Améliorations du combat
- nettoyage des infos et messages de combat améliorés - message de status envoyé uniquement par le GM (pour éviter les doublons) - stockage des infos de passes d'armes géré par RdDCombat Déplacement des Hooks/notifications de messages socket: - liés au combat dans la méthode RdDCombat.init Convention de nommage: les méthodes de gestion de notification par hook/socket sont préfixées 'on' ex: onSocketMessage, onUpdateCombat, onPreDeleteCombat
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@ -25,7 +25,9 @@ import { RdDAlchimie } from "./rdd-alchimie.js";
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* @extends {Actor}
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*/
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export class RdDActor extends Actor {
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/* -------------------------------------------- */
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static init() {
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}
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/* -------------------------------------------- */
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/**
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* Override the create() function to provide additional RdD functionality.
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@ -2196,15 +2198,15 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async encaisserDommages(attackerRoll, attacker = undefined) {
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async encaisserDommages(rollData, attacker = undefined) {
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if (attacker && !await attacker.accorder(this, 'avant-encaissement')) {
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return;
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}
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console.log("encaisserDommages", attackerRoll)
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console.log("encaisserDommages", rollData)
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let santeOrig = duplicate(this.data.data.sante);
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let encaissement = this.jetEncaissement(attackerRoll);
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let encaissement = this.jetEncaissement(rollData);
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this.ajouterBlessure(encaissement); // Will upate the result table
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const perteVie = await this.santeIncDec("vie", - encaissement.vie);
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@ -2513,7 +2515,6 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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_alchimieResult(rollData) {
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RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-alchimie.html');
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@ -9,6 +9,67 @@ import { RdDRollTables } from "./rdd-rolltables.js";
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export class RdDCombat {
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static init() {
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this.initStorePasseArmes();
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Hooks.on("updateCombat", (combat, data) => { RdDCombat.onUpdateCombat(combat, data) });
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Hooks.on("preDeleteCombat", (combat, options) => { RdDCombat.onPreDeleteCombat(combat, options); });
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}
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/* -------------------------------------------- */
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static initStorePasseArmes() {
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game.system.rdd.combatStore = {
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attaques: {},
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defenses: {}
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};
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}
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/* -------------------------------------------- */
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static onSocketMessage(sockmsg) {
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switch (sockmsg.msg) {
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case "msg_encaisser":
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return RdDCombat.terminerPasseArmes(data);
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case "msg_defense":
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return RdDCombat.handleMsgDefense(sockmsg.data);
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}
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}
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/* -------------------------------------------- */
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static onUpdateCombat(combat, data) {
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if (combat.data.round != 0 && combat.turns && combat.data.active) {
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RdDCombat.combatNouveauRound(combat);
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}
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}
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/* -------------------------------------------- */
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static onPreDeleteCombat(combat, options) {
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if (game.user.isGM) {
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ChatUtility.removeMyChatMessageContaining(`<div data-combatid="${combat.id}" data-combatmessage="actor-turn-summary">`)
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/*
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* TODO: support de plusieurs combats parallèles
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* il faudrait avoir un id de combat en plus de celui de passe d'armes
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*/
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for (const key in game.system.rdd.combatStore.attaques) {
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const attackerRoll = game.system.rdd.combatStore.attaques[key];
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ChatUtility.removeChatMessageActionsPasseArme(`<div data-passearme="${attackerRoll.passeArme}">`);
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}
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for (const key in game.system.rdd.combatStore.defenses) {
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const defenderRoll = game.system.rdd.combatStore.defenses[key];
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ChatUtility.removeMyChatMessageContaining(`<div data-passearme="${defenderRoll.passeArme}">`);
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}
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RdDCombat.initStorePasseArmes();
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}
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}
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/* -------------------------------------------- */
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static combatNouveauRound(combat) {
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let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId);
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if (game.user.isGM) {
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// seul le GM notifie le status
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this.displayActorCombatStatus(combat, turn.actor);
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// TODO Playaudio for player??
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}
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}
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/* -------------------------------------------- */
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static isActive() {
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return true;
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@ -58,6 +119,33 @@ export class RdDCombat {
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return RdDCombat.createUsingTarget(attacker)
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}
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/* -------------------------------------------- */
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static handleMsgDefense(data) {
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let defenderToken = canvas.tokens.get(data.defenderTokenId);
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if (defenderToken) {
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if (!game.user.isGM && game.user.character == undefined) { // vérification / sanity check
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ui.notifications.error("Le joueur " + game.user.name + " n'est connecté à aucun personnage. Impossible de continuer.");
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return;
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}
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if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character.id == defenderToken.actor.data._id))) {
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//console.log("User is pushing message...", game.user.name);
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game.system.rdd.combatStore.attaques[data.attackerId] = duplicate(data.rollData);
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data.whisper = [game.user];
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data.blind = true;
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data.rollMode = "blindroll";
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ChatMessage.create(data);
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}
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}
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}
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static terminerPasseArmes(data) {
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if (game.user.isGM) { // Seul le GM nettoie le stockage des données de combat
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let attackerRoll = game.system.rdd.combatStore.attaques[data.attackerId]; // Retrieve the rolldata from the store
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game.system.rdd.combatStore.attaques[data.attackerId] = undefined;
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game.system.rdd.combatStore.defenses[attackerRoll.passeArme] = undefined;
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}
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}
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/* -------------------------------------------- */
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static _sendRollMessage(sender, recipient, defenderTokenId, topic, message, rollData) {
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let chatMessage = {
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@ -129,7 +217,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async onEvent(button, event) {
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let attackerRoll = game.system.rdd.rollDataHandler.attaques[this.attackerId];
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let attackerRoll = game.system.rdd.combatStore.attaques[this.attackerId];
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if (!attackerRoll) {
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ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
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return;
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@ -163,18 +251,18 @@ export class RdDCombat {
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/* -------------------------------------------- */
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_consumeDefense(passeArme) {
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let defenderRoll = this._getDefense(passeArme);
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game.system.rdd.rollDataHandler.defenses[passeArme] = undefined;
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game.system.rdd.combatStore.defenses[passeArme] = undefined;
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return defenderRoll;
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}
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/* -------------------------------------------- */
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_getDefense(passeArme) {
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return game.system.rdd.rollDataHandler.defenses[passeArme];
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return game.system.rdd.combatStore.defenses[passeArme];
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}
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/* -------------------------------------------- */
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_storeDefense(defenderRoll) {
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game.system.rdd.rollDataHandler.defenses[defenderRoll.passeArme] = defenderRoll;
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game.system.rdd.combatStore.defenses[defenderRoll.passeArme] = defenderRoll;
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}
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/* -------------------------------------------- */
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@ -320,7 +408,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async _onAttaqueParticuliere(rollData) {
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game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData);
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game.system.rdd.combatStore.attaques[this.attackerId] = duplicate(rollData);
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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const isMeleeDiffNegative = rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0;
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@ -342,7 +430,7 @@ export class RdDCombat {
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attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
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// Save rollData for defender
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game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(attackerRoll);
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game.system.rdd.combatStore.attaques[this.attackerId] = duplicate(attackerRoll);
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attackerRoll.show = {
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cible: this.target ? this.defender.data.name : 'la cible',
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@ -401,7 +489,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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async _onAttaqueEchecTotal(attackerRoll) {
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game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(attackerRoll);
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game.system.rdd.combatStore.attaques[this.attackerId] = duplicate(attackerRoll);
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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ChatMessage.create({
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@ -755,8 +843,9 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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static async displayActorCombatStatus(actor) {
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let rollData = {
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static async displayActorCombatStatus(combat, actor) {
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let data = {
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combatId: combat._id,
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alias: actor.name,
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etatGeneral: actor.getEtatGeneral(),
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isSonne: actor.getSonne(),
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@ -767,22 +856,14 @@ export class RdDCombat {
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isCritique: false
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}
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if (actor.countBlessuresByName("critiques") > 0) { // Pour éviter le cumul grave + critique
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rollData.isCritique = true;
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data.isCritique = true;
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} else if (actor.countBlessuresByName("graves") > 0) {
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rollData.isGrave = true;
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data.isGrave = true;
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}
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ChatUtility.createChatWithRollMode(actor.name, {
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, rollData)
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data)
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});
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}
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/* -------------------------------------------- */
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static updateCombatRound(combat, data) {
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if (combat.data.round != 0 && combat.turns && combat.data.active) {
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let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId);
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this.displayActorCombatStatus(turn.actor);
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// TODO Playaudio ??
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}
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}
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}
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@ -45,16 +45,16 @@ const _patch_initiative = () => {
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ids = typeof ids === "string" ? [ids] : ids;
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const currentId = this.combatant._id;
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// calculate initiative
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for ( let cId = 0; cId < ids.length; cId++) {
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const c = this.getCombatant( ids[cId] );
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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.getCombatant(ids[cId]);
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//if (!c) return results;
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let rollFormula = formula; // Init per default
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if ( !rollFormula ) {
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if (!rollFormula) {
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let armeCombat, competence;
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if ( c.actor.data.type == 'creature' || c.actor.data.type == 'entite') {
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if (c.actor.data.type == 'creature' || c.actor.data.type == 'entite') {
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for (const competenceItem of c.actor.data.items) {
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if ( competenceItem.data.iscombat) {
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if (competenceItem.data.iscombat) {
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competence = duplicate(competenceItem);
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}
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}
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@ -65,16 +65,16 @@ const _patch_initiative = () => {
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armeCombat = duplicate(item);
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}
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}
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let compName = ( armeCombat == undefined ) ? "Corps à corps" : armeCombat.data.competence;
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competence = RdDItemCompetence.findCompetence( c.actor.data.items, compName );
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rollFormula = RdDUtility.calculInitiative(competence.data.niveau, c.actor.data.data.carac[competence.data.defaut_carac].value);
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let compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.data.competence;
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competence = RdDItemCompetence.findCompetence(c.actor.data.items, compName);
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rollFormula = RdDUtility.calculInitiative(competence.data.niveau, c.actor.data.data.carac[competence.data.defaut_carac].value);
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}
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}
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//console.log("Combatat", c);
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const roll = this._getInitiativeRoll(c, rollFormula);
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if ( roll.total <= 0 ) roll.total = 1;
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if (roll.total <= 0) roll.total = 1;
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//console.log("Compute init for", armeCombat, competence, rollFormula, roll.total);
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await this.updateEmbeddedEntity("Combatant", { _id: c._id, initiative: roll.total });
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await this.updateEmbeddedEntity("Combatant", { _id: c._id, initiative: roll.total });
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// Send a chat message
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let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
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@ -98,22 +98,17 @@ const _patch_initiative = () => {
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}
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/************************************************************************************/
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Hooks.once("init", async function() {
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Hooks.once("init", async function () {
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console.log(`Initializing Reve de Dragon System`);
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// preload handlebars templates
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RdDUtility.preloadHandlebarsTemplates();
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// Create useful storage space
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game.system.rdd = {
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rollDataHandler: {
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attaques: {},
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defenses: {}
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},
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TMRUtility: TMRUtility
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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game.settings.register("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar", {
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name: "Accorder le rêve aux entités",
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hint: "A quel moment les personnages doivent accorder leur rêve aux entités de cauchemar",
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@ -182,35 +177,37 @@ Hooks.once("init", async function() {
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});
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/* -------------------------------------------- */
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// Set an initiative formula for the system
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CONFIG.Combat.initiative = {
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formula: "1d20",
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// Set an initiative formula for the system
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CONFIG.Combat.initiative = {
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formula: "1d20",
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decimals: 2
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};
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/* -------------------------------------------- */
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game.socket.on("system.foundryvtt-reve-de-dragon", data => {
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RdDUtility.performSocketMesssage( data );
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RdDUtility.onSocketMesssage(data);
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RdDCombat.onSocketMessage(data);
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});
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/* -------------------------------------------- */
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// Define custom Entity classes
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// Define custom Entity classes
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CONFIG.Actor.entityClass = RdDActor;
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CONFIG.RDD = {
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resolutionTable : RdDResolutionTable.resolutionTable,
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carac_array : RdDUtility.getCaracArray(),
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ajustementsConditions : RdDUtility.getAjustementsConditions(),
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difficultesLibres : RdDUtility.getDifficultesLibres()
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resolutionTable: RdDResolutionTable.resolutionTable,
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carac_array: RdDUtility.getCaracArray(),
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ajustementsConditions: RdDUtility.getAjustementsConditions(),
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difficultesLibres: RdDUtility.getDifficultesLibres()
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}
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/* -------------------------------------------- */
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// Register sheet application classes
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Actors.unregisterSheet("core", ActorSheet);
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Actors.registerSheet("foundryvtt-reve-de-dragon", RdDActorSheet, {
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types: ["personnage"],
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makeDefault: true }
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types: ["personnage"],
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makeDefault: true
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}
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);
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Actors.registerSheet("foundryvtt-reve-de-dragon", RdDActorCreatureSheet, {
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Actors.registerSheet("foundryvtt-reve-de-dragon", RdDActorCreatureSheet, {
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types: ["creature"],
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makeDefault: true
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});
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@ -218,44 +215,41 @@ Hooks.once("init", async function() {
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types: ["vehicule"],
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makeDefault: true
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});
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Actors.registerSheet("foundryvtt-reve-de-dragon", RdDActorEntiteSheet, {
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Actors.registerSheet("foundryvtt-reve-de-dragon", RdDActorEntiteSheet, {
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types: ["entite"],
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makeDefault: true
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});
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Items.unregisterSheet("core", ItemSheet);
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Items.registerSheet("foundryvtt-reve-de-dragon", RdDItemSheet, {makeDefault: true});
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Items.registerSheet("foundryvtt-reve-de-dragon", RdDItemSheet, { makeDefault: true });
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// Handlebar function pour container
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Handlebars.registerHelper('buildConteneur', (objet) => { return RdDUtility.buildConteneur(objet); });
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// Patch the initiative formula
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_patch_initiative();
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// préparation des différents modules
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RdDCommands.init();
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RdDCombat.init();
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RdDTokenHud.init();
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});
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/* -------------------------------------------- */
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function messageDeBienvenue(){
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function messageDeBienvenue() {
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ChatUtility.removeMyChatMessageContaining('<div id="message-bienvenue-rdd">');
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ChatMessage.create( {
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ChatMessage.create({
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user: game.user._id,
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whisper: [game.user._id],
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content : `<div id="message-bienvenue-rdd"><span class="rdd-roll-part">Bienvenue dans le Rêve des Dragons !</span>
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whisper: [game.user._id],
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content: `<div id="message-bienvenue-rdd"><span class="rdd-roll-part">Bienvenue dans le Rêve des Dragons !</span>
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<br>Vous trouverez quelques informations pour démarrer dans ce document : @Compendium[foundryvtt-reve-de-dragon.rappel-des-regles.7uGrUHGdPu0EmIu2]{Documentation MJ/Joueurs}
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<br>La commande <code>/aide</code> dans le chat permet de voir les commandes spécifiques à Rêve de Dragon.</div>
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` });
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}
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/* -------------------------------------------- */
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Hooks.once("renderApplication", () => {
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messageDeBienvenue();
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});
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/* -------------------------------------------- */
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/* Foundry VTT Initialization */
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/* -------------------------------------------- */
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Hooks.once("ready", function() {
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// préparation des lignes de commandes
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RdDCommands.init();
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Hooks.once("ready", function () {
|
||||
/* -------------------------------------------- */
|
||||
/* Affiche/Init le calendrier */
|
||||
let calendrier = new RdDCalendrier();
|
||||
@ -264,20 +258,20 @@ Hooks.once("ready", function() {
|
||||
let templateData = {};
|
||||
renderTemplate(templatePath, templateData).then(html => {
|
||||
calendrier.render(true);
|
||||
} );
|
||||
});
|
||||
game.system.rdd.calendrier = calendrier; // Reference;
|
||||
|
||||
// Avertissement si joueur sans personnage
|
||||
if ( !game.user.isGM && game.user.character == undefined) {
|
||||
ui.notifications.info( "Attention ! Vous n'êtes connecté à aucun personnage !" );
|
||||
ChatMessage.create( { content:"<b>ATTENTION</b> Le joueur " + game.user.name + " n'est connecté à aucun personnage !",
|
||||
user: game.user._id } );
|
||||
//whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
|
||||
if (!game.user.isGM && game.user.character == undefined) {
|
||||
ui.notifications.info("Attention ! Vous n'êtes connecté à aucun personnage !");
|
||||
ChatMessage.create({
|
||||
content: "<b>ATTENTION</b> Le joueur " + game.user.name + " n'est connecté à aucun personnage !",
|
||||
user: game.user._id
|
||||
});
|
||||
//whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
|
||||
}
|
||||
|
||||
// Integration du TokenHUD
|
||||
Hooks.on('renderTokenHUD', (app, html, data) => { RdDTokenHud.addTokenHudExtensions(app, html, data._id) });
|
||||
Hooks.on("updateCombat", (combat, data) => { RdDCombat.updateCombatRound(combat, data) } );
|
||||
messageDeBienvenue();
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -287,7 +281,7 @@ Hooks.on("chatMessage", (html, content, msg) => {
|
||||
if (content[0] == '/') {
|
||||
let regExp = /(\S+)/g;
|
||||
let commands = content.toLowerCase().match(regExp);
|
||||
if (game.system.rdd.commands.processChatCommand(commands, content, msg)){
|
||||
if (game.system.rdd.commands.processChatCommand(commands, content, msg)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -296,5 +290,5 @@ Hooks.on("chatMessage", (html, content, msg) => {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
Hooks.on("getCombatTrackerEntryContext", (html, options) => {
|
||||
RdDUtility.pushInitiativeOptions( html, options );
|
||||
RdDUtility.pushInitiativeOptions(html, options);
|
||||
})
|
||||
|
@ -5,6 +5,11 @@ import { RdDUtility } from "./rdd-utility.js";
|
||||
/* -------------------------------------------- */
|
||||
export class RdDTokenHud {
|
||||
|
||||
static init(){
|
||||
// Integration du TokenHUD
|
||||
Hooks.on('renderTokenHUD', (app, html, data) => { RdDTokenHud.addTokenHudExtensions(app, html, data._id) });
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async removeExtensionHud( app, html, tokenId) {
|
||||
let combat = html.find('.control-icon.rdd-combat');
|
||||
|
@ -629,13 +629,11 @@ export class RdDUtility {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static performSocketMesssage(sockmsg) {
|
||||
static onSocketMesssage(sockmsg) {
|
||||
console.log(">>>>> MSG RECV", sockmsg);
|
||||
switch (sockmsg.msg) {
|
||||
case "msg_encaisser":
|
||||
return RdDUtility._handleMsgEncaisser(sockmsg.data);
|
||||
case "msg_defense":
|
||||
return RdDUtility._handleMsgDefense(sockmsg.data);
|
||||
case "msg_gm_chat_message":
|
||||
return ChatUtility.handleGMChatMessage(sockmsg.data);
|
||||
case "msg_sync_time":
|
||||
@ -647,25 +645,6 @@ export class RdDUtility {
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static _handleMsgDefense(data) {
|
||||
let defenderToken = canvas.tokens.get(data.defenderTokenId);
|
||||
if (defenderToken) {
|
||||
if (!game.user.isGM && game.user.character == undefined) { // vérification / sanity check
|
||||
ui.notifications.error("Le joueur " + game.user.name + " n'est connecté à aucun personnage. Impossible de continuer.");
|
||||
return;
|
||||
}
|
||||
if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character.id == defenderToken.actor.data._id))) {
|
||||
//console.log("User is pushing message...", game.user.name);
|
||||
game.system.rdd.rollDataHandler.attaques[data.attackerId] = duplicate(data.rollData);
|
||||
data.whisper = [game.user];
|
||||
data.blind = true;
|
||||
data.rollMode = "blindroll";
|
||||
ChatMessage.create(data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static rollInitiativeCompetence(combatantId, arme) {
|
||||
const combatant = game.combat.getCombatant(combatantId);
|
||||
@ -760,12 +739,9 @@ export class RdDUtility {
|
||||
/* -------------------------------------------- */
|
||||
static _handleMsgEncaisser(data) {
|
||||
if (game.user.isGM) { // Seul le GM effectue l'encaissement sur la fiche
|
||||
let attackerRoll = game.system.rdd.rollDataHandler.attaques[data.attackerId]; // Retrieve the rolldata from the store
|
||||
game.system.rdd.rollDataHandler.attaques[data.attackerId] = undefined;
|
||||
game.system.rdd.rollDataHandler.defenses[attackerRoll.passeArme] = undefined;
|
||||
|
||||
let defender = canvas.tokens.get(data.defenderTokenId).actor;
|
||||
defender.encaisserDommages(attackerRoll);
|
||||
let attacker = data.attackerId ? game.actors.get(data.attackerId) : null;
|
||||
defender.encaisserDommages(attackerRoll, attacker);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -241,8 +241,18 @@ table {border: 1px solid #7a7971;}
|
||||
}
|
||||
|
||||
.button-img {
|
||||
vertical-align: baseline;
|
||||
width: 8%;
|
||||
height: 8%;
|
||||
max-height: 48px;
|
||||
border-width: 0;
|
||||
}
|
||||
|
||||
.button-effect-img {
|
||||
vertical-align: baseline;
|
||||
width: 16px;
|
||||
max-height: 16px;
|
||||
height: 16;
|
||||
border-width: 0;
|
||||
}
|
||||
|
||||
@ -253,12 +263,6 @@ table {border: 1px solid #7a7971;}
|
||||
vertical-align: bottom;
|
||||
}
|
||||
|
||||
.img-sonne {
|
||||
vertical-align: baseline;
|
||||
max-height: 16px;
|
||||
border: 0;
|
||||
}
|
||||
|
||||
.foundryvtt-reve-de-dragon .sheet-header .header-fields {
|
||||
-webkit-box-flex: 1;
|
||||
-ms-flex: 1;
|
||||
|
@ -41,7 +41,7 @@
|
||||
<label class="ctn-sonne">
|
||||
Sonné :
|
||||
<input class="resource-content" type="checkbox" name="data.sante.sonne.value" value="{{data.sante.sonne.value}}" {{#if data.sante.sonne.value}}checked{{/if}} />
|
||||
<img class="img-sonne" {{#if data.sante.sonne.value}}style="opacity: 1;"{{else}}style="opacity: 0;"{{/if}} src="icons/svg/stoned.svg" height="16" width="16"/>
|
||||
<img class="button-effect-img" {{#if data.sante.sonne.value}}style="opacity: 1;"{{else}}style="opacity: 0;"{{/if}} src="icons/svg/stoned.svg" height="16" width="16"/>
|
||||
</label>
|
||||
</li>
|
||||
<li>
|
||||
|
@ -1,5 +1,5 @@
|
||||
<h4>C'est au tour de {{alias}} ! </h4>
|
||||
<div>{{blessuresStatus}}</div>
|
||||
<h4>C'est au tour de {{alias}} !</h4>
|
||||
<div data-combatid="{{combatId}}" data-combatmessage="actor-turn-summary">{{blessuresStatus}}</div>
|
||||
<div>Son état général est de : {{etatGeneral}} {{#if isSonne}} et est <strong>sonné</strong>{{/if}}</div>
|
||||
{{#if isGrave}}
|
||||
<div>{{alias}} souffre de Blessure(s) Grave(s) : n'oubliez pas de faire un Je de Vie toutes les SC ({{SConst}}) minutes.</div>
|
||||
|
Loading…
Reference in New Issue
Block a user