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* Improved registration and unregistration of triggers * Added logging * Fixed Feature level unregistration * Fixed action deletion unregistration * SceneEnvironment stub * Update module/data/registeredTriggers.mjs Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com> --------- Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
154 lines
6.2 KiB
JavaScript
154 lines
6.2 KiB
JavaScript
export default class RegisteredTriggers extends Map {
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constructor() {
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super();
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}
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registerTriggers(triggers, actor, uuid) {
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for (const triggerKey of Object.keys(CONFIG.DH.TRIGGER.triggers)) {
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const match = triggers[triggerKey];
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const existingTrigger = this.get(triggerKey);
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if (!match) {
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if (existingTrigger?.get(uuid)) this.get(triggerKey).delete(uuid);
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} else {
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const { trigger, triggeringActorType, commands } = match;
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if (!existingTrigger) this.set(trigger, new Map());
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this.get(trigger).set(uuid, { actor, triggeringActorType, commands });
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}
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}
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}
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registerItemTriggers(item, registerOverride) {
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for (const action of item.system.actions ?? []) {
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if (!action.actor) continue;
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/* Non actor-linked should only prep synthetic actors so they're not registering triggers unless they're on the canvas */
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if (
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!registerOverride &&
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!action.actor.prototypeToken.actorLink &&
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(!(action.actor.parent instanceof game.system.api.documents.DhToken) || !action.actor.parent?.uuid)
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)
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continue;
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const triggers = {};
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for (const trigger of action.triggers) {
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const { args } = CONFIG.DH.TRIGGER.triggers[trigger.trigger];
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const fn = new foundry.utils.AsyncFunction(...args, `{${trigger.command}\n}`);
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if (!triggers[trigger.trigger])
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triggers[trigger.trigger] = {
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trigger: trigger.trigger,
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triggeringActorType: trigger.triggeringActorType,
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commands: []
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};
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triggers[trigger.trigger].commands.push(fn.bind(action));
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}
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this.registerTriggers(triggers, action.actor?.uuid, item.uuid);
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}
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}
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unregisterTriggers(triggerKeys, uuid) {
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for (const triggerKey of triggerKeys) {
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const existingTrigger = this.get(triggerKey);
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if (!existingTrigger) return;
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existingTrigger.delete(uuid);
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}
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}
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unregisterItemTriggers(items) {
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for (const item of items) {
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if (!item.system.actions.size) continue;
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const triggers = (item.system.actions ?? []).reduce((acc, action) => {
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acc.push(...action.triggers.map(x => x.trigger));
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return acc;
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}, []);
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this.unregisterTriggers(triggers, item.uuid);
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}
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}
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unregisterSceneTriggers(scene) {
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for (const triggerKey of Object.keys(CONFIG.DH.TRIGGER.triggers)) {
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const existingTrigger = this.get(triggerKey);
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if (!existingTrigger) continue;
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const filtered = new Map();
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for (const [uuid, data] of existingTrigger.entries()) {
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if (!uuid.startsWith(scene.uuid)) filtered.set(uuid, data);
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}
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this.set(triggerKey, filtered);
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}
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}
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registerSceneTriggers(scene) {
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/* TODO: Finish sceneEnvironment registration and unreg */
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// const systemData = new game.system.api.data.scenes.DHScene(scene.flags.daggerheart);
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// for (const environment of systemData.sceneEnvironments) {
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// for (const feature of environment.system.features) {
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// if(feature) this.registerItemTriggers(feature, true);
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// }
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// }
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for (const actor of scene.tokens.filter(x => x.actor).map(x => x.actor)) {
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if (actor.prototypeToken.actorLink) continue;
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for (const item of actor.items) {
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this.registerItemTriggers(item);
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}
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}
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}
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async runTrigger(trigger, currentActor, ...args) {
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const updates = [];
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const triggerSettings = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).triggers;
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if (!triggerSettings.enabled) return updates;
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const dualityTrigger = this.get(trigger);
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if (dualityTrigger) {
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const tokenBoundActors = ['adversary', 'environment'];
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const triggerActors = ['character', ...tokenBoundActors];
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for (let [itemUuid, { actor: actorUuid, triggeringActorType, commands }] of dualityTrigger.entries()) {
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const actor = await foundry.utils.fromUuid(actorUuid);
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if (!actor || !triggerActors.includes(actor.type)) continue;
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if (tokenBoundActors.includes(actor.type) && !actor.getActiveTokens().length) continue;
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const triggerData = CONFIG.DH.TRIGGER.triggers[trigger];
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if (triggerData.usesActor && triggeringActorType !== 'any') {
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if (triggeringActorType === 'self' && currentActor?.uuid !== actorUuid) continue;
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else if (triggeringActorType === 'other' && currentActor?.uuid === actorUuid) continue;
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}
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for (const command of commands) {
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try {
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if (CONFIG.debug.triggers) {
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const item = await foundry.utils.fromUuid(itemUuid);
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console.log(
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game.i18n.format('DAGGERHEART.UI.ConsoleLogs.triggerRun', {
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actor: actor.name ?? '<Missing Actor>',
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item: item?.name ?? '<Missing Item>',
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trigger: game.i18n.localize(triggerData.label)
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})
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);
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}
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const result = await command(...args);
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if (result?.updates?.length) updates.push(...result.updates);
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} catch (_) {
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const triggerName = game.i18n.localize(triggerData.label);
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ui.notifications.error(
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game.i18n.format('DAGGERHEART.CONFIG.Triggers.triggerError', {
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trigger: triggerName,
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actor: currentActor?.name
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})
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);
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}
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}
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}
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}
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return updates;
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}
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}
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