foundryvtt-reve-de-dragon/module/voyage/dialog-fatigue-voyage.js
Vincent Vandemeulebrouck 582df7e290 Simplify ChatMessage whispers
Les messages dans les TMRs sont envoyés au GM

Simplification des messages de tchat liés à un actor: on peut
utiliser les Owners (car les GMs sont owner).

Au lieu de passer le name de l'Actor (qui peut être incorrect si deux
actors ont le même, mais pas les mêmes propriétaires), on passe
directement l'actor pour déterminer mles destinataires de messages
2024-10-16 23:32:18 +02:00

220 lines
8.2 KiB
JavaScript

import { ITEM_TYPES } from "../item.js"
import { RdDItemCompetence } from "../item-competence.js"
import { ChatUtility } from "../chat-utility.js"
import { Misc } from "../misc.js"
const CODES_COMPETENCES_VOYAGE = ['Extérieur', 'Forêt', 'Montagne', 'Marais', 'Glace', 'Equitation']
const TABLEAU_FATIGUE_MARCHE = [
{
code: "aise", label: "Aisé", description: "Route ou chemin",
survies: ['Extérieur', 'Equitation'],
vitesses: [{ vitesse: 4, fatigue: 1 }, { vitesse: 6, fatigue: 2 }, { vitesse: 8, fatigue: 3 }, { vitesse: 10, fatigue: 4 }, { vitesse: 12, fatigue: 6 }],
},
{
code: "malaise", label: "Malaisé", description: "Hors piste (herbes et buissons)",
survies: ['Extérieur', 'Equitation'],
vitesses: [{ vitesse: 4, fatigue: 2 }, { vitesse: 6, fatigue: 3 }, { vitesse: 8, fatigue: 4 }, { vitesse: 10, fatigue: 6 }],
},
{
code: "difficile", label: "Difficile", description: "Hors piste (collines, forêt)",
survies: ['Extérieur', 'Forêt', 'Glace', 'Equitation'],
vitesses: [{ vitesse: 4, fatigue: 3 }, { vitesse: 6, fatigue: 4 }, { vitesse: 8, fatigue: 6 }],
},
{
code: "tresdifficile", label: "Très difficile", description: "Hors piste (montagne, jungle, marais)",
survies: ['Forêt', 'Montagne', 'Marais', 'Glace'],
vitesses: [{ vitesse: 4, fatigue: 4 }, { vitesse: 6, fatigue: 6 }],
},
]
export class DialogFatigueVoyage extends Dialog {
static dialog = undefined
static async create() {
if (!game.user.isGM) {
return
}
if (!DialogFatigueVoyage.dialog) {
const parameters = {
tableauFatigueMarche: TABLEAU_FATIGUE_MARCHE,
playerActors: game.actors.filter(actor => actor.isPersonnageJoueur())
.map(actor => DialogFatigueVoyage.prepareActorParameters(actor)),
nombreHeures: 1,
}
DialogFatigueVoyage.setModeDeplacement(parameters, undefined, undefined)
const html = await renderTemplate("systems/foundryvtt-reve-de-dragon/templates/voyage/dialog-fatigue-voyage.hbs", parameters);
DialogFatigueVoyage.dialog = new DialogFatigueVoyage(html, parameters);
}
DialogFatigueVoyage.dialog.render(true);
}
static setModeDeplacement(parameters, code, vitesse) {
const ligneFatigueMarche = TABLEAU_FATIGUE_MARCHE.find(it => it.code == code) ?? TABLEAU_FATIGUE_MARCHE[0]
const rythme = ligneFatigueMarche.vitesses.find(it => it.vitesse == vitesse) ?? ligneFatigueMarche.vitesses[0]
parameters.typeTerrain = ligneFatigueMarche
parameters.vitesseDeplacement = rythme.vitesse
parameters.fatigueHoraire = rythme.fatigue
parameters.playerActors.forEach(voyageur =>
DialogFatigueVoyage.selectSurvie(voyageur, parameters.typeTerrain.code)
)
}
static prepareActorParameters(actor) {
const actorParameters = {
id: actor.id,
actor: actor,
selected: true,
ajustementFatigue: 0,
survies: {}
}
const competencesVoyage = {}
CODES_COMPETENCES_VOYAGE.forEach(codeSurvie => {
competencesVoyage[codeSurvie] = RdDItemCompetence.findCompetence(actor.itemTypes[ITEM_TYPES.competence], codeSurvie, { onMessage: () => { } })
})
TABLEAU_FATIGUE_MARCHE.forEach(terrain => {
actorParameters.survies[terrain.code] = Misc.join(
terrain.survies.map(survie => {
const niveau = competencesVoyage[survie]?.system.niveau
return `${survie}: ${niveau}`
}),
', ')
})
return actorParameters
}
static selectSurvie(actorParameters, code) {
actorParameters.survieCourante = actorParameters.survies[code]
}
constructor(html, parameters) {
const options = {
classes: ["dialog-fatigue-voyage"],
width: 600,
height: 'fit-content',
'max-height': 900,
'z-index': 99999
}
const conf = {
title: "Fatigue de voyage",
content: html,
buttons: {}
}
super(conf, options);
this.parameters = parameters
this.controls = {}
}
activateListeners(html) {
if (this.html == undefined) {
html.find('select[name="code-terrain"]').trigger("focus")
}
this.html = html;
super.activateListeners(html);
this.html.find('select[name="code-terrain"]').change(event => this.changeParameters())
this.html.find('select[name="vitesse-deplacement"]').change(event => this.changeParameters())
this.html.find('input[name="nombre-heures"]').change(event => this.changeParameters())
this.html.find('.list-item input[name="ajustement-fatigue"]').change(event => this.changeParameters())
this.html.find('button[name="appliquer-fatigue"]').click(event => this.appliquerFatigue())
}
changeParameters() {
this.changeTerrain(this.html.find('select[name="code-terrain"]').val())
this.changeVitesse(this.html.find('select[name="vitesse-deplacement"]').val())
this.changeNombreHeures(this.html.find('input[name="nombre-heures"]').val())
this.setFatigue()
}
async changeTerrain(codeTerrain) {
if (this.parameters.typeTerrain.code != codeTerrain) {
const selectVitesseDeplacement = this.html.find('select[name="vitesse-deplacement"]')
const vitesse = selectVitesseDeplacement.val()
selectVitesseDeplacement.empty()
DialogFatigueVoyage.setModeDeplacement(this.parameters, codeTerrain, vitesse)
this.parameters.typeTerrain.vitesses.forEach(async rythme => {
selectVitesseDeplacement.append(await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/voyage/option-vitesse-fatigue.hbs', rythme))
})
selectVitesseDeplacement.val(this.parameters.vitesseDeplacement).change()
Promise.all(this.getActorRows()
.map(async row => row.find('label.voyage-liste-survies').text(this.$extractActorParameters(row).survieCourante)
))
}
}
async changeVitesse(vitesse) {
if (this.parameters.vitesseDeplacement != vitesse) {
DialogFatigueVoyage.setModeDeplacement(this.parameters, this.parameters.typeTerrain.code, vitesse)
}
}
async changeNombreHeures(nombreHeures) {
this.parameters.nombreHeures = parseInt(nombreHeures)
}
async setFatigue() {
const baseFatigue = this.parameters.nombreHeures * this.parameters.fatigueHoraire
this.html.find('input[name="base-fatigue"]').val(baseFatigue)
this.updateActorTotalFatigue(baseFatigue)
}
async updateActorTotalFatigue(baseFatigue) {
Promise.all(this.getActorRows()
.map(async row => {
const actor = this.$extractActorParameters(row)
row.find('input[name="total-fatigue"]').val(actor.ajustement + baseFatigue)
}))
}
async appliquerFatigue() {
const fatigueBase = parseInt(this.html.find('input[name="base-fatigue"]').val() ?? 0)
this.getActorRows()
.map(row => this.$extractActorParameters(row))
.filter(it => it.selected)
.forEach(async it => {
const perteFatigue = fatigueBase + it.ajustement
ChatMessage.create({
whisper: ChatUtility.getOwners(it.actor),
content: await renderTemplate(
'systems/foundryvtt-reve-de-dragon/templates/voyage/chat-fatigue_voyage.hbs',
foundry.utils.mergeObject(it,
{
parameters: this.parameters,
fatigueBase: fatigueBase,
perteFatigue: perteFatigue,
isVoyage: fatigueBase == this.parameters.nombreHeures * this.parameters.fatigueHoraire
}, { inplace: false })
),
})
await it.actor.santeIncDec("fatigue", perteFatigue)
})
}
getActorRows() {
return jQuery.map(
this.html.find('div.fatigue-actors-list li.list-item'),
it => this.html.find(it))
}
$extractActorParameters(actorRow) {
const actorId = actorRow.data('actor-id')
const actorParameters = this.parameters.playerActors.find(it => it.id == actorId)
const actor = game.actors.get(actorId)
if (!actor) {
ui.notifications.warn(`Acteur ${it.actorId} introuvable`)
return {}
}
actorParameters.ajustement = parseInt(actorRow.find('input[name="ajustement-fatigue"]').val() ?? 0)
actorParameters.selected = actor && actorRow.find('input[name="selectionner-acteur"]').is(':checked')
return actorParameters
}
async close() {
DialogFatigueVoyage.dialog = undefined
await super.close()
}
}