170 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import { RdDResolutionTable } from "./rdd-resolution-table.js";
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/**
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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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    let myButtons
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    if (mode == "sort") {
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      myButtons = {
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        rollButton: { label: "Lancer le sort", callback: html => this.performRollSort(html, false) },
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        reserveButton: { label: "Mettre en reserve", callback: html => this.performRollSort(html, true) }
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      }
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    }
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    else {
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      myButtons = {
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        rollButton: { label: "Lancer", callback: html => this.actor.performRoll(this.rollData) }
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      };
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    }
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    // Common conf
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    let dialogConf = { content: html, title: "Test", buttons: myButtons, default: "rollButton" }
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    let dialogOptions = { classes: ["rdddialog"], width: 600, height: 400 }
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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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      dialogConf.height = 400
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    } else if (mode == "arme") {
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      dialogConf.title = "Test de combat/arme"
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      dialogConf.height = 430
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    } else if (mode == "carac") {
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      dialogConf.title = "Test de caractéristique"
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      dialogOptions.height = 350
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    } else if (mode == "sort") {
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      dialogConf.title = "Lancer un sort"
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      dialogConf.height = 450
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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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  performRollSort(html, isSortReserve = false) {
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    this.rollData.isSortReserve = isSortReserve;
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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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      let caracValue = parseInt(rollData.selectedCarac.value)
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      let rollLevel = RdDRollDialog._computeFinalLevel(rollData);
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      rollData.finalLevel = rollLevel;
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      rollData.finalLevelStr = (rollLevel > 0 ? "+" : "") + rollLevel;
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      rollData.rollTarget = RdDResolutionTable.computeChances(rollData.selectedCarac.value, rollData.finalLevel);
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      // Sort management
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      if ( rollData.selectedSort ) {
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        //console.log("Toggle show/hide", rollData.selectedSort);
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        if (rollData.selectedSort.data.difficulte.toLowerCase() == "variable") {
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          $("#div-sort-difficulte").show();
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        } else {
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          $("#div-sort-difficulte").hide();
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        }
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        if (rollData.selectedSort.data.ptreve.toLowerCase() == "variable" || rollData.selectedSort.data.ptreve.indexOf("+")>=0) {
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          $("#div-sort-ptreve").show();
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        } else {
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          $("#div-sort-ptreve").hide();
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        }
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      }
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      $("#roll-param").text(rollData.selectedCarac.value + " / " + rollData.finalLevelStr);
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      $("#compdialogTitle").text(RdDRollDialog._getTitle(rollData));
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      $(".table-resolution").remove();
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      $("#resolutionTable").append(RdDResolutionTable.buildHTMLTableExtract(caracValue, rollLevel));
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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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        //console.log("RdDDialogRoll", rollData.competence.data.defaut_carac, rollData.carac);
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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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      // Si sort, for les points de reve à 1
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      if (rollData.selectedSort && !rollData.selectedSort.data.ptreve_reel)
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        rollData.selectedSort.data.ptreve_reel = 1;
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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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    html.find('#bonusmalus').click((event) => {
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      rollData.bmValue = event.currentTarget.value; // Update the selected bonus/malus
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      //console.log("RdDRollDialog","BM CLICKED !!!", rollData);
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      updateRollResult(rollData);
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    });
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    html.find('#carac').click((event) => {
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      let caracKey = event.currentTarget.value;
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      this.rollData.selectedCarac = rollData.carac[caracKey]; // Update the selectedCarac
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      //console.log("RdDRollDialog","CARAC CLICKED !!!", rollData);
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      updateRollResult(rollData);
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    });
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    html.find('#draconic').click((event) => {
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      let draconicKey = Number(event.currentTarget.value);
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      this.rollData.selectedDraconic = rollData.draconicList[draconicKey]; // Update the selectedCarac
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      //console.log("RdDRollDialog","CARAC CLICKED !!!", rollData);
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      updateRollResult(rollData);
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    });
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    html.find('#sort').click((event) => {
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      let sortKey = Number(event.currentTarget.value);
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      this.rollData.selectedSort = rollData.sortList[sortKey]; // Update the selectedCarac
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      //console.log("RdDRollDialog - Sort selection", rollData.selectedSort);
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      updateRollResult(rollData);
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    });
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    html.find('#ptreve-variable').click((event) => {
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      let ptreve = Number(event.currentTarget.value);
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      this.rollData.selectedSort.data.ptreve_reel = ptreve; // Update the selectedCarac
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      console.log("RdDRollDialog - Cout reve", ptreve);
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      updateRollResult(rollData);
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    });
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  }
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  /* -------------------------------------------- */
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  static _computeFinalLevel(rollData) {
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    let etat = rollData.etat === undefined ? 0 : parseInt(rollData.etat);
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    if (rollData.competence) {
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      return etat + parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue);
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    }
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    if (rollData.draconicList) {
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      let difficulte = rollData.selectedSort.data.difficulte; // Sort de difficulté variable
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      if (difficulte.toLowerCase() == "variable") {
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        difficulte = parseInt(rollData.bmValue); // Récupérer la valeur de la listbox dans ce cas
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      }
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      return etat + parseInt(rollData.selectedDraconic.data.niveau) + parseInt(difficulte);
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    }
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    return etat + parseInt(rollData.bmValue);
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  }
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  /* -------------------------------------------- */
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  static _getTitle(rollData) {
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    if (rollData.competence) {
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      // If a weapon is there, add it in the title
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      let armeTitle = (rollData.arme) ? " (" + rollData.arme.name + ") " : "";
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      let niveauStr = (rollData.competence.data.niveau > 0 ? "+" : "") + rollData.competence.data.niveau;
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      return rollData.selectedCarac.label + "/" + rollData.competence.name + armeTitle + " " + niveauStr
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    }
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    if (rollData.draconicList) {
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      return rollData.selectedDraconic.name + " - " + rollData.selectedSort.name;
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    }
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    return rollData.selectedCarac.label;
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  }
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}
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