daggerheart/module/data/fields/action/transformField.mjs
WBHarry 98fedf3990
[Feature] Transform Linked Actors (#2046)
* Added ability to transform linked actors
* Updated to use the utils getWorldActor function
* Animate change and fix error when converting to unlinked
---------

Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
2026-07-03 11:14:25 +02:00

114 lines
4.2 KiB
JavaScript

import { getWorldActor } from '../../../helpers/utils.mjs';
const fields = foundry.data.fields;
/**
* @import DHSummonAction from '../../action/summonAction.mjs'
*/
export default class DHSummonField extends fields.SchemaField {
/**
* Action Workflow order
*/
static order = 130;
constructor(options = {}, context = {}) {
const transformFields = {
actorUUID: new fields.DocumentUUIDField({
type: 'Actor',
required: true
}),
resourceRefresh: new fields.SchemaField({
hitPoints: new fields.BooleanField({ initial: true }),
stress: new fields.BooleanField({ initial: true })
})
};
super(transformFields, options, context);
}
/**
* Runs the execute. This is run on behalf of DHSummonAction.
* @todo move this function to be on the summon action.
* @this DHSummonAction
*/
static async execute() {
if (!this.transform.actorUUID) {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.noTransformActor'));
return false;
}
const baseActor = await foundry.utils.fromUuid(this.transform.actorUUID);
if (!baseActor) {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.transformActorMissing'));
return false;
}
if (!canvas.scene) {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.canvasError'));
return false;
}
const activeTokens = this.actor.getActiveTokens(false, true);
const controlledMatchingTokens = canvas.tokens.controlled
.filter(x => x.actor && x.actor.uuid === this.actor.uuid)
.map(x => x.document);
/** @type {typeof game.system.api.documents.DhToken | null} */
const token = this.actor.token ?? (
activeTokens.length === 1 ? activeTokens[0] :
(controlledMatchingTokens.length === 1 ? controlledMatchingTokens[0] : null)
);
if (!this.actor.token && !token) {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.linkedSelectedError'));
return false;
}
if (!token) {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.prototypeError'));
return false;
}
const actor = await getWorldActor(baseActor);
const tokenSizes = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).tokenSizes;
const tokenSize = actor?.system.metadata.usesSize ? tokenSizes[actor.system.size] : actor.prototypeToken.width;
// Update token. Avoid using recursive: false, since that prevents animations
await token.update(
{ ...actor.prototypeToken.toObject(), actorId: actor.id, width: tokenSize, height: tokenSize },
{ diff: false, noHook: true }
);
if (token.combatant) {
this.actor.token.combatant.update({ actorId: actor.id, img: actor.prototypeToken.texture.src });
}
const marks = { hitPoints: 0, stress: 0 };
if (!this.transform.resourceRefresh.hitPoints) {
marks.hitPoints = Math.min(
this.actor.system.resources.hitPoints.value,
token.actor.system.resources.hitPoints.max - 1
);
}
if (!this.transform.resourceRefresh.stress) {
marks.stress = Math.min(
this.actor.system.resources.stress.value,
token.actor.system.resources.stress.max - 1
);
}
if (marks.hitPoints || marks.stress) {
token.actor.update({
'system.resources': {
hitPoints: { value: marks.hitPoints },
stress: { value: marks.stress }
}
});
}
const prevPosition = { ...this.actor.sheet.position };
this.actor.sheet.close();
token.actor.sheet.render({ force: true, position: prevPosition });
if (token.object.controlled) {
ui.effectsDisplay.refresh();
}
}
}