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