v10 compatibility

This commit is contained in:
sladecraven 2022-07-17 20:53:25 +02:00
parent e52b62a314
commit 1f0506f5c2
4 changed files with 86 additions and 76 deletions

View File

@ -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();
}

View File

@ -8,23 +8,27 @@ 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 ${this.round} !<br>
<a class='chat-card-button' id='button-declare-actions' data-uniq-id='${uniq}' data-combatant-id='${combatant._id}' data-combat-id='${this._id}' data-round='${this.round}'>Declare actions</a>`,
whisper: [ combatant.players[0].data._id] } );
ChatMessage.create({
content: `New round ! Click on the button below to declare the actions of ${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].id]
});
} else {
ChatMessage.create( { content: `New round ! Click on the button below to declare the actions of ${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") ] } );
ChatMessage.create({
content: `New round ! Click on the button below to declare the actions of ${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"),
});
}
}
}
@ -39,7 +43,7 @@ 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 {
@ -49,46 +53,51 @@ export class SoSCombat extends Combat {
/* -------------------------------------------- */
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 = `<h4>Actions for phase ${this.phaseNumber}</h4>`;
for (let combatantId in this.phaseSetup ) {
for (let combatantId in this.phaseSetup) {
let actionData = this.phaseSetup[combatantId];
if ( actionData.phaseArray[phaseIndex].name != 'No Action' ) {
let combatant = this.combatants.find( comb => comb._id == actionData.combatantId);
const name = combatant.actor ? combatant.actor.data.name : combatant.name;
actionList.push( { combatant: combatant,
action: actionData.phaseArray[phaseIndex],
isDone: false
});
if (actionData.phaseArray[phaseIndex].name != 'No Action') {
let combatant = this.combatants.find(comb => comb._id == actionData.combatantId);
const name = combatant.actor ? combatant.actor.name : combatant.name;
actionList.push({
combatant: combatant,
action: actionData.phaseArray[phaseIndex],
isDone: false
});
actionMsg += `<br>${name} is going to : ${actionData.phaseArray[phaseIndex].name}`;
}
}
if ( actionList.length == 0) {
if (actionList.length == 0) {
actionMsg += "<br>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} ! ${name} must perform a <strong>${action.action.name}</strong> action.
ChatMessage.create({
content: `Phase ${this.phaseNumber} ! ${name} must perform a <strong>${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] } );
<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].id]
});
} else {
ChatMessage.create( { content: `Phase ${this.phaseNumber} ! ${name} must perform a <strong>${action.action.name}</strong> action.<br>
ChatMessage.create({
content: `Phase ${this.phaseNumber} ! ${name} must perform a <strong>${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") ] } );
<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
@ -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;
}
}
@ -148,13 +157,13 @@ 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;
}
}
}
@ -164,26 +173,27 @@ export class SoSCombat extends Combat {
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();
}

View File

@ -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
}

View File

@ -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();
}