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* Added implementation of unstoppable * Forgot to add the updated Unstoppable Feature itself * Added immunity for hidden and SRD additions for immunity
94 lines
3.7 KiB
JavaScript
94 lines
3.7 KiB
JavaScript
export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
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/** @inheritDoc */
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async _drawEffects() {
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this.effects.renderable = false;
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// Clear Effects Container
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this.effects.removeChildren().forEach(c => c.destroy());
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this.effects.bg = this.effects.addChild(new PIXI.Graphics());
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this.effects.bg.zIndex = -1;
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this.effects.overlay = null;
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// Categorize effects
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const statusMap = new Map(foundry.CONFIG.statusEffects.map(status => [status.id, status]));
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const activeEffects = (this.actor ? this.actor.effects.filter(x => !x.disabled) : []).reduce((acc, effect) => {
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acc.push(effect);
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const currentStatusActiveEffects = acc.filter(
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x => x.statuses.size === 1 && x.name === game.i18n.localize(statusMap.get(x.statuses.first())?.name)
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);
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for (var status of effect.statuses) {
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if (!currentStatusActiveEffects.find(x => x.statuses.has(status))) {
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const statusData = statusMap.get(status);
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if (statusData) {
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acc.push({
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name: game.i18n.localize(statusData.name),
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statuses: [status],
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img: statusData.icon ?? statusData.img,
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tint: effect.tint
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});
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}
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}
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}
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return acc;
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}, []);
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const overlayEffect = activeEffects.findLast(e => e.img && e.getFlag?.('core', 'overlay'));
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// Draw effects
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const promises = [];
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for (const [i, effect] of activeEffects.entries()) {
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if (!effect.img) continue;
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const promise =
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effect === overlayEffect
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? this._drawOverlay(effect.img, effect.tint)
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: this._drawEffect(effect.img, effect.tint);
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promises.push(
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promise.then(e => {
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if (e) e.zIndex = i;
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})
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);
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}
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await Promise.allSettled(promises);
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this.effects.sortChildren();
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this.effects.renderable = true;
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this.renderFlags.set({ refreshEffects: true });
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}
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/** @inheritDoc */
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_drawBar(number, bar, data) {
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const val = Number(data.value);
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const pct = Math.clamp(val, 0, data.max) / data.max;
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// Determine sizing
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const { width, height } = this.document.getSize();
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const s = canvas.dimensions.uiScale;
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const bw = width;
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const bh = 8 * (this.document.height >= 2 ? 1.5 : 1) * s;
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// Determine the color to use
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const fillColor =
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number === 0 ? foundry.utils.Color.fromRGB([1, 0, 0]) : foundry.utils.Color.fromString('#0032b1');
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// Draw the bar
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const widthUnit = bw / data.max;
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bar.clear().lineStyle(s, 0x000000, 1.0);
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const sections = [...Array(data.max).keys()];
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for (let mark of sections) {
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const x = mark * widthUnit;
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const marked = mark + 1 <= data.value;
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const color = marked ? fillColor : foundry.utils.Color.fromRGB([0, 0, 0]);
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if (mark === 0 || mark === sections.length - 1) {
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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.
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} else {
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bar.beginFill(color, marked ? 1.0 : 0.5).drawRect(x, 0, widthUnit, bh, 2 * s);
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}
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}
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// Set position
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const posY = number === 0 ? height - bh : 0;
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bar.position.set(0, posY);
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return true;
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}
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}
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