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* Fixed so that creating regions without behaviors work for players. Fixed so that creating regions with behaviors works via GmEmit for players * Updated previous uses of emitAsGM to emitGMUpdate * Fixed linting * Update module/documents/chatMessage.mjs Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com> --------- Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
155 lines
5.7 KiB
JavaScript
155 lines
5.7 KiB
JavaScript
import DamageReductionDialog from '../applications/dialogs/damageReductionDialog.mjs';
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import Party from '../applications/sheets/actors/party.mjs';
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export function handleSocketEvent({ action = null, data = {} } = {}) {
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switch (action) {
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case socketEvent.GMUpdate:
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Hooks.callAll(socketEvent.GMUpdate, data);
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break;
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case socketEvent.GMCreate:
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Hooks.callAll(socketEvent.GMCreate, data);
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break;
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case socketEvent.DhpFearUpdate:
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Hooks.callAll(socketEvent.DhpFearUpdate);
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break;
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case socketEvent.Refresh:
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Hooks.call(socketEvent.Refresh, data);
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break;
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case socketEvent.DowntimeTrigger:
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Party.downtimeMoveQuery(data);
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break;
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case socketEvent.TagTeamStart:
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Hooks.callAll(CONFIG.DH.HOOKS.hooksConfig.tagTeamStart, data);
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break;
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case socketEvent.GroupRollStart:
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Hooks.callAll(CONFIG.DH.HOOKS.hooksConfig.groupRollStart, data);
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}
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}
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export const socketEvent = {
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GMUpdate: 'DhGMUpdate',
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GMCreate: 'DhGMCreate',
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Refresh: 'DhRefresh',
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DhpFearUpdate: 'DhFearUpdate',
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DowntimeTrigger: 'DowntimeTrigger',
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TagTeamStart: 'DhTagTeamStart',
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GroupRollStart: 'DhGroupRollStart'
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};
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export const GMUpdateEvent = {
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UpdateDocument: 'DhGMUpdateDocument',
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UpdateEffect: 'DhGMUpdateEffect',
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UpdateSetting: 'DhGMUpdateSetting',
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UpdateFear: 'DhGMUpdateFear',
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UpdateCountdowns: 'DhGMUpdateCountdowns',
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UpdateSaveMessage: 'DhGMUpdateSaveMessage'
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};
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export const RefreshType = {
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Countdown: 'DhCoundownRefresh',
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TagTeamRoll: 'DhTagTeamRollRefresh',
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GroupRoll: 'DhGroupRollRefresh',
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EffectsDisplay: 'DhEffectsDisplayRefresh',
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Scene: 'DhSceneRefresh',
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CompendiumBrowser: 'DhCompendiumBrowserRefresh'
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};
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export const registerSocketHooks = () => {
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Hooks.on(socketEvent.GMUpdate, async data => {
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if (game.user.isGM) {
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const document = data.uuid ? await fromUuid(data.uuid) : null;
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switch (data.action) {
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case GMUpdateEvent.UpdateDocument:
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if (document && data.data) await document.update(data.data);
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break;
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case GMUpdateEvent.UpdateEffect:
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if (document && data.data)
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await game.system.api.fields.ActionFields.EffectsField.applyEffects.call(document, data.data);
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break;
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case GMUpdateEvent.UpdateSetting:
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await game.settings.set(CONFIG.DH.id, data.uuid, data.data);
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break;
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case GMUpdateEvent.UpdateFear:
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await game.settings.set(
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CONFIG.DH.id,
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CONFIG.DH.SETTINGS.gameSettings.Resources.Fear,
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Math.max(
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0,
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Math.min(
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game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxFear,
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data.data
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)
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)
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);
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break;
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case GMUpdateEvent.UpdateCountdowns:
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns, data.data);
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Hooks.callAll(socketEvent.Refresh, { refreshType: RefreshType.Countdown });
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break;
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case GMUpdateEvent.UpdateSaveMessage:
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const message = game.messages.get(data.data.message);
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if (!message) return;
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game.system.api.fields.ActionFields.SaveField.updateSaveMessage(
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data.data.result,
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message,
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data.data.token
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);
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break;
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}
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if (data.refresh) {
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await game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: socketEvent.Refresh,
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data: data.refresh
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});
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Hooks.call(socketEvent.Refresh, data.refresh);
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}
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}
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});
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Hooks.on(socketEvent.GMCreate, async ({ data, documentType, scene }) => {
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if (!game.user.isGM) return;
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switch (documentType) {
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default:
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const cls = getDocumentClass(documentType);
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cls.create(data, { parent: game.scenes.get(scene) });
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break;
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}
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});
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};
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export const registerUserQueries = () => {
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CONFIG.queries.armorSlot = DamageReductionDialog.armorSlotQuery;
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CONFIG.queries.reactionRoll = game.system.api.fields.ActionFields.SaveField.rollSaveQuery;
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};
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export const emitGMUpdate = async (eventName, callback, update, uuid = null, refresh = null) => {
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return await emitAsGM(socketEvent.GMUpdate, { action: eventName, callback, data: update, uuid, refresh });
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};
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export const emitGMCreate = async (documentType, callback, data, scene) => {
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return await emitAsGM(socketEvent.GMCreate, { documentType, callback, data, scene });
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};
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export const emitAsGM = async (event, data = { callback: () => {}, data: {} }) => {
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if (!game.user.isGM) {
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return await game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: event,
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data: data
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});
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} else return data.callback(data.data);
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};
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export const emitAsOwner = (eventName, userId, args) => {
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if (userId === game.user.id) return;
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if (!eventName || !userId) return false;
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game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: eventName,
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data: {
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userId,
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...args
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}
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});
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return false;
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};
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