implements defense screen
parent
f67560a2b1
commit
3f6b4a0303
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@ -27,9 +27,7 @@ import {CultureDataModel} from "./module/data/culture.mjs";
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import {CultureSheet} from "./module/sheets/CultureSheet.mjs";
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import {CultureSheet} from "./module/sheets/CultureSheet.mjs";
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import {SpeciesSheet} from "./module/sheets/SpeciesSheet.mjs";
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import {SpeciesSheet} from "./module/sheets/SpeciesSheet.mjs";
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import {ProfessionSheet} from "./module/sheets/ProfessionSheet.mjs";
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import {ProfessionSheet} from "./module/sheets/ProfessionSheet.mjs";
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import {XmlImport} from "./module/xml-import/xml-import.mjs";
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import {XmlImportDialog} from "./module/dialog/xmlImportDialog.mjs";
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import {XmlImportDialog} from "./module/dialog/xmlImportDialog.mjs";
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async function preloadHandlebarsTemplates() {
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async function preloadHandlebarsTemplates() {
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return foundry.applications.handlebars.loadTemplates([
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return foundry.applications.handlebars.loadTemplates([
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// ui partials.
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// ui partials.
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@ -145,13 +145,13 @@ export class SpecialAbilityDataModel extends BaseItem {
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if (options?.weapon) {
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if (options?.weapon) {
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for (const waff of this.waffenLimit) {
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for (const waff of this.waffenLimit) {
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if (waff.waffe) {
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if (waff.waffe) {
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passes = options?.weapon.name === waff.waffe ?? false
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passes = options?.weapon?.name === waff.waffe ?? false
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if (waff.mod) mod = waff.mod
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if (waff.mod) mod = waff.mod
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if (passes)
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if (passes)
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break
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break
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}
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}
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if (waff.gruppe) {
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if (waff.gruppe) {
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passes = options?.skill.name === waff.gruppe ?? false
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passes = options?.skill?.name === waff.gruppe ?? false
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if (waff.mod) mod = waff.mod
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if (waff.mod) mod = waff.mod
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if (passes)
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if (passes)
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break
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break
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@ -53,7 +53,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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this._targetId = null
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this._targetId = null
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this._skillId = null
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this._skillId = null
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this._weaponId = null
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this._weaponId = null
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this._combatManeuverId = null
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this._defenseManeuverId = null
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this._actionManager = new ActionManager(this._actor)
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this._actionManager = new ActionManager(this._actor)
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}
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}
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@ -66,7 +66,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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static async #onSelectManeuver(event, target) {
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static async #onSelectManeuver(event, target) {
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const {maneuverId} = target.dataset
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const {maneuverId} = target.dataset
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this._combatManeuverId = this._combatManeuverId === maneuverId ? null : maneuverId
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this._defenseManeuverId = this._defenseManeuverId === maneuverId ? null : maneuverId
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this.render({parts: ["form"]})
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this.render({parts: ["form"]})
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}
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}
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@ -80,7 +80,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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static async #onSubmitForm(event, form, formData) {
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static async #onSubmitForm(event, form, formData) {
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event.preventDefault()
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event.preventDefault()
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const maneuver = this.#evaluateManeuvers().find(p => p.id === this._combatManeuverId)
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const maneuver = this.#evaluateManeuvers().find(p => p.id === this._defenseManeuverId)
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const weapon = this._actor.itemTypes["Equipment"].find(p => p._id === this._weaponId)
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const weapon = this._actor.itemTypes["Equipment"].find(p => p._id === this._weaponId)
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const skill = this._actor.itemTypes["Skill"].find(p => p._id === this._skillId)
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const skill = this._actor.itemTypes["Skill"].find(p => p._id === this._skillId)
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const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === this._targetId).actorId)
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const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === this._targetId).actorId)
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@ -235,7 +235,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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skill
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skill
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}).filter(p => p.type === ActionManager.ATTACK).map(action => {
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}).filter(p => p.type === ActionManager.ATTACK).map(action => {
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return {
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return {
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isSelected: this._combatManeuverId === action.name,
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isSelected: this._defenseManeuverId === action.name,
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id: action.name,
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id: action.name,
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name: action.name,
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name: action.name,
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type: action.type,
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type: action.type,
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@ -265,7 +265,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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if (this._targetId && this._weaponId && this._skillId) {
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if (this._targetId && this._weaponId && this._skillId) {
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context.maneuver = this.#evaluateManeuvers()
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context.maneuver = this.#evaluateManeuvers()
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}
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}
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const maneuver = this._maneuvers?.find(p => p.id === this._combatManeuverId)
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const maneuver = this._maneuvers?.find(p => p.id === this._defenseManeuverId)
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if (maneuver) {
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if (maneuver) {
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context.canMod = maneuver.mod != undefined
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context.canMod = maneuver.mod != undefined
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}
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}
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@ -274,7 +274,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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// TODO get W/M of weapon NOW
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// TODO get W/M of weapon NOW
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context.ready = this._targetId && this._weaponId && this._skillId && this._combatManeuverId
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context.ready = this._targetId && this._weaponId && this._skillId && this._defenseManeuverId
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return context
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return context
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} else {
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} else {
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ui.notifications.error(`Feature funktioniert nur wenn der Akteur ein Token auf der aktuellen Szene hat`);
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ui.notifications.error(`Feature funktioniert nur wenn der Akteur ein Token auf der aktuellen Szene hat`);
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@ -286,7 +286,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
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const target = this.element.querySelector(".actions button .value")
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const target = this.element.querySelector(".actions button .value")
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const targetDescription = this.element.querySelector(".modResult")
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const targetDescription = this.element.querySelector(".modResult")
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const at = Number(context.targetNumber)
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const at = Number(context.targetNumber)
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const maneuver = this._maneuvers?.find(p => p.id === this._combatManeuverId)
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const maneuver = this._maneuvers?.find(p => p.id === this._defenseManeuverId)
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const mod = Number(this.element.querySelector('[name="mod"]').value)
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const mod = Number(this.element.querySelector('[name="mod"]').value)
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const penalty = 0 - (maneuver?.penalty ?? 0) + (maneuver?.mod?.(mod) ?? 0) ?? 0
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const penalty = 0 - (maneuver?.penalty ?? 0) + (maneuver?.mod?.(mod) ?? 0) ?? 0
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const circumstance = Number(this.element.querySelector('[name="circumstance"]').value)
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const circumstance = Number(this.element.querySelector('[name="circumstance"]').value)
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@ -0,0 +1,303 @@
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import {ActionManager} from "../sheets/actions/action-manager.mjs";
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const {ApplicationV2, HandlebarsApplicationMixin} = foundry.applications.api
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/**
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* @typedef TokenDistance
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* @property {Number} x
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* @property {Number} y
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* @property {Number} d
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* @property {Token} token
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*/
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export class DefenseActionDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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static DEFAULT_OPTIONS = {
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classes: ['dsa41', 'dialog', 'combat'],
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tag: "form",
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position: {
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width: 480,
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height: 640
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},
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window: {
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resizable: false,
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},
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form: {
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submitOnChange: false,
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closeOnSubmit: true,
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handler: DefenseActionDialog.#onSubmitForm
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},
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actions: {
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selectWeaponAndSkill: DefenseActionDialog.#onSelectWeaponAndSkill,
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selectManeuver: DefenseActionDialog.#onSelectManeuver,
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}
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}
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static PARTS = {
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form: {
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template: 'systems/DSA_4-1/templates/dialog/defense-action.hbs',
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}
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}
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/**
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* @type {Actor}
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* @private
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*/
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_actor = null
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constructor(actor, attackData) {
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super();
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this._attackData = attackData ?? {
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modToDefense: 0,
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attacker: null,
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weapon: null, // is important to note as weapons like Chain Weapons or Flails can ignore Shields
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}
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this._actor = actor
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this._skillId = null
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this._weaponId = null
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this._defenseManeuverId = null
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this._actionManager = new ActionManager(this._actor)
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//if (this._actor) {
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// this._actor.prepareDerivedData()
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//}
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}
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static async #onSelectTarget(event, target) {
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const {targetId} = target.dataset
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this._targetId = this._targetId === targetId ? null : targetId
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this.render({parts: ["form"]})
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}
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static async #onSelectManeuver(event, target) {
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const {maneuverId} = target.dataset
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this._defenseManeuverId = this._defenseManeuverId === maneuverId ? null : maneuverId
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this.render({parts: ["form"]})
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}
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static async #onSelectWeaponAndSkill(event, target) {
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const {weaponId, skillId} = target.dataset
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this._weaponId = this._weaponId === weaponId ? null : weaponId
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this._skillId = this._skillId === skillId ? null : skillId
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this.render({parts: ["form"]})
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}
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static async #onSubmitForm(event, form, formData) {
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event.preventDefault()
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const attack = this._attackData
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const maneuver = this.#evaluateManeuvers().find(p => p.id === this._defenseManeuverId)
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this._actor.rollDefense({
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weapon: this._weaponId,
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skill: this._skillId,
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attackData: attack,
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maneuver,
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mod: this._mod,
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circumstance: this._circumstance,
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penalty: this._penalty,
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targetNumber: this._targetNumber,
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modDescription: maneuver?.modDescription?.replace("{}", "" + this._mod) ?? ""
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})
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}
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_configureRenderOptions(options) {
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super._configureRenderOptions(options)
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if (options.window) {
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options.window.title = `Gegen einen Angriff verteidigen`
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}
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return options
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}
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#evaluateWeapons() {
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// get equipped weapons and adjust AT/PA values by basis values from actor TODO: and W/M of weapons
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const equips = this._actor.system.heldenausruestung[this._actor.system.setEquipped]
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const weapons = []
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const equippedWeapons = ["links", "rechts", "fernkampf"]
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const baseAt = {
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links: this._actor.system.at.links.aktuell, // TODO hook Beidhändigerkampf/linkhand
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rechts: this._actor.system.at.rechts.aktuell,
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fernkampf: this._actor.system.fk.aktuell,
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}
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const basePa = {
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links: this._actor.system.pa.links.aktuell, // TODO hook Beidhändigerkampf/linkhand
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rechts: this._actor.system.pa.rechts.aktuell,
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fernkampf: 0,
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}
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equippedWeapons.forEach(slot => {
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const equip = equips[slot]
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const weapon = this._actor.itemTypes["Equipment"].find(p => p._id === equip)
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if (weapon) {
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const variantWeaponSkills = [...weapon.system.rangedSkills, ...weapon.system.meleeSkills]
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variantWeaponSkills.forEach(weaponSkill => {
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const skill = this._actor.itemTypes["Skill"].find(p => p.name === weaponSkill)
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if (skill) {
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const skillAt = skill.system.at
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const skillPa = skill.system.pa
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weapons.push({
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isSelected: this._skillId === skill._id && this._weaponId === weapon._id,
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weaponId: weapon._id,
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skillId: skill._id,
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name: weapon.name,
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skillName: skill.name,
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img: weapon.img,
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combatStatistics: {
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at: baseAt[slot] + weapon.system.attackModifier + skillAt,
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pa: basePa[slot] + weapon.system.parryModifier + skillPa
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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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// TODO: also do this for combatAction
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const links = this._actor.system.heldenausruestung[this._actor.system.setEquipped].links
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const rechts = this._actor.system.heldenausruestung[this._actor.system.setEquipped].rechts
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if (!links && !rechts) {
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const unarmedSkills = [this._actor.itemTypes["Skill"].find(p => p.name === "Ringen"), this._actor.itemTypes["Skill"].find(p => p.name === "Raufen")]
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unarmedSkills.forEach(unarmedSkill => {
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const [skillAt, skillPa] = [unarmedSkill.system.at, unarmedSkill.system.pa]
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weapons.push({
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isSelected: this._skillId === unarmedSkill._id,
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weaponId: "",
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skillId: unarmedSkill._id,
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name: unarmedSkill.name,
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skillName: unarmedSkill.name,
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img: "",
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combatStatistics: {
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at: baseAt["rechts"] + skillAt,
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pa: basePa["rechts"] + skillPa
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}
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})
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})
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}
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// Ausweichen as Weapon
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weapons.push({
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isSelected: this._weaponId === "Ausweichen",
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weaponId: "Ausweichen",
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skillId: "Ausweichen",
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name: "Ausweichen",
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skillName: "Ausweichen",
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img: "",
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combatStatistics: {
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at: 0,
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pa: this._actor.system.ausweichen.aktuell
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}
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})
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this._weapons = weapons.sort((a, b) => (a.isSelected ? 0 : 1) - (b.isSelected ? 0 : 1))
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return this._weapons
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}
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#evaluateManeuvers() {
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const manager = this._actionManager
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const weapon = this._weaponId !== "Ausweichen" ? this._actor.itemTypes["Equipment"].find(p => p._id === this._weaponId) : "Ausweichen"
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const skill = this._actor.itemTypes["Skill"].find(p => p._id === this._skillId)
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//const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === this._targetId).actorId)
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this._maneuvers = manager.evaluate({
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//target,
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weapon,
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skill
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}).filter(p => p.type === ActionManager.DEFENSE).map(action => {
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return {
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isSelected: this._defenseManeuverId === action.name,
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id: action.name,
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name: action.name,
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type: action.type,
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source: action.source,
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cost: action.cost,
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penalty: action.eval?.mod ?? 0,
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mod: action.mod,
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modDescription: action.modDescription,
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cooldown: action.cooldown,
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activate: action.activate,
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}
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}).sort((a, b) => (a.isSelected ? 0 : 1) - (b.isSelected ? 0 : 1))
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return this._maneuvers
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}
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async _prepareContext(options) {
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const context = await super._prepareContext(options)
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context.actor = this._actor
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context.distanceUnit = game.scenes.current.grid.units
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if (this._actor.getActiveTokens()[0]?.id) {
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context.weapons = this.#evaluateWeapons()
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||||||
|
if (this._skillId) {
|
||||||
|
context.maneuver = this.#evaluateManeuvers()
|
||||||
|
}
|
||||||
|
const maneuver = this._maneuvers?.find(p => p.id === this._defenseManeuverId)
|
||||||
|
if (maneuver) {
|
||||||
|
context.canMod = maneuver.mod != undefined
|
||||||
|
}
|
||||||
|
|
||||||
|
context.targetNumber = context.weapons.find(p => ((this._weaponId != "") || p.weaponId === this._weaponId) && p.skillId === this._skillId)?.combatStatistics.pa
|
||||||
|
|
||||||
|
// TODO get W/M of weapon NOW
|
||||||
|
|
||||||
|
context.ready = this._targetId && this._weaponId && this._skillId && this._defenseManeuverId
|
||||||
|
return context
|
||||||
|
} else {
|
||||||
|
ui.notifications.error(`Feature funktioniert nur wenn der Akteur ein Token auf der aktuellen Szene hat`);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#update(context) {
|
||||||
|
const target = this.element.querySelector(".actions button .value")
|
||||||
|
const targetDescription = this.element.querySelector(".modResult")
|
||||||
|
const at = Number(context.targetNumber)
|
||||||
|
const maneuver = this._maneuvers?.find(p => p.id === this._defenseManeuverId)
|
||||||
|
const mod = Number(this.element.querySelector('[name="mod"]').value)
|
||||||
|
const penalty = 0 - (maneuver?.penalty ?? 0) + (maneuver?.mod?.(mod) ?? 0) ?? 0
|
||||||
|
const circumstance = Number(this.element.querySelector('[name="circumstance"]').value)
|
||||||
|
this.element.querySelector('[name="penalty"]').value = penalty + circumstance
|
||||||
|
const result = (at + circumstance + penalty)
|
||||||
|
|
||||||
|
this._circumstance = circumstance
|
||||||
|
this._penalty = penalty
|
||||||
|
this._targetNumber = result
|
||||||
|
this._mod = mod
|
||||||
|
this._modDescription = maneuver?.modDescription?.replace("{}", "" + mod) ?? ""
|
||||||
|
|
||||||
|
target.textContent = `(${result})`
|
||||||
|
targetDescription.textContent = this._modDescription
|
||||||
|
|
||||||
|
if (result <= 0) {
|
||||||
|
context.ready = false
|
||||||
|
this.element.querySelector(".actions button").classList.remove("ready")
|
||||||
|
this.element.querySelector(".actions button").setAttribute("disabled", true)
|
||||||
|
} else {
|
||||||
|
context.ready = true
|
||||||
|
this.element.querySelector(".actions button").classList.add("ready")
|
||||||
|
this.element.querySelector(".actions button").removeAttribute("disabled")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_onRender(context, options) {
|
||||||
|
this.#update(context)
|
||||||
|
|
||||||
|
this.element.querySelectorAll('[name="mod"], [name="malus"], [name="circumstance"]').forEach(e => e.addEventListener('change', (event) => {
|
||||||
|
this.#update(context)
|
||||||
|
}))
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
@ -94,6 +94,10 @@ export class Character extends Actor {
|
||||||
systemData.gs.basis = 6;
|
systemData.gs.basis = 6;
|
||||||
systemData.gs.aktuell = systemData.gs.basis + (systemData.gs.mod ?? 0); // TOOD: get GS from spezien
|
systemData.gs.aktuell = systemData.gs.basis + (systemData.gs.mod ?? 0); // TOOD: get GS from spezien
|
||||||
|
|
||||||
|
systemData.ausweichen = {}
|
||||||
|
systemData.ausweichen.basis = systemData.pa.basis
|
||||||
|
systemData.ausweichen.aktuell = systemData.ausweichen.basis + (systemData.ausweichen.mod ?? 0)
|
||||||
|
|
||||||
|
|
||||||
if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
|
if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
|
||||||
systemData.rs = {
|
systemData.rs = {
|
||||||
|
|
@ -190,6 +194,7 @@ export class Character extends Actor {
|
||||||
this.prepareEmbeddedDocuments();
|
this.prepareEmbeddedDocuments();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
getRollData() {
|
getRollData() {
|
||||||
const data = super.getRollData();
|
const data = super.getRollData();
|
||||||
this.prepareDerivedData()
|
this.prepareDerivedData()
|
||||||
|
|
@ -252,6 +257,31 @@ export class Character extends Actor {
|
||||||
return false
|
return false
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
async rollDefense(data) {
|
||||||
|
const maneuver = data.manuever
|
||||||
|
const weapon = this.itemTypes["Equipment"].find(p => p._id === data.weapon)
|
||||||
|
const skill = data.skill !== "Ausweichen" ? this.itemTypes["Skill"].find(p => p._id === data.skill) : "Ausweichen"
|
||||||
|
//const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
|
||||||
|
|
||||||
|
const roll = new Roll("1d20cs<" + data.targetNumber)
|
||||||
|
const evaluated1 = (await roll.evaluate())
|
||||||
|
|
||||||
|
let flavor = ''
|
||||||
|
|
||||||
|
if (skill === "Ausweichen") {
|
||||||
|
flavor = `Versucht auszuweichen<br/>${data.modDescription}`
|
||||||
|
} else {
|
||||||
|
flavor = `Verteidigt sich gegen einen Angriff mit ${weapon.name} (${skill.name})<br/>${data.modDescription}`
|
||||||
|
}
|
||||||
|
|
||||||
|
await evaluated1.toMessage({
|
||||||
|
speaker: ChatMessage.getSpeaker({actor: this}),
|
||||||
|
flavor,
|
||||||
|
rollMode: "publicroll",
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
async rollAttack(data) {
|
async rollAttack(data) {
|
||||||
const maneuver = data.manuever
|
const maneuver = data.manuever
|
||||||
const weapon = this.itemTypes["Equipment"].find(p => p._id === data.weapon)
|
const weapon = this.itemTypes["Equipment"].find(p => p._id === data.weapon)
|
||||||
|
|
|
||||||
|
|
@ -23,7 +23,12 @@ export class ActionManager {
|
||||||
cost: ActionManager.FREE,
|
cost: ActionManager.FREE,
|
||||||
type: ActionManager.DEFENSE,
|
type: ActionManager.DEFENSE,
|
||||||
source: ActionManager.DEFAULT,
|
source: ActionManager.DEFAULT,
|
||||||
eval: (options) => true
|
eval: (options) => {
|
||||||
|
if (options?.weapon && options.weapon === "Ausweichen") {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "Rufen",
|
name: "Rufen",
|
||||||
|
|
@ -158,11 +163,16 @@ export class ActionManager {
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "Abwehraktion",
|
name: "Parade",
|
||||||
type: ActionManager.DEFENSE,
|
type: ActionManager.DEFENSE,
|
||||||
cost: ActionManager.REGULAR,
|
cost: ActionManager.REGULAR,
|
||||||
source: ActionManager.DEFAULT,
|
source: ActionManager.DEFAULT,
|
||||||
eval: (options) => true
|
eval: (options) => {
|
||||||
|
if (options?.weapon && options.weapon !== "Ausweichen") {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "Meisterparade",
|
name: "Meisterparade",
|
||||||
|
|
@ -170,7 +180,7 @@ export class ActionManager {
|
||||||
cost: ActionManager.REGULAR,
|
cost: ActionManager.REGULAR,
|
||||||
source: ActionManager.SF,
|
source: ActionManager.SF,
|
||||||
modDescription: "erschwert nächste AT vom Ziel um {}",
|
modDescription: "erschwert nächste AT vom Ziel um {}",
|
||||||
mod: (value) => value,
|
mod: (value) => -value,
|
||||||
eval: (options) => {
|
eval: (options) => {
|
||||||
const step1 = this.#hatWaffeinHand(options) && this.#hatSonderfertigkeit("Meisterparade", options)
|
const step1 = this.#hatWaffeinHand(options) && this.#hatSonderfertigkeit("Meisterparade", options)
|
||||||
const step2WithBenefits = this.#evalSonderfertigkeitRequirements("Meisterparade", options)
|
const step2WithBenefits = this.#evalSonderfertigkeitRequirements("Meisterparade", options)
|
||||||
|
|
|
||||||
|
|
@ -9,6 +9,7 @@ import Social from "./character/social.mjs";
|
||||||
import Spells from "./character/spells.mjs"
|
import Spells from "./character/spells.mjs"
|
||||||
import {CombatActionDialog} from "../dialog/combatAction.mjs";
|
import {CombatActionDialog} from "../dialog/combatAction.mjs";
|
||||||
import {ActionManager} from "./actions/action-manager.mjs";
|
import {ActionManager} from "./actions/action-manager.mjs";
|
||||||
|
import {DefenseActionDialog} from "../dialog/defenseAction.mjs";
|
||||||
|
|
||||||
const {HandlebarsApplicationMixin} = foundry.applications.api
|
const {HandlebarsApplicationMixin} = foundry.applications.api
|
||||||
const {ActorSheetV2} = foundry.applications.sheets
|
const {ActorSheetV2} = foundry.applications.sheets
|
||||||
|
|
@ -195,8 +196,15 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
|
||||||
this.document.itemTypes["Species"]?.[0]?.sheet.render(true)
|
this.document.itemTypes["Species"]?.[0]?.sheet.render(true)
|
||||||
}
|
}
|
||||||
|
|
||||||
static #openCombatAction() {
|
static #openCombatAction(event, target) {
|
||||||
new CombatActionDialog(this.document).render(true)
|
switch (target.dataset.mode) {
|
||||||
|
case "attack":
|
||||||
|
new CombatActionDialog(this.document).render(true)
|
||||||
|
break
|
||||||
|
case "defense":
|
||||||
|
new DefenseActionDialog(this.document).render(true)
|
||||||
|
break
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,50 @@
|
||||||
|
<section>
|
||||||
|
<fieldset>
|
||||||
|
<legend>Waffe auswählen</legend>
|
||||||
|
<ul>
|
||||||
|
{{#each weapons}}
|
||||||
|
<li class="{{#if isSelected}}selected{{/if}}" data-action="selectWeaponAndSkill"
|
||||||
|
data-weapon-id="{{this.weaponId}}" data-skill-id="{{this.skillId}}">
|
||||||
|
{{#if this.img}}<img src="{{this.img}}" style="width: 32px; height: 32px"/>{{else}}
|
||||||
|
<span style="width: 32px"></span> {{/if}}
|
||||||
|
<span>{{this.name}}
|
||||||
|
{{#if (ne this.skillName this.name)}}({{this.skillName}}){{/if}}</span>
|
||||||
|
<span>{{#if this.combatStatistics}}
|
||||||
|
(AT: {{this.combatStatistics.at}} PA: {{this.combatStatistics.pa}}){{/if}}</span></li>
|
||||||
|
{{/each}}
|
||||||
|
</ul>
|
||||||
|
</fieldset>
|
||||||
|
|
||||||
|
<fieldset>
|
||||||
|
<legend>Manöver auswählen</legend>
|
||||||
|
<ul>
|
||||||
|
{{#each maneuver}}
|
||||||
|
<li class="{{#if isSelected}}selected{{/if}} name-only" data-action="selectManeuver"
|
||||||
|
data-maneuver-id="{{this.id}}" class="{{this.source}}">{{this.name}}</li>
|
||||||
|
{{/each}}
|
||||||
|
</ul>
|
||||||
|
</fieldset>
|
||||||
|
|
||||||
|
<fieldset class="modding">
|
||||||
|
<legend>Erschwernisse und Ansagen</legend>
|
||||||
|
<div class="malus-and-mod">
|
||||||
|
<label><span>Umstände</span>
|
||||||
|
<input name="circumstance" type="number">
|
||||||
|
</label>
|
||||||
|
<label><span>Ansage</span>
|
||||||
|
<input name="mod" type="number" {{disabled (not canMod)}}>
|
||||||
|
</label>
|
||||||
|
<label><span>Erschwernis</span>
|
||||||
|
<input name="penalty" type="number" {{disabled true}}>
|
||||||
|
</label>
|
||||||
|
</div>
|
||||||
|
<output class="modResult"></output>
|
||||||
|
</fieldset>
|
||||||
|
|
||||||
|
|
||||||
|
<div class="actions">
|
||||||
|
<button {{#if ready}}class="ready"{{/if}} type="submit"><i class="fa-solid fa-shield"></i>Verteidigen <span
|
||||||
|
class="value"></span></button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</section>
|
||||||
Loading…
Reference in New Issue