daggerheart/module/canvas/placeables/token.mjs
2026-01-08 19:52:25 -05:00

135 lines
5.6 KiB
JavaScript

export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
/** @inheritDoc */
async _drawEffects() {
this.effects.renderable = false;
// Clear Effects Container
this.effects.removeChildren().forEach(c => c.destroy());
this.effects.bg = this.effects.addChild(new PIXI.Graphics());
this.effects.bg.zIndex = -1;
this.effects.overlay = null;
// Categorize effects
const activeEffects = this.actor?.getActiveEffects() ?? [];
const overlayEffect = activeEffects.findLast(e => e.img && e.getFlag?.('core', 'overlay'));
// Draw effects
const promises = [];
for (const [i, effect] of activeEffects.entries()) {
if (!effect.img) continue;
const promise =
effect === overlayEffect
? this._drawOverlay(effect.img, effect.tint)
: this._drawEffect(effect.img, effect.tint);
promises.push(
promise.then(e => {
if (e) e.zIndex = i;
})
);
}
await Promise.allSettled(promises);
this.effects.sortChildren();
this.effects.renderable = true;
this.renderFlags.set({ refreshEffects: true });
}
/**
* Returns the distance from this token to another token object.
* This value is corrected to handle alternate token sizes and other grid types
* according to the diagonal rules.
*/
distanceTo(target) {
if (!canvas.ready) return NaN;
if (this === target) return 0;
const originPoint = this.center;
const destinationPoint = target.center;
// Compute for gridless. This version returns circular edge to edge + grid distance,
// so that tokens that are touching return 5.
if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
const boundsCorrection = canvas.grid.distance / canvas.grid.size;
const originRadius = this.bounds.width * boundsCorrection / 2;
const targetRadius = target.bounds.width * boundsCorrection / 2;
const distance = canvas.grid.measurePath([originPoint, destinationPoint]).distance;
return distance - originRadius - targetRadius + canvas.grid.distance;
}
// Compute what the closest grid space of each token is, then compute that distance
const originEdge = this.#getEdgeBoundary(this.bounds, originPoint, destinationPoint);
const targetEdge = this.#getEdgeBoundary(target.bounds, originPoint, destinationPoint);
const adjustedOriginPoint = canvas.grid.getTopLeftPoint({
x: originEdge.x + Math.sign(originPoint.x - originEdge.x),
y: originEdge.y + Math.sign(originPoint.y - originEdge.y)
});
const adjustDestinationPoint = canvas.grid.getTopLeftPoint({
x: targetEdge.x + Math.sign(destinationPoint.x - targetEdge.x),
y: targetEdge.y + Math.sign(destinationPoint.y - targetEdge.y)
});
return canvas.grid.measurePath([adjustedOriginPoint, adjustDestinationPoint]).distance;
}
/** Returns the point at which a line starting at origin and ending at destination intersects the edge of the bounds */
#getEdgeBoundary(bounds, originPoint, destinationPoint) {
const points = [
{ x: bounds.x, y: bounds.y },
{ x: bounds.x + bounds.width, y: bounds.y },
{ x: bounds.x + bounds.width, y: bounds.y + bounds.height },
{ x: bounds.x, y: bounds.y + bounds.height }
];
const pairsToTest = [
[points[0], points[1]],
[points[1], points[2]],
[points[2], points[3]],
[points[3], points[0]]
];
for (const pair of pairsToTest) {
const result = foundry.utils.lineSegmentIntersection(originPoint, destinationPoint, pair[0], pair[1]);
if (result) return result;
}
return null;
}
/** Tests if the token is at least adjacent with another, with some leeway for diagonals */
isAdjacentWith(token) {
return this.distanceTo(token) <= (canvas.grid.distance * 1.5);
}
/** @inheritDoc */
_drawBar(number, bar, data) {
const val = Number(data.value);
const pct = Math.clamp(val, 0, data.max) / data.max;
// Determine sizing
const { width, height } = this.document.getSize();
const s = canvas.dimensions.uiScale;
const bw = width;
const bh = 8 * (this.document.height >= 2 ? 1.5 : 1) * s;
// Determine the color to use
const fillColor =
number === 0 ? foundry.utils.Color.fromRGB([1, 0, 0]) : foundry.utils.Color.fromString('#0032b1');
// Draw the bar
const widthUnit = bw / data.max;
bar.clear().lineStyle(s, 0x000000, 1.0);
const sections = [...Array(data.max).keys()];
for (let mark of sections) {
const x = mark * widthUnit;
const marked = mark + 1 <= data.value;
const color = marked ? fillColor : foundry.utils.Color.fromRGB([0, 0, 0]);
if (mark === 0 || mark === sections.length - 1) {
bar.beginFill(color, marked ? 1.0 : 0.5).drawRect(x, 0, widthUnit, bh, 2 * s); // Would like drawRoundedRect, but it's very troublsome with the corners. Leaving for now.
} else {
bar.beginFill(color, marked ? 1.0 : 0.5).drawRect(x, 0, widthUnit, bh, 2 * s);
}
}
// Set position
const posY = number === 0 ? height - bh : 0;
bar.position.set(0, posY);
return true;
}
}