foundry-dsa41-game/src/module/dialog/combatAction.mjs

359 lines
13 KiB
JavaScript

import {ActionManager} from "../sheets/actions/action-manager.mjs";
const {
ApplicationV2,
HandlebarsApplicationMixin
} = foundry.applications.api
/**
* @typedef TokenDistance
* @property {Number} x
* @property {Number} y
* @property {Number} d
* @property {Token} token
*/
export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2) {
static DEFAULT_OPTIONS = {
classes: ['dsa41', 'dialog', 'combat'],
tag: "form",
position: {
width: 480,
height: 640
},
window: {
resizable: false,
},
form: {
submitOnChange: false,
closeOnSubmit: true,
handler: CombatActionDialog.#onSubmitForm
},
actions: {
selectTarget: CombatActionDialog.#onSelectTarget,
selectWeaponAndSkill: CombatActionDialog.#onSelectWeaponAndSkill,
selectManeuver: CombatActionDialog.#onSelectManeuver,
}
}
static PARTS = {
form: {
template: 'systems/DSA_4-1/templates/dialog/combat-action.hbs',
}
}
/**
* @type {Actor}
* @private
*/
_actor = null
constructor(actor) {
super();
this._actor = actor
this._targetId = null
this._skillId = null
this._weaponId = null
this._defenseManeuverId = null
this._actionManager = new ActionManager(this._actor)
CombatActionDialog._instance = this
}
static _instance = null
async #processOnSelectTarget(event, target) {
const {targetId} = target.dataset
this._targetId = this._targetId === targetId ? null : targetId
this.render({parts: ["form"]})
}
static async #onSelectTarget(event, target) {
event.preventDefault()
CombatActionDialog._instance.#processOnSelectTarget(event, target)
}
async #processOnSelectManeuver(event, target) {
const {maneuverId} = target.dataset
this._defenseManeuverId = this._defenseManeuverId === maneuverId ? null : maneuverId
this.render({parts: ["form"]})
}
static async #onSelectManeuver(event, target) {
event.preventDefault()
CombatActionDialog._instance.#processOnSelectManeuver(event, target)
}
async #processOnSelectWeaponAndSkill(event, target) {
const {weaponId, skillId} = target.dataset
this._weaponId = this._weaponId === weaponId ? null : weaponId
this._skillId = this._skillId === skillId ? null : skillId
this.render({parts: ["form"]})
}
static async #onSelectWeaponAndSkill(event, target) {
event.preventDefault()
CombatActionDialog._instance.#processOnSelectWeaponAndSkill(event, target)
}
async #processOnSubmitForm(event, form, formData) {
const maneuver = CombatActionDialog._instance.#evaluateManeuvers().find(p => p.id === this._defenseManeuverId)
const weapon = this._actor.itemTypes["Equipment"].find(p => p._id === this._weaponId)
const skill = this._actor.itemTypes["Skill"].find(p => p._id === this._skillId)
const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === this._targetId).actorId)
if (maneuver.cost !== ActionManager.CONTINUING) {
this._actor.rollAttack({
weapon: this._weaponId,
skill: this._skillId,
target: this._targetId,
title: maneuver.name,
maneuver: maneuver.activate.toString(),
mod: this._mod,
circumstance: this._circumstance,
penalty: this._penalty,
targetNumber: this._targetNumber,
modDescription: maneuver?.modDescription?.replace("{}", "" + this._mod) ?? ""
})
return true
} else { // push into cooldown queue
const cooldowns = this._actor.system.cooldowns
/** @type Cooldown */
const newCooldown = {
start: maneuver.cooldown({weapon, skill, target, mod: this._mod}),
current: maneuver.cooldown({weapon, skill, target, mod: this._mod}),
data: {
cssClass: "Kampf",
weapon: this._weaponId,
skill: this._skillId,
target: this._targetId,
title: maneuver.name,
maneuver: maneuver.activate.toString(),
mod: this._mod,
circumstance: this._circumstance,
penalty: this._penalty,
targetNumber: this._targetNumber,
modDescription: maneuver?.modDescription?.replace("{}", "" + this._mod) ?? ""
}
}
cooldowns.push(newCooldown)
await this._actor.update({"system.cooldowns": cooldowns})
ui.notifications.info(`Neue Aktion für ${maneuver.name} mit Abklingzeit von ${maneuver.cooldown({
weapon,
skill,
target,
mod: this._mod
})} Aktionen hinzugefügt`)
}
}
static async #onSubmitForm(event, form, formData) {
event.preventDefault()
CombatActionDialog._instance.#processOnSubmitForm(event, form, formData)
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
if (options.window) {
options.window.title = `Mit ${this._actor.name} angreifen`
}
return options
}
#getDistanceBetween(originToken, targetToken) {
const distance = game.scenes.current.dimensions.distancePixels
// get distances between of tokens and thisTokenRepresentative
const actorOfToken = game.actors.get(targetToken.actorId)
return {
id: targetToken._id,
x: targetToken.x,
y: targetToken.y,
actor: actorOfToken,
token: targetToken,
d: ((Math.sqrt(Math.pow(targetToken.x - originToken.x, 2) + Math.pow(targetToken.y - originToken.y, 2))) / distance).toFixed(2),
}
}
#evaluateDistances() {
// get tokens in range on the current scene
const scene = game.scenes.current
const tokens = scene.tokens
const tokenId = this._actor.getActiveTokens()[0].id
const thisTokenRepresentative = tokens.get(tokenId)
/**
*
* @type {[TokenDistance]}
*/
return tokens.map(token => {
return {
isSelected: this._targetId === token.id,
...this.#getDistanceBetween(thisTokenRepresentative, token)
}
}).sort((a, b) => a.d - b.d).sort((a, b) => (a.isSelected ? 0 : 1) - (b.isSelected ? 0 : 1))
}
#evaluateWeapons() {
// get equipped weapons and adjust AT/PA values by basis values from actor TODO: and W/M of weapons
const equips = this._actor.system.heldenausruestung[this._actor.system.setEquipped]
const weapons = []
const equippedWeapons = ["links", "rechts", "fernkampf"]
const baseAt = {
links: this._actor.system.at.links.aktuell, // TODO hook Beidhändigerkampf/linkhand
rechts: this._actor.system.at.rechts.aktuell,
fernkampf: this._actor.system.fk.aktuell,
}
const basePa = {
links: this._actor.system.pa.links.aktuell, // TODO hook Beidhändigerkampf/linkhand
rechts: this._actor.system.pa.rechts.aktuell,
fernkampf: 0,
}
equippedWeapons.forEach(slot => {
const equip = equips[slot]
const weapon = this._actor.itemTypes["Equipment"].find(p => p._id === equip)
if (weapon) {
const variantWeaponSkills = [...weapon.system.rangedSkills, ...weapon.system.meleeSkills]
variantWeaponSkills.forEach(weaponSkill => {
const skill = this._actor.itemTypes["Skill"].find(p => p.name === weaponSkill)
if (skill) {
const skillAt = skill.system.at
const skillPa = skill.system.pa
weapons.push({
isSelected: this._skillId === skill._id && this._weaponId === weapon._id,
weaponId: weapon._id,
skillId: skill._id,
name: weapon.name,
skillName: skill.name,
img: weapon.img,
combatStatistics: {
at: baseAt[slot] + weapon.system.attackModifier + skillAt,
pa: basePa[slot] + weapon.system.parryModifier + skillPa
}
})
}
})
}
})
this._weapons = weapons.sort((a, b) => (a.isSelected ? 0 : 1) - (b.isSelected ? 0 : 1))
return this._weapons
}
#evaluateManeuvers() {
const manager = this._actionManager
const weapon = this._actor.itemTypes["Equipment"].find(p => p._id === this._weaponId)
const skill = this._actor.itemTypes["Skill"].find(p => p._id === this._skillId)
const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === this._targetId).actorId)
this._maneuvers = manager.evaluate({
target,
weapon,
skill
}).filter(p => p.type === ActionManager.ATTACK).map(action => {
return {
isSelected: this._defenseManeuverId === action.name,
id: action.name,
name: action.name,
type: action.type,
source: action.source,
cost: action.cost,
penalty: action.eval?.mod ?? 0,
mod: action.mod,
modDescription: action.modDescription,
cooldown: action.cooldown,
activate: action.activate,
}
}).sort((a, b) => (a.isSelected ? 0 : 1) - (b.isSelected ? 0 : 1))
return this._maneuvers
}
async _prepareContext(options) {
const context = await super._prepareContext(options)
context.actor = this._actor
context.distanceUnit = game.scenes.current.grid.units
if (this._actor.getActiveTokens()[0]?.id) {
context.tokenDistances = this.#evaluateDistances()
context.weapons = this.#evaluateWeapons()
if (this._targetId && this._weaponId && 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 => p.weaponId === this._weaponId && p.skillId === this._skillId)?.combatStatistics.at
// 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)
}))
}
}