fvtt-crucible-rpg/modules/crucible-utility.js

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/* -------------------------------------------- */
import { CrucibleCombat } from "./crucible-combat.js";
import { CrucibleCommands } from "./crucible-commands.js";
/* -------------------------------------------- */
const __level2Dice = ["d0", "d4", "d6", "d8", "d10", "d12"];
const __name2DiceValue = { "0": 0, "d0": 0, "d4": 4, "d6": 6, "d8": 8, "d10": 10, "d12": 12 }
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const __skillLevel2Dice = ["0d8", "1d8", "2d8","3d8", "4d8", '6d8', "8d8", "10d8"]
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/* -------------------------------------------- */
export class CrucibleUtility {
/* -------------------------------------------- */
static async init() {
Hooks.on('renderChatLog', (log, html, data) => CrucibleUtility.chatListeners(html));
Hooks.on("dropCanvasData", (canvas, data) => {
CrucibleUtility.dropItemOnToken(canvas, data)
});
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this.rollDataStore = {}
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CrucibleCommands.init();
Handlebars.registerHelper('count', function (list) {
return list.length;
})
Handlebars.registerHelper('includes', function (array, val) {
return array.includes(val);
})
Handlebars.registerHelper('upper', function (text) {
return text.toUpperCase();
})
Handlebars.registerHelper('lower', function (text) {
return text.toLowerCase()
})
Handlebars.registerHelper('upperFirst', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase() + text.slice(1)
})
Handlebars.registerHelper('notEmpty', function (list) {
return list.length > 0;
})
Handlebars.registerHelper('mul', function (a, b) {
return parseInt(a) * parseInt(b);
})
}
/*-------------------------------------------- */
static getSkills() {
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return duplicate(this.skills)
}
/*-------------------------------------------- */
static getWeaponSkills() {
return duplicate(this.weaponSkills)
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}
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/*-------------------------------------------- */
static getShieldSkills() {
return duplicate(this.shieldSkills)
}
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/* -------------------------------------------- */
static async ready() {
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const skills = await CrucibleUtility.loadCompendium("fvtt-crucible-rpg.skills")
this.skills = skills.map(i => i.toObject())
this.weaponSkills = duplicate( this.skills.filter( item => item.data.isweaponskill))
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this.shieldSkills = duplicate( this.skills.filter( item => item.data.isshieldskill))
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}
/* -------------------------------------------- */
static async loadCompendiumData(compendium) {
const pack = game.packs.get(compendium);
return await pack?.getDocuments() ?? [];
}
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
let compendiumData = await CrucibleUtility.loadCompendiumData(compendium);
return compendiumData.filter(filter);
}
/* -------------------------------------------- */
static async chatListeners(html) {
html.on("click", '.view-item-from-chat', event => {
game.system.crucible.creator.openItemView(event)
})
}
/* -------------------------------------------- */
static async preloadHandlebarsTemplates() {
const templatePaths = [
'systems/fvtt-crucible-rpg/templates/editor-notes-gm.html',
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'systems/fvtt-crucible-rpg/templates/partial-roll-select.html',
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'systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html',
'systems/fvtt-crucible-rpg/templates/partial-actor-status.html',
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'systems/fvtt-crucible-rpg/templates/partial-options-abilities.html',
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'systems/fvtt-crucible-rpg/templates/partial-item-nav.html',
'systems/fvtt-crucible-rpg/templates/partial-item-description.html',
'systems/fvtt-crucible-rpg/templates/partial-actor-equipment.html'
]
return loadTemplates(templatePaths);
}
/* -------------------------------------------- */
static removeChatMessageId(messageId) {
if (messageId) {
game.messages.get(messageId)?.delete();
}
}
static findChatMessageId(current) {
return CrucibleUtility.getChatMessageId(CrucibleUtility.findChatMessage(current));
}
static getChatMessageId(node) {
return node?.attributes.getNamedItem('data-message-id')?.value;
}
static findChatMessage(current) {
return CrucibleUtility.findNodeMatching(current, it => it.classList.contains('chat-message') && it.attributes.getNamedItem('data-message-id'));
}
static findNodeMatching(current, predicate) {
if (current) {
if (predicate(current)) {
return current;
}
return CrucibleUtility.findNodeMatching(current.parentElement, predicate);
}
return undefined;
}
/* -------------------------------------------- */
static templateData(it) {
return CrucibleUtility.data(it)?.data ?? {}
}
/* -------------------------------------------- */
static data(it) {
if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
return it.data;
}
return it;
}
/* -------------------------------------------- */
static createDirectOptionList(min, max) {
let options = {};
for (let i = min; i <= max; i++) {
options[`${i}`] = `${i}`;
}
return options;
}
/* -------------------------------------------- */
static buildListOptions(min, max) {
let options = ""
for (let i = min; i <= max; i++) {
options += `<option value="${i}">${i}</option>`
}
return options;
}
/* -------------------------------------------- */
static getTarget() {
if (game.user.targets && game.user.targets.size == 1) {
for (let target of game.user.targets) {
return target;
}
}
return undefined;
}
/* -------------------------------------------- */
static updateRollData(rollData) {
let id = rollData.rollId
let oldRollData = this.rollDataStore[id] || {}
let newRollData = mergeObject(oldRollData, rollData)
this.rollDataStore[id] = newRollData
}
/* -------------------------------------------- */
static saveRollData(rollData) {
game.socket.emit("system.crucible-rpg", {
name: "msg_update_roll", data: rollData
}); // Notify all other clients of the roll
this.updateRollData(rollData)
}
/* -------------------------------------------- */
static getRollData(id) {
return this.rollDataStore[id]
}
/* -------------------------------------------- */
static async onSocketMesssage(msg) {
console.log("SOCKET MESSAGE", msg.name)
if (msg.name == "msg_update_defense_state") {
this.updateDefenseState(msg.data.defenderId, msg.data.rollId)
}
if (msg.name == "msg_update_roll") {
this.updateRollData(msg.data)
}
if (msg.name == "msg_gm_item_drop" && game.user.isGM) {
let actor = game.actors.get(msg.data.actorId)
let item
if (msg.data.isPack) {
item = await fromUuid("Compendium." + msg.data.isPack + "." + msg.data.itemId)
} else {
item = game.items.get(msg.data.itemId)
}
this.addItemDropToActor(actor, item)
}
if (msg.name == "msg_reroll_hero") {
this.rerollHeroRemaining(msg.data.userId, msg.data.rollId)
}
}
/* -------------------------------------------- */
static chatDataSetup(content, modeOverride, isRoll = false, forceWhisper) {
let chatData = {
user: game.user.id,
rollMode: modeOverride || game.settings.get("core", "rollMode"),
content: content
};
if (["gmroll", "blindroll"].includes(chatData.rollMode)) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM").map(u => u.id);
if (chatData.rollMode === "blindroll") chatData["blind"] = true;
else if (chatData.rollMode === "selfroll") chatData["whisper"] = [game.user];
if (forceWhisper) { // Final force !
chatData["speaker"] = ChatMessage.getSpeaker();
chatData["whisper"] = ChatMessage.getWhisperRecipients(forceWhisper);
}
return chatData;
}
/* -------------------------------------------- */
static async showDiceSoNice(roll, rollMode) {
if (game.modules.get("dice-so-nice")?.active) {
if (game.dice3d) {
let whisper = null;
let blind = false;
rollMode = rollMode ?? game.settings.get("core", "rollMode");
switch (rollMode) {
case "blindroll": //GM only
blind = true;
case "gmroll": //GM + rolling player
whisper = this.getUsers(user => user.isGM);
break;
case "roll": //everybody
whisper = this.getUsers(user => user.active);
break;
case "selfroll":
whisper = [game.user.id];
break;
}
await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
}
}
}
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/* -------------------------------------------- */
static updateSkill( skill) {
skill.data.level = skill.data.background + skill.data.basic + skill.data.class + skill.data.explevel
if (skill.data.level > 7) { skill.data.level = 7}
skill.data.skilldice = __skillLevel2Dice[skill.data.level]
}
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/* -------------------------------------------- */
static async rollCrucible(rollData) {
let actor = game.actors.get(rollData.actorId)
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// ability/save => 0
let diceFormula
let startFormula = "0d6cs>=5"
if ( rollData.ability) {
startFormula = String(rollData.ability.value) + "d6cs>=5"
}
if ( rollData.save) {
startFormula = String(rollData.save.value) + "d6cs>=5"
}
diceFormula = startFormula
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// skill => 2
// feat => 4
// bonus => 6
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if (rollData.skill) {
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let level = rollData.skill.data.level
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if (rollData.skill.data.issl2 ) {
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rollData.hasSLBonus = true
level += 2
if (level > 7) { level = 7}
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}
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rollData.skill.data.skilldice = __skillLevel2Dice[level]
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diceFormula += "+" + String(rollData.skill.data.skilldice) + "cs>=5"
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if (rollData.skill.data.skilltype == "complex" && rollData.skill.data.level == 0) {
rollData.complexSkillDisadvantage = true
rollData.rollAdvantage = "roll-disadvantage"
}
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if (rollData.skill.data.isfeatdie) {
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rollData.hasFeatDie = true
diceFormula += "+ 1d10cs>=5"
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} else {
diceFormula += `+ 0d10cs>=5`
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}
if (rollData.skill.data.bonusdice != "none") {
rollData.hasBonusDice = rollData.skill.data.bonusdice
diceFormula += `+ ${rollData.hasBonusDice}cs>=5`
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} else {
diceFormula += `+ 0d6cs>=5`
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}
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} else {
diceFormula += `+ 0d8cs=>5 + 0d10cs>=5 + 0d6cs>=5`
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}
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// advantage => 8
let advFormula = "+ 0d8cs>=5"
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if(rollData.advantage == "advantage1") {
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advFormula = "+ 1d8cs>=5"
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}
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if(rollData.advantage == "advantage2") {
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advFormula = "+ 2d8cs>=5"
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}
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diceFormula += advFormula
// disadvantage => 10
let disFormula = "- 0d8cs>=5"
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if(rollData.disadvantage == "disadvantage1") {
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disFormula = "- 1d8cs>=5"
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}
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if(rollData.disadvantage == "disadvantage2") {
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disFormula = "- 2d8cs>=5"
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}
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diceFormula += disFormula
// armor => 12
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let skillArmorPenalty = 0
for (let armor of rollData.armors) {
skillArmorPenalty += armor.data.skillpenalty
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}
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if (rollData.skill && rollData.skill.data.armorpenalty && skillArmorPenalty > 0 ) {
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rollData.skillArmorPenalty = skillArmorPenalty
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diceFormula += `- ${skillArmorPenalty}d8cs>=5`
} else {
diceFormula += `- 0d8cs>=5`
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}
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// Performs roll
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console.log("Roll formula", diceFormula)
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let myRoll = rollData.roll
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if (!myRoll) { // New rolls only of no rerolls
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myRoll = new Roll(diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
}
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rollData.roll = myRoll
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rollData.nbSuccess = myRoll.total
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if (rollData.rollAdvantage != "none") {
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let myRoll2 = new Roll(diceFormula).roll({ async: false })
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
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if (rollData.rollAdvantage == "roll-advantage") {
if ( myRoll2.total > rollData.nbSuccess) {
rollData.roll = myRoll2
rollData.nbSuccess = myRoll2.total
}
} else {
if ( myRoll2.total < rollData.nbSuccess) {
rollData.roll = myRoll2
rollData.nbSuccess = myRoll2.total
}
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}
}
// Manage exp
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if (rollData.skill && rollData.skill.data.level > 0) {
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let nbSkillSuccess = rollData.roll.terms[2].total
if ( nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.data.level) {
actor.incrementSkillExp(rollData.skill._id, 1)
}
}
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this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-crucible-rpg/templates/chat-generic-result.html`, rollData)
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})
console.log("Rolldata result", rollData)
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// And save the roll
this.saveRollData(rollData)
actor.lastRoll = rollData
}
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/* -------------------------------------------- */
static sortArrayObjectsByName( myArray) {
myArray.sort((a, b) => {
let fa = a.name.toLowerCase();
let fb = b.name.toLowerCase();
if (fa < fb) {
return -1;
}
if (fa > fb) {
return 1;
}
return 0;
})
}
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/* -------------------------------------------- */
static getUsers(filter) {
return game.users.filter(filter).map(user => user.data._id);
}
/* -------------------------------------------- */
static getWhisperRecipients(rollMode, name) {
switch (rollMode) {
case "blindroll": return this.getUsers(user => user.isGM);
case "gmroll": return this.getWhisperRecipientsAndGMs(name);
case "selfroll": return [game.user.id];
}
return undefined;
}
/* -------------------------------------------- */
static getWhisperRecipientsAndGMs(name) {
let recep1 = ChatMessage.getWhisperRecipients(name) || [];
return recep1.concat(ChatMessage.getWhisperRecipients('GM'));
}
/* -------------------------------------------- */
static blindMessageToGM(chatOptions) {
let chatGM = duplicate(chatOptions);
chatGM.whisper = this.getUsers(user => user.isGM);
chatGM.content = "Blinde message of " + game.user.name + "<br>" + chatOptions.content;
console.log("blindMessageToGM", chatGM);
game.socket.emit("system.fvtt-crucible-rgp", { msg: "msg_gm_chat_message", data: chatGM });
}
/* -------------------------------------------- */
static async searchItem(dataItem) {
let item
if (dataItem.pack) {
item = await fromUuid("Compendium." + dataItem.pack + "." + dataItem.id)
} else {
item = game.items.get(dataItem.id)
}
return item
}
/* -------------------------------------------- */
static split3Columns(data) {
let array = [[], [], []];
if (data == undefined) return array;
let col = 0;
for (let key in data) {
let keyword = data[key];
keyword.key = key; // Self-reference
array[col].push(keyword);
col++;
if (col == 3) col = 0;
}
return array;
}
/* -------------------------------------------- */
static createChatMessage(name, rollMode, chatOptions) {
switch (rollMode) {
case "blindroll": // GM only
if (!game.user.isGM) {
this.blindMessageToGM(chatOptions);
chatOptions.whisper = [game.user.id];
chatOptions.content = "Message only to the GM";
}
else {
chatOptions.whisper = this.getUsers(user => user.isGM);
}
break;
default:
chatOptions.whisper = this.getWhisperRecipients(rollMode, name);
break;
}
chatOptions.alias = chatOptions.alias || name;
ChatMessage.create(chatOptions);
}
/* -------------------------------------------- */
static getBasicRollData() {
let rollData = {
rollId: randomID(16),
rollMode: game.settings.get("core", "rollMode"),
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advantage: "none"
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}
CrucibleUtility.updateWithTarget(rollData)
return rollData
}
/* -------------------------------------------- */
static updateWithTarget(rollData) {
let objectDefender
let target = CrucibleUtility.getTarget();
if (target) {
let defenderActor = game.actors.get(target.data.actorId)
objectDefender = CrucibleUtility.data(defenderActor)
objectDefender = mergeObject(objectDefender, target.data.actorData)
rollData.defender = objectDefender
rollData.attackerId = this.id
rollData.defenderId = objectDefender._id
defenderActor.addHindrancesList(rollData.effectsList)
}
}
/* -------------------------------------------- */
static createChatWithRollMode(name, chatOptions) {
this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions);
}
/* -------------------------------------------- */
static async confirmDelete(actorSheet, li) {
let itemId = li.data("item-id");
let msgTxt = "<p>Are you sure to remove this Item ?";
let buttons = {
delete: {
icon: '<i class="fas fa-check"></i>',
label: "Yes, remove it",
callback: () => {
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
li.slideUp(200, () => actorSheet.render(false));
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel"
}
}
msgTxt += "</p>";
let d = new Dialog({
title: "Confirm removal",
content: msgTxt,
buttons: buttons,
default: "cancel"
});
d.render(true);
}
}