218 lines
7.0 KiB
JavaScript
218 lines
7.0 KiB
JavaScript
import { PegasusUtility } from "./pegasus-utility.js";
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/* -------------------------------------------- */
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export class PegasusCombatTracker extends CombatTracker {
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/* -------------------------------------------- */
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static get defaultOptions() {
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let path = "systems/fvtt-pegasus-rpg/templates/pegasus-combat-tracker.html";
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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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async getData() {
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let combatData = await super.getData()
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for (let t of combatData.turns) {
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let c = game.combat.combatants.get(t.id)
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t.displayTIC = (c.actor.isOwner && c.actor.hasPlayerOwner && !game.user.isGM) || (c.actor.type == "npc" && !c.actor.hasPlayerOwner && game.user.isGM)
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let TICs = c.getFlag("world", "TICs")
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if (TICs) {
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t.TICs = TICs
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} else {
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t.TICs = []
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}
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}
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//console.log("CBT", combatData)
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return combatData
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}
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/* -------------------------------------------- */
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activateListeners(html) {
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super.activateListeners(html)
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html.find('.combat-tracker-tic').click(ev => {
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let ticNum = $(ev.currentTarget).data("tic-num")
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let combatantId = $(ev.currentTarget).data("combatant-id")
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game.combat.revealTIC(ticNum, combatantId)
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})
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html.find('.reset-npc-initiative').click(ev => {
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game.combat.resetNPCInitiative()
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})
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html.find('.select-combat-actor').click(ev => {
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let combatantId = $(ev.currentTarget).data("combatant-id")
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game.combat.selectActor(combatantId)
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})
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}
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}
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/* -------------------------------------------- */
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export class PegasusCombat extends Combat {
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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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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.combatants.get(ids[cId]);
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let id = c._id || c.id;
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let initBonus = c.actor ? c.actor.getInitiativeScore(this.id, id) : -1;
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await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: initBonus }]);
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}
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return this;
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}
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/* -------------------------------------------- */
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async resetNPCInitiative() {
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for (let c of this.combatants) {
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if (c.actor && c.actor.type == "npc") {
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await this.updateEmbeddedDocuments("Combatant", [{ _id: c.id, initiative: -1 }]);
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}
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}
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}
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/* -------------------------------------------- */
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isCharacter(combatantId) {
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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return combatant.actor.type == "character"
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}
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return false
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}
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/* -------------------------------------------- */
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selectActor(combatantId) {
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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let TICs = combatant.getFlag("world", "TICs") || []
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let allRevealed = true
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for(let tic of TICs) {
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if (!tic.revealed ) {
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allRevealed = false
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}
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}
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let msg = `<div>${combatant.actor.name} has been nominated to act, ${combatant.actor.name} choose which TIC you wish to activate!</div`
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if ( allRevealed) {
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msg = `<div>${combatant.actor.name} has used all its TIC's please choose a different character.</div`
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}
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let chatData = {
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user: game.user.id,
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alias: combatant.actor.name,
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rollMode: game.settings.get("core", "rollMode"),
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content: msg
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}
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ChatMessage.create(chatData);
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}
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}
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/* -------------------------------------------- */
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async setTic(combatantId, rollData) {
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if (!combatantId) {
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return
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}
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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await combatant.setFlag("world", "TICs", rollData.TICs)
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}
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}
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/* -------------------------------------------- */
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async revealTIC(num, combatantId) {
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console.log('revealTIC', num, combatantId)
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if (num == undefined || combatantId == undefined) {
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return
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}
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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console.log('revealTIC', num, combatantId, combatant)
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let ticData = combatant.getFlag("world", "TICs")
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if (ticData) {
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console.log('revealTIC', num, combatantId, ticData)
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num = Number(num)
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if ( ticData[num].revealed && ticData[num].displayed ) {
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let chatData = {
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user: game.user.id,
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alias: combatant.actor.name,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${combatant.actor.name} : This Action has already been performed please choose a different TIC</div`
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};
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ChatMessage.create(chatData);
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return
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}
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ticData[num].revealed = true
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ticData[num].displayed = true
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combatant.setFlag("world", "TICs", ticData).then(() => {
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let chatData = {
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user: game.user.id,
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alias: combatant.actor.name,
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rollMode: game.settings.get("core", "rollMode"),
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content: `<div>${combatant.actor.name} is performing ${ticData[num].text}</div`
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};
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ChatMessage.create(chatData);
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// Manage if all TIC has been ACTED
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let allRevealed = true
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for (let c of this.combatants) {
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let TICs = c.getFlag("world", "TICs")
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if (TICs) {
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for (let t of TICs) {
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if (!t.revealed) {
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allRevealed = false
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}
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}
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}
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}
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// If all TIC has been ACTED, display a message
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if (allRevealed) {
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let chatData = {
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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content: `<div>All Characters have acted, All Characters who do not have Stun gain 1 Momentum!</div`
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}
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ChatMessage.create(chatData);
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}
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})
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}
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}
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}
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/* -------------------------------------------- */
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nextRound() {
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for (let c of this.combatants) {
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let TICs = duplicate(c.getFlag("world", "TICs"))
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for (let t of TICs) {
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t.displayed = false
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t.revealed = false
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t.text = ""
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}
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c.setFlag("world", "TICs", TICs)
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}
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super.nextRound()
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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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static async decInitBy10(combatantId, value) {
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const combatant = game.combat.combatants.get(combatantId)
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let initValue = combatant.initiative + value
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await game.combat.setInitiative(combatantId, initValue)
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setTimeout(this.checkTurnPosition, 400) // The setInitiative is no more blocking for unknown reason
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}
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}
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