Gestion du rollMode
affecte tous les jets d'un actor sur la table de résolution
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@ -12,6 +12,7 @@ import { Misc } from "./misc.js";
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import { RdDResolutionTable } from "./rdd-resolution-table.js";
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import { RdDDice } from "./rdd-dice.js";
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import { RdDRollTables } from "./rdd-rolltables.js";
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import { ChatUtility } from "./chat-utility.js";
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export class RdDActor extends Actor {
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@ -232,11 +233,10 @@ export class RdDActor extends Actor {
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) +" / état : " + rollData.etat
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+ RdDResolutionTable.explain(rolled)
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+ "<br><strong>" + quality + "</strong>"
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+ explications + xpmsg,
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user: game.user._id,
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title: "Résultat du test"
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+ explications + xpmsg
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}
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ChatMessage.create(chatOptions);
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ChatUtility.chatWithRollMode(chatOptions, this.name)
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// This an attack, generate the defense message
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if (defenseMsg) {
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70
module/chat-utility.js
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70
module/chat-utility.js
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@ -0,0 +1,70 @@
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/**
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* Class providing helper methods to get the list of users, and
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*/
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export class ChatUtility {
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static chatWithRollMode(chatOptions, name) {
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let rollMode = game.settings.get("core", "rollMode");
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chatOptions.user = game.user._id;
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switch (rollMode) {
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case "blindroll": {//GM only
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if (!game.user.isGM) {
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ChatUtility.blindMessageToGM(chatOptions);
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chatOptions = {
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user: game.user._id,
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whisper: [game.user._id],
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content: "Message envoyé en aveugle au Gardien"
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}
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}
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else {
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chatOptions.whisper = ChatUtility.getUsers(user => user.isGM);
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}
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}
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break;
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case "gmroll": //GM + rolling player
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chatOptions.user = game.user._id;
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chatOptions.whisper = ChatUtility.getWhisperRecipientsAndGMs(name);
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break;
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case "selfroll": // only the user
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chatOptions.user = game.user._id;
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chatOptions.whisper = [game.user._id];
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break;
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default:
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case "roll": //everybody
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chatOptions.whisper = undefined;
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break;
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}
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console.log("roll message", chatOptions);
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ChatMessage.create(chatOptions);
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}
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static getWhisperRecipientsAndGMs(name) {
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return ChatMessage.getWhisperRecipients(name)
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.concat(this.getUsers(user => user.isGM));
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}
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static getUsers(filter) {
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return game.users.filter(filter).map(user => user.data._id);
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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 = ChatUtility.getUsers(user => user.isGM);
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chatGM.content = "Message aveugle de " + game.user.name + "<br>" + chatOptions.content;
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console.log("blindMessageToGM", chatGM);
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game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_gm_chat_message", data: chatGM });
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}
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static handleGMChatMessage(data) {
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console.log("blindMessageToGM", data);
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if (game.user.isGM) { // message privé pour GM only
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data.user = game.user._id;
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ChatMessage.create(data);
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}
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}
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}
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@ -1,3 +1,5 @@
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import { ChatUtility } from "./chat-utility.js";
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export class RdDDice {
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/* -------------------------------------------- */
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@ -9,7 +11,7 @@ export class RdDDice {
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/* -------------------------------------------- */
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static async show(roll, rollMode = "roll") {
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static async show(roll, rollMode = undefined) {
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if (roll.showDice || game.settings.get("foundryvtt-reve-de-dragon", "dice-so-nice") == true) {
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await this.showDiceSoNice(roll, rollMode);
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}
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@ -17,24 +19,22 @@ export class RdDDice {
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}
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/* -------------------------------------------- */
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static async showDiceSoNice(roll, rollMode = "roll") {
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static async showDiceSoNice(roll, rollMode = undefined) {
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if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
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let whisper = null;
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let blind = false;
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rollMode = rollMode == undefined ? game.settings.get("core", "rollMode") : 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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let gmList = game.users.filter(user => user.isGM);
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let gmIDList = [];
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gmList.forEach(gm => gmIDList.push(gm.data._id));
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whisper = gmIDList;
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whisper = ChatUtility.getUsersIds(user => user.isGM);
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break;
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case "roll": //everybody
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let userList = game.users.filter(user => user.active);
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let userIDList = [];
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userList.forEach(user => userIDList.push(user.data._id));
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whisper = userIDList;
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whisper = ChatUtility.getUsersIds(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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@ -2,6 +2,7 @@
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import { TMRUtility } from "./tmr-utility.js";
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import { RdDRollTables } from "./rdd-rolltables.js";
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import { ChatUtility } from "./chat-utility.js";
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const level_category = {
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"generale": "-4",
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@ -601,25 +602,36 @@ export class RdDUtility {
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static performSocketMesssage( sockmsg )
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{
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console.log(">>>>> MSG RECV", sockmsg);
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if ( sockmsg.msg == "msg_encaisser" ) {
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if ( game.user.isGM ) { // Seul le GM effectue l'encaissement sur la fiche
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let rollData = game.system.rdd.rollDataHandler[sockmsg.data.attackerid]; // Retrieve the rolldata from the store
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let defenderActor = game.actors.get( sockmsg.data.defenderid );
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defenderActor.encaisserDommages( rollData );
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switch(sockmsg.msg) {
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case "msg_encaisser":
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return RdDUtility._handleMsgEncaisser(sockmsg.data);
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case "msg_defense" :
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return RdDUtility._handleMsgDefense(sockmsg.data);
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case "msg_gm_chat_message":
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return ChatUtility.handleGMChatMessage(sockmsg.data);
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}
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} else if (sockmsg.msg == "msg_defense" ) {
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let defenderActor = game.actors.get( sockmsg.data.defenderid );
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}
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static _handleMsgDefense(data) {
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let defenderActor = game.actors.get(data.defenderid);
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if (defenderActor) {
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if ((game.user.isGM && !defenderActor.hasPlayerOwner) || (defenderActor.hasPlayerOwner && (game.user.character.id == defenderActor.id))) {
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console.log("User is pushing message...", game.user.name);
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game.system.rdd.rollDataHandler[sockmsg.data.attackerid] = duplicate(sockmsg.data.rollData);
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sockmsg.data.whisper = [ game.user ];
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sockmsg.data.blind = true;
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sockmsg.data.rollMode = "blindroll";
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ChatMessage.create( sockmsg.data );
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game.system.rdd.rollDataHandler[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 _handleMsgEncaisser(data) {
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if (game.user.isGM) { // Seul le GM effectue l'encaissement sur la fiche
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let rollData = game.system.rdd.rollDataHandler[data.attackerid]; // Retrieve the rolldata from the store
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let defenderActor = game.actors.get(data.defenderid);
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defenderActor.encaisserDommages(rollData);
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}
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}
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/* -------------------------------------------- */
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