Attempt to add HUD core
This commit is contained in:
@@ -1,6 +1,7 @@
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// System Module Imports
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import { Utils } from './utils.js'
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import { SYSTEM } from "../../config/system.mjs"
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export let ActionHandler = null
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Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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@@ -38,7 +39,7 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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* @private
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*/
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#buildCharacterActions() {
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this.buildAttributes()
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this.buildCharacteristics()
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this.buildOther()
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this.buildLuck()
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this.buildSkills()
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@@ -49,17 +50,17 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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return game.settings.get('token-action-hud-core', 'tooltips') === 'none'
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}
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async buildAttributes() {
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async buildCharacteristics() {
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const actions = []
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for (const key in this.actor.system.characteristics) {
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const encodedValue = [coreModule.api.Utils.i18n('attributes'), key].join(this.delimiter)
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const encodedValue = [coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.characteristics'), key].join(this.delimiter)
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const tooltip = {
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content: String(this.actor.system.characteristics[key].value * 5),
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class: 'tah-system-tooltip',
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direction: 'LEFT'
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}
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actions.push({
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name: coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.' + key),
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name: coreModule.api.Utils.i18n(`CTHULHUETERNAL.Label.${key}`),
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id: key,
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info1: this.#showValue() ? { text: tooltip.content } : null,
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tooltip,
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@@ -67,7 +68,7 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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})
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}
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await this.addActions(actions, {
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id: 'attributes',
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id: 'characteristics',
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type: 'system'
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})
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}
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@@ -80,17 +81,17 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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direction: 'LEFT'
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}
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actions.push({
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name: coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.Luck'),
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name: coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.luck'),
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id: 'luck',
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info1: this.#showValue() ? { text: '50' } : null,
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tooltip,
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encodedValue: ['attributes', 'luck'].join(this.delimiter)
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encodedValue: ['characteristics', 'luck'].join(this.delimiter)
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})
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await this.addActions(actions, { id: 'luck', type: 'system' })
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}
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async buildOther() {
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if (typeof this.actor.system.sanity.value !== 'undefined') {
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if (typeof this.actor.system?.san?.value !== 'undefined') {
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const actions = []
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const groupData = {
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id: 'other_sanity',
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@@ -99,7 +100,7 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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}
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this.addGroup(groupData, { id: 'other', type: 'system' }, true)
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const tooltip = {
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content: String(this.actor.system.san.value + '/' + this.actor.system.san.max),
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content: `${this.actor.system.san.value}/${this.actor.system.san.max}`,
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class: 'tah-system-tooltip',
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direction: 'LEFT'
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}
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@@ -108,17 +109,19 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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id: 'sanity',
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info1: this.#showValue() ? { text: tooltip.content } : null,
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tooltip,
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encodedValue: ['attributes', 'sanity'].join(this.delimiter)
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encodedValue: ['characteristics', 'sanity'].join(this.delimiter)
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},
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{
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name: '+',
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id: 'sanity_add',
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encodedValue: ['attributes', 'sanity_add'].join(this.delimiter)
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tooltip,
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encodedValue: ['characteristics', 'sanity_add'].join(this.delimiter)
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},
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{
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name: '-',
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id: 'sanity_subtract',
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encodedValue: ['attributes', 'sanity_subtract'].join(this.delimiter)
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tooltip,
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encodedValue: ['characteristics', 'sanity_subtract'].join(this.delimiter)
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})
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await this.addActions(actions, { id: 'other_sanity', type: 'system' })
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}
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@@ -131,7 +134,7 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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}
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this.addGroup(groupData, { id: 'other', type: 'system' }, true)
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const tooltip = {
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content: String(this.actor.system.hp.value + '/' + this.actor.system.hp.max),
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content: `${this.actor.system.hp.value}/${this.actor.system.hp.max}`,
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class: 'tah-system-tooltip',
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direction: 'LEFT'
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}
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@@ -140,17 +143,19 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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id: 'health',
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info1: this.#showValue() ? { text: tooltip.content } : null,
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tooltip,
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encodedValue: ['attributes', 'health'].join(this.delimiter)
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encodedValue: ['characteristics', 'health'].join(this.delimiter)
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},
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{
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name: '+',
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id: 'health_add',
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encodedValue: ['attributes', 'health_add'].join(this.delimiter)
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tooltip,
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encodedValue: ['characteristics', 'health_add'].join(this.delimiter)
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},
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{
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name: '-',
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id: 'health_subtract',
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encodedValue: ['attributes', 'health_subtract'].join(this.delimiter)
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tooltip,
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encodedValue: ['characteristics', 'health_subtract'].join(this.delimiter)
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})
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await this.addActions(actions, { id: 'other_health', type: 'system' })
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}
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@@ -163,7 +168,7 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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}
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this.addGroup(groupData, { id: 'other', type: 'system' }, true)
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const tooltip = {
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content: String(this.actor.system.wp.value + '/' + this.actor.system.wp.max),
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content: `${this.actor.system.wp.value}/${this.actor.system.wp.max}`,
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class: 'tah-system-tooltip',
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direction: 'LEFT'
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}
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@@ -172,17 +177,19 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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id: 'wp',
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info1: this.#showValue() ? { text: tooltip.content } : null,
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tooltip,
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encodedValue: ['attributes', 'wp'].join(this.delimiter)
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encodedValue: ['characteristics', 'wp'].join(this.delimiter)
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},
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{
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name: '+',
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id: 'wp_add',
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encodedValue: ['attributes', 'wp_add'].join(this.delimiter)
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tooltip,
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encodedValue: ['characteristics', 'wp_add'].join(this.delimiter)
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},
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{
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name: '-',
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id: 'wp_subtract',
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encodedValue: ['attributes', 'wp_subtract'].join(this.delimiter)
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tooltip,
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encodedValue: ['characteristics', 'wp_subtract'].join(this.delimiter)
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})
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await this.addActions(actions, { id: 'other_wp', type: 'system' })
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}
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@@ -190,19 +197,20 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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async buildSkills() {
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const actions = []
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let actorSkills = this.actor.items.filter(item => item.type === 'skill')
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for (const skill in actorSkills) {
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if (skill.system.computeScore() > 0) {
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for (const item of this.actor.items) {
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if (item.type !== 'skill') continue;
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if (item.type === 'skill' && item.system.skillTotal > 0) {
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const skill = item
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const tooltip = {
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content: String(skill.skill.system.computeScore()),
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content: String(item.system.skillTotal),
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direction: 'LEFT'
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}
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actions.push({
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name: skill.name,
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name: `${skill.name} (${skill.system.skillTotal})`,
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id: skill.id,
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info1: this.#showValue() ? { text: tooltip.content } : null,
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tooltip,
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encodedValue: ['skills', s].join(this.delimiter)
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encodedValue: ['skills', skill.id].join(this.delimiter)
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})
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}
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}
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@@ -210,30 +218,24 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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}
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async buildEquipment() {
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let weapons = this.actor.items.filter(item => item.type === 'weapon')
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let skills = this.actor.items.filter(item => item.type === 'skill')
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for (const item of weapons) {
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// const rituals = []
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for (const item of this.actor.items) {
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// Push the weapon name as a new group
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const groupData = {
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id: 'weapons_' + item._id,
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name: item.name,
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type: 'system'
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}
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if (!SYSTEM.WEAPON_SKILL_MAPPING[era] || !SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType]) {
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continue
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}
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let skillName = game.i18n.localize(SYSTEM.WEAPON_SKILL_MAPPING[era][options.rollItem.system.weaponType])
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let skill = skills.find(skill => skill.name.toLowerCase() === skillName.toLowerCase())
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this.addGroup(groupData, { id: 'weapons', type: 'system' }, true)
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if (item.type === 'weapon') {
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const weapons = []
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const tooltip = {
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content: String(skill.system.computeScore()),
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content: String(item.system.skillTotal),
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direction: 'LEFT'
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}
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weapons.push({
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name: skill.name,
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id: skill._id,
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name: item.name,
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id: item._id,
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info1: this.#showValue() ? { text: tooltip.content } : null,
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encodedValue: ['weapons', item._id].join(this.delimiter),
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tooltip
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@@ -251,7 +253,7 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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tooltip: damageTooltip
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})
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}
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if (item.system.isLethal) {
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if (item.system.lethality > 0) {
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const lethalityTooltip = {
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content: String(item.system.lethality),
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direction: 'LEFT'
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@@ -1,15 +1,15 @@
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/**
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* Module-based constants
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*/
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export const SYSTEM = {
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ID: 'fvtt-cthulhu-eternal'
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export const MODULE = {
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ID: 'token-action-hud-cthulhu-eternal'
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}
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/**
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* Core module
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*/
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export const CORE_MODULE = {
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ID: 'token-action-hud-core'
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ID: 'token-action-hud-core'
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}
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/**
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@@ -21,18 +21,19 @@ export const REQUIRED_CORE_MODULE_VERSION = '2.0'
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* Action types
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*/
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export const ACTION_TYPE = {
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attributes: 'CTHULHUETERNAL.Label.Characteristics',
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skills: 'CTHULHUETERNAL.Label.Skill',
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equipment: 'CTHULHUETERNAL.Label.Gear'
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characteristics: 'CTHULHUETERNAL.Label.characteristics',
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skills: 'CTHULHUETERNAL.Label.skills',
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equipment: 'CTHULHUETERNAL.Label.gear'
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}
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/**
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* Groups
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*/
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export const GROUP = {
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attributes: { id: 'attributes', name: 'CTHULHUETERNAL.Label.Characteristics', type: 'system' },
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luck: { id: 'luck', name: 'CTHULHUETERNAL.Label.Luck', type: 'system'},
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skills: { id: 'skills', name: 'CTHULHUETERNAL.Label.Skills', type: 'system' },
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weapons: { id: 'weapons', name: 'CTHULHUETERNAL.Label.Weapons', type: 'system' },
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rituals: { id: 'rituals', name: 'CTHULHUETERNAL.Label.Rituals', type: 'system' }
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characteristics: { id: 'characteristics', name: 'CTHULHUETERNAL.Label.characteristics', type: 'system' },
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luck: { id: 'luck', name: 'CTHULHUETERNAL.Label.luck', type: 'system' },
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other: { id: 'other', name: 'CTHULHUETERNAL.Label.other', type: 'system' },
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skills: { id: 'skills', name: 'CTHULHUETERNAL.Label.skills', type: 'system' },
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weapons: { id: 'weapons', name: 'CTHULHUETERNAL.Label.weapons', type: 'system' },
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rituals: { id: 'rituals', name: 'CTHULHUETERNAL.Label.rituals', type: 'system' }
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}
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@@ -6,44 +6,42 @@ import { GROUP } from './constants.js'
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export let DEFAULTS = null
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Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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const groups = GROUP
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Object.values(groups).forEach(group => {
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group.name = coreModule.api.Utils.i18n(group.name)
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group.listName = `Group: ${coreModule.api.Utils.i18n(group.listName ?? group.name)}`
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})
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const groupsArray = Object.values(groups)
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DEFAULTS = {
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layout: [
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{
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nestId: 'statistics',
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id: 'statistics',
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name: coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.Characteristics'),
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groups: [
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{ ...groups.attributes, nestId: 'statistics_attributes' },
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{ ...groups.other, nestId: 'statistics_other' },
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{ ...groups.luck, nestId: 'statistics_luck' }
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]
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},
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{
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nestId: 'skills',
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id: 'skills',
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name: coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.Skills'),
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groups: [
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{ ...groups.skills, nestId: 'skills_skills' },
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{ ...groups.typedSkills, nestId: 'skills_typed' },
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{ ...groups.specialTraining, nestId: 'skills_special' }
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]
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},
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{
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nestId: 'equipment',
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id: 'equipment',
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name: coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.Gear'),
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groups: [
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{ ...groups.weapons, nestId: 'equipment_weapons' },
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{ ...groups.rituals, nestId: 'equipment_rituals' }
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]
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}
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],
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groups: groupsArray
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}
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const groups = GROUP
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Object.values(groups).forEach(group => {
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group.name = coreModule.api.Utils.i18n(group.name)
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group.listName = `Group: ${coreModule.api.Utils.i18n(group.listName ?? group.name)}`
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})
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const groupsArray = Object.values(groups)
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DEFAULTS = {
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layout: [
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{
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nestId: 'statistics',
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id: 'statistics',
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name: coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.characteristics'),
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groups: [
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{ ...groups.characteristics, nestId: 'statistics_characteristics' },
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{ ...groups.other, nestId: 'statistics_other' },
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{ ...groups.luck, nestId: 'statistics_luck' }
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]
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},
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{
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nestId: 'skills',
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id: 'skills',
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name: coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.skills'),
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groups: [
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{ ...groups.skills, nestId: 'skills_skills' }
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]
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},
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{
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nestId: 'equipment',
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id: 'equipment',
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name: coreModule.api.Utils.i18n('CTHULHUETERNAL.Label.gear'),
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groups: [
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{ ...groups.weapons, nestId: 'equipment_weapons' },
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{ ...groups.rituals, nestId: 'equipment_rituals' }
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]
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}
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],
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groups: groupsArray
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}
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})
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14
module/applications/hud/init.js
Normal file
14
module/applications/hud/init.js
Normal file
@@ -0,0 +1,14 @@
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import { SystemManager } from './system-manager.js'
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import { MODULE, REQUIRED_CORE_MODULE_VERSION } from './constants.js'
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Hooks.on('tokenActionHudCoreApiReady', async () => {
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/**
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* Return the SystemManager and requiredCoreModuleVersion to Token Action HUD Core
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*/
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const module = game.modules.get(MODULE.ID)
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module.api = {
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requiredCoreModuleVersion: REQUIRED_CORE_MODULE_VERSION,
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SystemManager
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}
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Hooks.call('tokenActionHudSystemReady', module)
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})
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@@ -1,304 +1,258 @@
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import { SYSTEM } from "../../config/system.mjs"
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import CthulhuEternalRoll from '../../documents/roll.mjs'
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export let RollHandler = null
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Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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/**
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* Extends Token Action HUD Core's RollHandler class and handles action events triggered when an action is clicked
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*/
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RollHandler = class RollHandler extends coreModule.api.RollHandler {
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/**
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* Extends Token Action HUD Core's RollHandler class and handles action events triggered when an action is clicked
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* Handle action click
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* Called by Token Action HUD Core when an action is left or right-clicked
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* @override
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* @param {object} event The event
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* @param {string} encodedValue The encoded value
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*/
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RollHandler = class RollHandler extends coreModule.api.RollHandler {
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/**
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* Handle action click
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* Called by Token Action HUD Core when an action is left or right-clicked
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* @override
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* @param {object} event The event
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* @param {string} encodedValue The encoded value
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*/
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async handleActionClick (event, encodedValue) {
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const [actionTypeId, actionId] = encodedValue.split('|')
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async handleActionClick(event, encodedValue) {
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const [actionTypeId, actionId] = encodedValue.split('|')
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const knownCharacters = ['character']
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const knownCharacters = ['protagonist', 'creature']
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// If single actor is selected
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if (this.actor) {
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await this.#handleAction(event, this.actor, this.token, actionTypeId, actionId)
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return
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}
|
||||
// If single actor is selected
|
||||
if (this.actor) {
|
||||
await this.#handleAction(event, this.actor, this.token, actionTypeId, actionId)
|
||||
return
|
||||
}
|
||||
|
||||
const controlledTokens = canvas.tokens.controlled
|
||||
.filter((token) => knownCharacters.includes(token.actor?.type))
|
||||
const controlledTokens = canvas.tokens.controlled
|
||||
.filter((token) => knownCharacters.includes(token.actor?.type))
|
||||
|
||||
// If multiple actors are selected
|
||||
for (const token of controlledTokens) {
|
||||
const actor = token.actor
|
||||
await this.#handleAction(event, actor, token, actionTypeId, actionId)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle action hover
|
||||
* Called by Token Action HUD Core when an action is hovered on or off
|
||||
* @override
|
||||
* @param {object} event The event
|
||||
* @param {string} encodedValue The encoded value
|
||||
*/
|
||||
async handleActionHover (event, encodedValue) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle group click
|
||||
* Called by Token Action HUD Core when a group is right-clicked while the HUD is locked
|
||||
* @override
|
||||
* @param {object} event The event
|
||||
* @param {object} group The group
|
||||
*/
|
||||
async handleGroupClick (event, group) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {object} token The token
|
||||
* @param {string} actionTypeId The action type id
|
||||
* @param {string} actionId The actionId
|
||||
*/
|
||||
async #handleAction (event, actor, token, actionTypeId, actionId) {
|
||||
switch (actionTypeId) {
|
||||
case 'attributes':
|
||||
await this.#handleAttributesAction(event, actor, actionId)
|
||||
break
|
||||
case 'skills':
|
||||
await this.#handleSkillsAction(event, actor, actionId)
|
||||
break
|
||||
case 'weapons':
|
||||
await this.#handleWeaponsAction(event, actor, actionId)
|
||||
break
|
||||
case 'damage':
|
||||
await this.#handleDamageAction(event, actor, actionId)
|
||||
break
|
||||
case 'lethality':
|
||||
await this.#handleLethalityAction(event, actor, actionId)
|
||||
break
|
||||
case 'specialTraining':
|
||||
await this.#handleSpecialTrainingAction(event, actor, actionId)
|
||||
break
|
||||
case 'typedSkills':
|
||||
await this.#handleCustomTypedAction(event, actor, actionId)
|
||||
break
|
||||
/* case 'rituals':
|
||||
await this.#handleRitualsAction(event, actor, actionId)
|
||||
break */
|
||||
case 'utility':
|
||||
await this.#handleUtilityAction(token, actionId)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Attribute action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleAttributesAction (event, actor, actionId) {
|
||||
let rollType
|
||||
if (actionId === 'wp' || actionId === 'health') return
|
||||
if (actionId.includes('_add') || actionId.includes('_subtract')) {
|
||||
const attr = actionId.split('_')[0]
|
||||
const action = actionId.split('_')[1]
|
||||
const update = {}
|
||||
update.system = {}
|
||||
update.system[attr] = {}
|
||||
update.system[attr].value = action === 'add' ? this.actor.system[attr].value + 1 : this.actor.system[attr].value - 1
|
||||
if (update.system[attr].value > this.actor.system[attr].max || update.system[attr].value < this.actor.system[attr].min) return
|
||||
return await this.actor.update(update)
|
||||
}
|
||||
if (actionId === 'sanity') {
|
||||
rollType = actionId
|
||||
} else if (actionId === 'luck') {
|
||||
rollType = actionId
|
||||
} else {
|
||||
rollType = 'stat'
|
||||
}
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType,
|
||||
key: actionId
|
||||
}
|
||||
|
||||
const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
return await this.actor.sheet.processRoll(event, roll)
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Skill action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleSkillsAction (event, actor, actionId) {
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'skill',
|
||||
key: actionId
|
||||
}
|
||||
|
||||
const skill = this.actor.system.skills[actionId]
|
||||
if (!skill) return ui.notifications.warn('Bad skill name in HUD.')
|
||||
|
||||
const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Typed/Custom skills action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleCustomTypedAction (event, actor, actionId) {
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'skill',
|
||||
key: actionId
|
||||
}
|
||||
const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle SoecialTraining action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleSpecialTrainingAction (event, actor, actionId) {
|
||||
const attr = this.actor.system.specialTraining.find(a => a.name === actionId).attribute
|
||||
let target = 0
|
||||
if (DG.statistics.includes(attr)) {
|
||||
target = this.actor.system.statistics[attr].x5
|
||||
} else if (DG.skills.includes(attr)) {
|
||||
target = this.actor.system.skills[attr].proficiency
|
||||
} else {
|
||||
target = this.actor.system.typedSkills[attr].proficiency
|
||||
}
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'special-training',
|
||||
key: attr,
|
||||
specialTrainingName: actionId,
|
||||
target
|
||||
}
|
||||
const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Weapon action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleWeaponsAction (event, actor, actionId) {
|
||||
const item = this.actor.items.get(actionId)
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'weapon',
|
||||
key: item.system.skill,
|
||||
item
|
||||
}
|
||||
const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Damage action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleDamageAction (event, actor, actionId) {
|
||||
const item = this.actor.items.get(actionId)
|
||||
if (item.system.lethality > 0 && event.ctrlKey) {
|
||||
// Toggle on/off lethality
|
||||
const isLethal = !item.system.isLethal
|
||||
await item.update({ 'system.isLethal': isLethal })
|
||||
} else {
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'damage',
|
||||
key: item.system.damage,
|
||||
item
|
||||
}
|
||||
const roll = new DGDamageRoll(item.system.damage, {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Lethality action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleLethalityAction (event, actor, actionId) {
|
||||
const item = await this.actor.items.get(actionId)
|
||||
if (item.system.damage !== '' && event.ctrlKey) {
|
||||
const isLethal = !item.system.isLethal
|
||||
await item.update({ 'system.isLethal': isLethal })
|
||||
} else {
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'lethality',
|
||||
key: item.system.lethality,
|
||||
item
|
||||
}
|
||||
const roll = new DGLethalityRoll(item.system.damage, {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Ritual action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleRitualsAction (event, actor, actionId) {
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'ritual',
|
||||
key: actionId
|
||||
}
|
||||
const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle utility action
|
||||
* @private
|
||||
* @param {object} token The token
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleUtilityAction (token, actionId) {
|
||||
switch (actionId) {
|
||||
case 'endTurn':
|
||||
if (game.combat?.current?.tokenId === token.id) {
|
||||
await game.combat?.nextTurn()
|
||||
}
|
||||
break
|
||||
}
|
||||
}
|
||||
// If multiple actors are selected
|
||||
for (const token of controlledTokens) {
|
||||
const actor = token.actor
|
||||
await this.#handleAction(event, actor, token, actionTypeId, actionId)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle action hover
|
||||
* Called by Token Action HUD Core when an action is hovered on or off
|
||||
* @override
|
||||
* @param {object} event The event
|
||||
* @param {string} encodedValue The encoded value
|
||||
*/
|
||||
async handleActionHover(event, encodedValue) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle group click
|
||||
* Called by Token Action HUD Core when a group is right-clicked while the HUD is locked
|
||||
* @override
|
||||
* @param {object} event The event
|
||||
* @param {object} group The group
|
||||
*/
|
||||
async handleGroupClick(event, group) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {object} token The token
|
||||
* @param {string} actionTypeId The action type id
|
||||
* @param {string} actionId The actionId
|
||||
*/
|
||||
async #handleAction(event, actor, token, actionTypeId, actionId) {
|
||||
switch (actionTypeId) {
|
||||
case 'attributes':
|
||||
await this.#handleAttributesAction(event, actor, actionId)
|
||||
break
|
||||
case 'skills':
|
||||
await this.#handleSkillsAction(event, actor, actionId)
|
||||
break
|
||||
case 'weapons':
|
||||
await this.#handleWeaponsAction(event, actor, actionId)
|
||||
break
|
||||
case 'damage':
|
||||
await this.#handleDamageAction(event, actor, actionId)
|
||||
break
|
||||
case 'lethality':
|
||||
await this.#handleLethalityAction(event, actor, actionId)
|
||||
break
|
||||
/* case 'rituals':
|
||||
await this.#handleRitualsAction(event, actor, actionId)
|
||||
break */
|
||||
case 'utility':
|
||||
await this.#handleUtilityAction(token, actionId)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Attribute action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleAttributesAction(event, actor, actionId) {
|
||||
let rollType
|
||||
if (actionId === 'wp' || actionId === 'health') return
|
||||
if (actionId.includes('_add') || actionId.includes('_subtract')) {
|
||||
const attr = actionId.split('_')[0]
|
||||
const action = actionId.split('_')[1]
|
||||
const update = {}
|
||||
update.system = {}
|
||||
update.system[attr] = {}
|
||||
update.system[attr].value = action === 'add' ? this.actor.system[attr].value + 1 : this.actor.system[attr].value - 1
|
||||
if (update.system[attr].value > this.actor.system[attr].max || update.system[attr].value < this.actor.system[attr].min) return
|
||||
return await this.actor.update(update)
|
||||
}
|
||||
if (actionId === 'sanity') {
|
||||
rollType = actionId
|
||||
} else if (actionId === 'luck') {
|
||||
rollType = actionId
|
||||
} else {
|
||||
rollType = 'stat'
|
||||
}
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType,
|
||||
key: actionId
|
||||
}
|
||||
|
||||
/*const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
return await this.actor.sheet.processRoll(event, roll)*/
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Skill action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleSkillsAction(event, actor, actionId) {
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'skill',
|
||||
key: actionId
|
||||
}
|
||||
|
||||
const skill = this.actor.items.find(i => i.type === 'skill' && i.id === actionId)
|
||||
if (!skill) return ui.notifications.warn('Bad skill name in HUD.')
|
||||
|
||||
/** TO FIX
|
||||
const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)*/
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Handle Weapon action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleWeaponsAction(event, actor, actionId) {
|
||||
const item = this.actor.items.get(actionId)
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'weapon',
|
||||
key: item.system.skill,
|
||||
item
|
||||
}
|
||||
/* TO FIX
|
||||
const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)*/
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Damage action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleDamageAction(event, actor, actionId) {
|
||||
const item = this.actor.items.get(actionId)
|
||||
if (item.system.lethality > 0 && event.ctrlKey) {
|
||||
// Toggle on/off lethality
|
||||
const isLethal = !item.system.isLethal
|
||||
await item.update({ 'system.isLethal': isLethal })
|
||||
} else {
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'damage',
|
||||
key: item.system.damage,
|
||||
item
|
||||
}
|
||||
/* TOFIX
|
||||
const roll = new DGDamageRoll(item.system.damage, {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)*/
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Lethality action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleLethalityAction(event, actor, actionId) {
|
||||
const item = await this.actor.items.get(actionId)
|
||||
if (item.system.damage !== '' && event.ctrlKey) {
|
||||
const isLethal = !item.system.isLethal
|
||||
await item.update({ 'system.isLethal': isLethal })
|
||||
} else {
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'lethality',
|
||||
key: item.system.lethality,
|
||||
item
|
||||
}
|
||||
/* TOFIX
|
||||
const roll = new DGLethalityRoll(item.system.damage, {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)*/
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle Ritual action
|
||||
* @private
|
||||
* @param {object} event The event
|
||||
* @param {object} actor The actor
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleRitualsAction(event, actor, actionId) {
|
||||
const options = {
|
||||
actor: this.actor,
|
||||
rollType: 'ritual',
|
||||
key: actionId
|
||||
}
|
||||
const roll = new DGPercentileRoll('1D100', {}, options)
|
||||
await this.actor.sheet.processRoll(event, roll)
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle utility action
|
||||
* @private
|
||||
* @param {object} token The token
|
||||
* @param {string} actionId The action id
|
||||
*/
|
||||
async #handleUtilityAction(token, actionId) {
|
||||
switch (actionId) {
|
||||
case 'endTurn':
|
||||
if (game.combat?.current?.tokenId === token.id) {
|
||||
await game.combat?.nextTurn()
|
||||
}
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
9
module/applications/hud/settings.js
Normal file
9
module/applications/hud/settings.js
Normal file
@@ -0,0 +1,9 @@
|
||||
import { MODULE } from './constants.js'
|
||||
|
||||
/**
|
||||
* Register module settings
|
||||
* Called by Token Action HUD Core to register Token Action HUD system module settings
|
||||
* @param {function} coreUpdate Token Action HUD Core update function
|
||||
*/
|
||||
export function register (coreUpdate) {
|
||||
}
|
||||
@@ -1,91 +1,92 @@
|
||||
// System Module Imports
|
||||
import { ActionHandler } from './action-handler.js'
|
||||
import { RollHandler as Core } from './roll-handler.js'
|
||||
import { SYSTEM } from './constants.js'
|
||||
import { MODULE } from './constants.js'
|
||||
import { DEFAULTS } from './defaults.js'
|
||||
import * as systemSettings from './settings.js'
|
||||
|
||||
export let SystemManager = null
|
||||
|
||||
Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
|
||||
/**
|
||||
* Extends Token Action HUD Core's SystemManager class
|
||||
*/
|
||||
SystemManager = class SystemManager extends coreModule.api.SystemManager {
|
||||
/**
|
||||
* Extends Token Action HUD Core's SystemManager class
|
||||
* Returns an instance of the ActionHandler to Token Action HUD Core
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @returns {class} The ActionHandler instance
|
||||
*/
|
||||
SystemManager = class SystemManager extends coreModule.api.SystemManager {
|
||||
/**
|
||||
* Returns an instance of the ActionHandler to Token Action HUD Core
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @returns {class} The ActionHandler instance
|
||||
*/
|
||||
getActionHandler () {
|
||||
return new ActionHandler()
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a list of roll handlers to Token Action HUD Core
|
||||
* Used to populate the Roll Handler module setting choices
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @returns {object} The available roll handlers
|
||||
*/
|
||||
getAvailableRollHandlers () {
|
||||
const coreTitle = 'Core Template'
|
||||
const choices = { core: coreTitle }
|
||||
return choices
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns an instance of the RollHandler to Token Action HUD Core
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @param {string} rollHandlerId The roll handler ID
|
||||
* @returns {class} The RollHandler instance
|
||||
*/
|
||||
getRollHandler (rollHandlerId) {
|
||||
let rollHandler
|
||||
switch (rollHandlerId) {
|
||||
case 'core':
|
||||
default:
|
||||
rollHandler = new Core()
|
||||
break
|
||||
}
|
||||
return rollHandler
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the default layout and groups to Token Action HUD Core
|
||||
* Called by Token Action HUD Core
|
||||
* @returns {object} The default layout and groups
|
||||
*/
|
||||
async registerDefaults () {
|
||||
return DEFAULTS
|
||||
}
|
||||
|
||||
/**
|
||||
* Register Token Action HUD system module settings
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @param {function} coreUpdate The Token Action HUD Core update function
|
||||
*/
|
||||
registerSettings (coreUpdate) {
|
||||
/*systemSettings.register(coreUpdate)*/
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns styles to Token Action HUD Core
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @returns {object} The TAH system styles
|
||||
*/
|
||||
registerStyles () {
|
||||
return {
|
||||
template: {
|
||||
class: 'tah-style-template-style', // The class to add to first DIV element
|
||||
file: 'tah-template-style', // The file without the css extension
|
||||
moduleId: SYSTEM.ID, // The module ID
|
||||
name: 'Template Style' // The name to display in the Token Action HUD Core 'Style' module setting
|
||||
}
|
||||
}
|
||||
}
|
||||
getActionHandler() {
|
||||
return new ActionHandler()
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a list of roll handlers to Token Action HUD Core
|
||||
* Used to populate the Roll Handler module setting choices
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @returns {object} The available roll handlers
|
||||
*/
|
||||
getAvailableRollHandlers() {
|
||||
const coreTitle = 'Core Template'
|
||||
const choices = { core: coreTitle }
|
||||
return choices
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns an instance of the RollHandler to Token Action HUD Core
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @param {string} rollHandlerId The roll handler ID
|
||||
* @returns {class} The RollHandler instance
|
||||
*/
|
||||
getRollHandler(rollHandlerId) {
|
||||
let rollHandler
|
||||
switch (rollHandlerId) {
|
||||
case 'core':
|
||||
default:
|
||||
rollHandler = new Core()
|
||||
break
|
||||
}
|
||||
return rollHandler
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the default layout and groups to Token Action HUD Core
|
||||
* Called by Token Action HUD Core
|
||||
* @returns {object} The default layout and groups
|
||||
*/
|
||||
async registerDefaults() {
|
||||
return DEFAULTS
|
||||
}
|
||||
|
||||
/**
|
||||
* Register Token Action HUD system module settings
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @param {function} coreUpdate The Token Action HUD Core update function
|
||||
*/
|
||||
registerSettings(coreUpdate) {
|
||||
systemSettings.register(coreUpdate)
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns styles to Token Action HUD Core
|
||||
* Called by Token Action HUD Core
|
||||
* @override
|
||||
* @returns {object} The TAH system styles
|
||||
*/
|
||||
registerStyles() {
|
||||
return {
|
||||
template: {
|
||||
class: 'tah-style-template-style', // The class to add to first DIV element
|
||||
file: 'tah-template-style', // The file without the css extension
|
||||
moduleId: MODULE.ID, // The module ID
|
||||
name: 'Template Style' // The name to display in the Token Action HUD Core 'Style' module setting
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
@@ -1,22 +1,7 @@
|
||||
import { SYSTEM } from './constants.js'
|
||||
import { MODULE } from './constants.js'
|
||||
|
||||
export let Utils = null
|
||||
|
||||
function registerHUD() {
|
||||
Hooks.on('tokenActionHudCoreApiReady', async () => {
|
||||
/**
|
||||
* Return the SystemManager and requiredCoreModuleVersion to Token Action HUD Core
|
||||
*/
|
||||
const module = game.system
|
||||
module.api = {
|
||||
requiredCoreModuleVersion: "2.0",
|
||||
SystemManager
|
||||
}
|
||||
Hooks.call('tokenActionHudSystemReady', module)
|
||||
})
|
||||
|
||||
}
|
||||
|
||||
Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
|
||||
/**
|
||||
* Utility functions
|
||||
@@ -31,7 +16,7 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
|
||||
static getSetting(key, defaultValue = null) {
|
||||
let value = defaultValue ?? null
|
||||
try {
|
||||
value = game.settings.get(SYSTEM.ID, key)
|
||||
value = game.settings.get(MODULE.ID, key)
|
||||
} catch {
|
||||
coreModule.api.Logger.debug(`Setting '${key}' not found`)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user