144 lines
4.9 KiB
JavaScript
144 lines
4.9 KiB
JavaScript
/* -------------------------------------------- */
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import { WarheroUtility } from "./warhero-utility.js";
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import { WarheroRollDialog } from "./warhero-roll-dialog.js";
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/* -------------------------------------------- */
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const __saveFirstToKey = { r: "reflex", f: "fortitude", w: "willpower"}
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/* -------------------------------------------- */
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export class WarheroCommands {
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static init() {
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if (!game.system.warhero.commands) {
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const crucibleCommands = new WarheroCommands();
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//crucibleCommands.registerCommand({ path: ["/rtarget"], func: (content, msg, params) => WarheroCommands.rollTarget(msg, params), descr: "Launch the target roll window" });
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//crucibleCommands.registerCommand({ path: ["/rsave"], func: (content, msg, params) => WarheroCommands.rollSave(msg, params), descr: "Performs a save roll" });
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game.system.warhero.commands = crucibleCommands;
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}
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}
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constructor() {
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this.commandsTable = {};
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}
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/* -------------------------------------------- */
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registerCommand(command) {
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this._addCommand(this.commandsTable, command.path, '', command);
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}
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/* -------------------------------------------- */
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_addCommand(targetTable, path, fullPath, command) {
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if (!this._validateCommand(targetTable, path, command)) {
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return;
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}
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const term = path[0];
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fullPath = fullPath + term + ' '
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if (path.length == 1) {
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command.descr = `<strong>${fullPath}</strong>: ${command.descr}`;
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targetTable[term] = command;
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}
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else {
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if (!targetTable[term]) {
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targetTable[term] = { subTable: {} };
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}
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this._addCommand(targetTable[term].subTable, path.slice(1), fullPath, command)
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}
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}
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/* -------------------------------------------- */
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_validateCommand(targetTable, path, command) {
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if (path.length > 0 && path[0] && command.descr && (path.length != 1 || targetTable[path[0]] == undefined)) {
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return true;
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}
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console.warn("crucibleCommands._validateCommand failed ", targetTable, path, command);
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return false;
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}
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/* -------------------------------------------- */
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/* Manage chat commands */
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processChatCommand(commandLine, content = '', msg = {}) {
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// Setup new message's visibility
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let rollMode = game.settings.get("core", "rollMode");
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if (["gmroll", "blindroll"].includes(rollMode)) msg["whisper"] = ChatMessage.getWhisperRecipients("GM");
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if (rollMode === "blindroll") msg["blind"] = true;
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msg["type"] = 0;
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let command = commandLine[0].toLowerCase();
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let params = commandLine.slice(1);
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return this.process(command, params, content, msg);
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}
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/* -------------------------------------------- */
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process(command, params, content, msg) {
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return this._processCommand(this.commandsTable, command, params, content, msg);
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}
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/* -------------------------------------------- */
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_processCommand(commandsTable, name, params, content = '', msg = {}, path = "") {
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console.log("===> Processing command")
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let command = commandsTable[name];
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path = path + name + " ";
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if (command && command.subTable) {
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if (params[0]) {
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return this._processCommand(command.subTable, params[0], params.slice(1), content, msg, path)
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}
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else {
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this.help(msg, command.subTable);
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return true;
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}
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}
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if (command && command.func) {
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const result = command.func(content, msg, params);
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if (result == false) {
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WarheroCommands._chatAnswer(msg, command.descr);
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}
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return true;
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}
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return false;
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}
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/* -------------------------------------------- */
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static _chatAnswer(msg, content) {
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msg.whisper = [game.user.id];
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msg.content = content;
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ChatMessage.create(msg);
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}
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/* -------------------------------------------- */
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static rollTarget(msg, params) {
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const speaker = ChatMessage.getSpeaker()
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let actor
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if (speaker.token) actor = game.actors.tokens[speaker.token]
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if (!actor) actor = game.actors.get(speaker.actor)
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if (!actor) {
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return ui.notifications.warn(`Select your actor to run the macro`)
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}
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actor.rollDefenseRanged()
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}
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/* -------------------------------------------- */
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static rollSave(msg, params) {
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console.log(msg, params)
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if ( params.length == 0) {
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ui.notifications.warn("/rsave command error : syntax is /rsave reflex, /rsave fortitude or /rsave willpower")
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return
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}
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let saveKey = params[0].toLowerCase()
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if ( saveKey.length > 0 && (saveKey[0] == "r" || saveKey[0] == "f" || saveKey[0] == "w")) {
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const speaker = ChatMessage.getSpeaker()
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let actor
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if (speaker.token) actor = game.actors.tokens[speaker.token]
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if (!actor) actor = game.actors.get(speaker.actor)
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if (!actor) {
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return ui.notifications.warn(`Select your actor to run the macro`)
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}
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actor.rollSave( __saveFirstToKey[saveKey[0]] )
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} else {
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ui.notifications.warn("/rsave syntax error : syntax is /rsave reflex, /rsave fortitude or /rsave willpower")
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}
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}
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} |