daggerheart/module/canvas/placeables/token.mjs

253 lines
10 KiB
JavaScript

import { getIconVisibleActiveEffects } from '../../helpers/utils.mjs';
import DhMeasuredTemplate from './measuredTemplate.mjs';
export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
/** @inheritdoc */
async _draw(options) {
await super._draw(options);
if (this.document.flags.daggerheart?.createPlacement)
this.previewHelp ||= this.addChild(this.#drawPreviewHelp());
}
/** @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 = getIconVisibleActiveEffects(Array.from(this.actor?.allApplicableEffects() ?? []));
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, effect)
: this._drawEffect(effect.img, effect.tint, effect);
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 });
}
/**@inheritdoc */
async _drawEffect(src, tint, effect) {
if (!src) return;
const tex = await loadTexture(src, { fallback: 'icons/svg/hazard.svg' });
const icon = new PIXI.Sprite(tex);
icon.tint = tint ?? 0xffffff;
if (effect?.system?.stacking?.enabled) {
const stackOverlay = new PIXI.Text(effect.system.stacking.value, {
fill: '#f3c267',
stroke: '#000000',
fontSize: 96,
strokeThickness: 4
});
const nrDigits = Math.floor(effect.system.stacking.value / 10) + 1;
stackOverlay.x = icon.width - 56 * nrDigits;
stackOverlay.y = 4;
stackOverlay.anchor.set(0, 0);
icon.addChild(stackOverlay);
}
return this.effects.addChild(icon);
}
async _drawOverlay(src, tint, effect) {
const icon = await this._drawEffect(src, tint, effect);
if (icon) icon.alpha = 0.8;
this.effects.overlay = icon ?? null;
return icon;
}
/**
* 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 Math.floor(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;
}
_onHoverIn(event, options) {
super._onHoverIn(event, options);
// Check if the setting is enabled
const setting = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance).showTokenDistance;
if (setting === 'never' || (setting === 'encounters' && !game.combat?.started)) return;
// Check if this token isn't invisible and is actually being hovered
const isTokenValid =
this.visible &&
this.hover &&
!this.isPreview &&
!this.document.isSecret &&
!this.controlled &&
!this.animation;
if (!isTokenValid) return;
// Ensure we have a single controlled token
const originToken = canvas.tokens.controlled[0];
if (!originToken || canvas.tokens.controlled.length > 1) return;
// Determine the actual range
const ranges = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.variantRules).rangeMeasurement;
const distanceNum = originToken.distanceTo(this);
const distanceResult = DhMeasuredTemplate.getRangeLabels(distanceNum, ranges);
const distanceLabel = `${distanceResult.distance} ${distanceResult.units}`.trim();
// Create the element
const element = document.createElement('div');
element.id = 'token-hover-distance';
element.classList.add('waypoint-label', 'last');
const ruler = document.createElement('i');
ruler.classList.add('fa-solid', 'fa-ruler');
element.appendChild(ruler);
const labelEl = document.createElement('span');
labelEl.classList.add('total-measurement');
labelEl.textContent = distanceLabel;
element.appendChild(labelEl);
// Position the element and add to the DOM
const center = this.getCenterPoint();
element.style.setProperty('--transformY', 'calc(-100% - 10px)');
element.style.setProperty('--position-y', `${this.y}px`);
element.style.setProperty('--position-x', `${center.x}px`);
element.style.setProperty('--ui-scale', String(canvas.dimensions.uiScale));
document.querySelector('#token-hover-distance')?.remove();
document.querySelector('#measurement').appendChild(element);
}
_onHoverOut(...args) {
super._onHoverOut(...args);
document.querySelector('#token-hover-distance')?.remove();
}
/** 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;
}
/**
* Draw a helptext for previews as a text object
* @returns {PreciseText} The Text object for the preview helper
*/
#drawPreviewHelp() {
const { uiScale } = canvas.dimensions;
const textStyle = CONFIG.canvasTextStyle.clone();
textStyle.fontSize = 18;
textStyle.wordWrapWidth = this.w * 2.5;
textStyle.fontStyle = 'italic';
const helpText = new foundry.canvas.containers.PreciseText(
`(${game.i18n.localize('DAGGERHEART.UI.Tooltip.previewTokenHelp')})`,
textStyle
);
helpText.anchor.set(helpText.width / 900, 1);
helpText.scale.set(uiScale, uiScale);
return helpText;
}
}