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import { SoSCardDeck } from "./sos-card-deck.js" ;
import { SoSUtility } from "./sos-utility.js" ;
import { SoSFlipDialog } from "./sos-flip-dialog.js" ;
import { SoSDialogCombatActions } from "./sos-dialog-combat-actions.js" ;
/* -------------------------------------------- */
export class SoSCombat extends Combat {
/* -------------------------------------------- */
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requestActions ( ) {
if ( game . user . isGM && ! this . actionsRequested ) {
console . log ( "REQUEST ACTIONS !!!" ) ;
this . actionsRequested = true ;
this . phaseSetup = { } ; // Reset each new round/update
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for ( let combatant of this . combatants ) {
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this . setInitiative ( combatant . _id , - 1 ) ; // Reset init
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let uniq = randomID ( 16 ) ;
if ( combatant . players [ 0 ] ) {
// A player controls this combatant -> message !
ChatMessage . create ( { content : ` New round ! Click on the button below to declare the actions of ${ combatant . actor . data . name } for round ${ this . round } !<br>
< a class = 'chat-card-button' id = 'button-declare-actions' data - uniq - id = '${uniq}' data - combatant - id = '${combatant._id}' data - combat - id = '${this._id}' data - round = '${this.round}' > Declare actions < / a > ` ,
whisper : [ combatant . players [ 0 ] . data . _id ] } ) ;
} else {
ChatMessage . create ( { content : ` New round ! Click on the button below to declare the actions of ${ combatant . actor . data . name } for round ${ this . round } !<br>
< a class = 'chat-card-button' id = 'button-declare-actions' data - uniq - id = '${uniq}' data - combatant - id = '${combatant._id}' data - combat - id = '${this._id}' data - round = '${this.round}' > Declare actions < / a > ` ,
whisper : [ ChatMessage . getWhisperRecipients ( "GM" ) ] } ) ;
}
}
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}
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}
/* -------------------------------------------- */
async nextRound ( ) {
this . actionsRequested = false ;
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super . nextRound ( ) ;
}
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/* -------------------------------------------- */
gotoNextTurn ( ) {
this . phaseNumber -= 1 ;
if ( this . phaseNumber <= 0 ) {
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this . applyConsequences ( ) ;
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this . nextRound ( ) ; // Auto-switch to next round
} else {
this . nextTurn ( ) ;
}
}
/* -------------------------------------------- */
async nextTurn ( ) {
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console . log ( "Going to phase !" , this . phaseNumber ) ;
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// Get all actions for this phase
let phaseIndex = this . phaseNumber - 1 ;
let actionList = [ ] ;
let actionMsg = ` <h4>Actions for phase ${ this . phaseNumber } </h4> ` ;
for ( let combatantId in this . phaseSetup ) {
let actionData = this . phaseSetup [ combatantId ] ;
if ( actionData . phaseArray [ phaseIndex ] . name != 'No Action' ) {
let combatant = this . combatants . find ( comb => comb . _id == actionData . combatantId ) ;
actionList . push ( { combatant : combatant ,
action : actionData . phaseArray [ phaseIndex ] ,
isDone : false
} ) ;
actionMsg += ` <br> ${ combatant . actor . name } is going to : ${ actionData . phaseArray [ phaseIndex ] . name } ` ;
}
}
if ( actionList . length == 0 ) {
actionMsg += "<br>No actions for the phase !" ;
this . gotoNextTurn ( ) ;
}
// Display a nice message
ChatMessage . create ( { content : actionMsg } ) ;
// Now push specific messages
for ( let action of actionList ) {
let uniq = randomID ( 16 ) ;
action . uniqId = uniq ; // Easy tracking with chat messages
if ( action . combatant . players [ 0 ] ) {
// A player controls this combatant -> message !
ChatMessage . create ( { content : ` Phase ${ this . phaseNumber } ! ${ action . combatant . actor . data . name } must perform a <strong> ${ action . action . name } </strong> action.
When done , click on the button below to close the action .
< a class = 'chat-card-button' id = 'button-end-action' data - uniq - id = '${uniq}' data - combatant - id = '${action.combatant._id}' data - combat - id = '${this._id}' data - round = '${this.round}' > Action is done ! < / a > ` ,
whisper : [ action . combatant . players [ 0 ] . data . _id ] } ) ;
} else {
ChatMessage . create ( { content : ` Phase ${ this . phaseNumber } ! ${ action . combatant . actor . data . name } must perform a <strong> ${ action . action . name } </strong> action.<br>
When done , click on the button below to close the action .
< a class = 'chat-card-button' id = 'button-end-action' data - uniq - id = '${uniq}' data - combatant - id = '${action.combatant._id}' data - combat - id = '${this._id}' data - round = '${this.round}' > Action is done ! < / a > ` ,
whisper : [ ChatMessage . getWhisperRecipients ( "GM" ) ] } ) ;
}
}
// Save for easy access
this . currentActions = actionList ;
}
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/* -------------------------------------------- */
applyConsequences ( ) {
if ( game . user . isGM ) {
for ( let combatant of this . combatants ) {
let bleeding = combatant . actor . data . items . find ( item => item . type == 'consequence' && item . name == 'Bleeding' ) ;
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combatant . actor . applyConsequenceWound ( bleeding . data . severity , "bleeding" ) ;
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}
}
}
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/* -------------------------------------------- */
closeAction ( uniqId ) {
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// Delete message !
const toDelete = game . messages . filter ( it => it . data . content . includes ( uniqId ) ) ;
toDelete . forEach ( it => it . delete ( ) ) ;
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let action = this . currentActions . find ( _action => _action . uniqId == uniqId ) ;
if ( action ) {
action . isDone = true ;
let filtered = this . currentActions . filter ( _action => action . isDone ) ;
if ( filtered . length == this . currentActions . length ) { // All actions closed !
console . log ( "Going next turn !!!" ) ;
this . gotoNextTurn ( ) ;
}
}
}
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/* -------------------------------------------- */
getPhaseRank ( actionConf ) {
for ( let i = 2 ; i >= 0 ; i -- ) {
let action = actionConf . phaseArray [ i ] ;
if ( action . name != "No Action" ) {
return i + 1 ;
}
}
return 0 ;
}
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/* -------------------------------------------- */
getAPFromActor ( actorId ) {
for ( let combatant of this . combatants ) {
//console.log(combatant);
if ( combatant . actor . data . _id == actorId ) {
let phase = this . phaseSetup [ combatant . _id ] ;
return phase . remainingAP ;
}
}
return 0 ;
}
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/* -------------------------------------------- */
decreaseAPFromActor ( actorId ) {
for ( let combatant of this . combatants ) {
//console.log(combatant);
if ( combatant . actor . data . _id == actorId ) {
let phase = this . phaseSetup [ combatant . _id ] ;
phase . remainingAP -= 1 ;
if ( phase . remainingAP < 0 ) phase . remainingAP = 0 ;
}
}
}
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/* -------------------------------------------- */
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async setupActorActions ( actionConf ) {
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console . log ( "Setting combat for phase : " , actionConf , actionConf . uniqId ) ;
// Delete message !
const toDelete = game . messages . filter ( it => it . data . content . includes ( actionConf . uniqId ) ) ;
console . log ( "MESSAGE : " , toDelete ) ;
toDelete . forEach ( it => it . delete ( ) ) ;
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if ( ! this . phaseSetup ) this . phaseSetup = { } ; // Opportunistic init
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// Keep track
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this . phaseSetup [ actionConf . combatantId ] = actionConf ;
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console . log ( this . combatants ) ;
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//let combatant = this.combatants.find( comb => comb._id == actionConf.combatantId);
await this . setInitiative ( actionConf . combatantId , this . getPhaseRank ( actionConf ) ) ;
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let actionsDone = true
for ( let combatant of this . combatants ) {
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if ( combatant . initiative == - 1 ) actionsDone = false ;
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}
if ( actionsDone ) {
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this . actionsRequested = false ;
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ChatMessage . create ( { content : ` Action declaration has been completed ! Now proceeding with actions. ` ,
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whisper : [ ChatMessage . getWhisperRecipients ( "GM" ) ] } ) ;
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this . phaseNumber = 3 ;
this . nextTurn ( ) ;
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}
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}
}