Vincent Vandemeulebrouck
05cd02b694
Remplacement de la logique basée sur les flags par le set de "statuses"
155 lines
5.4 KiB
JavaScript
155 lines
5.4 KiB
JavaScript
import { SYSTEM_RDD } from "../constants.js";
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export const STATUSES = {
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StatusStunned: 'stun',
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StatusBleeding: 'bleeding',
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StatusProne: 'prone',
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StatusGrappling: 'grappling',
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StatusGrappled: 'grappled',
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StatusRestrained: 'restrain',
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StatusUnconscious: 'unconscious',
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StatusBlind: 'blind',
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StatusComma: 'comma',
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StatusDead: 'dead',
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StatusDemiReve: 'demi-reve',
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}
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const rddStatusEffects = [
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{ rdd: true, id: STATUSES.StatusStunned, label: 'EFFECT.StatusStunned', icon: 'icons/svg/stoned.svg', "duration.rounds": 1 },
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{ rdd: true, id: STATUSES.StatusBleeding, label: 'EFFECT.StatusBleeding', icon: 'icons/svg/blood.svg' },
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{ rdd: true, id: STATUSES.StatusProne, label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg' },
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{ rdd: true, id: STATUSES.StatusGrappling, tint: '#33cc33', label: 'EFFECT.StatusGrappling', icon: 'systems/foundryvtt-reve-de-dragon/icons/competence_corps_a_corps.webp' },
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{ rdd: true, id: STATUSES.StatusGrappled, tint: '#ff9900', label: 'EFFECT.StatusGrappled', icon: 'systems/foundryvtt-reve-de-dragon/icons/competence_corps_a_corps.webp' },
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{ rdd: true, id: STATUSES.StatusRestrained, label: 'EFFECT.StatusRestrained', icon: 'icons/svg/net.svg' },
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{ rdd: true, id: STATUSES.StatusUnconscious, label: 'EFFECT.StatusUnconscious', icon: 'icons/svg/unconscious.svg' },
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{ rdd: true, id: STATUSES.StatusBlind, label: 'EFFECT.StatusBlind', icon: 'icons/svg/blind.svg' },
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{ rdd: true, id: STATUSES.StatusComma, label: 'EFFECT.StatusComma', icon: 'icons/svg/skull.svg' },
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{ rdd: true, id: STATUSES.StatusDead, label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg' },
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{ rdd: true, id: STATUSES.StatusDemiReve, label: 'EFFECT.StatusDemiReve', icon: 'systems/foundryvtt-reve-de-dragon/icons/heures/hd12.svg' }
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];
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const demiReveStatusEffect = rddStatusEffects.find(it => it.id == STATUSES.StatusDemiReve);
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const statusDemiSurprise = new Set([STATUSES.StatusStunned, STATUSES.StatusProne, STATUSES.StatusRestrained])
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const statusSurpriseTotale = new Set([STATUSES.StatusUnconscious, STATUSES.StatusBlind, STATUSES.StatusComma])
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export class StatusEffects extends FormApplication {
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static onReady() {
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const rddEffectIds = rddStatusEffects.map(it => it.id);
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rddStatusEffects.forEach(it => {
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it.statuses = new Set()
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it.statuses.add(it.id)
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})
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const defaultStatusEffectIds = CONFIG.statusEffects.map(it => it.id);
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game.settings.register(SYSTEM_RDD, "use-status-effects", {
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name: "use-status-effects",
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scope: "world",
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config: false,
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default: defaultStatusEffectIds.join(),
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type: String
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});
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game.settings.registerMenu(SYSTEM_RDD, "select-status-effect", {
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name: "Choisir les effets disponibles",
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label: "Choix des effets",
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hint: "Ouvre la fenêtre de sélection des effets/status appliqués aux acteurs",
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icon: "fas fa-bars",
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type: StatusEffects,
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restricted: true
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});
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CONFIG.RDD.allEffects = rddStatusEffects.concat(CONFIG.statusEffects.filter(it => !rddEffectIds.includes(it.id)));
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StatusEffects._setUseStatusEffects(StatusEffects._getUseStatusEffects());
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console.log('statusEffects', CONFIG.statusEffects);
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}
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static valeurSurprise(effect, isCombat) {
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if (statusSurpriseTotale.intersects(effect.statuses)) {
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return 2;
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}
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if (statusDemiSurprise.intersects(effect.statuses)) {
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return 1
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}
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if (isCombat && effect.statuses.includes(STATUSES.StatusDemiReve)) {
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return 1
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}
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return 0
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}
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static _getUseStatusEffects() {
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return game.settings.get(SYSTEM_RDD, "use-status-effects")?.split(',') ?? [];
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}
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static _setUseStatusEffects(effectIds) {
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if (game.user.isGM) {
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game.settings.set(SYSTEM_RDD, "use-status-effects", effectIds.join());
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}
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for (let effect of CONFIG.RDD.allEffects) {
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effect.active = effect.rdd || effectIds.includes(effect.id);
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}
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CONFIG.statusEffects = CONFIG.RDD.allEffects.filter(it => it.active);
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}
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static prepareActiveEffect(effectId) {
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let status = rddStatusEffects.find(it => it.id == effectId)
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if (status) {
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status = duplicate(status)
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status.statuses = [effectId]
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}
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return status;
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}
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static demiReve() {
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return demiReveStatusEffect;
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}
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constructor(...args) {
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super(...args);
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}
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static get defaultOptions() {
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const options = super.defaultOptions;
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mergeObject(options, {
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id: "status-effects",
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template: "systems/foundryvtt-reve-de-dragon/templates/settings/status-effects.html",
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height: 800,
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width: 350,
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minimizable: false,
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closeOnSubmit: true,
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title: "Choix des status/effets"
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});
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return options;
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}
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getData() {
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const used = StatusEffects._getUseStatusEffects();
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let formData = super.getData();
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formData.effects = duplicate(CONFIG.RDD.allEffects);
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formData.effects.forEach(it => it.active = used.includes(it.id))
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return formData;
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}
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activateListeners(html) {
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html.find(".select-effect").click((event) => {
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let id = event.currentTarget.attributes.name?.value;
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if (id) {
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let selected = StatusEffects._getUseStatusEffects();
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let isChecked = event.currentTarget.checked;
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if (isChecked) {
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selected.push(id);
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}
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else {
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selected = selected.filter(it => it != id)
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}
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StatusEffects._setUseStatusEffects(selected);
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}
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});
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}
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async _updateObject(event, formData) {
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this.close();
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}
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}
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