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
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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);
}
}
}