const demiReveStatusEffect = { id: 'demi-reve', rdd: true, label: 'Demi-rêve', icon: 'systems/foundryvtt-reve-de-dragon/icons/heures/hd12.svg' }; const rddStatusEffects = [ { id: 'sonne', rdd: true, label: 'Sonné', icon: 'icons/svg/stoned.svg' }, demiReveStatusEffect ]; const statusDemiSurprise = new Set(['sonne', 'prone', 'restrain']); const statusSurpriseTotale = new Set(['unconscious', 'blind', 'dead']); export class StatusEffects { static onReady() { StatusEffects.setCoreStatusId([demiReveStatusEffect]); StatusEffects.setCoreStatusId(rddStatusEffects); StatusEffects.setMandatoryRdd(); const defaultUseStatusEffect = CONFIG.statusEffects.map(it => it.id).join(); game.settings.register("foundryvtt-reve-de-dragon", "use-status-effects", { name: "use-status-effects", scope: "world", config: false, default: defaultUseStatusEffect, type: String }); game.settings.registerMenu("foundryvtt-reve-de-dragon", "select-status-effect", { name: "Choisir les effets disponibles", label: "Choix des effets", hint: "Ouvre la fenêtre de sélection des effets/status appliqués aux acteurs", icon: "fas fa-bars", type: StatusEffectsSettings, restricted: true }); CONFIG.RDD.allEffects = rddStatusEffects.concat(CONFIG.statusEffects); StatusEffects._setUseStatusEffects(StatusEffects._getUseStatusEffects()); console.log('statusEffects', CONFIG.statusEffects); } static valeurSurprise(effect, isCombat) { const id = StatusEffects.statusId(effect); if (statusSurpriseTotale.has(id)) { return 2; } return statusDemiSurprise.has(id) || (isCombat && id == demiReveStatusEffect.id) ? 1 : 0; } static statusId(effectData) { return effectData.flags?.core?.statusId ?? effectData["flags.core.statusId"]; } static setCoreStatusId(list) { list.forEach(it => { it.flags = { core: { statusId: it.id } }; it["flags.core.statusId"] = it.id; }); } static setMandatoryRdd() { CONFIG.statusEffects.filter(it => statusDemiSurprise.has(it.id) || statusSurpriseTotale.has(it.id)) .forEach(it => it.rdd = true); } static _getUseStatusEffects() { const setting = game.settings.get("foundryvtt-reve-de-dragon", "use-status-effects"); return setting ? new Set(setting.split(',')) : new Set(); } static _setUseStatusEffects(useStatusEffects) { if (game.user.isGM) { game.settings.set("foundryvtt-reve-de-dragon", "use-status-effects", StatusEffects._toSetting(useStatusEffects)); } for (let effect of CONFIG.RDD.allEffects) { effect.active = effect.rdd || useStatusEffects.has(effect.id); } CONFIG.statusEffects = CONFIG.RDD.allEffects.filter(it => it.active); } static _toSetting(useStatusEffects) { return Array.from(useStatusEffects).join(); } static demiReve() { return demiReveStatusEffect; } } class StatusEffectsSettings extends FormApplication { constructor(...args) { super(...args); } static get defaultOptions() { const options = super.defaultOptions; mergeObject(options, { id: "status-effects-settings", template: "systems/foundryvtt-reve-de-dragon/templates/status-effects-settings.html", height: "800", width: 350, minimizable: false, closeOnSubmit: true, title: "Choix des status/effets" }); return options; } getData() { let formData = super.getData(); formData.effects = CONFIG.RDD.allEffects; return formData; } activateListeners(html) { html.find(".select-effect").click((event) => { let id = event.currentTarget.attributes.name?.value; if (id) { let selected = StatusEffects._getUseStatusEffects(); let isChecked = event.currentTarget.checked; if (isChecked) { selected.add(id); } else { selected.delete(id); } StatusEffects._setUseStatusEffects(selected); } }); } async _updateObject(event, formData) { this.close(); } }