251 lines
8.1 KiB
JavaScript
251 lines
8.1 KiB
JavaScript
import { Hero6Utility } from "./hero6-utility.js";
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/* -------------------------------------------- */
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export class Hero6CombatTracker extends CombatTracker {
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/* -------------------------------------------- */
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static get defaultOptions() {
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let path = "systems/fvtt-hero-system-6/templates/apps/combat-tracker.hbs";
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return foundry.utils.mergeObject(super.defaultOptions, {
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template: path,
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});
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}
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}
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/* -------------------------------------------- */
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export class Hero6Combat extends Combat {
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/* -------------------------------------------- */
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static ready() {
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Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); });
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game.combat.settings.resource = "characteristics.spd.value";
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}
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/* -------------------------------------------- */
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static pushMenuOptions(html, options) {
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let newOpt
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for (let i = 0; i < options.length; i++) {
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let option = options[i];
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if (option.name == 'COMBAT.CombatantReroll') { // Replace !
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option.name = "Hold/Unhold action";
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option.condition = true;
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option.icon = '<i class="far fa-question-circle"></i>';
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option.callback = target => {
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let id = target.data('combatant-id')
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let c = game.combat.combatants.get(id)
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c.actor.holdAction()
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}
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//newOpt = duplicate(option)
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}
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}
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//options.push(newOpt)
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}
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/* -------------------------------------------- */
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holdAction(combatantId) {
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this.rebuildInitiative()
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//console.log("Rebuilding.....")
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}
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/* -------------------------------------------- */
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abortAction(actorId, abortState) {
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this.rebuildInitiative()
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}
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/* -------------------------------------------- */
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constructor(data, context) {
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super(data, context);
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this.turnNumber = 0;
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this.segmentNumber = 12;
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}
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/* -------------------------------------------- */
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async startCombat() {
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game.combat.settings.resource = "characteristics.spd.value";
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let updList = []
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for (let c of this.combatants) {
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this.computeInitiative(c, updList)
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await c.actor.cleanCombat()
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}
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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}
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super.startCombat();
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}
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/* -------------------------------------------- */
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forceHold(actor, isHold) {
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if (game.user.isGM) {
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let updList = []
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let c = this.combatants.find(c => c.actor._id == actor.id)
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let name = actor.name + ((isHold) ? " (H)" : "")
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console.log("ForceHold!!", c, actor)
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updList.push({ _id: c.id || c._id, name: name, initiative: actor.getBaseInit(this.segmentNumber) })
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this.updateEmbeddedDocuments("Combatant", updList)
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} else {
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game.socket.emit("system.fvtt-hero-system-6", { name: "msg_force_hold", data: { actorId: actor.id, isHold: isHold } });
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}
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}
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/* -------------------------------------------- */
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forceAbort(actor, isAbort) {
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if (game.user.isGM) {
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let updList = []
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let c = this.combatants.find(c => c.actor._id == actor.id)
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let name = actor.name + ((isAbort) ? " (A)" : "")
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updList.push({ _id: c.id || c._id, name: name, initiative: actor.getBaseInit(this.segmentNumber) })
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this.updateEmbeddedDocuments("Combatant", updList)
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} else {
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game.socket.emit("system.fvtt-hero-system-6", { name: "msg_force_abort", data: { actorId: actor.id, isAbort: isAbort } });
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}
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}
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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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let hasSegment = c.actor.hasPhase(this.segmentNumber)
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let isOnHold = c.actor.getHoldAction()
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let isOnAbort = c.actor.getAbortAction()
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let name = c.actor.name
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if (hasSegment || isOnHold || isOnAbort) {
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let baseInit = c.actor ? c.actor.getBaseInit(this.segmentNumber) : 0;
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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 (isOnAbort) {
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name = c.actor.name + " (A)"
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if (c.actor.incAbortActionCount()) {
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c.actor.disableAbortAction()
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}
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}
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updList.push({ _id: id, name: name, initiative: baseInit, holdAction: c.holdAction })
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} else {
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updList.push({ _id: id, name: name, initiative: 0, holdAction: c.holdAction })
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}
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}
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/* -------------------------------------------- */
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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ids = typeof ids === "string" ? [ids] : ids;
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let updList = []
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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.combatants.get(ids[cId])
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this.computeInitiative(c, updList)
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}
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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}
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return this;
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}
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/* -------------------------------------------- */
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async rebuildInitiative() {
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let updList = []
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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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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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nextTurn() {
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let nbC = this.combatants.filter(c => c.initiative > 0).length
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//console.log("Next turn called....", this.turn, nbC)
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if (this.turn < nbC - 1) {
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super.nextTurn()
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} else {
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this.nextRound()
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}
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}
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/* -------------------------------------------- */
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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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let turnData = this.getFlag("world", "turnData")
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//console.log("Next round called....", nextRound, turnData)
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while (!hasCombatants) {
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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", "turnData")
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if (!turnData) {
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turnData = { turnNumber: 0, segmentNumber: 12 }
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this.setFlag("world", "turnData", 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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ChatMessage.create({
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content: "Complete Post-Segment 12 Recoveries."
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})
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}
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await this.setFlag("world", "turnData", 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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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 };
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const updateOptions = { advanceTime, direction: 1 };
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Hooks.callAll("combatRound", this, updateData, updateOptions);
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console.log(this)
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return this.update(updateData, updateOptions);
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}
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/* -------------------------------------------- */
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async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
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//console.log("Added...")
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await super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
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await this.rebuildInitiative()
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}
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/* --------------------------------------------
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_onUpdate(changed, options, userId) {
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}*/
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/* -------------------------------------------- */
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static async checkTurnPosition() {
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while (game.combat.turn > 0) {
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await game.combat.previousTurn()
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}
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}
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}
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