import { TYPES } from "./item.js"; export class RdDHotbar { static async createItemMacro(item, slot, armeCompetence = undefined) { let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}"` + ((armeCompetence) ? `, "${armeCompetence}");` : `);`); let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command)); if (!macro) { macro = await Macro.create({ name: item.name, type: "script", img: item.img, command: command }, { displaySheet: false }) } await game.user.assignHotbarMacro(macro, slot); } static async addToHotbar(item, slot) { switch (item?.type ?? "") { case TYPES.arme: { // Les armes peuvent avoir plusieurs usages if (item.system.competence != "") { await this.createItemMacro(item, slot, "competence") slot++ } if (item.system.lancer != "") { await this.createItemMacro(item, slot, "lancer") slot++ } if (item.system.tir != "") { await this.createItemMacro(item, slot, "lancer") slot++ } } return case TYPES.competence: case TYPES.competencecreature: default: await this.createItemMacro(item, slot) return } } /** * Create a macro when dropping an entity on the hotbar * Item - open roll dialog for item * Actor - open actor sheet * Journal - open journal sheet */ static initDropbar() { Hooks.on("hotbarDrop", (bar, documentData, slot) => { // Create item macro if rollable item - weapon, spell, prayer, trait, or skill if (documentData.type == "Item") { const item = fromUuidSync(documentData.uuid) ?? this.actor.items.get(documentData.uuid) console.log("DROP", documentData, item) switch (item?.type ?? "") { case TYPES.arme: case TYPES.competence: case TYPES.competencecreature: this.addToHotbar(item, slot) return false } } return true }) } /** Roll macro */ static rollMacro(itemName, itemType, competenceName) { const speaker = ChatMessage.getSpeaker(); let actor; if (speaker.token) actor = game.actors.tokens[speaker.token]; if (!actor) actor = game.actors.get(speaker.actor); if (!actor) { return ui.notifications.warn(`Impossible de trouver le personnage concerné`); } let item = actor?.items.find(it => it.name === itemName && it.type == itemType) ?? undefined; if (!item) { return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`); } // Trigger the item roll switch (item.type) { case TYPES.arme: return actor.rollArme(item, competenceName); case TYPES.competence: case TYPES.competencecreature: return actor.rollCompetence(itemName); } } }