daggerheart/module/systemRegistration/socket.mjs
WBHarry 261a3a68b0
[PR] [Feature] Party Sheet (#1230)
* start development

* finish party members tab

* start resources tab

* finish resources tab

* finish inventory tab and add inital template to projects tab

* add resource buttons actions methods

* add group roll dialog

* Main implementation

* Fixed costs

* Minor fixes and tweaks for the party sheet (#1239)

* Minor fixes and tweaks for the party sheet

* Fix scroll restoration for party sheet tabs

* Finished GroupRoll

* Removed/commented-out not yet implemented things

* Commented out Difficulty since it's not used yet

* Re-render party when members update (#1242)

* Fixed so style applies in preview chat message

* Added the clown car

* Fixed so items can be dropped into the Party sheet

* Added delete icon to inventory

* Fixed TokenHUD token property useage. Fixed skipping roll message

* Added visible modifier to GroupRoll leader result

* Leader roll displays the large result display right away after rolling

* Corrected tokenHUD for non-player-tokens

* Fixed clowncar tokenData

* Fixed TagTeam roll message and sound

* Removed final TagTeamRoll roll sound

* [PR] [Party Sheets] Sidebar character sheet changes (#1249)

* Something experimenting

* I am silly (wearning Dunce hat)

* Stressful task

* Armor functional to be hit

* CSS Changes to accomadate pip boy

* last minute change to resource section for better visual feeling

* restoring old css for toggle

* Added setting to toggle pip/number display

* toggle functionality added

* Fixed light-mode in characterSheet

* Fixed multi-row resource pips display for character

* Fixed separators

* Added pip-display to Adversary and Companion. Some fixing on armor display

---------

Co-authored-by: WBHarry <williambjrklund@gmail.com>

* Fixed party height and resource armor update

* Fixed deletebutton padding

* Only showing expand-me icon on InventoryItem if there is a description to show

* .

* Fixed menu icon to be beige instead of white in dark mode

---------

Co-authored-by: moliloo <dev.murilobrito@gmail.com>
Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
Co-authored-by: Nikhil Nagarajan <potter.nikhil@gmail.com>
2025-11-11 16:02:45 +01:00

123 lines
4.4 KiB
JavaScript

import DamageReductionDialog from '../applications/dialogs/damageReductionDialog.mjs';
import Party from '../applications/sheets/actors/party.mjs';
export function handleSocketEvent({ action = null, data = {} } = {}) {
switch (action) {
case socketEvent.GMUpdate:
Hooks.callAll(socketEvent.GMUpdate, data);
break;
case socketEvent.DhpFearUpdate:
Hooks.callAll(socketEvent.DhpFearUpdate);
break;
case socketEvent.Refresh:
Hooks.call(socketEvent.Refresh, data);
break;
case socketEvent.DowntimeTrigger:
Party.downtimeMoveQuery(data);
break;
}
}
export const socketEvent = {
GMUpdate: 'DhGMUpdate',
Refresh: 'DhRefresh',
DhpFearUpdate: 'DhFearUpdate',
DowntimeTrigger: 'DowntimeTrigger'
};
export const GMUpdateEvent = {
UpdateDocument: 'DhGMUpdateDocument',
UpdateEffect: 'DhGMUpdateEffect',
UpdateSetting: 'DhGMUpdateSetting',
UpdateFear: 'DhGMUpdateFear',
UpdateCountdowns: 'DhGMUpdateCountdowns',
UpdateSaveMessage: 'DhGMUpdateSaveMessage'
};
export const RefreshType = {
Countdown: 'DhCoundownRefresh',
TagTeamRoll: 'DhTagTeamRollRefresh'
};
export const registerSocketHooks = () => {
Hooks.on(socketEvent.GMUpdate, async data => {
if (game.user.isGM) {
const document = data.uuid ? await fromUuid(data.uuid) : null;
switch (data.action) {
case GMUpdateEvent.UpdateDocument:
if (document && data.update) await document.update(data.update);
break;
case GMUpdateEvent.UpdateEffect:
if (document && data.update)
await game.system.api.fields.ActionFields.EffectsField.applyEffects.call(document, data.update);
break;
case GMUpdateEvent.UpdateSetting:
await game.settings.set(CONFIG.DH.id, data.uuid, data.update);
break;
case GMUpdateEvent.UpdateFear:
await game.settings.set(
CONFIG.DH.id,
CONFIG.DH.SETTINGS.gameSettings.Resources.Fear,
Math.max(
0,
Math.min(
game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxFear,
data.update
)
)
);
break;
case GMUpdateEvent.UpdateCountdowns:
await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns, data.update);
Hooks.callAll(socketEvent.Refresh, { refreshType: RefreshType.Countdown });
break;
case GMUpdateEvent.UpdateSaveMessage:
const action = await fromUuid(data.update.action),
message = game.messages.get(data.update.message);
if (!action || !message) return;
action.updateSaveMessage(data.update.result, message, data.update.token);
break;
}
if (data.refresh) {
await game.socket.emit(`system.${CONFIG.DH.id}`, {
action: socketEvent.Refresh,
data: data.refresh
});
Hooks.call(socketEvent.Refresh, data.refresh);
}
}
});
};
export const registerUserQueries = () => {
CONFIG.queries.armorSlot = DamageReductionDialog.armorSlotQuery;
CONFIG.queries.reactionRoll = game.system.api.fields.ActionFields.SaveField.rollSaveQuery;
};
export const emitAsGM = async (eventName, callback, update, uuid = null, refresh = null) => {
if (!game.user.isGM) {
return await game.socket.emit(`system.${CONFIG.DH.id}`, {
action: socketEvent.GMUpdate,
data: {
action: eventName,
uuid,
update,
refresh
}
});
} else return callback(update);
};
export const emitAsOwner = (eventName, userId, args) => {
if (userId === game.user.id) return;
if (!eventName || !userId) return false;
game.socket.emit(`system.${CONFIG.DH.id}`, {
action: eventName,
data: {
userId,
...args
}
});
return false;
};