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Ran prettier
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133 changed files with 13852 additions and 12549 deletions
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@ -1,200 +1,199 @@
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import { GMUpdateEvent, socketEvent } from "../helpers/socket.mjs";
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import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
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export default class DhpCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
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constructor(data, context) {
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super(data, context);
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super(data, context);
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Hooks.on(socketEvent.DhpFearUpdate, this.onFearUpdate);
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Hooks.on(socketEvent.DhpFearUpdate, this.onFearUpdate);
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}
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get template(){
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get template() {
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return 'systems/daggerheart/templates/ui/combatTracker.hbs';
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}
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activateListeners(html) {
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super.activateListeners(html);
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html.on("click", ".token-action-tokens .use-action-token", this.useActionToken.bind(this));
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html.on("click", ".encounter-gm-resources .trade-actions", this.tradeActions.bind(this));
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html.on("click", ".encounter-gm-resources .trade-fear", this.tradeFear.bind(this));
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html.on("click", ".encounter-gm-resources .icon-button.up", this.increaseResource.bind(this));
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html.on("click", ".encounter-gm-resources .icon-button.down", this.decreaseResource.bind(this));
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html.on('click', '.token-action-tokens .use-action-token', this.useActionToken.bind(this));
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html.on('click', '.encounter-gm-resources .trade-actions', this.tradeActions.bind(this));
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html.on('click', '.encounter-gm-resources .trade-fear', this.tradeFear.bind(this));
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html.on('click', '.encounter-gm-resources .icon-button.up', this.increaseResource.bind(this));
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html.on('click', '.encounter-gm-resources .icon-button.down', this.decreaseResource.bind(this));
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}
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async useActionToken(event){
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async useActionToken(event) {
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event.stopPropagation();
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const combatant = event.currentTarget.dataset.combatant;
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await game.combat.useActionToken(combatant);
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}
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async tradeActions(event){
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if(event.currentTarget.classList.contains('disabled')) return;
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async tradeActions(event) {
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if (event.currentTarget.classList.contains('disabled')) return;
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const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
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const value = currentFear+1;
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const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
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const value = currentFear + 1;
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if(value <= 6){
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Hooks.callAll(socketEvent.GMUpdate,GMUpdateEvent.UpdateFear, null, value);
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await game.socket.emit(`system.${SYSTEM.id}`, {
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action: socketEvent.GMUpdate,
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data: { action: GMUpdateEvent.UpdateFear, update: value },
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});
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await game.combat.update({ "system.actions": game.combat.system.actions-2 });
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}
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if (value <= 6) {
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Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
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await game.socket.emit(`system.${SYSTEM.id}`, {
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action: socketEvent.GMUpdate,
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data: { action: GMUpdateEvent.UpdateFear, update: value }
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});
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await game.combat.update({ 'system.actions': game.combat.system.actions - 2 });
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}
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}
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async tradeFear(){
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if(event.currentTarget.classList.contains('disabled')) return;
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async tradeFear() {
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if (event.currentTarget.classList.contains('disabled')) return;
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const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
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const value = currentFear-1;
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if(value >= 0){
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Hooks.callAll(socketEvent.GMUpdate,GMUpdateEvent.UpdateFear, null, value);
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await game.socket.emit(`system.${SYSTEM.id}`, {
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action: socketEvent.GMUpdate,
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data: { action: GMUpdateEvent.UpdateFear, update: value },
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});
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await game.combat.update({ "system.actions": game.combat.system.actions+2 });
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}
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const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
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const value = currentFear - 1;
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if (value >= 0) {
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Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
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await game.socket.emit(`system.${SYSTEM.id}`, {
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action: socketEvent.GMUpdate,
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data: { action: GMUpdateEvent.UpdateFear, update: value }
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});
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await game.combat.update({ 'system.actions': game.combat.system.actions + 2 });
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}
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}
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async increaseResource(event) {
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if(event.currentTarget.dataset.type === 'action'){
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await game.combat.update({ "system.actions": game.combat.system.actions+1 });
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}
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if (event.currentTarget.dataset.type === 'action') {
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await game.combat.update({ 'system.actions': game.combat.system.actions + 1 });
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}
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const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
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const value = currentFear+1;
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if(event.currentTarget.dataset.type === 'fear' && value <= 6){
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Hooks.callAll(socketEvent.GMUpdate,GMUpdateEvent.UpdateFear, null, value);
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await game.socket.emit(`system.${SYSTEM.id}`, {
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action: socketEvent.GMUpdate,
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data: { action: GMUpdateEvent.UpdateFear, update: value },
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});
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}
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const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
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const value = currentFear + 1;
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if (event.currentTarget.dataset.type === 'fear' && value <= 6) {
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Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
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await game.socket.emit(`system.${SYSTEM.id}`, {
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action: socketEvent.GMUpdate,
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data: { action: GMUpdateEvent.UpdateFear, update: value }
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});
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}
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this.render();
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this.render();
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}
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async decreaseResource(event) {
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if(event.currentTarget.dataset.type === 'action' && game.combat.system.actions-1 >= 0){
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await game.combat.update({ "system.actions": game.combat.system.actions-1 });
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}
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if (event.currentTarget.dataset.type === 'action' && game.combat.system.actions - 1 >= 0) {
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await game.combat.update({ 'system.actions': game.combat.system.actions - 1 });
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}
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const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
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const value = currentFear-1;
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if(event.currentTarget.dataset.type === 'fear' && value >= 0){
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Hooks.callAll(socketEvent.GMUpdate,GMUpdateEvent.UpdateFear, null, value);
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await game.socket.emit(`system.${SYSTEM.id}`, {
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action: socketEvent.GMUpdate,
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data: { action: GMUpdateEvent.UpdateFear, update: value },
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});
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}
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const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
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const value = currentFear - 1;
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if (event.currentTarget.dataset.type === 'fear' && value >= 0) {
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Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
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await game.socket.emit(`system.${SYSTEM.id}`, {
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action: socketEvent.GMUpdate,
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data: { action: GMUpdateEvent.UpdateFear, update: value }
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});
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}
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this.render();
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this.render();
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}
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async getData(options={}) {
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async getData(options = {}) {
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let context = await super.getData(options);
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// Get the combat encounters possible for the viewed Scene
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const combat = this.viewed;
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const hasCombat = combat !== null;
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const combats = this.combats;
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const currentIdx = combats.findIndex(c => c === combat);
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const previousId = currentIdx > 0 ? combats[currentIdx-1].id : null;
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const nextId = currentIdx < combats.length - 1 ? combats[currentIdx+1].id : null;
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const settings = game.settings.get("core", Combat.CONFIG_SETTING);
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const previousId = currentIdx > 0 ? combats[currentIdx - 1].id : null;
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const nextId = currentIdx < combats.length - 1 ? combats[currentIdx + 1].id : null;
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const settings = game.settings.get('core', Combat.CONFIG_SETTING);
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// Prepare rendering data
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context = foundry.utils.mergeObject(context, {
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combats: combats,
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currentIndex: currentIdx + 1,
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combatCount: combats.length,
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hasCombat: hasCombat,
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combat,
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turns: [],
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previousId,
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nextId,
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started: this.started,
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control: false,
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settings,
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linked: combat?.scene !== null,
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labels: {}
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combats: combats,
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currentIndex: currentIdx + 1,
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combatCount: combats.length,
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hasCombat: hasCombat,
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combat,
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turns: [],
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previousId,
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nextId,
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started: this.started,
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control: false,
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settings,
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linked: combat?.scene !== null,
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labels: {}
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});
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context.labels.scope = game.i18n.localize(`COMBAT.${context.linked ? "Linked" : "Unlinked"}`);
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if ( !hasCombat ) return context;
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context.labels.scope = game.i18n.localize(`COMBAT.${context.linked ? 'Linked' : 'Unlinked'}`);
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if (!hasCombat) return context;
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// Format information about each combatant in the encounter
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let hasDecimals = false;
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const turns = [];
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for ( let [i, combatant] of combat.turns.entries() ) {
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if ( !combatant.visible ) continue;
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// Prepare turn data
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const resource = combatant.permission >= CONST.DOCUMENT_OWNERSHIP_LEVELS.OBSERVER ? combatant.resource : null;
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const turn = {
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id: combatant.id,
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name: combatant.name,
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img: await this._getCombatantThumbnail(combatant),
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active: combatant.id === combat.system.activeCombatant,
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owner: combatant.isOwner,
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defeated: combatant.isDefeated,
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hidden: combatant.hidden,
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initiative: combatant.initiative,
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hasRolled: combatant.initiative !== null,
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hasResource: resource !== null,
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resource: resource,
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canPing: (combatant.sceneId === canvas.scene?.id) && game.user.hasPermission("PING_CANVAS"),
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playerCharacter: game.user?.character?.id === combatant.actor.id,
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ownedByPlayer: combatant.hasPlayerOwner,
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};
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if ( (turn.initiative !== null) && !Number.isInteger(turn.initiative) ) hasDecimals = true;
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turn.css = [
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turn.active ? "active" : "",
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turn.hidden ? "hidden" : "",
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turn.defeated ? "defeated" : ""
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].join(" ").trim();
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// Actor and Token status effects
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turn.effects = new Set();
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if ( combatant.token ) {
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combatant.token.effects.forEach(e => turn.effects.add(e));
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if ( combatant.token.overlayEffect ) turn.effects.add(combatant.token.overlayEffect);
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}
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if ( combatant.actor ) {
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for ( const effect of combatant.actor.temporaryEffects ) {
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if ( effect.statuses.has(CONFIG.specialStatusEffects.DEFEATED) ) turn.defeated = true;
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else if ( effect.icon ) turn.effects.add(effect.icon);
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for (let [i, combatant] of combat.turns.entries()) {
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if (!combatant.visible) continue;
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// Prepare turn data
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const resource =
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combatant.permission >= CONST.DOCUMENT_OWNERSHIP_LEVELS.OBSERVER ? combatant.resource : null;
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const turn = {
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id: combatant.id,
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name: combatant.name,
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img: await this._getCombatantThumbnail(combatant),
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active: combatant.id === combat.system.activeCombatant,
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owner: combatant.isOwner,
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defeated: combatant.isDefeated,
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hidden: combatant.hidden,
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initiative: combatant.initiative,
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hasRolled: combatant.initiative !== null,
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hasResource: resource !== null,
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resource: resource,
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canPing: combatant.sceneId === canvas.scene?.id && game.user.hasPermission('PING_CANVAS'),
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playerCharacter: game.user?.character?.id === combatant.actor.id,
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ownedByPlayer: combatant.hasPlayerOwner
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};
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if (turn.initiative !== null && !Number.isInteger(turn.initiative)) hasDecimals = true;
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turn.css = [turn.active ? 'active' : '', turn.hidden ? 'hidden' : '', turn.defeated ? 'defeated' : '']
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.join(' ')
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.trim();
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// Actor and Token status effects
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turn.effects = new Set();
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if (combatant.token) {
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combatant.token.effects.forEach(e => turn.effects.add(e));
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if (combatant.token.overlayEffect) turn.effects.add(combatant.token.overlayEffect);
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}
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}
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turns.push(turn);
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if (combatant.actor) {
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for (const effect of combatant.actor.temporaryEffects) {
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if (effect.statuses.has(CONFIG.specialStatusEffects.DEFEATED)) turn.defeated = true;
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else if (effect.icon) turn.effects.add(effect.icon);
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}
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}
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turns.push(turn);
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}
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// Format initiative numeric precision
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const precision = CONFIG.Combat.initiative.decimals;
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turns.forEach(t => {
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if ( t.initiative !== null ) t.initiative = t.initiative.toFixed(hasDecimals ? precision : 0);
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if (t.initiative !== null) t.initiative = t.initiative.toFixed(hasDecimals ? precision : 0);
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});
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const fear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
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// Merge update data for rendering
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return foundry.utils.mergeObject(context, {
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round: combat.round,
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turn: combat.turn,
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turns: turns,
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control: combat.combatant?.players?.includes(game.user),
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fear: fear,
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round: combat.round,
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turn: combat.turn,
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turns: turns,
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control: combat.combatant?.players?.includes(game.user),
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fear: fear
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});
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}
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}
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onFearUpdate = async () => {
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this.render(true);
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}
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};
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async close(options){
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async close(options) {
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Hooks.off(socketEvent.DhpFearUpdate, this.onFearUpdate);
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return super.close(options);
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}
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}
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}
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