110 lines
4.1 KiB
JavaScript
110 lines
4.1 KiB
JavaScript
/**
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* Extend the base Dialog entity by defining a custom window to perform roll.
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* @extends {Dialog}
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*/
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export class RdDRollDialog extends Dialog {
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/* -------------------------------------------- */
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constructor(mode, html, rollData, actor) {
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// Common conf
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let dialogConf = {
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content: html,
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buttons:
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{
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rollButton:
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{
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label: "Lancer",
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callback: html => this.performRoll(html)
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}
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},
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default: "rollButton"
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}
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let dialogOptions = { classes: [ "rdddialog"] }
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// Select proper roll dialog template and stuff
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if (mode == "competence" ) {
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dialogConf.title = "Test de compétence",
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dialogOptions.width = 600;
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dialogOptions.height = 360;
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} else if (mode == "arme") {
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dialogConf.title = "Test de combat/arme",
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dialogOptions.width = 600;
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dialogOptions.height = 360;
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} else if (mode == "carac") {
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dialogConf.title = "Test de caractéristique",
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dialogOptions.width = 600;
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dialogOptions.height = 320;
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}
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super(dialogConf, dialogOptions);
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this.mode = mode;
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this.rollData = rollData;
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this.actor = actor;
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}
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/* -------------------------------------------- */
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performRoll (html) {
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this.actor.performRoll( this.rollData );
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}
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/* -------------------------------------------- */
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activateListeners(html) {
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super.activateListeners(html);
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// Get the rollData stuff
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var rollData = this.rollData;
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function updateRollResult( rollData ) {
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if ( rollData.competence )
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rollData.finalLevel = parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) + parseInt(rollData.etat);
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else
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rollData.finalLevel = parseInt(rollData.bmValue) + parseInt(rollData.etat);
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rollData.finalLevelStr = (rollData.finalLevel >= 0 ) ? "+" + rollData.finalLevel : rollData.finalLevel;
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$("#roll-param").text( rollData.selectedCarac.value + " / " + rollData.finalLevelStr );
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rollData.rollTarget = game.data.RdDUtility.getResolutionField( rollData.selectedCarac.value, rollData.finalLevel);
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let armeTitle = ( rollData.arme ) ? " ("+rollData.arme.name+") " : ""; // If a weapon is there, add it in the title
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let niveauStr = "";
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if ( rollData.competence ) {
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niveauStr = (rollData.competence.data.niveau >= 0) ? "+" + rollData.competence.data.niveau : rollData.competence.data.niveau;
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$("#compdialogTitle").text( rollData.selectedCarac.label + "/" + rollData.competence.name + armeTitle + " " + niveauStr );
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} else {
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$("#compdialogTitle").text( rollData.selectedCarac.label );
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}
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$(".table-resolution").remove();
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game.data.RdDUtility.makeHTMLResolutionTable( $("#resolutionTable"), rollData.selectedCarac.value-2, parseInt(rollData.selectedCarac.value) + 2, -10, 11,
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rollData.selectedCarac.value, rollData.finalLevel );
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}
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// Setup everything onload
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$(function() {
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// Update html, according to data
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if (rollData.competence) {
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// Set the default carac from the competence item
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rollData.selectedCarac = rollData.carac[rollData.competence.data.defaut_carac];
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$("#carac").val( rollData.competence.data.defaut_carac );
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}
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$("#bonusmalus").val( rollData.bmValue );
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updateRollResult(rollData);
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});
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// Update !
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$('#bonusmalus').click((event) => {
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rollData.bmValue = event.currentTarget.value; // Update the selected bonus/malus
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//console.log("BM CLICKED !!!", rollData.bmValue, rollData.competence.data.niveau, parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) );
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updateRollResult(rollData);
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});
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$('#carac').click((event) => {
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let caracKey = event.currentTarget.value;
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rollData.selectedCarac = rollData.carac[caracKey]; // Update the selectedCarac
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//console.log("CARAC CLICKED !!!", rollData.selectedCarac, rollData.competence.data.niveau, rollData.bmValue);
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updateRollResult(rollData);
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});
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}
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}
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