Character generator for new class structure (using lists), temptative final.

This commit is contained in:
Melon-PieldeSapo
2025-01-21 13:59:46 +01:00
parent b5cb6d671a
commit f499baf222
3 changed files with 144 additions and 108 deletions
+10 -1
View File
@@ -112,7 +112,16 @@ Hooks.once('init', async function () {
}
}
});
//convert uuid list to names for display.
Handlebars.registerHelper('UUidListToNames',function(UuidList){
var names = []
for(let i=0;i<UuidList.length;i++){
let object = fromUuidSync(UuidList[i]);
names.push(object.name);
}
return names.join(", ");
});
});
+119 -66
View File
@@ -52,7 +52,7 @@ export class DLActorGenerator extends FormApplication {
}
/* todo: remove pre-defined values and set the values as configuration /maybe part of class-item */
/* todo: remove pre-defined values and set the values as configuration /maybe part of class-item¿? */
async rollStrength(html) {
this.rollDices("2d10+25", html, `system.stats.strength.value`, game.i18n.format("Mosh.RollingForGeneric",{
name:game.i18n.localize("Mosh.Strength")
@@ -166,6 +166,10 @@ export class DLActorGenerator extends FormApplication {
}
/**
* Trigger all the rolls
* @param {*} html
*/
async rollEverything(html) {
await this.rollStrength(html);
await this.rollSpeed(html);
@@ -181,6 +185,12 @@ export class DLActorGenerator extends FormApplication {
await this.rollLoadout(html);
}
/**
* popup to selecct from a list of fixed skills
* @param {*} html
* @param {*} skillPopupOptions
* @returns
*/
async fixedSkillOptionPopup(html, skillPopupOptions) {
return new Promise((resolve) => {
let buttons_options = {};
@@ -203,11 +213,19 @@ export class DLActorGenerator extends FormApplication {
});
}
/**
* Apply the skills to the form,
* @param {*} html
* @param {[uuid]} skillsUuid List of skill uuid,
* @returns
*/
async updateSkillHtmlUl(html, skillsUuid) {
//html.find(`ul[id="system.class.skils.text"]`).empty();
let new_skills = await html.find(`input[id="system.class.skills.uuid"]`).prop("value").split(",").filter(Boolean);
for (let i = 0; i < skillsUuid.length; i++) {
let skill = null;
//incase we have an array of arrays the second array is considered options
//this is legacy, whe should never have this case anymore
if(Array.isArray(skillsUuid[i])){
//we have skill options, display popup to choose
let options = [];
@@ -232,6 +250,10 @@ export class DLActorGenerator extends FormApplication {
return new_skills;
}
/**
* Process the skill options and display all the necesary popups
* @param {*} skillPopupOptions
*/
async popUpSkillOptions(skillPopupOptions) {
for (let i = 0; i < skillPopupOptions.master_full_set; i++) {
@@ -258,6 +280,13 @@ export class DLActorGenerator extends FormApplication {
//return skillsUuid;
}
/**
* Dialog with dropdown to select the skills, it grey-out already owned skills and filters the dropdown based on the skilltree of the previously selected skills,
* the fill older is from master to trained.
* @param {*} template
* @param {*} exclusive
* @returns
*/
async showSkillDialog(template, exclusive = false) {
let skillsUuid = this.skillsUuid;
@@ -324,71 +353,88 @@ export class DLActorGenerator extends FormApplication {
});
}
async showOptionsDialog(option_1, option_2) {
let popupData = {
option_1: option_1,
option_2: option_2,
}
/**
* Popup to ask the user to select what skill option to use,
* @param {*} list_option_skills_or
* @returns
*/
async showOptionsDialog(list_option_skills_or) {
let popupData = {options:list_option_skills_or};
let popUpContent = await renderTemplate("systems/mosh/templates/dialogs/actor-generator/actor-generator-skill-option-choice-dialog.html", popupData);
return new Promise((resolve) => {
let buttonsData = {};
for (let i=0;i<list_option_skills_or.length;i++){
buttonsData[i]={
icon: '<i class="fas fa-check"></i>',
label: list_option_skills_or[i].name,//game.i18n.localize("Mosh.CharacterGenerator.SkillOption.ChoiceWord") + ` ${i}`,
callback: () => {
resolve(list_option_skills_or[i]);
}
};
}
let d = new Dialog({
title: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.PopupTitle"),
content: popUpContent,
window:{width: 500,},
buttons: {
"1": {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.ChoiceWord") + " 1",
callback: () => {
resolve(option_1);
}
},
"2": {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.ChoiceWord") + " 2",
callback: () => {
resolve(option_2);
}
},
},
buttons: buttonsData,
});
d.render(true);
});
}
/**
* Process all the skills for the selected class
* @param {*} html
*/
async applyClassSkills(html) {
let class_uuid = html.find(`input[id="system.class.uuid"]`).prop("value");
if (class_uuid == "") {
ui.notifications.error(game.i18n.localize("Mosh.CharacterGenerator.SkillOption.Classerror"));
}
let classObject = await fromUuid(class_uuid);
//empty previously existing skills
await html.find(`ul[id="system.class.skils.text"]`).empty();
await html.find(`input[id="system.class.skills.uuid"]`).prop("value", "");
//apply fixed skils
this.skillsUuid = classObject.system.base_adjustment.skills_granted.slice();
this.skillsUuid = await this.updateSkillHtmlUl(html, this.skillsUuid);
//process optional skills
let option_skills_and = classObject.system.selected_adjustment.choose_skill_and;
await this.popUpSkillOptions(option_skills_and);
let option_skills_1 = classObject.system.selected_adjustment.choose_skill_and;
await this.popUpSkillOptions(option_skills_1);
let option_skills_2 = classObject.system.selected_adjustment.choose_skill_or;
const isEmptyOption1 = Object.values(option_skills_2.option_1).every(x => x === null || x === '' || x === 0);
const isEmptyOption2 = Object.values(option_skills_2.option_2).every(x => x === null || x === '' || x === 0);
let option_skills_2_choosed = {}
if (isEmptyOption1 == false && isEmptyOption2 == false) {
//we need to choose-> render popup with both options
option_skills_2_choosed = await this.showOptionsDialog(option_skills_2.option_1,option_skills_2.option_2);
} else if (isEmptyOption1 == false) {
//there is only option 1 (edge case) but we go with it.
option_skills_2_choosed = option_skills_2.option_1;
} else if (isEmptyOption2 == false) {
//there is only option 2 (edge case) but we go with it.
option_skills_2_choosed = option_skills_2.option_2;
let list_option_skills_or = classObject.system.selected_adjustment.choose_skill_or;
for (let i = 0; i<list_option_skills_or.length;i++){
let options_skill_or = list_option_skills_or[i];
if(options_skill_or.length == 0){
break;//empty list of options
}
let selected_option = options_skill_or[0];
if(options_skill_or.length > 1){
selected_option = await this.showOptionsDialog(options_skill_or);
}
//process fixed skills first, so we dont double select them
if(selected_option.from_list.length>0){
this.skillsUuid = await this.updateSkillHtmlUl(html, selected_option.from_list);
}
await this.popUpSkillOptions(selected_option);
}
await this.popUpSkillOptions(option_skills_2_choosed);
}
/**
* Apply the changed or dropped class into the generator, stats, skills and table configuration.
* @param {uuid} classUuid
* @param {Boolean} randomCharacter
* @returns
*/
async updateClass(classUuid, randomCharacter = false) {
const droppedObject = await fromUuid(classUuid);
@@ -406,13 +452,24 @@ export class DLActorGenerator extends FormApplication {
//posible-todo: un-do the rolls of patch, trinket and loadout?
}
//update form
this._element.find(`input[id="system.class.uuid"]`).prop("value", classUuid);
this._element.find(`input[id="system.class.traumaresponse"]`).prop("value", droppedObject.system.trauma_response);
//get tables
this.trinketTable = droppedObject.system.roll_tables.trinket;
this.patchTable = droppedObject.system.roll_tables.patch;
this.loadoutTable = droppedObject.system.roll_tables.loadout;
//Apply bonuses first, so if the popup are closed or crashed the bonuses are already applyed.
let fix_stats_and_saves = droppedObject.system.base_adjustment;
Object.entries(fix_stats_and_saves).forEach(([key, value]) => {
if (key != "skills_granted") {
//this sets all the bonuses of base_adjustment including max_wounds
this._element.find(`input[name="system.stats.${key}.bonus"]`).prop("value", value);
}
});
/**
* Skills
* */
@@ -424,36 +481,32 @@ export class DLActorGenerator extends FormApplication {
*/
///try{
//let statsandsaves = JSON.parse(droppedObject.system.statsandsaves.replaceAll("<p>","").replaceAll("</p>","").replaceAll("<div>","").replaceAll("</div>","").replaceAll("&nbsp;",""));
let fix_stats_and_saves = droppedObject.system.base_adjustment;
Object.entries(fix_stats_and_saves).forEach(([key, value]) => {
if (key != "skills_granted") {
//this sets all the bonuses of base_adjustment including max_wounds
this._element.find(`input[name="system.stats.${key}.bonus"]`).prop("value", value);
}
});
//stats options
let option_stats_and_saves = droppedObject.system.selected_adjustment.choose_stat;
if (option_stats_and_saves.modification) {
let buttons_options = {};
for (let j = 0; j < option_stats_and_saves.stats.length; j++) {
let prev_bonus = this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value");
buttons_options[j] = {
icon: '<i class="fas fa-check"></i>',
label: option_stats_and_saves.stats[j],//.replace(/\.bonus/i,"").replace(/(.*)\.+/i,""),
callback: () => this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value", (parseInt(option_stats_and_saves.modification) + parseInt(prev_bonus)))
};
let list_option_stats_and_saves = droppedObject.system.selected_adjustment.choose_stat;
for(let i =0;i<list_option_stats_and_saves.length;i++){
let option_stats_and_saves = list_option_stats_and_saves[i];
if (option_stats_and_saves.modification) {
let buttons_options = {};
for (let j = 0; j < option_stats_and_saves.stats.length; j++) {
let prev_bonus = this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value");
buttons_options[j] = {
icon: '<i class="fas fa-check"></i>',
label: option_stats_and_saves.stats[j],//.replace(/\.bonus/i,"").replace(/(.*)\.+/i,""),
callback: () => this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value", (parseInt(option_stats_and_saves.modification) + parseInt(prev_bonus)))
};
}
let d = new Dialog({
title: game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupTitle"),
content: `<p>${game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupText")} (${option_stats_and_saves.modification})</p>`,
buttons: buttons_options,
default: "1",
//render: html => console.log("Register interactivity in the rendered dialog"),
//close: html => console.log("This always is logged no matter which option is chosen")
});
d.render(true);
}
let d = new Dialog({
title: game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupTitle"),
content: `<p>${game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupText")} (${option_stats_and_saves.modification})</p>`,
buttons: buttons_options,
default: "1",
//render: html => console.log("Register interactivity in the rendered dialog"),
//close: html => console.log("This always is logged no matter which option is chosen")
});
d.render(true);
}
return;
}
@@ -5,74 +5,48 @@
<p class="skillpopupDescription">{{localize 'Mosh.CharacterGenerator.SkillOption.ChoiceText'}}</p>
</div>
<div class="grid grid-2col widegap">
{{#each options}}
<div style="border:3px solid #111;border-radius: 1em;padding: 0.5em;">
<p style="text-decoration: underline;">{{localize 'Mosh.CharacterGenerator.SkillOption.ChoiceWord'}}: 1
<p style="text-decoration: underline;">{{this.name}}:
</p>
<ul>
{{#if option_1.master}}
{{#if this.master}}
<li>
{{localize 'Mosh.SkillRankMaster'}} : {{option_1.master}}
{{localize 'Mosh.SkillRankMaster'}} : {{this.master}}
</li>
{{/if}}
{{#if option_1.expert}}
{{#if this.expert}}
<li>
{{localize 'Mosh.SkillRankExpert'}} : {{option_1.expert}}
{{localize 'Mosh.SkillRankExpert'}} : {{this.expert}}
</li>
{{/if}}
{{#if option_1.trained}}
{{#if this.trained}}
<li>
{{localize 'Mosh.SkillRankTrained'}} : {{option_1.trained}}
{{localize 'Mosh.SkillRankTrained'}} : {{this.trained}}
</li>
{{/if}}
{{#if option_1.master_full_set}}
{{#if this.master_full_set}}
<li>
{{localize 'Mosh.SkillRankMaster'}} & {{localize 'Mosh.SkillsPrerequisite'}} :
{{option_1.master_full_set}}
{{this.master_full_set}}
</li>
{{/if}}
{{#if option_1.expert_full_set}}
{{#if this.expert_full_set}}
<li>
{{localize 'Mosh.SkillRankExpert'}} & {{localize 'Mosh.SkillsPrerequisite'}} :
{{option_1.expert_full_set}}
{{this.expert_full_set}}
</li>
{{/if}}
</ul>
</div>
<div style="border:3px solid #111;border-radius: 1em;padding: 0.5em;">
<p style="text-decoration: underline;">{{localize 'Mosh.CharacterGenerator.SkillOption.ChoiceWord'}}: 2
</p>
<ul>
{{#if option_2.master}}
{{#if this.from_list}}
<li>
{{localize 'Mosh.SkillRankMaster'}} : {{option_2.master}}
</li>
{{/if}}
{{#if option_2.expert}}
<li>
{{localize 'Mosh.SkillRankExpert'}} : {{option_2.expert}}
</li>
{{/if}}
{{#if option_2.trained}}
<li>
{{localize 'Mosh.SkillRankTrained'}} : {{option_2.trained}}
</li>
{{/if}}
{{#if option_2.master_full_set}}
<li>
{{localize 'Mosh.SkillRankMaster'}} & {{localize 'Mosh.SkillsPrerequisite'}} :
{{option_2.master_full_set}}
</li>
{{/if}}
{{#if option_2.expert_full_set}}
<li>
{{localize 'Mosh.SkillRankExpert'}} & {{localize 'Mosh.SkillsPrerequisite'}} :
{{option_2.expert_full_set}}
{{UUidListToNames this.from_list}}
</li>
{{/if}}
</ul>
</div>
{{/each}}
</div>
</div>