Combat tracker fixes
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@ -4,7 +4,7 @@ import { Hero6RollDialog } from "./hero6-roll-dialog.js";
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import { Hero6LiftDice } from "./hero6-lift-dice.js";
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/* -------------------------------------------- */
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const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12]
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const __speed2Segments = [ [0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12],
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[2, 4, 6, 7, 9, 11, 12], [2, 3, 5, 6, 8, 9, 11, 12], [2, 3, 4, 6, 7, 8, 10, 11, 12], [2, 3, 4, 5, 6, 8, 9, 10, 11, 12],
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[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
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@ -398,12 +398,15 @@ export class Hero6Actor extends Actor {
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}
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game.combat.rebuildInitiative()
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}
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async disableHoldAction() {
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await this.setFlag("world", "hold-action", false)
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}
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async disableAbortAction() {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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}
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async abortAction() {
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let abort = this.getFlag("world", "abort-action")
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if ( abort.state) {
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if (abort.state) {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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} else {
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await this.setFlag("world", "abort-action", { state: true, count: 0 })
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@ -422,14 +425,19 @@ export class Hero6Actor extends Actor {
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hasPhase(segmentNumber) {
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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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let phases = __speed2Segments[index]
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console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber))
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console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber), __speed2Segments)
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return phases.includes(segmentNumber)
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}
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/* -------------------------------------------- */
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getSegments() {
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let index = [Math.min(Math.max(this.system.characteristics.spd.value, 1), 12)] // Security bounds
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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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console.log("INDEX", index, __speed2Segments[index])
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return __speed2Segments[index]
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}
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getPhasesString() {
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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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return __speed2Segments[index].toString()
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}
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/* -------------------------------------------- */
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getBaseInit() {
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let r = new Roll("1d6").roll({ async: false })
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@ -476,6 +484,12 @@ export class Hero6Actor extends Actor {
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ch.lift = Hero6LiftDice.getLift(ch.value)
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ch.liftDice = Hero6LiftDice.getLiftDice(ch.value)
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}
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if (key == "spd") {
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ch.phasesString = this.getPhasesString()
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}
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if (key =="pre") {
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ch.presenceattack = duplicate(this.system.biodata.presenceattack)
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}
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}
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return characs
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}
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@ -72,11 +72,17 @@ export class Hero6Combat extends Combat {
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/* -------------------------------------------- */
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computeInitiative(c, updList) {
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let id = c._id || c.id
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if (c.actor.hasPhase(this.segmentNumber) || c.actor.getHoldAction()) {
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let hasSegment = c.actor.hasPhase(this.segmentNumber)
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let isOnHold = c.actor.isOnHold()
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if (hasSegment || isOnHold) {
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let baseInit = c.actor ? c.actor.getBaseInit() : 0;
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let name = c.actor.name
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if (c.actor.getHoldAction()) {
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name = c.actor.name + " (H)"
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if (isOnHold) {
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if (hasSegment) { // On hold + current segment -> auto-disable on hold
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c.actor.disableHoldAction()
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} else {
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name = c.actor.name + " (H)"
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}
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}
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if (c.actor.getAbortAction()) {
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name = c.actor.name + " (A)"
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@ -112,46 +118,63 @@ export class Hero6Combat extends Combat {
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for (let c of this.combatants) {
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this.computeInitiative(c, updList)
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}
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console.log(this.combatants, updList)
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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console.log("Rebuild INIT", updList)
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for(let c of updList) {
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if ( c.initiative != 0) {
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return true
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}
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}
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}
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return false
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}
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/* -------------------------------------------- */
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nextRound() {
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async nextRound() {
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let hasCombatants = false
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let nextRound = this.round
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let advanceTime = 0
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let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
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if (this.settings.skipDefeated && (turn !== null)) {
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turn = this.turns.findIndex(t => !t.isDefeated);
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if (turn === -1) {
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ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
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turn = 0;
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}
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}
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let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
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advanceTime += CONFIG.time.roundTime;
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let nextRound = this.round + 1;
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let turnData = this.getFlag("world", "hero6-turn-data")
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if (!turnData) {
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turnData = { turnNumber: 0, segmentNumber: 12 }
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this.setFlag("world", "hero6-turn-data", turnData)
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}
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turnData = duplicate(turnData)
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turnData.segmentNumber += 1
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if (turnData.segmentNumber > 12) {
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turnData.segmentNumber = 1
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turnData.turnNumber++
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}
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this.setFlag("world", "hero6-turn-data", turnData)
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this.turnNumber = turnData.turnNumber;
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this.segmentNumber = turnData.segmentNumber;
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console.log("Next round called....", nextRound, turnData)
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while (!hasCombatants) {
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turn = turn; // Preserve the fact that it's no-one's turn currently.
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if (this.settings.skipDefeated && (turn !== null)) {
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turn = this.turns.findIndex(t => !t.isDefeated);
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if (turn === -1) {
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ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
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turn = 0;
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}
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}
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advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
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advanceTime += CONFIG.time.roundTime;
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nextRound = nextRound + 1;
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console.log("Next round called....2", nextRound, turnData)
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turnData = this.getFlag("world", "hero6-turn-data")
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if (!turnData) {
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turnData = { turnNumber: 0, segmentNumber: 12 }
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this.setFlag("world", "hero6-turn-data", turnData)
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}
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turnData = duplicate(turnData)
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turnData.segmentNumber += 1
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if (turnData.segmentNumber > 12) {
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turnData.segmentNumber = 1
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turnData.turnNumber++
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}
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await this.setFlag("world", "hero6-turn-data", turnData)
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this.turnNumber = turnData.turnNumber;
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this.segmentNumber = turnData.segmentNumber;
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console.log("Next round called....3", nextRound, turnData)
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// Re-compute init of actors
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this.rebuildInitiative()
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// Re-compute init of actors
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hasCombatants = await this.rebuildInitiative()
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console.log("Going round....", nextRound, hasCombatants)
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}
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// Update the document, passing data through a hook first
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const updateData = { round: nextRound, turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
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const updateData = { round: nextRound, turn: turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
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const updateOptions = { advanceTime, direction: 1 };
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Hooks.callAll("combatRound", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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@ -75,7 +75,7 @@ function welcomeMessage() {
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user: game.user.id,
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whisper: [game.user.id],
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content: `<div id="welcome-message-dark-stars"><span class="rdd-roll-part">
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<strong>Welcome to the Hero6 RPG.</strong>
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<strong>Welcome to Hero System 6E RPG.</strong>
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` });
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}
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@ -91,7 +91,7 @@
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"styles": [
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"styles/simple.css"
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],
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"version": "10.0.43",
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"version": "10.0.44",
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"compatibility": {
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"minimum": "10",
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"verified": "10",
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@ -99,7 +99,7 @@
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},
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"title": "Hero System v6 for FoundrtVTT (Official)",
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"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.43.zip",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.44.zip",
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"url": "https://www.uberwald.me/gitea/uberwald/",
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"background": "images/ui/hro6_welcome_page.webp",
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"id": "fvtt-hero-system-6"
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@ -37,4 +37,15 @@
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{{/if}}
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{{#if charac.phasesString}}
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<h4 class="item-field-label-short margin-item-list"> </h4>
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<h4 class="item-field-label-long margin-item-list">Phases : {{charac.phasesString}}</h4>
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{{/if}}
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{{#if charac.presenceattack}}
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<h4 class="item-field-label-short margin-item-list"> </h4>
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<h4 class="item-field-label-long margin-item-list">Presence attack</h4>
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<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{charac.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{charac.presenceattack.displayFormula}}</a>
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{{/if}}
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</li>
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