daggerheart/module/applications/dialogs/downtime.mjs
WBHarry 62b9a8fbee
[Feature] Downtime Improvements (#411)
* Initial

* Fixed dialog again

* Fix healing targeted resource in setting

* Removed unused templates

---------

Co-authored-by: Dapoolp <elcatnet@gmail.com>
2025-07-25 21:31:05 +02:00

182 lines
6.6 KiB
JavaScript

const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api;
export default class DhpDowntime extends HandlebarsApplicationMixin(ApplicationV2) {
constructor(actor, shortrest) {
super({});
this.actor = actor;
this.shortrest = shortrest;
this.moveData = foundry.utils.deepClone(
game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).restMoves
);
this.nrChoices = {
shortRest: {
taken: 0,
max:
(shortrest ? this.moveData.shortRest.nrChoices : 0) +
actor.system.bonuses.rest[`${shortrest ? 'short' : 'long'}Rest`].shortMoves
},
longRest: {
taken: 0,
max:
(!shortrest ? this.moveData.longRest.nrChoices : 0) +
actor.system.bonuses.rest[`${shortrest ? 'short' : 'long'}Rest`].longMoves
}
};
}
get title() {
return '';
}
static DEFAULT_OPTIONS = {
tag: 'form',
classes: ['daggerheart', 'views', 'dh-style', 'dialog', 'downtime'],
position: { width: 'auto', height: 'auto' },
actions: {
selectMove: this.selectMove,
takeDowntime: this.takeDowntime
},
form: { handler: this.updateData, submitOnChange: true, closeOnSubmit: false }
};
static PARTS = {
application: {
id: 'downtime',
template: 'systems/daggerheart/templates/dialogs/downtime/downtime.hbs'
}
};
_attachPartListeners(partId, htmlElement, options) {
super._attachPartListeners(partId, htmlElement, options);
htmlElement
.querySelectorAll('.activity-container')
.forEach(element => element.addEventListener('contextmenu', this.deselectMove.bind(this)));
}
async _prepareContext(_options) {
const context = await super._prepareContext(_options);
context.title = game.i18n.localize(
`DAGGERHEART.APPLICATIONS.Downtime.${this.shortrest ? 'shortRest' : 'longRest'}.title`
);
context.selectedActivity = this.selectedActivity;
context.moveData = this.moveData;
const shortRestMovesSelected = this.nrSelectedMoves('shortRest');
const longRestMovesSelected = this.nrSelectedMoves('longRest');
context.nrChoices = {
...this.nrChoices,
shortRest: {
...this.nrChoices.shortRest,
current: this.nrChoices.shortRest.taken + shortRestMovesSelected
},
longRest: {
...this.nrChoices.longRest,
current: this.nrChoices.longRest.taken + longRestMovesSelected
}
};
context.shortRestMoves = this.nrChoices.shortRest.max > 0 ? this.moveData.shortRest : null;
context.longRestMoves = this.nrChoices.longRest.max > 0 ? this.moveData.longRest : null;
context.disabledDowntime = shortRestMovesSelected === 0 && longRestMovesSelected === 0;
return context;
}
static selectMove(_, target) {
const { category, move } = target.dataset;
const nrSelected = this.nrSelectedMoves(category);
if (nrSelected + this.nrChoices[category].taken >= this.nrChoices[category].max) {
ui.notifications.error(game.i18n.localize('DAGGERHEART.UI.Notifications.noMoreMoves'));
return;
}
this.moveData[category].moves[move].selected = this.moveData[category].moves[move].selected
? this.moveData[category].moves[move].selected + 1
: 1;
this.render();
}
deselectMove(event) {
const button = event.target.closest('.activity-container');
const { move, category } = button.dataset;
this.moveData[category].moves[move].selected = this.moveData[category].moves[move].selected
? this.moveData[category].moves[move].selected - 1
: 0;
this.render();
// On macOS with a single-button mouse (e.g. a laptop trackpad),
// right-click is triggered with ctrl+click, which triggers both a
// `contextmenu` event and a regular click event. We need to stop
// event propagation to prevent the click event from triggering the
// `selectMove` function and undoing the change we just made.
event.stopPropagation();
// Having stopped propagation, we're no longer subject to Foundry's
// default `contextmenu` handler, so we also have to prevent the
// default behaviour to prevent a context menu from appearing.
event.preventDefault();
}
static async takeDowntime() {
const moves = Object.values(this.moveData).flatMap(category => {
return Object.values(category.moves)
.filter(x => x.selected)
.flatMap(move => [...Array(move.selected).keys()].map(_ => move));
});
const cls = getDocumentClass('ChatMessage');
const msg = new cls({
user: game.user.id,
system: {
moves: moves,
actor: this.actor.uuid
},
content: await foundry.applications.handlebars.renderTemplate(
'systems/daggerheart/templates/ui/chat/downtime.hbs',
{
title: `${this.actor.name} - ${game.i18n.localize(`DAGGERHEART.APPLICATIONS.Downtime.${this.shortrest ? 'shortRest' : 'longRest'}.title`)}`,
moves: moves
}
)
});
cls.create(msg.toObject());
// Reset selection and update number of taken moves
for (const [catName, category] of Object.entries(this.moveData)) {
for (const move of Object.values(category.moves)) {
if (move.selected > 0) {
this.nrChoices[catName].taken += move.selected;
move.selected = 0;
}
}
}
// We can close the window when all moves are taken
if (
this.nrChoices.shortRest.taken >= this.nrChoices.shortRest.max &&
this.nrChoices.longRest.taken >= this.nrChoices.longRest.max
) {
this.close();
} else {
this.render();
}
}
static async updateData(event, element, formData) {
this.customActivity = foundry.utils.mergeObject(this.customActivity, formData.object);
this.render();
}
nrSelectedMoves(category) {
return Object.values(this.moveData[category].moves).reduce((acc, x) => acc + (x.selected ?? 0), 0);
}
}