This commit is contained in:
WBHarry 2025-06-06 16:39:17 +02:00
parent 6c147a5c00
commit 0f77697614
14 changed files with 589 additions and 343 deletions

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@ -1,8 +1,8 @@
export { default as DhpPC } from './pc.mjs';
export { default as DhpCombat } from './combat.mjs';
export { default as DhpCombatant } from './combatant.mjs';
export { default as DhCombat } from './combat.mjs';
export { default as DhCombatant } from './combatant.mjs';
export { default as DhpAdversary } from './adversary.mjs';
export { default as DhpEnvironment } from './environment.mjs';
export * as items from "./item/_module.mjs";
export * as messages from "./chat-message/_modules.mjs";
export * as items from './item/_module.mjs';
export * as messages from './chat-message/_modules.mjs';

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@ -1,9 +1,9 @@
export default class DhpCombat extends foundry.abstract.TypeDataModel {
export default class DhCombat extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
actions: new fields.NumberField({ initial: 0, integer: true }),
activeCombatant: new fields.StringField({})
started: new fields.BooleanField({ required: true, initial: false })
};
}
}

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@ -1,8 +1,9 @@
export default class DhpCombatant extends foundry.abstract.TypeDataModel {
export default class DhCombatant extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
active: new fields.BooleanField({ initial: false })
active: new fields.BooleanField({ initial: false }),
actionTokens: new fields.NumberField({ required: true, integer: true, initial: 3 })
};
}
}

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@ -1,44 +1,53 @@
import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
export default class DhpCombat extends Combat {
_sortCombatants(a, b) {
if (a.isNPC !== b.isNPC) {
const aVal = a.isNPC ? 0 : 1;
const bVal = b.isNPC ? 0 : 1;
get combatant() {
return this.combatants.contents.find(x => x.system.active) ?? null;
}
return aVal - bVal;
async startCombat() {
this._playCombatSound('startEncounter');
const updateData = { 'system.started': true };
Hooks.callAll('combatStart', this, updateData);
await this.update(updateData);
return this;
}
_sortCombatants(a, b) {
const aNPC = Number(a.isNPC);
const bNPC = Number(b.isNPC);
if (aNPC !== bNPC) {
return aNPC - bNPC;
}
return a.name.localeCompare(b.name);
}
async useActionToken(combatantId) {
const automateActionPoints = await game.settings.get(
SYSTEM.id,
SYSTEM.SETTINGS.gameSettings.Automation.ActionPoints
);
// async useActionToken(combatantId) {
// const automateActionPoints = await game.settings.get(
// SYSTEM.id,
// SYSTEM.SETTINGS.gameSettings.Automation.ActionPoints
// );
if (game.user.isGM) {
if (this.system.actions < 1) return;
// if (game.user.isGM) {
// if (this.system.actions < 1) return;
const update = automateActionPoints
? { 'system.activeCombatant': combatantId, 'system.actions': Math.max(this.system.actions - 1, 0) }
: { 'system.activeCombatant': combatantId };
// const update = automateActionPoints
// ? { 'system.activeCombatant': combatantId, 'system.actions': Math.max(this.system.actions - 1, 0) }
// : { 'system.activeCombatant': combatantId };
await this.update(update);
} else {
const update = automateActionPoints
? { 'system.activeCombatant': combatantId, 'system.actions': this.system.actions + 1 }
: { 'system.activeCombatant': combatantId };
// await this.update(update);
// } else {
// const update = automateActionPoints
// ? { 'system.activeCombatant': combatantId, 'system.actions': this.system.actions + 1 }
// : { 'system.activeCombatant': combatantId };
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: {
action: GMUpdateEvent.UpdateDocument,
uuid: this.uuid,
update: update
}
});
}
}
// await game.socket.emit(`system.${SYSTEM.id}`, {
// action: socketEvent.GMUpdate,
// data: {
// action: GMUpdateEvent.UpdateDocument,
// uuid: this.uuid,
// update: update
// }
// });
// }
// }
}

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@ -1,199 +1,45 @@
import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
export default class DhpCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
constructor(data, context) {
super(data, context);
Hooks.on(socketEvent.DhpFearUpdate, this.onFearUpdate);
}
get template() {
return 'systems/daggerheart/templates/ui/combatTracker.hbs';
}
activateListeners(html) {
super.activateListeners(html);
html.on('click', '.token-action-tokens .use-action-token', this.useActionToken.bind(this));
html.on('click', '.encounter-gm-resources .trade-actions', this.tradeActions.bind(this));
html.on('click', '.encounter-gm-resources .trade-fear', this.tradeFear.bind(this));
html.on('click', '.encounter-gm-resources .icon-button.up', this.increaseResource.bind(this));
html.on('click', '.encounter-gm-resources .icon-button.down', this.decreaseResource.bind(this));
}
async useActionToken(event) {
event.stopPropagation();
const combatant = event.currentTarget.dataset.combatant;
await game.combat.useActionToken(combatant);
}
async tradeActions(event) {
if (event.currentTarget.classList.contains('disabled')) return;
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear + 1;
if (value <= 6) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
await game.combat.update({ 'system.actions': game.combat.system.actions - 2 });
export default class DhCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
static DEFAULT_OPTIONS = {
actions: {
takeSpotlight: this.takeSpotlight
}
}
async tradeFear() {
if (event.currentTarget.classList.contains('disabled')) return;
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear - 1;
if (value >= 0) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
await game.combat.update({ 'system.actions': game.combat.system.actions + 2 });
}
}
async increaseResource(event) {
if (event.currentTarget.dataset.type === 'action') {
await game.combat.update({ 'system.actions': game.combat.system.actions + 1 });
}
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear + 1;
if (event.currentTarget.dataset.type === 'fear' && value <= 6) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
}
this.render();
}
async decreaseResource(event) {
if (event.currentTarget.dataset.type === 'action' && game.combat.system.actions - 1 >= 0) {
await game.combat.update({ 'system.actions': game.combat.system.actions - 1 });
}
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear - 1;
if (event.currentTarget.dataset.type === 'fear' && value >= 0) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
}
this.render();
}
async getData(options = {}) {
let context = await super.getData(options);
// Get the combat encounters possible for the viewed Scene
const combat = this.viewed;
const hasCombat = combat !== null;
const combats = this.combats;
const currentIdx = combats.findIndex(c => c === combat);
const previousId = currentIdx > 0 ? combats[currentIdx - 1].id : null;
const nextId = currentIdx < combats.length - 1 ? combats[currentIdx + 1].id : null;
const settings = game.settings.get('core', Combat.CONFIG_SETTING);
// Prepare rendering data
context = foundry.utils.mergeObject(context, {
combats: combats,
currentIndex: currentIdx + 1,
combatCount: combats.length,
hasCombat: hasCombat,
combat,
turns: [],
previousId,
nextId,
started: this.started,
control: false,
settings,
linked: combat?.scene !== null,
labels: {}
});
context.labels.scope = game.i18n.localize(`COMBAT.${context.linked ? 'Linked' : 'Unlinked'}`);
if (!hasCombat) return context;
// Format information about each combatant in the encounter
let hasDecimals = false;
const turns = [];
for (let [i, combatant] of combat.turns.entries()) {
if (!combatant.visible) continue;
// Prepare turn data
const resource =
combatant.permission >= CONST.DOCUMENT_OWNERSHIP_LEVELS.OBSERVER ? combatant.resource : null;
const turn = {
id: combatant.id,
name: combatant.name,
img: await this._getCombatantThumbnail(combatant),
active: combatant.id === combat.system.activeCombatant,
owner: combatant.isOwner,
defeated: combatant.isDefeated,
hidden: combatant.hidden,
initiative: combatant.initiative,
hasRolled: combatant.initiative !== null,
hasResource: resource !== null,
resource: resource,
canPing: combatant.sceneId === canvas.scene?.id && game.user.hasPermission('PING_CANVAS'),
playerCharacter: game.user?.character?.id === combatant.actor.id,
ownedByPlayer: combatant.hasPlayerOwner
};
if (turn.initiative !== null && !Number.isInteger(turn.initiative)) hasDecimals = true;
turn.css = [turn.active ? 'active' : '', turn.hidden ? 'hidden' : '', turn.defeated ? 'defeated' : '']
.join(' ')
.trim();
// Actor and Token status effects
turn.effects = new Set();
if (combatant.token) {
combatant.token.effects.forEach(e => turn.effects.add(e));
if (combatant.token.overlayEffect) turn.effects.add(combatant.token.overlayEffect);
}
if (combatant.actor) {
for (const effect of combatant.actor.temporaryEffects) {
if (effect.statuses.has(CONFIG.specialStatusEffects.DEFEATED)) turn.defeated = true;
else if (effect.icon) turn.effects.add(effect.icon);
}
}
turns.push(turn);
}
// Format initiative numeric precision
const precision = CONFIG.Combat.initiative.decimals;
turns.forEach(t => {
if (t.initiative !== null) t.initiative = t.initiative.toFixed(hasDecimals ? precision : 0);
});
const fear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
// Merge update data for rendering
return foundry.utils.mergeObject(context, {
round: combat.round,
turn: combat.turn,
turns: turns,
control: combat.combatant?.players?.includes(game.user),
fear: fear
});
}
onFearUpdate = async () => {
this.render(true);
};
async close(options) {
Hooks.off(socketEvent.DhpFearUpdate, this.onFearUpdate);
static PARTS = {
header: {
template: 'systems/daggerheart/templates/ui/combat/combatTrackerHeader.hbs'
},
tracker: {
template: 'systems/daggerheart/templates/ui/combat/combatTracker.hbs'
},
footer: {
template: 'systems/daggerheart/templates/ui/combat/combatTrackerFooter.hbs'
}
};
return super.close(options);
_getCombatContextOptions() {
return [
{
name: 'COMBAT.ClearMovementHistories',
icon: '<i class="fa-solid fa-shoe-prints"></i>',
condition: () => game.user.isGM && this.viewed?.combatants.size > 0,
callback: () => this.viewed.clearMovementHistories()
},
{
name: 'COMBAT.Delete',
icon: '<i class="fa-solid fa-trash"></i>',
condition: () => game.user.isGM && !!this.viewed,
callback: () => this.viewed.endCombat()
}
];
}
static async takeSpotlight(_, target) {
const { combatantId } = target.closest('[data-combatant-id]')?.dataset ?? {};
for (var combatant of this.viewed.combatants) {
await combatant.update({ 'system.active': combatantId === combatant.id ? true : false });
}
this.render();
}
}

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import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
export default class DhpCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
constructor(data, context) {
super(data, context);
Hooks.on(socketEvent.DhpFearUpdate, this.onFearUpdate);
}
get template() {
return 'systems/daggerheart/templates/ui/combatTracker.hbs';
}
activateListeners(html) {
super.activateListeners(html);
html.on('click', '.token-action-tokens .use-action-token', this.useActionToken.bind(this));
html.on('click', '.encounter-gm-resources .trade-actions', this.tradeActions.bind(this));
html.on('click', '.encounter-gm-resources .trade-fear', this.tradeFear.bind(this));
html.on('click', '.encounter-gm-resources .icon-button.up', this.increaseResource.bind(this));
html.on('click', '.encounter-gm-resources .icon-button.down', this.decreaseResource.bind(this));
}
async useActionToken(event) {
event.stopPropagation();
const combatant = event.currentTarget.dataset.combatant;
await game.combat.useActionToken(combatant);
}
async tradeActions(event) {
if (event.currentTarget.classList.contains('disabled')) return;
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear + 1;
if (value <= 6) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
await game.combat.update({ 'system.actions': game.combat.system.actions - 2 });
}
}
async tradeFear() {
if (event.currentTarget.classList.contains('disabled')) return;
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear - 1;
if (value >= 0) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
await game.combat.update({ 'system.actions': game.combat.system.actions + 2 });
}
}
async increaseResource(event) {
if (event.currentTarget.dataset.type === 'action') {
await game.combat.update({ 'system.actions': game.combat.system.actions + 1 });
}
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear + 1;
if (event.currentTarget.dataset.type === 'fear' && value <= 6) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
}
this.render();
}
async decreaseResource(event) {
if (event.currentTarget.dataset.type === 'action' && game.combat.system.actions - 1 >= 0) {
await game.combat.update({ 'system.actions': game.combat.system.actions - 1 });
}
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear - 1;
if (event.currentTarget.dataset.type === 'fear' && value >= 0) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
}
this.render();
}
async getData(options = {}) {
let context = await super.getData(options);
// Get the combat encounters possible for the viewed Scene
const combat = this.viewed;
const hasCombat = combat !== null;
const combats = this.combats;
const currentIdx = combats.findIndex(c => c === combat);
const previousId = currentIdx > 0 ? combats[currentIdx - 1].id : null;
const nextId = currentIdx < combats.length - 1 ? combats[currentIdx + 1].id : null;
const settings = game.settings.get('core', Combat.CONFIG_SETTING);
// Prepare rendering data
context = foundry.utils.mergeObject(context, {
combats: combats,
currentIndex: currentIdx + 1,
combatCount: combats.length,
hasCombat: hasCombat,
combat,
turns: [],
previousId,
nextId,
started: this.started,
control: false,
settings,
linked: combat?.scene !== null,
labels: {}
});
context.labels.scope = game.i18n.localize(`COMBAT.${context.linked ? 'Linked' : 'Unlinked'}`);
if (!hasCombat) return context;
// Format information about each combatant in the encounter
let hasDecimals = false;
const turns = [];
for (let [i, combatant] of combat.turns.entries()) {
if (!combatant.visible) continue;
// Prepare turn data
const resource =
combatant.permission >= CONST.DOCUMENT_OWNERSHIP_LEVELS.OBSERVER ? combatant.resource : null;
const turn = {
id: combatant.id,
name: combatant.name,
img: await this._getCombatantThumbnail(combatant),
active: combatant.id === combat.system.activeCombatant,
owner: combatant.isOwner,
defeated: combatant.isDefeated,
hidden: combatant.hidden,
initiative: combatant.initiative,
hasRolled: combatant.initiative !== null,
hasResource: resource !== null,
resource: resource,
canPing: combatant.sceneId === canvas.scene?.id && game.user.hasPermission('PING_CANVAS'),
playerCharacter: game.user?.character?.id === combatant.actor.id,
ownedByPlayer: combatant.hasPlayerOwner
};
if (turn.initiative !== null && !Number.isInteger(turn.initiative)) hasDecimals = true;
turn.css = [turn.active ? 'active' : '', turn.hidden ? 'hidden' : '', turn.defeated ? 'defeated' : '']
.join(' ')
.trim();
// Actor and Token status effects
turn.effects = new Set();
if (combatant.token) {
combatant.token.effects.forEach(e => turn.effects.add(e));
if (combatant.token.overlayEffect) turn.effects.add(combatant.token.overlayEffect);
}
if (combatant.actor) {
for (const effect of combatant.actor.temporaryEffects) {
if (effect.statuses.has(CONFIG.specialStatusEffects.DEFEATED)) turn.defeated = true;
else if (effect.icon) turn.effects.add(effect.icon);
}
}
turns.push(turn);
}
// Format initiative numeric precision
const precision = CONFIG.Combat.initiative.decimals;
turns.forEach(t => {
if (t.initiative !== null) t.initiative = t.initiative.toFixed(hasDecimals ? precision : 0);
});
const fear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
// Merge update data for rendering
return foundry.utils.mergeObject(context, {
round: combat.round,
turn: combat.turn,
turns: turns,
control: combat.combatant?.players?.includes(game.user),
fear: fear
});
}
onFearUpdate = async () => {
this.render(true);
};
async close(options) {
Hooks.off(socketEvent.DhpFearUpdate, this.onFearUpdate);
return super.close(options);
}
}