Files
l5rx-chiaroscuro/system/scripts/gm/gm-toolbox.js
2025-09-05 08:34:20 +00:00

260 lines
7.9 KiB
JavaScript

const HandlebarsApplicationMixin = foundry.applications.api.HandlebarsApplicationMixin;
const ApplicationV2 = foundry.applications.api.ApplicationV2;
export class GmToolbox extends HandlebarsApplicationMixin(ApplicationV2) {
/** @override ApplicationV2 */
static get DEFAULT_OPTIONS() { return {
id: "l5r5e-gm-toolbox",
window: {
contentClasses: ["l5r5e", "gm-toolbox", "faded-ui"],
title: "l5r5e.gm.toolbox.title",
minimizable: true,
},
position: {
width: "auto",
height: "auto"
},
actions: {
open_gm_monitor: GmToolbox.#openGmMonitor,
toggle_hide_difficulty: GmToolbox.#onToggleHideDifficulty,
// Buttons map (0: left, 1: middle, 2: right, 3: extra 1, 4: extra 2)
// Foundry v13 use middle (1) for popup and currently not bind it for custom
// See : https://github.com/foundryvtt/foundryvtt/issues/12531
change_difficulty: {
buttons: [0, 1, 2],
handler: GmToolbox.#onChangeDifficulty
},
reset_void: {
buttons: [0, 1, 2, 3, 4],
handler: GmToolbox.#onResetVoid
},
sleep: {
buttons: [0, 1, 2, 3, 4],
handler: GmToolbox.#onSleep
},
scene_end: {
buttons: [0, 1, 2, 3, 4],
handler: GmToolbox.#onSceneEnd
},
}
}};
/** @override HandlebarsApplicationMixin */
static PARTS = {
main: {
id: "gm-tool-content",
template: "systems/l5r5e/templates/" + "gm/gm-toolbox.html"
}
};
/**
* hooks we act upon, saved since we need to remove them when this window is not open
*/
#hooks = [];
constructor() {
super();
this.#hooks.push({
hook: "updateSetting",
fn: Hooks.on("updateSetting", (setting) => this.#onUpdateSetting(setting))
});
}
/** @override ApplicationV2*/
async _prepareContext() {
return {
difficulty: game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-value"),
difficultyHidden: game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden"),
};
}
/**
* The ApplicationV2 always adds the close button so just remove it when redering the frame
* @override ApplicationV2
*/
async _renderFrame(options) {
const frame = await super._renderFrame(options);
$(frame).find('button[data-action="close"]').remove();
return frame;
}
/**
* The ApplicationV2 always adds the close button so just remove it when redering the frame
* @override ApplicationV2
*/
_onFirstRender(context, options) {
//const x = $(window).width();
const y = $(window).height();
options.position.top = y - 220;
options.position.left = 220; //x - 630;
}
/**
* The GM Toolbox should not be removed when toggling the main menu with the esc key etc.
* @override ApplicationV2
*/
async close(options) {
return Promise.resolve(this);
}
/**
* Refresh data (used from socket)
*/
async refresh() {
if (!game.user.isGM) {
return;
}
this.render(false);
}
static #openGmMonitor() {
const app = foundry.applications.instances.get("l5r5e-gm-monitor")
if (app) {
app.close();
} else {
new game.l5r5e.GmMonitor().render(true);
}
}
/**
* @param {PointerEvent} event The originating click event
*/
static #onChangeDifficulty(event) {
let difficulty = game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-value");
switch (event.button) {
case 0: // left click
difficulty = Math.min(9, difficulty + 1);
break;
case 1: // middle click
difficulty = 2;
break;
case 2: // right click
difficulty = Math.max(0, difficulty - 1);
break;
}
game.settings.set(CONFIG.l5r5e.namespace, "initiative-difficulty-value", difficulty);
}
static #onToggleHideDifficulty() {
const hiddenSetting = game.settings.get(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden")
game.settings.set(CONFIG.l5r5e.namespace, "initiative-difficulty-hidden", !hiddenSetting);
}
/**
* @param {Boolean} allActors
* @param {ActorL5r5e} actor
* @returns {Boolean}
*/
static #updatableCharacter(allActors, actor) {
if (!actor.isCharacterType) {
return false;
}
if (allActors) {
return true;
}
return actor.isCharacter && actor.hasPlayerOwnerActive
}
/**
* @param {Boolean} allActors
* @param {String} type
*/
static #uiNotification(allActors, type) {
ui.notifications.info(
` <i class="fas fa-user${allActors ? "s" : ""}"></i> ` + game.i18n.localize(`l5r5e.gm.toolbox.${type}_info`)
);
}
/**
* @param {PointerEvent} event The originating click event
*/
static async #onResetVoid(event) {
const allActors = event.button !== 0;
for await (const actor of game.actors.contents) {
if (!GmToolbox.#updatableCharacter(allActors, actor)) {
continue;
}
await actor.update({
system: {
void_points: {
value: Math.ceil(actor.system.void_points.max / 2),
},
},
});
}
GmToolbox.#uiNotification(allActors, "reset_void");
}
/**
* @param {PointerEvent} event The originating click event
*/
static async #onSleep(event) {
const allActors = event.button !== 0;
for await (const actor of game.actors.contents) {
if (!GmToolbox.#updatableCharacter(allActors, actor)) {
continue;
}
await actor.update({
system: {
fatigue: {
value: Math.max(0,
actor.system.fatigue.value - Math.ceil(actor.system.rings.water * 2)
),
}
},
});
await actor.removeConditions(new Set(["exhausted"]));
}
GmToolbox.#uiNotification(allActors, "sleep");
}
/**
* @param {PointerEvent} event The originating click event
*/
static async #onSceneEnd(event) {
const allActors = event.button !== 0;
for await (const actor of game.actors.contents) {
if (!GmToolbox.#updatableCharacter(allActors, actor)
|| actor.statuses.has("exhausted")) {
continue;
}
await actor.update({
system: {
fatigue: {
value: Math.min(
actor.system.fatigue.value,
Math.ceil(actor.system.fatigue.max / 2)
)
},
strife: {
value: Math.min(
actor.system.strife.value,
Math.ceil(actor.system.strife.max / 2)
)
}
}
});
}
GmToolbox.#uiNotification(allActors, "scene_end");
}
/**
* @param {Setting} setting The setting that is being updated
*/
async #onUpdateSetting(setting) {
switch (setting.key) {
case "l5r5e.initiative-difficulty-value":
case "l5r5e.initiative-difficulty-hidden":
this.render(false);
break;
default:
return;
}
}
}