/* -------------------------------------------- */ import { Imperium5Combat } from "./imperium5-combat.js"; import { Imperium5Commands } from "./imperium5-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 } /* -------------------------------------------- */ export class Imperium5Utility { /* -------------------------------------------- */ static async init() { Hooks.on('renderChatLog', (log, html, data) => Imperium5Utility.chatListeners(html)); Hooks.on("getChatLogEntryContext", (html, options) => Imperium5Utility.chatRollMenu(html, options)) Hooks.on("getCombatTrackerEntryContext", (html, options) => { Imperium5Utility.pushInitiativeOptions(html, options); }) this.rollDataStore = {} this.defenderStore = {} this.diceList = [] Imperium5Commands.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); }) Handlebars.registerHelper('exists', function (val) { return val != null && val != undefined; }) Handlebars.registerHelper('for', function (from, to, incr, block) { var accum = ''; for (var i = from; i < to; i += incr) accum += block.fn(i); return accum; }) Handlebars.registerHelper('times', function (n, block) { var accum = ''; for (var i = 1; i <= n; ++i) accum += block.fn(i); return accum; }) } /* -------------------------------------------- */ static registerSettings() { game.settings.register("fvtt-imperium5", "use-entropie-reussite", { name: "Utilisation du dé d'Entropie dans les réussites", hint: "Si coché, ajoute 1 succès au joueur sur un 2, et 1 succés au MJ sur un 7.", scope: "world", config: true, default: false, type: Boolean }) game.settings.register("fvtt-imperium5", "use-specialite", { name: "Utilisation complémentaire des Spécialités", hint: "Si coché, les Spécialités peuvent permettre de réduire de 1 la valeur d'un dé", scope: "world", config: true, default: false, type: Boolean }) } /* -------------------------------------------- */ static pushInitiativeOptions(html, options) { } /* -------------------------------------------- */ static async ready() { this.registerSettings() } /* -------------------------------------------- */ static async addItemDropToActor(actor, item) { actor.preprocessItem("none", item, false) let chatData = { user: game.user.id, rollMode: game.settings.get("core", "rollMode"), whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')), content: `
The item ${item.name} has been dropped on the actor ${actor.name} true) { let compendiumData = await Imperium5Utility.loadCompendiumData(compendium); return compendiumData.filter(filter); } /* -------------------------------------------- */ static getOptionsStatusList() { return this.optionsStatusList; } /* -------------------------------------------- */ static async chatListeners(html) { html.on("change", '.select-apply-paradigme', event => { let paraKey = event.currentTarget.value let rollData = this.getRollDataFromMessage(event) rollData.previousMessageId = Imperium5Utility.findChatMessageId(event.currentTarget) this.applyParadigme(rollData, paraKey) }) html.on("click", '.apply-specialite', event => { let resultIndex = $(event.currentTarget).data("result-index") let rollData = this.getRollDataFromMessage(event) rollData.previousMessageId = Imperium5Utility.findChatMessageId(event.currentTarget) this.applySpecialite(rollData, resultIndex) }) html.on("change", '.transfer-success', event => { let nbSuccess = event.currentTarget.value let rollData = this.getRollDataFromMessage(event) rollData.previousMessageId = Imperium5Utility.findChatMessageId(event.currentTarget) this.applySuccessTransfer(rollData, nbSuccess) }) html.on("change", '.select-ressource', async event => { // Filter / remove the ressource let rollData = this.getRollDataFromMessage(event) let ressource = rollData.ressources.find(r => r._id == event.currentTarget.value) rollData.selectedRessources.push(ressource) rollData.ressources = rollData.ressources.filter(r => r._id != event.currentTarget.value) rollData.realSuccessPC--; this.computeIntensite(rollData) // Update the roll data in the message rollData.previousMessageId = Imperium5Utility.findChatMessageId(event.currentTarget) let msg = await this.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-imperium5/templates/chat-generic-result.html`, rollData) }) msg.setFlag("world", "imperium5-roll-data", rollData) this.removeChatMessageId(rollData.previousMessageId) }) } /* -------------------------------------------- */ static async preloadHandlebarsTemplates() { const templatePaths = [ 'systems/fvtt-imperium5/templates/editor-notes-gm.html', 'systems/fvtt-imperium5/templates/actor-partial-ames.html', 'systems/fvtt-imperium5/templates/actor-partial-paradigmes.html', 'systems/fvtt-imperium5/templates/partial-item-description.html', ] return loadTemplates(templatePaths); } /* -------------------------------------------- */ static async getEffectFromCompendium(effectName) { effectName = effectName.toLowerCase() let effect = game.items.contents.find(item => item.type == 'effect' && item.name.toLowerCase() == effectName) if (!effect) { let effects = await this.loadCompendium('fvtt-imperium5.effect', item => item.name.toLowerCase() == effectName) let objs = effects.map(i => i.toObject()) effect = objs[0] } else { effect = duplicate(effect); } console.log("Effect", effect) return effect } /* -------------------------------------------- */ static removeChatMessageId(messageId) { if (messageId) { game.messages.get(messageId)?.delete(); } } static findChatMessageId(current) { return Imperium5Utility.getChatMessageId(Imperium5Utility.findChatMessage(current)) } static getChatMessageId(node) { return node?.attributes.getNamedItem('data-message-id')?.value } static findChatMessage(current) { return Imperium5Utility.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 Imperium5Utility.findNodeMatching(current.parentElement, predicate) } return undefined; } /* -------------------------------------------- */ static getRollDataFromMessage(event) { let messageId = Imperium5Utility.findChatMessageId(event.currentTarget) let message = game.messages.get(messageId) return message.getFlag("world", "imperium5-roll-data") } /* -------------------------------------------- */ 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 += `` } 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 chatRollMenu(html, options) { let canApply = li => canvas.tokens.controlled.length && li.find(".imperium5-roll").length let canApplyIntensite = function (li) { let message = game.messages.get(li.attr("data-message-id")) let rollData = message.getFlag("world", "imperium5-roll-data") return (rollData.currentIntensite > 0) } options.push( { name: "Ajouer +3 (1 point de Bonne Aventure)", icon: "", condition: canApply && canApplyIntensite, callback: li => Imperium5Utility.applyBonneAventureRoll(li, -1, "+3") } ) return options } /* -------------------------------------------- */ static async onSocketMesssage(msg) { console.log("SOCKET MESSAGE", msg.name) if (msg.name == "msg_update_roll") { this.updateRollData(msg.data) } } /* -------------------------------------------- */ 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 loadCompendiumData(compendium) { const pack = game.packs.get(compendium); return await pack?.getDocuments() ?? []; } /* -------------------------------------------- */ static async loadCompendium(compendium, filter = item => true) { let compendiumData = await this.loadCompendiumData(compendium); //console.log("Compendium", compendiumData); return compendiumData.filter(filter); } /* -------------------------------------------- */ 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) } } } /* -------------------------------------------- */ static computeDiceReserve(rollData) { let capaDice = 0 if (rollData.usedCapacite != "none") { let capa = rollData.capacites.find(c => c._id == rollData.usedCapacite) capaDice = capa.system.aide } let val = rollData.ame.value + capaDice + ((rollData.useKarma) ? 1 : 0) + ((rollData.useArchetype) ? 1 : 0) + rollData.nbAide + rollData.ameMalus return Math.max(val, 0) } /* -------------------------------------------- */ static computeReussites(rollData) { let myRoll = rollData.roll // Calcul des réussites sur les 2 pools rollData.successPC = rollData.resultsPC.filter(res => res.result <= rollData.seuil).length rollData.successGM = myRoll.terms[4].results.filter(res => res.result <= 2).length // Calcul du présage rollData.bonPresage = myRoll.terms[2].results[0].result == 1 rollData.mauvaisPresage = myRoll.terms[2].results[0].result == 8 // gestion règle optionnelle de l'Entropie if (rollData.useEntropieReussite && myRoll.terms[2].results[0].result == 2) { rollData.successPC++ } if (rollData.useEntropieReussite && myRoll.terms[2].results[0].result == 7) { rollData.successGM++ } } /* -------------------------------------------- */ static computeIntensite(rollData) { rollData.totalIntensite = 0 let pi = 3 let nbSuccess = rollData.realSuccessPC while (nbSuccess) { rollData.totalIntensite += pi pi = 2 // 3 for the first, 2 after nbSuccess-- } for(let r of rollData.selectedRessources) { rollData.totalIntensite += r.system.ressource } } /* -------------------------------------------- */ static async rollImperium5(rollData) { // Karma management let actor = game.actors.get(rollData.actorId) rollData.nbKarma = 0 if (rollData.useKarma) { actor.decOneKarma() rollData.nbKarma++ } if (rollData.usedCapacite != "none") { actor.decOneKarma() rollData.nbKarma++ } let nbAmeDice = this.computeDiceReserve(rollData) let diceFormula = `${nbAmeDice}d8[green] + 1d8[blue] + ${rollData.realiteDice}d8[red]` let humanFormula = `${nbAmeDice}d8, 1d8, ${rollData.realiteDice}d8` // Performs roll let myRoll = rollData.roll if (!myRoll) { // New rolls only of no rerolls myRoll = new Roll(diceFormula).roll({ async: false }) await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode")) rollData.roll = myRoll rollData.diceFormula = diceFormula rollData.humanFormula = humanFormula } // local copy of results to allow changes rollData.resultsPC = duplicate(myRoll.terms[0].results) // Calcul réussites this.computeReussites(rollData) rollData.realSuccessPC = rollData.successPC // To manage source transfer this.computeIntensite(rollData) let msg = await this.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-imperium5/templates/chat-generic-result.html`, rollData) }) msg.setFlag("world", "imperium5-roll-data", rollData) console.log("Final rollData", rollData) } /* -------------------------------------------- */ static async applyParadigme(rollData, paraKey) { let actor = game.actors.get(rollData.actorId) let para = actor.system.paradigmes[paraKey] rollData.seuil = para.value rollData.usedParadigme = para.label actor.setParadigmeUsed(paraKey) this.computeReussites(rollData) rollData.paradigmes = [] let msg = await this.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-imperium5/templates/chat-generic-result.html`, rollData) }) msg.setFlag("world", "imperium5-roll-data", rollData) this.removeChatMessageId(rollData.previousMessageId) } /* -------------------------------------------- */ static async applySpecialite(rollData, resultIndex) { let res = rollData.resultsPC[resultIndex] res.result = (res.result > 1) ? res.result - 1 : res.result this.computeReussites(rollData) rollData.useSpecialite = false rollData.specialiteApplied = true let msg = await this.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-imperium5/templates/chat-generic-result.html`, rollData) }) msg.setFlag("world", "imperium5-roll-data", rollData) this.removeChatMessageId(rollData.previousMessageId) } /* ------------------------- ------------------- */ static async applySuccessTransfer(rollData, nbSuccess) { let actor = game.actors.get(rollData.actorId) actor.transferToSource(nbSuccess) rollData.realSuccessPC -= nbSuccess rollData.sourceTransfer = nbSuccess let msg = await this.createChatWithRollMode(rollData.alias, { content: await renderTemplate(`systems/fvtt-imperium5/templates/chat-generic-result.html`, rollData) }) msg.setFlag("world", "imperium5-roll-data", rollData) this.removeChatMessageId(rollData.previousMessageId) } /* ------------------------- ------------------- */ static async rerollDice(actorId, diceIndex = -1) { let actor = game.actors.get(actorId) let rollData = actor.getRollData() } /* -------------------------------------------- */ 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 = "Message en aveugle à " + game.user.name + "
" + chatOptions.content; console.log("blindMessageToGM", chatGM); game.socket.emit("system.fvtt-pegasus-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; return ChatMessage.create(chatOptions) } /* -------------------------------------------- */ static getBasicRollData() { let rollData = { rollId: randomID(16), rollMode: game.settings.get("core", "rollMode"), realiteDice: 0, ameMalus: 0, useArchetype: false, nbAide: 0, useKarma: false, usedCapacite: "none", seuil: 2, currentIntensite: -1, nbSuccessSource: 0, useSpecialite: game.settings.get("fvtt-imperium5", "use-specialite"), useEntropieReussite: game.settings.get("fvtt-imperium5", "use-entropie-reussite") } Imperium5Utility.updateWithTarget(rollData) return rollData } /* -------------------------------------------- */ static updateWithTarget(rollData) { let objectDefender let target = Imperium5Utility.getTarget() if (target) { let defenderActor = game.actors.get(target.data.actorId) objectDefender = defenderActor objectDefender = mergeObject(objectDefender, target.data.actorData) rollData.defender = objectDefender rollData.attackerId = this.id rollData.defenderId = objectDefender.id } } /* -------------------------------------------- */ static createChatWithRollMode(name, chatOptions) { return this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions) } /* -------------------------------------------- */ static async confirmDelete(actorSheet, li) { let itemId = li.data("item-id"); let msgTxt = "

Etes vous certain de vouloir supprimer cet objet ?"; let buttons = { delete: { icon: '', label: "Oui", callback: () => { actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]); li.slideUp(200, () => actorSheet.render(false)); } }, cancel: { icon: '', label: "Annuler" } } msgTxt += "

"; let d = new Dialog({ title: "Confirmer la suppression", content: msgTxt, buttons: buttons, default: "cancel" }); d.render(true); } }