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[V14] [Feature] Spotlight Without Combat (#1755)
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8 changed files with 109 additions and 19 deletions
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/**
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* Spotlights a combatant.
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* The combatant can be selected in a number of ways. If many are applied at the same time, the following order is used:
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* 1) SelectedCombatant
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* 2) HoveredCombatant
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* Spotlight a token on the canvas. If it is a combatant, run it through combatTracker's spotlight logic.
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* @param {TokenDocument} token - The token to spotlight
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* @returns {void}
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*/
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const spotlightCombatant = () => {
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if (!game.combat)
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return ui.notifications.error(game.i18n.localize('DAGGERHEART.MACROS.Spotlight.errors.noActiveCombat'));
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const spotlightCombatantMacro = async token => {
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if (!token)
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return ui.notifications.error(game.i18n.localize('DAGGERHEART.MACROS.Spotlight.errors.noTokenSelected'));
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const selectedCombatant = canvas.tokens.controlled.length > 0 ? canvas.tokens.controlled[0].combatant : null;
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const hoveredCombatant = game.canvas.tokens.hover?.combatant;
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const combatantCombat = token.combatant
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? game.combat
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: game.combats.find(combat => combat.combatants.some(x => x.token && x.token.id === token.document.id));
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if (combatantCombat) {
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const combatant = combatantCombat.combatants.find(x => x.token.id === token.document.id);
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if (!combatantCombat.active) {
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await combatantCombat.activate();
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if (combatantCombat.combatant?.id !== combatant.id) ui.combat.setCombatantSpotlight(combatant.id);
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} else {
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ui.combat.setCombatantSpotlight(combatant.id);
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}
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} else {
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if (game.combat) await ui.combat.clearTurn();
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const combatant = selectedCombatant ?? hoveredCombatant;
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if (!combatant)
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return ui.notifications.error(game.i18n.localize('DAGGERHEART.MACROS.Spotlight.errors.noCombatantSelected'));
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const spotlightTracker = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.SpotlightTracker);
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const isSpotlighted = spotlightTracker.spotlightedTokens.has(token.document.uuid);
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if (!isSpotlighted) await clearPreviousSpotlight();
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ui.combat.setCombatantSpotlight(combatant.id);
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spotlightTracker.updateSource({
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spotlightedTokens: isSpotlighted ? [] : [token.document.uuid]
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});
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.SpotlightTracker, spotlightTracker);
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token.renderFlags.set({ refreshTurnMarker: true });
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}
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};
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export default spotlightCombatant;
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export const clearPreviousSpotlight = async () => {
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const spotlightTracker = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.SpotlightTracker);
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const previouslySpotlightedUuid =
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spotlightTracker.spotlightedTokens.size > 0 ? spotlightTracker.spotlightedTokens.first() : null;
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if (!previouslySpotlightedUuid) return;
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spotlightTracker.updateSource({ spotlightedTokens: [] });
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.SpotlightTracker, spotlightTracker);
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const previousToken = await foundry.utils.fromUuid(previouslySpotlightedUuid);
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previousToken.object.renderFlags.set({ refreshTurnMarker: true });
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};
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export default spotlightCombatantMacro;
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