diff --git a/module/actor.js b/module/actor.js
index 2cfc82f..6978a34 100644
--- a/module/actor.js
+++ b/module/actor.js
@@ -335,7 +335,7 @@ export class SoSActor extends Actor {
totalWounds: this.system.scores.wound.value
}
let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-character-death.html', woundData );
- ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(this.name), ChatMessage.getWhisperRecipients("GM") ] } );
+ ChatMessage.create( { content: html, whisper: ChatMessage.getWhisperRecipients(this.name).concat(ChatMessage.getWhisperRecipients("GM") ) } )
}
}
@@ -369,7 +369,7 @@ export class SoSActor extends Actor {
totalWounds: this.system.scores.wound.value
}
let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-consequence.html', woundData );
- ChatMessage.create( { content: html, whisper: ChatMessage.getWhisperRecipients(this.name).concat(ChatMessage.getWhisperRecipients("GM")) } );
+ ChatMessage.create( { content: html, whisper: ChatMessage.getWhisperRecipients(this.name).concat(ChatMessage.getWhisperRecipients("GM")) } )
this.checkDeath();
}
@@ -399,7 +399,7 @@ export class SoSActor extends Actor {
async applyWounds( flipData ) {
if ( flipData.damageStatus == 'no_damage') {
let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-nodamage-taken.html', flipData );
- ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(this.name), ChatMessage.getWhisperRecipients("GM") ] } );
+ ChatMessage.create( { content: html, whisper: ChatMessage.getWhisperRecipients(this.name).concat(ChatMessage.getWhisperRecipients("GM")) } );
return;
}
@@ -437,7 +437,7 @@ export class SoSActor extends Actor {
flipData.currentWounds = sumWound;
flipData.totalWounds = this.system.scores.wound.value;
let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-taken.html', flipData );
- ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(this.name), ChatMessage.getWhisperRecipients("GM") ] } );
+ ChatMessage.create( { content: html, whisper: ChatMessage.getWhisperRecipients(this.name).concat(ChatMessage.getWhisperRecipients("GM")) } );
this.checkDeath();
}
diff --git a/module/sos-combat.js b/module/sos-combat.js
index f35d452..24c5db7 100644
--- a/module/sos-combat.js
+++ b/module/sos-combat.js
@@ -5,26 +5,30 @@ import { SoSDialogCombatActions } from "./sos-dialog-combat-actions.js";
/* -------------------------------------------- */
export class SoSCombat extends Combat {
-
+
/* -------------------------------------------- */
requestActions() {
- if ( game.user.isGM && !this.actionsRequested) {
- console.log("REQUEST ACTIONS !!!");
+ if (game.user.isGM && !this.actionsRequested) {
+ console.log("REQUEST ACTIONS !!!")
this.actionsRequested = true;
this.phaseSetup = {}; // Reset each new round/update
- for( let combatant of this.combatants) {
- this.setInitiative(combatant._id, -1 ); // Reset init
- let uniq = randomID(16);
+ for (let combatant of this.combatants) {
+ this.setInitiative(combatant.id, -1); // Reset init
+ let uniq = randomID(16)
const name = combatant.actor ? combatant.actor.name : combatant.name;
- if ( combatant.players[0]) {
+ if (combatant.players && combatant.players[0]) {
// A player controls this combatant -> message !
- ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${name} for round ${this.round} !
- Declare actions`,
- whisper: [ combatant.players[0].data._id] } );
+ ChatMessage.create({
+ content: `New round ! Click on the button below to declare the actions of ${name} for round ${this.round} !
+ Declare actions`,
+ whisper: [combatant.players[0].id]
+ });
} else {
- ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${name} for round ${this.round} !
- Declare actions`,
- whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
+ ChatMessage.create({
+ content: `New round ! Click on the button below to declare the actions of ${name} for round ${this.round} !
+ Declare actions`,
+ whisper: ChatMessage.getWhisperRecipients("GM"),
+ });
}
}
}
@@ -39,56 +43,61 @@ export class SoSCombat extends Combat {
/* -------------------------------------------- */
gotoNextTurn() {
this.phaseNumber -= 1;
- if ( this.phaseNumber <= 0) {
+ if (this.phaseNumber <= 0) {
this.applyConsequences();
this.nextRound(); // Auto-switch to next round
- } else {
+ } else {
this.nextTurn();
}
}
/* -------------------------------------------- */
async nextTurn() {
- console.log("Going to phase !", this.phaseNumber );
+ console.log("Going to phase !", this.phaseNumber);
// Get all actions for this phase
let phaseIndex = this.phaseNumber - 1;
let actionList = [];
let actionMsg = `
Actions for phase ${this.phaseNumber}
`;
- for (let combatantId in this.phaseSetup ) {
+ 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);
- const name = combatant.actor ? combatant.actor.data.name : combatant.name;
- actionList.push( { combatant: combatant,
- action: actionData.phaseArray[phaseIndex],
- isDone: false
- });
+ if (actionData.phaseArray[phaseIndex].name != 'No Action') {
+ let combatant = this.combatants.find(comb => comb._id == actionData.combatantId);
+ const name = combatant.actor ? combatant.actor.name : combatant.name;
+ actionList.push({
+ combatant: combatant,
+ action: actionData.phaseArray[phaseIndex],
+ isDone: false
+ });
actionMsg += `
${name} is going to : ${actionData.phaseArray[phaseIndex].name}`;
}
}
- if ( actionList.length == 0) {
+ if (actionList.length == 0) {
actionMsg += "
No actions for the phase !";
this.gotoNextTurn();
}
// Display a nice message
- ChatMessage.create( { content: actionMsg });
+ ChatMessage.create({ content: actionMsg });
// Now push specific messages
- for ( let action of actionList) {
+ for (let action of actionList) {
let uniq = randomID(16);
action.uniqId = uniq; // Easy tracking with chat messages
- const name = action.combatant.actor ? action.combatant.actor.data.name : action.combatant.name;
- if ( action.combatant.players[0]) {
+ const name = action.combatant.actor ? action.combatant.actor.name : action.combatant.name;
+ if (action.combatant.players[0]) {
// A player controls this combatant -> message !
- ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${name} must perform a ${action.action.name} action.
+ ChatMessage.create({
+ content: `Phase ${this.phaseNumber} ! ${name} must perform a ${action.action.name} action.
When done, click on the button below to close the action.
- Action is done !`,
- whisper: [ action.combatant.players[0].data._id] } );
+ Action is done !`,
+ whisper: [action.combatant.players[0].id]
+ });
} else {
- ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${name} must perform a ${action.action.name} action.
+ ChatMessage.create({
+ content: `Phase ${this.phaseNumber} ! ${name} must perform a ${action.action.name} action.
When done, click on the button below to close the action.
- Action is done !`,
- whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
+ Action is done !`,
+ whisper: ChatMessage.getWhisperRecipients("GM")
+ });
}
}
// Save for easy access
@@ -96,28 +105,28 @@ export class SoSCombat extends Combat {
}
/* -------------------------------------------- */
- applyConsequences( ) {
- if (game.user.isGM ) {
- for( let combatant of this.combatants) {
+ applyConsequences() {
+ if (game.user.isGM) {
+ for (let combatant of this.combatants) {
if (!combatant.actor) continue; // Can't check tokens without assigned actors, Maybe print chat message about bleeding happening so that the GM can manually track this?
- let bleeding = combatant.actor.data.items.find( item => item.type == 'consequence' && item.name == 'Bleeding');
- combatant.actor.applyConsequenceWound( bleeding.data.severity, "bleeding" );
+ let bleeding = combatant.actor.items.find(item => item.type == 'consequence' && item.name == 'Bleeding');
+ combatant.actor.applyConsequenceWound(bleeding.system.severity, "bleeding");
}
}
}
/* -------------------------------------------- */
- closeAction( uniqId) {
+ closeAction(uniqId) {
// Delete message !
- const toDelete = game.messages.filter(it => it.data.content.includes( uniqId ));
- toDelete.forEach(it => it.delete());
+ const toDelete = game.messages.filter(it => it.content.includes(uniqId));
+ toDelete.forEach(it => it.delete())
- let action = this.currentActions.find( _action => _action.uniqId == uniqId );
+ 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 !
+ let filtered = this.currentActions.filter(_action => action.isDone);
+ if (filtered.length == this.currentActions.length) { // All actions closed !
console.log("Going next turn !!!");
this.gotoNextTurn();
}
@@ -125,22 +134,22 @@ export class SoSCombat extends Combat {
}
/* -------------------------------------------- */
- getPhaseRank( actionConf) {
- for (let i=2; i>=0; i--) {
+ getPhaseRank(actionConf) {
+ for (let i = 2; i >= 0; i--) {
let action = actionConf.phaseArray[i];
if (action.name != "No Action") {
- return i+1;
+ return i + 1;
}
}
return 0;
}
/* -------------------------------------------- */
- getAPFromActor( actorId ) {
- for( let combatant of this.combatants) {
+ getAPFromActor(actorId) {
+ for (let combatant of this.combatants) {
//console.log(combatant);
- if ( combatant.actor.data._id == actorId ) {
- let phase = this.phaseSetup[combatant._id];
+ if (combatant.actor.id == actorId) {
+ let phase = this.phaseSetup[combatant.id];
return phase.remainingAP;
}
}
@@ -148,42 +157,43 @@ export class SoSCombat extends Combat {
}
/* -------------------------------------------- */
- decreaseAPFromActor( actorId ) {
- for( let combatant of this.combatants) {
+ decreaseAPFromActor(actorId) {
+ for (let combatant of this.combatants) {
//console.log(combatant);
- if ( combatant.actor.data._id == actorId ) {
- let phase = this.phaseSetup[combatant._id];
+ if (combatant.actor.id == actorId) {
+ let phase = this.phaseSetup[combatant.id];
phase.remainingAP -= 1;
- if ( phase.remainingAP < 0 ) phase.remainingAP = 0;
+ if (phase.remainingAP < 0) phase.remainingAP = 0;
}
}
}
-
+
/* -------------------------------------------- */
async setupActorActions(actionConf) {
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);
+ const toDelete = game.messages.filter(it => it.content.includes(actionConf.uniqId));
toDelete.forEach(it => it.delete());
- if ( !this.phaseSetup) this.phaseSetup = {}; // Opportunistic init
-
+ if (!this.phaseSetup) this.phaseSetup = {}; // Opportunistic init
+
// Keep track
this.phaseSetup[actionConf.combatantId] = actionConf;
- console.log( this.combatants );
+ console.log(this.combatants);
//let combatant = this.combatants.find( comb => comb._id == actionConf.combatantId);
- await this.setInitiative( actionConf.combatantId, this.getPhaseRank( actionConf ) );
+ await this.setInitiative(actionConf.combatantId, this.getPhaseRank(actionConf));
let actionsDone = true
- for( let combatant of this.combatants) {
- if ( combatant.initiative == -1 ) actionsDone = false;
+ for (let combatant of this.combatants) {
+ if (combatant.initiative == -1) actionsDone = false;
}
- if ( actionsDone ) {
+ if (actionsDone) {
this.actionsRequested = false;
- ChatMessage.create( { content: `Action declaration has been completed ! Now proceeding with actions.`,
- whisper: [ ChatMessage.getWhisperRecipients("GM") ] } );
+ ChatMessage.create({
+ content: `Action declaration has been completed ! Now proceeding with actions.`,
+ whisper: ChatMessage.getWhisperRecipients("GM")
+ })
this.phaseNumber = 3;
this.nextTurn();
}
diff --git a/module/sos-dialog-combat-actions.js b/module/sos-dialog-combat-actions.js
index 3fba332..823e539 100644
--- a/module/sos-dialog-combat-actions.js
+++ b/module/sos-dialog-combat-actions.js
@@ -12,7 +12,7 @@ export class SoSDialogCombatActions extends Dialog {
actionPoints: SoSUtility.fillRange(0, 6),
combatId: combatId,
combatantId: combatantId,
- combatantsList: combat.data.combatants,
+ combatantsList: combat.combatants,
uniqId: uniqId,
round: round
}
diff --git a/module/sos-gm-deck.js b/module/sos-gm-deck.js
index 5320885..915a210 100644
--- a/module/sos-gm-deck.js
+++ b/module/sos-gm-deck.js
@@ -60,7 +60,7 @@ export class SoSGMDeck extends Dialog {
let cardPath = `systems/foundryvtt-shadows-over-sol/img/cards/${card.cardName}.webp`;
let cardData = { card: card, cardPath: cardPath };
let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-card.html', cardData );
- ChatMessage.create( { content: html, whisper: [ ChatMessage.getWhisperRecipients("GM") ] });
+ ChatMessage.create( { content: html, whisper: ChatMessage.getWhisperRecipients("GM") } );
//dialog.onFlipClose();
}