export default class DhpChatMessage extends foundry.documents.ChatMessage { async renderHTML() { if (this.system.messageTemplate) this.content = await foundry.applications.handlebars.renderTemplate(this.system.messageTemplate, { ...this.system, _source: this.system._source }); const actor = game.actors.get(this.speaker.actor); const actorData = actor ?? { img: this.author.avatar ? this.author.avatar : 'icons/svg/mystery-man.svg', name: '' }; /* We can change to fully implementing the renderHTML function if needed, instead of augmenting it. */ const html = await super.renderHTML({ actor: actorData, author: this.author }); this.applyPermission(html); if (this.type === 'dualityRoll') { html.classList.add('duality'); switch (this.system.roll?.result?.duality) { case 1: html.classList.add('hope'); break; case -1: html.classList.add('fear'); break; default: html.classList.add('critical'); break; } } this.enrichChatMessage(html); return html; } applyPermission(html) { const elements = html.querySelectorAll('[data-perm-id]'); elements.forEach(e => { const uuid = e.dataset.permId, document = fromUuidSync(uuid); e.setAttribute('data-view-perm', document.testUserPermission(game.user, 'OBSERVER')); e.setAttribute('data-use-perm', document.testUserPermission(game.user, 'OWNER')); }); } async _preCreate(data, options, user) { options.speaker = ChatMessage.getSpeaker(); const rollActorOwner = data.rolls?.[0]?.data?.parent?.owner; if (rollActorOwner) { data.author = rollActorOwner ? rollActorOwner.id : data.author; await this.updateSource({ author: rollActorOwner ?? user }); } return super._preCreate(data, options, rollActorOwner ?? user); } enrichChatMessage(html) { html.querySelectorAll('.damage-button').forEach(element => element.addEventListener('click', this.onDamage.bind(this)) ); html.querySelectorAll('.duality-action-effect').forEach(element => element.addEventListener('click', this.onApplyEffect.bind(this)) ); } getTargetList() { const targets = this.system.hitTargets; return targets.map(target => game.canvas.tokens.documentCollection.find(t => t.actor?.uuid === target.actorId)); } async onDamage(event) { event.stopPropagation(); const targets = this.getTargetList(); if (this.system.onSave) { const pendingingSaves = this.system.hitTargets.filter(t => t.saved.success === null); if (pendingingSaves.length) { const confirm = await foundry.applications.api.DialogV2.confirm({ window: { title: 'Pending Reaction Rolls found' }, content: `

Some Tokens still need to roll their Reaction Roll.

Are you sure you want to continue ?

Undone reaction rolls will be considered as failed

` }); if (!confirm) return; } } if (targets.length === 0) return ui.notifications.info(game.i18n.localize('DAGGERHEART.UI.Notifications.noTargetsSelected')); for (let target of targets) { let damages = foundry.utils.deepClone(this.system.damage); if ( !this.system.hasHealing && this.system.onSave && this.system.hitTargets.find(t => t.id === target.id)?.saved?.success === true ) { const mod = CONFIG.DH.ACTIONS.damageOnSave[this.system.onSave]?.mod ?? 1; Object.entries(damages).forEach(([k, v]) => { v.total = 0; v.parts.forEach(part => { part.total = Math.ceil(part.total * mod); v.total += part.total; }); }); } this.consumeOnSuccess(); if (this.system.hasHealing) target.actor.takeHealing(damages); else target.actor.takeDamage(damages); } } getAction(actor, itemId, actionId) { const item = actor.items.get(itemId), action = actor.system.attack?._id === actionId ? actor.system.attack : item.system.attack?._id === actionId ? item.system.attack : item?.system?.actions?.get(actionId); return action; } async onApplyEffect(event) { event.stopPropagation(); const actor = await foundry.utils.fromUuid(this.system.source.actor); if (!actor || !game.user.isGM) return true; if (this.system.source.item && this.system.source.action) { const action = this.getAction(actor, this.system.source.item, this.system.source.action); if (!action || !action?.applyEffects) return; const targets = this.getTargetList(); if (targets.length === 0) ui.notifications.info(game.i18n.localize('DAGGERHEART.UI.Notifications.noTargetsSelected')); this.consumeOnSuccess(); await action.applyEffects(event, this, targets); } } consumeOnSuccess() { if (!this.system.successConsumed && !this.system.targetSelection) { const action = this.system.action; if (action) action.consume(this.system, true); } } }