import { RdDResolutionTable } from "./rdd-resolution-table.js"; /** * Extend the base Dialog entity by defining a custom window to perform roll. * @extends {Dialog} */ export class RdDRollDialog extends Dialog { /* -------------------------------------------- */ constructor(mode, html, rollData, actor) { let myButtons if (mode == "sort") { myButtons = { rollButton: { label: "Lancer le sort", callback: html => this.performRollSort(html, false) }, reserveButton: { label: "Mettre en reserve", callback: html => this.performRollSort(html, true) } } } else { myButtons = { rollButton: { label: "Lancer", callback: html => this.actor.performRoll(this.rollData) } }; } // Common conf let dialogConf = { content: html, title: "Test", buttons: myButtons, default: "rollButton" } let dialogOptions = { classes: ["rdddialog"], width: 600, height: 400 } // Select proper roll dialog template and stuff if (mode == "competence") { dialogConf.title = "Test de compétence" dialogConf.height = 400 } else if (mode == "arme") { dialogConf.title = "Test de combat/arme" dialogConf.height = 430 } else if (mode == "carac") { dialogConf.title = "Test de caractéristique" dialogOptions.height = 350 } else if (mode == "sort") { dialogConf.title = "Lancer un sort" dialogConf.height = 450 } super(dialogConf, dialogOptions) this.mode = mode this.rollData = rollData this.actor = actor } /* -------------------------------------------- */ performRollSort(html, isSortReserve = false) { this.rollData.isSortReserve = isSortReserve; this.actor.performRoll(this.rollData); } /* -------------------------------------------- */ activateListeners(html) { super.activateListeners(html); // Get the rollData stuff var rollData = this.rollData; function updateRollResult(rollData) { let caracValue = parseInt(rollData.selectedCarac.value) let rollLevel = RdDRollDialog._computeFinalLevel(rollData); rollData.finalLevel = rollLevel; rollData.finalLevelStr = (rollLevel > 0 ? "+" : "") + rollLevel; rollData.rollTarget = RdDResolutionTable.computeChances(rollData.selectedCarac.value, rollData.finalLevel); // Sort management if ( rollData.selectedSort ) { //console.log("Toggle show/hide", rollData.selectedSort); if (rollData.selectedSort.data.difficulte.toLowerCase() == "variable") { $("#div-sort-difficulte").show(); } else { $("#div-sort-difficulte").hide(); } if (rollData.selectedSort.data.ptreve.toLowerCase() == "variable" || rollData.selectedSort.data.ptreve.indexOf("+")>=0) { $("#div-sort-ptreve").show(); } else { $("#div-sort-ptreve").hide(); } } $("#roll-param").text(rollData.selectedCarac.value + " / " + rollData.finalLevelStr); $("#compdialogTitle").text(RdDRollDialog._getTitle(rollData)); $(".table-resolution").remove(); $("#resolutionTable").append(RdDResolutionTable.buildHTMLTableExtract(caracValue, rollLevel)); } // Setup everything onload $(function () { // Update html, according to data if (rollData.competence) { // Set the default carac from the competence item //console.log("RdDDialogRoll", rollData.competence.data.defaut_carac, rollData.carac); rollData.selectedCarac = rollData.carac[rollData.competence.data.defaut_carac]; $("#carac").val(rollData.competence.data.defaut_carac); } // Si sort, for les points de reve à 1 if (rollData.selectedSort && !rollData.selectedSort.data.ptreve_reel) rollData.selectedSort.data.ptreve_reel = 1; $("#bonusmalus").val(rollData.bmValue); updateRollResult(rollData); }); // Update ! html.find('#bonusmalus').click((event) => { rollData.bmValue = event.currentTarget.value; // Update the selected bonus/malus //console.log("RdDRollDialog","BM CLICKED !!!", rollData); updateRollResult(rollData); }); html.find('#carac').click((event) => { let caracKey = event.currentTarget.value; this.rollData.selectedCarac = rollData.carac[caracKey]; // Update the selectedCarac //console.log("RdDRollDialog","CARAC CLICKED !!!", rollData); updateRollResult(rollData); }); html.find('#draconic').click((event) => { let draconicKey = Number(event.currentTarget.value); this.rollData.selectedDraconic = rollData.draconicList[draconicKey]; // Update the selectedCarac //console.log("RdDRollDialog","CARAC CLICKED !!!", rollData); updateRollResult(rollData); }); html.find('#sort').click((event) => { let sortKey = Number(event.currentTarget.value); this.rollData.selectedSort = rollData.sortList[sortKey]; // Update the selectedCarac //console.log("RdDRollDialog - Sort selection", rollData.selectedSort); updateRollResult(rollData); }); html.find('#ptreve-variable').click((event) => { let ptreve = Number(event.currentTarget.value); this.rollData.selectedSort.data.ptreve_reel = ptreve; // Update the selectedCarac console.log("RdDRollDialog - Cout reve", ptreve); updateRollResult(rollData); }); } /* -------------------------------------------- */ static _computeFinalLevel(rollData) { let etat = rollData.etat === undefined ? 0 : parseInt(rollData.etat); if (rollData.competence) { return etat + parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue); } if (rollData.draconicList) { let difficulte = rollData.selectedSort.data.difficulte; // Sort de difficulté variable if (difficulte.toLowerCase() == "variable") { difficulte = parseInt(rollData.bmValue); // Récupérer la valeur de la listbox dans ce cas } return etat + parseInt(rollData.selectedDraconic.data.niveau) + parseInt(difficulte); } return etat + parseInt(rollData.bmValue); } /* -------------------------------------------- */ static _getTitle(rollData) { if (rollData.competence) { // If a weapon is there, add it in the title let armeTitle = (rollData.arme) ? " (" + rollData.arme.name + ") " : ""; let niveauStr = (rollData.competence.data.niveau > 0 ? "+" : "") + rollData.competence.data.niveau; return rollData.selectedCarac.label + "/" + rollData.competence.name + armeTitle + " " + niveauStr } if (rollData.draconicList) { return rollData.selectedDraconic.name + " - " + rollData.selectedSort.name; } return rollData.selectedCarac.label; } }