ENhance actor sheet with roll messages

This commit is contained in:
2026-03-07 16:09:00 +01:00
parent 8dec307ced
commit 63da2ef664
32 changed files with 888 additions and 22 deletions
+199
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import { SYSTEM } from '../../config/system.mjs'
export let ActionHandler = null
Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
ActionHandler = class ActionHandler extends coreModule.api.ActionHandler {
/** @override */
async buildSystemActions(groupIds) {
this.actors = (!this.actor) ? this._getActors() : [this.actor]
this.actorType = this.actor?.type
if (this.actorType === 'character') {
await this.#buildCharacterActions()
} else if (this.actorType === 'creature') {
await this.#buildCreatureActions()
}
}
async #buildCharacterActions() {
await this.#buildAttributes()
await this.#buildHP()
await this.#buildFlow()
await this.#buildWeapons()
await this.#buildConditions()
await this.#buildAbilities()
await this.#buildKits()
await this.#buildUtility()
}
async #buildCreatureActions() {
await this.#buildAttributes()
await this.#buildHP()
}
async #buildAttributes() {
const actions = []
const attrKeys = ['agility', 'fitness', 'awareness', 'influence']
const labelKeys = {
agility: 'AWEMMY.Attribute.Agility',
fitness: 'AWEMMY.Attribute.Fitness',
awareness: 'AWEMMY.Attribute.Awareness',
influence: 'AWEMMY.Attribute.Influence'
}
for (const key of attrKeys) {
const attr = this.actor.system.attributes?.[key]
if (!attr) continue
const mod = attr.mod ?? 0
const modText = mod >= 0 ? `+${mod}` : `${mod}`
actions.push({
name: coreModule.api.Utils.i18n(labelKeys[key]),
id: key,
info1: { text: modText },
encodedValue: ['attribute', key].join(this.delimiter)
})
}
await this.addActions(actions, { id: 'attributes', type: 'system' })
}
async #buildHP() {
const hp = this.actor.system.hp
if (!hp) return
const tooltip = { content: `${hp.value} / ${hp.max}`, direction: 'LEFT' }
const actions = [
{
name: `${hp.value} / ${hp.max}`,
id: 'hp_display',
tooltip,
encodedValue: ['hp', 'display'].join(this.delimiter)
},
{
name: '+',
id: 'hp_add',
tooltip,
encodedValue: ['hp', 'add'].join(this.delimiter)
},
{
name: '',
id: 'hp_sub',
tooltip,
encodedValue: ['hp', 'sub'].join(this.delimiter)
}
]
await this.addActions(actions, { id: 'hp', type: 'system' })
}
async #buildFlow() {
const fp = this.actor.system.flowPoints
if (fp === undefined) return
const tooltip = { content: `FP: ${fp.value}`, direction: 'LEFT' }
const actions = [
{
name: `${fp.value} FP`,
id: 'flow_display',
tooltip,
encodedValue: ['flow', 'display'].join(this.delimiter)
},
{
name: '+',
id: 'flow_add',
tooltip,
encodedValue: ['flow', 'add'].join(this.delimiter)
},
{
name: '',
id: 'flow_sub',
tooltip,
encodedValue: ['flow', 'sub'].join(this.delimiter)
}
]
await this.addActions(actions, { id: 'flow', type: 'system' })
}
async #buildWeapons() {
const weapons = this.actor.itemTypes?.weapon ?? []
for (const weapon of weapons) {
const attrId = weapon.system.attackAttribute
const attr = this.actor.system.attributes?.[attrId]
const mod = attr?.mod ?? 0
const modText = mod >= 0 ? `+${mod}` : `${mod}`
const groupData = { id: `weapon_${weapon.id}`, name: weapon.name, type: 'system' }
this.addGroup(groupData, { id: 'weapons', type: 'system' }, true)
const actions = [{
name: weapon.name,
id: `weapon_${weapon.id}`,
info1: { text: modText },
encodedValue: ['weapon', weapon.id].join(this.delimiter)
}]
await this.addActions(actions, { id: `weapon_${weapon.id}`, type: 'system' })
}
}
async #buildConditions() {
const actions = []
for (const [key, cond] of Object.entries(SYSTEM.CONDITIONS)) {
const isActive = this.actor.statuses?.has(key) ?? false
actions.push({
name: coreModule.api.Utils.i18n(cond.label),
id: key,
info1: { text: isActive ? '✓' : '' },
encodedValue: ['condition', key].join(this.delimiter)
})
}
await this.addActions(actions, { id: 'conditions', type: 'system' })
}
async #buildAbilities() {
const abilities = this.actor.itemTypes?.ability ?? []
const actions = []
for (const ability of abilities) {
const sys = ability.system
const costLabel = game.i18n.localize(SYSTEM.ABILITY_COST[sys.cost]?.label ?? sys.cost)
const isUsed = sys.usedToday
actions.push({
name: ability.name,
id: ability.id,
info1: { text: isUsed ? `${costLabel}` : costLabel },
encodedValue: ['ability', ability.id].join(this.delimiter)
})
}
await this.addActions(actions, { id: 'abilities', type: 'system' })
}
async #buildKits() {
const kits = this.actor.itemTypes?.kit ?? []
const actions = []
for (const kit of kits) {
const charges = kit.system.charges
const chargesText = `${charges.value}/${charges.max}`
actions.push({
name: kit.name,
id: kit.id,
info1: { text: chargesText },
encodedValue: ['kit', kit.id].join(this.delimiter)
})
}
await this.addActions(actions, { id: 'kits', type: 'system' })
}
async #buildUtility() {
const actions = []
actions.push({
name: coreModule.api.Utils.i18n('AWEMMY.TAH.LongRest'),
id: 'longRest',
encodedValue: ['utility', 'longRest'].join(this.delimiter)
})
if (game.combat?.current?.tokenId === this.token?.id) {
actions.push({
name: coreModule.api.Utils.i18n('AWEMMY.TAH.EndTurn'),
id: 'endTurn',
encodedValue: ['utility', 'endTurn'].join(this.delimiter)
})
}
await this.addActions(actions, { id: 'utility', type: 'system' })
}
}
})
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export const MODULE = { ID: 'token-action-hud-adventures-with-emmy' }
export const CORE_MODULE = { ID: 'token-action-hud-core' }
export const REQUIRED_CORE_MODULE_VERSION = '2.0'
export const GROUP = {
attributes: { id: 'attributes', name: 'AWEMMY.Character.Attributes', type: 'system' },
hp: { id: 'hp', name: 'AWEMMY.TAH.HP', type: 'system' },
flow: { id: 'flow', name: 'AWEMMY.TAH.Flow', type: 'system' },
weapons: { id: 'weapons', name: 'AWEMMY.TAH.Weapons', type: 'system' },
conditions: { id: 'conditions', name: 'AWEMMY.Condition.Panel', type: 'system' },
abilities: { id: 'abilities', name: 'AWEMMY.TAH.Abilities', type: 'system' },
kits: { id: 'kits', name: 'AWEMMY.TAH.Kits', type: 'system' },
utility: { id: 'utility', name: 'AWEMMY.TAH.Utility', type: 'system' }
}
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import { GROUP } from './constants.js'
export let DEFAULTS = null
Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
const groups = foundry.utils.deepClone(GROUP)
Object.values(groups).forEach(group => {
group.name = coreModule.api.Utils.i18n(group.name)
group.listName = `Group: ${coreModule.api.Utils.i18n(group.listName ?? group.name)}`
})
const groupsArray = Object.values(groups)
DEFAULTS = {
layout: [
{
nestId: 'stats',
id: 'stats',
name: game.i18n.localize('AWEMMY.TAH.Stats'),
groups: [
{ ...groups.attributes, nestId: 'stats_attributes' },
{ ...groups.hp, nestId: 'stats_hp' },
{ ...groups.flow, nestId: 'stats_flow' }
]
},
{
nestId: 'combat',
id: 'combat',
name: game.i18n.localize('AWEMMY.TAH.Combat'),
groups: [
{ ...groups.weapons, nestId: 'combat_weapons' },
{ ...groups.conditions, nestId: 'combat_conditions' }
]
},
{
nestId: 'items',
id: 'items',
name: game.i18n.localize('AWEMMY.TAH.Items'),
groups: [
{ ...groups.abilities, nestId: 'items_abilities' },
{ ...groups.kits, nestId: 'items_kits' }
]
},
{
nestId: 'utility',
id: 'utility',
name: game.i18n.localize('AWEMMY.TAH.Utility'),
groups: [
{ ...groups.utility, nestId: 'utility_utility' }
]
}
],
groups: groupsArray
}
})
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export let RollHandler = null
Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
RollHandler = class RollHandler extends coreModule.api.RollHandler {
/** @override */
async handleActionClick(event, encodedValue) {
const [actionTypeId, actionId] = encodedValue.split(this.delimiter ?? '|')
if (this.actor) {
await this.#handleAction(event, this.actor, this.token, actionTypeId, actionId)
return
}
const knownTypes = ['character', 'creature']
for (const token of canvas.tokens.controlled.filter(t => knownTypes.includes(t.actor?.type))) {
await this.#handleAction(event, token.actor, token, actionTypeId, actionId)
}
}
/** @override */
async handleActionHover(event, encodedValue) {}
/** @override */
async handleGroupClick(event, group) {}
async #handleAction(event, actor, token, actionTypeId, actionId) {
switch (actionTypeId) {
case 'attribute':
await actor.rollAttribute(actionId)
break
case 'hp':
await this.#handleHP(actor, actionId)
break
case 'flow':
await this.#handleFlow(actor, actionId)
break
case 'weapon':
await this.#handleWeapon(actor, actionId)
break
case 'condition':
await actor.toggleStatusEffect(actionId)
break
case 'ability':
await actor.useAbility(actionId)
break
case 'kit':
await actor.useKit(actionId)
break
case 'utility':
await this.#handleUtility(actor, token, actionId)
break
}
}
async #handleHP(actor, actionId) {
if (actionId === 'display') return
const hp = actor.system.hp
if (!hp) return
const newValue = actionId === 'add' ? hp.value + 1 : hp.value - 1
if (newValue < 0 || newValue > hp.max) return
await actor.update({ 'system.hp.value': newValue })
}
async #handleFlow(actor, actionId) {
if (actionId === 'display') return
const fp = actor.system.flowPoints
if (fp === undefined) return
const newValue = actionId === 'add' ? fp.value + 1 : Math.max(0, fp.value - 1)
await actor.update({ 'system.flowPoints.value': newValue })
}
async #handleWeapon(actor, actionId) {
const weapon = actor.items.get(actionId)
if (!weapon) return
await actor.rollWeapon(weapon)
}
async #handleUtility(actor, token, actionId) {
switch (actionId) {
case 'longRest':
await actor.longRest()
break
case 'endTurn':
if (game.combat?.current?.tokenId === token?.id) {
await game.combat.nextTurn()
}
break
}
}
}
})
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/**
* 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) {
// No system-specific settings for now
}
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import { ActionHandler } from './action-handler.js'
import { RollHandler as Core } from './roll-handler.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) => {
SystemManager = class SystemManager extends coreModule.api.SystemManager {
/** @override */
getActionHandler() {
return new ActionHandler()
}
/** @override */
getAvailableRollHandlers() {
return { core: 'Adventures with Emmy' }
}
/** @override */
getRollHandler(rollHandlerId) {
switch (rollHandlerId) {
case 'core':
default:
return new Core()
}
}
/** @override */
async registerDefaults() {
return DEFAULTS
}
/** @override */
registerSettings(coreUpdate) {
systemSettings.register(coreUpdate)
}
/** @override */
registerStyles() {
return {}
}
}
})