Added remaining options and fixed secure loading of dice models (#413)

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WBHarry 2025-07-26 04:12:22 +02:00 committed by GitHub
parent dddee78356
commit bf31ced3df
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GPG key ID: B5690EEEBB952194
11 changed files with 167 additions and 100 deletions

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@ -59,8 +59,20 @@ export default class DHAppearanceSettings extends HandlebarsApplicationMixin(App
const context = await super._prepareContext(_options);
context.settingFields = this.settings;
context.diceSoNiceTextures = game.dice3d?.exports?.TEXTURELIST ?? {};
context.diceSoNiceColorsets = game.dice3d?.exports?.COLORSETS ?? {};
context.showDiceSoNice = game.modules.get('dice-so-nice')?.active;
if (game.dice3d) {
context.diceSoNiceTextures = game.dice3d.exports.TEXTURELIST;
context.diceSoNiceColorsets = game.dice3d.exports.COLORSETS;
context.diceSoNiceMaterials = Object.keys(game.dice3d.DiceFactory.material_options).map(key => ({
key: key,
name: `DICESONICE.Material${key.capitalize()}`
}));
context.diceSoNiceSystems = [];
for (const [key, system] of game.dice3d.DiceFactory.systems.entries()) {
context.diceSoNiceSystems.push({ key, name: system.name });
}
}
context.diceTab = {
key: this.tabGroups.diceSoNice,
source: this.settings._source.diceSoNice[this.tabGroups.diceSoNice],

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@ -369,42 +369,28 @@ export const diceSetNumbers = {
flat: 'Flat'
};
export const getDiceSoNicePresets = () => {
export const getDiceSoNicePresets = async (hopeFaces, fearFaces, advantageFaces = 'd6', disadvantageFaces = 'd6') => {
const { diceSoNice } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance);
const getPreset = async (type, faces) => {
const system = game.dice3d.DiceFactory.systems.get(type.system).dice.get(faces);
if (!system.modelLoaded) {
await system.loadModel(game.dice3d.DiceFactory.loaderGLTF);
}
return {
modelFile: system.modelFile,
appearance: {
...system.appearance,
...type
}
};
};
return {
hope: {
...diceSoNice.hope,
colorset: 'inspired',
texture: 'bloodmoon',
material: 'metal',
font: 'Arial Black',
system: 'standard'
},
fear: {
...diceSoNice.fear,
colorset: 'bloodmoon',
texture: 'bloodmoon',
material: 'metal',
font: 'Arial Black',
system: 'standard'
},
advantage: {
...diceSoNice.advantage,
colorset: 'bloodmoon',
texture: 'bloodmoon',
material: 'metal',
font: 'Arial Black',
system: 'standard'
},
disadvantage: {
...diceSoNice.disadvantage,
colorset: 'bloodmoon',
texture: 'bloodmoon',
material: 'metal',
font: 'Arial Black',
system: 'standard'
}
hope: await getPreset(diceSoNice.hope, hopeFaces),
fear: await getPreset(diceSoNice.fear, fearFaces),
advantage: await getPreset(diceSoNice.advantage, advantageFaces),
disadvantage: await getPreset(diceSoNice.disadvantage, disadvantageFaces)
};
};

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@ -21,25 +21,41 @@ export default class DhAppearance extends foundry.abstract.DataModel {
foreground: new fields.ColorField({ required: true, initial: '#ffffff' }),
background: new fields.ColorField({ required: true, initial: '#ffe760' }),
outline: new fields.ColorField({ required: true, initial: '#000000' }),
edge: new fields.ColorField({ required: true, initial: '#ffffff' })
edge: new fields.ColorField({ required: true, initial: '#ffffff' }),
texture: new fields.StringField({ initial: 'astralsea' }),
colorset: new fields.StringField({ initial: 'inspired' }),
material: new fields.StringField({ initial: 'metal' }),
system: new fields.StringField({ initial: 'standard' })
}),
fear: new fields.SchemaField({
foreground: new fields.ColorField({ required: true, initial: '#000000' }),
background: new fields.ColorField({ required: true, initial: '#0032b1' }),
outline: new fields.ColorField({ required: true, initial: '#ffffff' }),
edge: new fields.ColorField({ required: true, initial: '#000000' })
edge: new fields.ColorField({ required: true, initial: '#000000' }),
texture: new fields.StringField({ initial: 'astralsea' }),
colorset: new fields.StringField({ initial: 'inspired' }),
material: new fields.StringField({ initial: 'metal' }),
system: new fields.StringField({ initial: 'standard' })
}),
advantage: new fields.SchemaField({
foreground: new fields.ColorField({ required: true, initial: '#ffffff' }),
background: new fields.ColorField({ required: true, initial: '#008000' }),
outline: new fields.ColorField({ required: true, initial: '#000000' }),
edge: new fields.ColorField({ required: true, initial: '#ffffff' })
edge: new fields.ColorField({ required: true, initial: '#ffffff' }),
texture: new fields.StringField({ initial: 'astralsea' }),
colorset: new fields.StringField({ initial: 'inspired' }),
material: new fields.StringField({ initial: 'metal' }),
system: new fields.StringField({ initial: 'standard' })
}),
disadvantage: new fields.SchemaField({
foreground: new fields.ColorField({ required: true, initial: '#000000' }),
background: new fields.ColorField({ required: true, initial: '#b30000' }),
outline: new fields.ColorField({ required: true, initial: '#ffffff' }),
edge: new fields.ColorField({ required: true, initial: '#000000' })
edge: new fields.ColorField({ required: true, initial: '#000000' }),
texture: new fields.StringField({ initial: 'astralsea' }),
colorset: new fields.StringField({ initial: 'inspired' }),
material: new fields.StringField({ initial: 'metal' }),
system: new fields.StringField({ initial: 'standard' })
})
}),
showGenericStatusEffects: new fields.BooleanField({

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@ -1,5 +1,4 @@
import D20RollDialog from '../applications/dialogs/d20RollDialog.mjs';
import { getDiceSoNicePresets } from '../config/generalConfig.mjs';
import DHRoll from './dhRoll.mjs';
export default class D20Roll extends DHRoll {
@ -141,8 +140,8 @@ export default class D20Roll extends DHRoll {
return modifiers;
}
static postEvaluate(roll, config = {}) {
const data = super.postEvaluate(roll, config);
static async postEvaluate(roll, config = {}) {
const data = await super.postEvaluate(roll, config);
if (config.targets?.length) {
config.targets.forEach(target => {
const difficulty = config.roll.difficulty ?? target.difficulty ?? target.evasion;
@ -185,7 +184,7 @@ export default class D20Roll extends DHRoll {
static async reroll(rollString, _target, message) {
let parsedRoll = game.system.api.dice.D20Roll.fromData(rollString);
parsedRoll = await parsedRoll.reroll();
const newRoll = game.system.api.dice.D20Roll.postEvaluate(parsedRoll, {
const newRoll = await game.system.api.dice.D20Roll.postEvaluate(parsedRoll, {
targets: message.system.targets,
roll: {
advantage: message.system.roll.advantage?.type,

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@ -16,14 +16,19 @@ export default class DamageRoll extends DHRoll {
for (const roll of config.roll) await roll.roll.evaluate();
}
roll._evaluated = true;
const parts = config.roll.map(r => this.postEvaluate(r));
const parts = [];
for (let r of config.roll) {
const part = this.postEvaluate(r);
parts.push(part);
}
config.roll = this.unifyDamageRoll(parts);
}
static postEvaluate(roll, config = {}) {
static async postEvaluate(roll, config = {}) {
return {
...roll,
...super.postEvaluate(roll.roll, config),
...(await super.postEvaluate(roll.roll, config)),
damageTypes: [...(roll.damageTypes ?? [])],
roll: roll.roll,
type: config.type,

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@ -47,7 +47,7 @@ export default class DHRoll extends Roll {
static async buildEvaluate(roll, config = {}, message = {}) {
if (config.evaluate !== false) await roll.evaluate();
config.roll = this.postEvaluate(roll, config);
config.roll = await this.postEvaluate(roll, config);
}
static async buildPost(roll, config, message) {
@ -67,7 +67,7 @@ export default class DHRoll extends Roll {
} else config.message = await this.toMessage(roll, config);
}
static postEvaluate(roll, config = {}) {
static async postEvaluate(roll, config = {}) {
return {
total: roll.total,
formula: roll.formula,

View file

@ -166,8 +166,8 @@ export default class DualityRoll extends D20Roll {
return modifiers;
}
static postEvaluate(roll, config = {}) {
const data = super.postEvaluate(roll, config);
static async postEvaluate(roll, config = {}) {
const data = await super.postEvaluate(roll, config);
data.hope = {
dice: roll.dHope.denomination,
@ -198,7 +198,13 @@ export default class DualityRoll extends D20Roll {
if (roll._rallyIndex && roll.data?.parent)
roll.data.parent.deleteEmbeddedDocuments('ActiveEffect', [roll._rallyIndex]);
setDiceSoNiceForDualityRoll(roll, data.advantage.type);
await setDiceSoNiceForDualityRoll(
roll,
data.advantage.type,
data.hope.dice,
data.fear.dice,
data.advantage.dice
);
return data;
}
@ -220,10 +226,10 @@ export default class DualityRoll extends D20Roll {
options: { appearance: {} }
};
const diceSoNicePresets = getDiceSoNicePresets();
const diceSoNicePresets = await getDiceSoNicePresets();
const type = target.dataset.type;
if (diceSoNicePresets[type]) {
diceSoNiceRoll.dice[0].options = { appearance: diceSoNicePresets[type] };
diceSoNiceRoll.dice[0].options = diceSoNicePresets[type];
}
await game.dice3d.showForRoll(diceSoNiceRoll, game.user, true);
@ -231,7 +237,7 @@ export default class DualityRoll extends D20Roll {
await parsedRoll.evaluate();
const newRoll = game.system.api.dice.DualityRoll.postEvaluate(parsedRoll, {
const newRoll = await game.system.api.dice.DualityRoll.postEvaluate(parsedRoll, {
targets: message.system.targets,
roll: {
advantage: message.system.roll.advantage?.type,

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@ -52,14 +52,13 @@ export const getCommandTarget = () => {
return target;
};
export const setDiceSoNiceForDualityRoll = (rollResult, advantageState) => {
const diceSoNicePresets = getDiceSoNicePresets();
rollResult.dice[0].options = { appearance: diceSoNicePresets.hope };
rollResult.dice[1].options = { appearance: diceSoNicePresets.fear }; //diceSoNicePresets.fear;
export const setDiceSoNiceForDualityRoll = async (rollResult, advantageState, hopeFaces, fearFaces, advantageFaces) => {
const diceSoNicePresets = await getDiceSoNicePresets(hopeFaces, fearFaces, advantageFaces, advantageFaces);
rollResult.dice[0].options = diceSoNicePresets.hope;
rollResult.dice[1].options = diceSoNicePresets.fear;
if (rollResult.dice[2] && advantageState) {
rollResult.dice[2].options = {
appearance: advantageState === 1 ? diceSoNicePresets.advantage : diceSoNicePresets.disadvantage
};
rollResult.dice[2].options =
advantageState === 1 ? diceSoNicePresets.advantage : diceSoNicePresets.disadvantage;
}
};