Adding Prettier

* Added prettier with automatic useage on pre-commit to avoid style breakage
* Ran Prettier on the project
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WBHarry 2025-05-23 18:57:50 +02:00 committed by GitHub
parent 820c2df1f4
commit b24cdcc9ed
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GPG key ID: B5690EEEBB952194
136 changed files with 13929 additions and 12206 deletions

View file

@ -1,5 +1,5 @@
export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLog {
constructor(){
constructor() {
super();
this.targetTemplate = {
@ -9,27 +9,37 @@ export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLo
minimizedSheets: [],
config: undefined,
targets: undefined
}
};
this.setupHooks();
}
addChatListeners = async (app, html, data) => {
html.querySelectorAll('.roll-damage-button').forEach(element => element.addEventListener('click', event => this.onRollDamage(event, data.message)));
html.querySelectorAll('.target-container').forEach(element => element.addEventListener('hover', hover(this.hoverTarget, this.unhoverTarget))); // ????
html.querySelectorAll('.roll-damage-button').forEach(element =>
element.addEventListener('click', event => this.onRollDamage(event, data.message))
);
html.querySelectorAll('.target-container').forEach(element =>
element.addEventListener('hover', hover(this.hoverTarget, this.unhoverTarget))
); // ????
// html.find('.target-container').mouseout(this.unhoverTarget);
html.querySelectorAll('.damage-button').forEach(element => element.addEventListener('click', this.onDamage));
html.querySelectorAll('.healing-button').forEach(element => element.addEventListener('click', this.onHealing));
html.querySelectorAll('.target-indicator').forEach(element => element.addEventListener('click', this.onToggleTargets));
html.querySelectorAll('.target-indicator').forEach(element =>
element.addEventListener('click', this.onToggleTargets)
);
html.querySelectorAll('.advantage').forEach(element => element.hover(this.hoverAdvantage)); // ??
html.querySelectorAll('.advantage').forEach(element => element.addEventListener('click', event => this.selectAdvantage.bind(this)(event, data.message)));
html.querySelectorAll('.ability-use-button').forEach(element => element.addEventListener('click', this.abilityUseButton.bind(this)(event, data.message)));
}
setupHooks(){
html.querySelectorAll('.advantage').forEach(element =>
element.addEventListener('click', event => this.selectAdvantage.bind(this)(event, data.message))
);
html.querySelectorAll('.ability-use-button').forEach(element =>
element.addEventListener('click', this.abilityUseButton.bind(this)(event, data.message))
);
};
setupHooks() {
Hooks.on('renderChatMessageHTML', this.addChatListeners.bind());
}
close(options){
close(options) {
Hooks.off('renderChatMessageHTML', this.addChatListeners);
super.close(options);
}
@ -40,47 +50,49 @@ export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLo
await game.user.character.damageRoll(message.system.damage, event.shiftKey);
};
hoverTarget = (event) => {
hoverTarget = event => {
event.stopPropagation();
const token = canvas.tokens.get(event.currentTarget.dataset.token);
if ( !token.controlled ) token._onHoverIn(event, {hoverOutOthers: true});
}
unhoverTarget = (event) => {
const token = canvas.tokens.get(event.currentTarget.dataset.token);
if ( !token.controlled ) token._onHoverOut(event);
if (!token.controlled) token._onHoverIn(event, { hoverOutOthers: true });
};
onDamage = async (event) => {
unhoverTarget = event => {
const token = canvas.tokens.get(event.currentTarget.dataset.token);
if (!token.controlled) token._onHoverOut(event);
};
onDamage = async event => {
event.stopPropagation();
const damage = Number.parseInt(event.currentTarget.dataset.value);
const targets = Array.from(game.user.targets);
if(targets.length === 0) ui.notifications.info(game.i18n.localize("DAGGERHEART.Notification.Info.NoTargetsSelected"));
if (targets.length === 0)
ui.notifications.info(game.i18n.localize('DAGGERHEART.Notification.Info.NoTargetsSelected'));
for(var target of targets){
for (var target of targets) {
await target.actor.takeDamage(damage, event.currentTarget.dataset.type);
}
};
onHealing = async (event) => {
onHealing = async event => {
event.stopPropagation();
const healing = Number.parseInt(event.currentTarget.dataset.value);
const targets = Array.from(game.user.targets);
if(targets.length === 0) ui.notifications.info(game.i18n.localize("DAGGERHEART.Notification.Info.NoTargetsSelected"));
if (targets.length === 0)
ui.notifications.info(game.i18n.localize('DAGGERHEART.Notification.Info.NoTargetsSelected'));
for(var target of targets){
for (var target of targets) {
await target.actor.takeHealing(healing, event.currentTarget.dataset.type);
}
}
};
onToggleTargets = async (event) => {
onToggleTargets = async event => {
event.stopPropagation();
$($(event.currentTarget).parent()).find('.target-container').toggleClass('hidden');
};
hoverAdvantage = (event) => {
hoverAdvantage = event => {
$(event.currentTarget).siblings('.advantage').toggleClass('unused');
};
@ -88,16 +100,16 @@ export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLo
event.stopPropagation();
const updateMessage = game.messages.get(message._id);
await updateMessage.update({ system: { advantageSelected: event.currentTarget.id === 'hope' ? 1 : 2 }});
await updateMessage.update({ system: { advantageSelected: event.currentTarget.id === 'hope' ? 1 : 2 } });
$(event.currentTarget).siblings('.advantage').off('click');
$(event.currentTarget).off('click');
}
};
abilityUseButton = async (event, message) => {
event.stopPropagation();
const action = message.system.actions[Number.parseInt(event.currentTarget.dataset.index)];
await game.user.character.useAction(action);
}
}
};
}

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@ -1,200 +1,199 @@
import { GMUpdateEvent, socketEvent } from "../helpers/socket.mjs";
import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
export default class DhpCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
constructor(data, context) {
super(data, context);
super(data, context);
Hooks.on(socketEvent.DhpFearUpdate, this.onFearUpdate);
Hooks.on(socketEvent.DhpFearUpdate, this.onFearUpdate);
}
get template(){
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));
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){
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;
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;
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.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value },
});
await game.combat.update({ "system.actions": game.combat.system.actions-2 });
}
if (value <= 6) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${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;
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.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value },
});
await game.combat.update({ "system.actions": game.combat.system.actions+2 });
}
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear - 1;
if (value >= 0) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${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 });
}
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.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value },
});
}
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear + 1;
if (event.currentTarget.dataset.type === 'fear' && value <= 6) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
}
this.render();
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 });
}
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.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value },
});
}
const currentFear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = currentFear - 1;
if (event.currentTarget.dataset.type === 'fear' && value >= 0) {
Hooks.callAll(socketEvent.GMUpdate, GMUpdateEvent.UpdateFear, null, value);
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
}
this.render();
this.render();
}
async getData(options={}) {
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);
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: {}
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.${context.linked ? "Linked" : "Unlinked"}`);
if ( !hasCombat ) return context;
context.labels.scope = game.i18n.localize(`COMBAT.${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);
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);
}
}
turns.push(turn);
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);
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,
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){
async close(options) {
Hooks.off(socketEvent.DhpFearUpdate, this.onFearUpdate);
return super.close(options);
}
}
}

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@ -1,53 +1,53 @@
import { GMUpdateEvent, socketEvent } from "../helpers/socket.mjs";
import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
export default class DhpPlayers extends foundry.applications.ui.Players {
constructor(data, context) {
super(data, context);
Hooks.on(socketEvent.DhpFearUpdate, this.onFearUpdate);
}
get template(){
get template() {
return 'systems/daggerheart/templates/ui/players.hbs';
}
async getData(options={}) {
async getData(options = {}) {
const context = super.getData(options);
context.fear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
context.user = game.user;
return context;
}
activateListeners(html) {
// Toggle online/offline
html.find(".players-mode").click(this._onToggleOfflinePlayers.bind(this));
html.find(".fear-control.up").click(async event => await this.updateFear(event, 1));
html.find(".fear-control.down").click(async event => await this.updateFear(event, -1));
html.find('.players-mode').click(this._onToggleOfflinePlayers.bind(this));
html.find('.fear-control.up').click(async event => await this.updateFear(event, 1));
html.find('.fear-control.down').click(async event => await this.updateFear(event, -1));
// Context menu
const contextOptions = this._getUserContextOptions();
Hooks.call("getUserContextOptions", html, contextOptions);
new ContextMenu(html, ".player", contextOptions);
Hooks.call('getUserContextOptions', html, contextOptions);
new ContextMenu(html, '.player', contextOptions);
}
async updateFear(_, change){
async updateFear(_, change) {
const fear = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear);
const value = Math.max(Math.min(fear+change, 6), 0);
Hooks.callAll(socketEvent.GMUpdate,GMUpdateEvent.UpdateFear, null, value);
const value = Math.max(Math.min(fear + change, 6), 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 },
action: socketEvent.GMUpdate,
data: { action: GMUpdateEvent.UpdateFear, update: value }
});
}
onFearUpdate = async () => {
this.render(true);
}
};
async close(options){
async close(options) {
Hooks.off(socketEvent.DhpFearUpdate, this.onFearUpdate);
return super.close(options);
}
}
}

View file

@ -1,7 +1,7 @@
export default class DhpRuler extends foundry.canvas.interaction.Ruler {
_getSegmentLabel(segment, totalDistance) {
const range = game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.General.RangeMeasurement);
if(!range.enabled) return super._getSegmentLabel(segment, totalDistance);
if (!range.enabled) return super._getSegmentLabel(segment, totalDistance);
const segmentDistance = Math.round(segment.distance * 100) / 100;
const totalDistanceValue = Math.round(totalDistance * 100) / 100;
@ -9,21 +9,21 @@ export default class DhpRuler extends foundry.canvas.interaction.Ruler {
return `${this.#getRangeLabel(segmentDistance, range)} [${this.#getRangeLabel(totalDistanceValue, range)}]`;
}
#getRangeLabel(distance, settings){
if(distance <= settings.melee){
return game.i18n.localize("DAGGERHEART.Range.Melee.Name");
#getRangeLabel(distance, settings) {
if (distance <= settings.melee) {
return game.i18n.localize('DAGGERHEART.Range.Melee.Name');
}
if(distance <= settings.veryClose){
return game.i18n.localize("DAGGERHEART.Range.VeryClose.Name");
if (distance <= settings.veryClose) {
return game.i18n.localize('DAGGERHEART.Range.VeryClose.Name');
}
if(distance <= settings.close){
return game.i18n.localize("DAGGERHEART.Range.Close.Name");
if (distance <= settings.close) {
return game.i18n.localize('DAGGERHEART.Range.Close.Name');
}
if(distance <= settings.far){
return game.i18n.localize("DAGGERHEART.Range.Far.Name");
if (distance <= settings.far) {
return game.i18n.localize('DAGGERHEART.Range.Far.Name');
}
if(distance <= settings.veryFar){
return game.i18n.localize("DAGGERHEART.Range.VeryFar.Name");
if (distance <= settings.veryFar) {
return game.i18n.localize('DAGGERHEART.Range.VeryFar.Name');
}
}
}
}