraire)
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const baseFatigue = this.parameters.nombreHeures * this.parameters.fatigueHoraire
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this.html.find('input[name="base-fatigue"]').val(baseFatigue)
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this.updateActorTotalFatigue(baseFatigue)
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}
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async updateActorTotalFatigue(baseFatigue) {
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Promise.all(this.getActorRows()
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.map(async row => {
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const actor = this.$extractActorParameters(row)
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row.find('input[name="total-fatigue"]').val(actor.ajustement + baseFatigue)
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}))
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}
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async appliquerFatigue() {
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const fatigueBase = parseInt(this.html.find('input[name="base-fatigue"]').val() ?? 0)
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const actors = jQuery.map(
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this.html.find('div.fatigue-actors-list li.list-item'),
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it => this.$extractActor(this.html.find(it))
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)
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actors.filter(it => it.selected)
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this.getActorRows()
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.map(row => this.$extractActorParameters(row))
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.filter(it => it.selected)
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.forEach(async it => {
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const perteFatigue = fatigueBase + it.ajustement
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ChatMessage.create({
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@ -161,16 +191,24 @@ export class DialogFatigueVoyage extends Dialog {
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})
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}
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$extractActor(actorRow) {
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const actor = game.actors.get(actorRow.data('actor-id'))
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getActorRows() {
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return jQuery.map(
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this.html.find('div.fatigue-actors-list li.list-item'),
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it => this.html.find(it))
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}
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$extractActorParameters(actorRow) {
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const actorId = actorRow.data('actor-id')
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const actorParameters = this.parameters.playerActors.find(it => it.id == actorId)
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const actor = game.actors.get(actorId)
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if (!actor) {
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ui.notifications.warn(`Acteur ${it.actorId} introuvable`)
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return {}
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}
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return {
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actor: actor,
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ajustement: parseInt(actorRow.find('input[name="ajustement-fatigue"]').val() ?? 0),
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selected: actor && actorRow.find('input[name="selectionner-acteur"]').is(':checked')
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}
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actorParameters.ajustement = parseInt(actorRow.find('input[name="ajustement-fatigue"]').val() ?? 0)
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actorParameters.selected = actor && actorRow.find('input[name="selectionner-acteur"]').is(':checked')
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return actorParameters
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}
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async close() {
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@ -42,7 +42,8 @@
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<li class="competence-header flexrow">
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<span class="flex-grow-2">Personnage</span>
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<span class="flex-grow-2">Survies</span>
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<span class="flex-grow-1" data-tooltip="Ajustements à appliquer pour les personnages se reposant (par exemple, à cheval)">Ajustements</span>
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<span class="flex-grow-1" data-tooltip="Ajustements à appliquer (par exemple, repos à cheval)">Ajustements</span>
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<span class="flex-grow-1" data-tooltip="Total de fatigue pour le voyageur">Total</span>
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</li>
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{{#each playerActors as |selected|}}
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{{>'systems/foundryvtt-reve-de-dragon/templates/voyage/fatigue-actor.hbs' voyageur=selected survies=@root.typeTerrain.survies}}
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</span>
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<span class="flex-grow-2">
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<div class="flexcol ">
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<label class="voyage-liste-survies">
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{{#each voyageur.competencesVoyage as |comp key|}}
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{{#if (array-includes ../survies key)}}
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{{key}} {{comp.system.niveau}},
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{{/if}}
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{{/each}}
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</label>
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<label class="voyage-liste-survies">{{voyageur.survieCourante}}</label>
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</div>
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</span>
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<span class="flex-grow-1">
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<input type="number" name="ajustement-fatigue" class="number-x2 ajustement-fatigue" data-dtype="Number" value="{{voyageur.ajustementFatigue}}" min="-6" max="6"/>
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</span>
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<span class="flex-grow-1">
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<input type="number" name="total-fatigue" class="number-x2 total-fatigue" data-dtype="Number" value="1" min="0" max="24" disabled/>
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</span>
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</li>
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