foundryvtt-reve-de-dragon/module/status-effects.js
Vincent Vandemeulebrouck a0213fb552 #101 Gestion des status de surprise
La demi-surprise ou surprise dépend des états:

- les TMRs sont ouvertes (sauf visu)
- le personnage est sonné
- un status parmi: prone, restrain
- si inconscient ou aveugle, surprise totale

Ajout de la possibilité de filtrer les status
2021-01-13 03:42:13 +01:00

129 lines
3.9 KiB
JavaScript

const rddStatusEffects = [
{ id: 'sonne', rdd: true, label: 'Sonné', icon: 'icons/svg/stoned.svg' },
];
const demiReveStatusEffect = { id: 'demi-reve', rdd: true, label: 'Demi-rêve', icon: 'systems/foundryvtt-reve-de-dragon/icons/heures/hd12.svg' };
const rddPrivateStatusEffects = [demiReveStatusEffect,];
const statusDemiSurpriseCombat = new Set(['sonne', 'demi-reve', 'prone', 'restrain']);
const statusDemiSurprise = new Set(['sonne', 'prone', 'restrain']);
const statusSurpriseTotale = new Set(['unconscious', 'blind']);
export class StatusEffects {
static init() {
StatusEffects.setCoreStatusId(rddPrivateStatusEffects);
StatusEffects.setCoreStatusId(rddStatusEffects);
const defaultUseStatusEffect = CONFIG.statusEffects.map(it => it.id).join();
game.settings.register("foundryvtt-reve-de-dragon", "use-status-effects", {
name: "use-status-effects",
scope: "world",
config: false,
default: defaultUseStatusEffect,
type: String
});
game.settings.registerMenu("foundryvtt-reve-de-dragon", "select-status-effect", {
name: "Choisir les effets disponibles",
label: "Choix des effets",
hint: "Ouvre la fenêtre de sélection des effets/status appliqués aux acteurs",
icon: "fas fa-bars",
type: StatusEffectsSettings,
restricted: true
});
CONFIG.RDD.allEffects = rddStatusEffects.concat(CONFIG.statusEffects);
StatusEffects._setUseStatusEffects(StatusEffects._getUseStatusEffects());
console.log('statusEffects', CONFIG.statusEffects);
}
static valeurSurprise(effect, isCombat) {
const id = StatusEffects.statusId(effect);
if (statusSurpriseTotale.has(id)) {
return 2;
}
const status = (isCombat ? statusDemiSurpriseCombat : statusDemiSurprise);
return status.has(id) ? 1 : 0;
}
static statusId(effectData) {
return effectData.flags?.core?.statusId ?? effectData["flags.core.statusId"];
}
static setCoreStatusId(list) {
list.forEach(it => {
it.flags = { core: { statusId: it.id } };
it["flags.core.statusId"] = it.id;
});
}
static _getUseStatusEffects() {
const setting = game.settings.get("foundryvtt-reve-de-dragon", "use-status-effects");
return setting ? new Set(setting.split(',')) : new Set();
}
static _setUseStatusEffects(useStatusEffects) {
game.settings.set("foundryvtt-reve-de-dragon", "use-status-effects", StatusEffects._toSetting(useStatusEffects));
for (let effect of CONFIG.RDD.allEffects) {
effect.active = effect.rdd || useStatusEffects.has(effect.id);
}
CONFIG.statusEffects = CONFIG.RDD.allEffects.filter(it => it.active);
}
static _toSetting(useStatusEffects) {
return Array.from(useStatusEffects).join();
}
static demiReve() {
return demiReveStatusEffect;
}
}
class StatusEffectsSettings extends FormApplication {
constructor(...args) {
super(...args);
}
static get defaultOptions() {
const options = super.defaultOptions;
mergeObject(options, {
id: "status-effects-settings",
template: "systems/foundryvtt-reve-de-dragon/templates/status-effects-settings.html",
height: "auto",
width: 350,
minimizable: false,
closeOnSubmit: true,
title: "Choix des status/effets"
});
return options;
}
getData() {
let data = super.getData();
data.effects = CONFIG.RDD.allEffects;
return data;
}
activateListeners(html) {
html.find(".select-effect").click((event) => {
let id = event.currentTarget.attributes.name?.value;
if (id) {
let selected = StatusEffects._getUseStatusEffects();
let isChecked = event.currentTarget.checked;
if (isChecked) {
selected.add(id);
}
else {
selected.delete(id);
}
StatusEffects._setUseStatusEffects(selected);
}
});
}
async _updateObject(event, formData) {
this.close();
}
}