386d80639c
- Fix constructor in rollDialog.mjs (spread operator for options) - Remove all console.log statements from production code - Add comprehensive JSDoc comments for all public APIs - Convert French comments to English for consistency - Use parseInt with radix parameter (10) throughout - Replace let with const where appropriate - Use Set for O(1) lookups in group-link.mjs methods - Use spread operators for array cloning - Optimize removeActorFromAllGroups with Set lookups - Improve registerHooks with better comments and Set usage - Simplify roll-message.hbs template logic - Fix duplicate VERMINE key in lang/fr.json - Add missing error translations - Add .eslintrc.js with FoundryVTT-compatible linting config Compatibility: FoundryVTT v11-v14 Generated by Mistral Vibe. Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
430 lines
14 KiB
JavaScript
430 lines
14 KiB
JavaScript
/**
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* GroupLink - Manages bidirectional links between actors and groups
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*
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* This class handles bidirectional relationships between:
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* - Characters and their groups/encounters
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* - Groups and their members/encounters
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*
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* @author Vermine2047 System
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*/
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export class GroupLink {
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/**
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* Updates actors when a group is modified.
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* @param {Actor} group - The modified group
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* @param {Object} changes - The changes made
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*/
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static async updateActorsOnGroupChange(group, changes) {
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if (group?.type !== 'group') return;
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const groupData = group.system;
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const members = [...(groupData.members || [])];
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const encounters = [...(groupData.encounters || [])];
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// Update group members and encounters
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if (changes?.members !== undefined || changes?.encounters !== undefined) {
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await this._updateMembersInGroup(group, members);
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await this._updateEncountersInGroup(group, encounters);
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}
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// Sync data to member actors
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await this._syncGroupToMembers(group, members);
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await this._syncGroupToEncounters(group, encounters);
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}
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/**
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* Updates groups when an actor is modified.
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* @param {Actor} actor - The modified actor
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* @param {Object} changes - The changes made
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*/
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static async updateGroupsOnActorChange(actor, changes) {
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if (actor?.type === 'group') return;
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const actorData = actor.system;
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const encounters = [...(actorData.encounters || [])];
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// If actor's encounters have changed
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if (changes?.encounters !== undefined) {
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// Update each group in encounters
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for (const groupId of encounters) {
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const group = game.actors.get(groupId);
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if (group && group.type === 'group') {
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await this._updateActorInGroupMembers(group, actor.id);
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}
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}
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}
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}
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/**
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* Syncs group data to member actors.
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* @param {Actor} group - The group
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* @param {Array<string>} memberIds - List of member IDs
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*/
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static async _syncGroupToMembers(group, memberIds) {
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const groupId = group.id;
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for (const memberId of memberIds) {
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const member = game.actors.get(memberId);
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if (!member) continue;
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const memberEncounters = [...(member.system.encounters || [])];
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if (!memberEncounters.includes(groupId)) {
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memberEncounters.push(groupId);
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await member.update({
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'system.encounters': memberEncounters
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});
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}
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}
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}
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/**
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* Syncs group data to encounter actors.
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* @param {Actor} group - The group
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* @param {Array<string>} encounterIds - List of encounter IDs
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*/
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static async _syncGroupToEncounters(group, encounterIds) {
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const groupId = group.id;
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for (const encounterId of encounterIds) {
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const encounter = game.actors.get(encounterId);
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if (!encounter) continue;
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const encounterGroups = [...(encounter.system.encounters || [])];
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if (!encounterGroups.includes(groupId)) {
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encounterGroups.push(groupId);
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await encounter.update({
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'system.encounters': encounterGroups
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});
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}
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}
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}
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/**
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* Updates members in a group.
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* @param {Actor} group - The group
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* @param {Array<string>} memberIds - List of member IDs
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*/
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static async _updateMembersInGroup(group, memberIds) {
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const groupId = group.id;
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const currentMembers = [...(group.system.members || [])];
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// Convert to Sets for O(1) lookups
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const currentMembersSet = new Set(currentMembers);
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const memberIdsSet = new Set(memberIds);
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// Find members to remove and add
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const membersToRemove = [...currentMembersSet].filter(id => !memberIdsSet.has(id));
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const membersToAdd = [...memberIdsSet].filter(id => !currentMembersSet.has(id));
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// Update actors that were removed
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for (const memberId of membersToRemove) {
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const member = game.actors.get(memberId);
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if (member) {
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const memberEncounters = (member.system.encounters || []).filter(id => id !== groupId);
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await member.update({
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'system.encounters': memberEncounters
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});
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}
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}
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// Update new members
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for (const memberId of membersToAdd) {
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const member = game.actors.get(memberId);
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if (member) {
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const memberEncounters = [...(member.system.encounters || [])];
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if (!memberEncounters.includes(groupId)) {
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memberEncounters.push(groupId);
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await member.update({
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'system.encounters': memberEncounters
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});
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}
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}
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}
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}
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/**
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* Updates encounters in a group.
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* @param {Actor} group - The group
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* @param {Array<string>} encounterIds - List of encounter IDs
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*/
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static async _updateEncountersInGroup(group, encounterIds) {
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const groupId = group.id;
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const currentEncounters = [...(group.system.encounters || [])];
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// Convert to Sets for O(1) lookups
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const currentEncountersSet = new Set(currentEncounters);
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const encounterIdsSet = new Set(encounterIds);
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// Find encounters to remove and add
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const encountersToRemove = [...currentEncountersSet].filter(id => !encounterIdsSet.has(id));
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const encountersToAdd = [...encounterIdsSet].filter(id => !currentEncountersSet.has(id));
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// Update actors that were removed from encounters
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for (const encounterId of encountersToRemove) {
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const encounter = game.actors.get(encounterId);
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if (encounter) {
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const encounterGroups = (encounter.system.encounters || []).filter(id => id !== groupId);
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await encounter.update({
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'system.encounters': encounterGroups
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});
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}
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}
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// Update new encounters
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for (const encounterId of encountersToAdd) {
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const encounter = game.actors.get(encounterId);
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if (encounter) {
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const encounterGroups = [...(encounter.system.encounters || [])];
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if (!encounterGroups.includes(groupId)) {
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encounterGroups.push(groupId);
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await encounter.update({
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'system.encounters': encounterGroups
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});
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}
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}
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}
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}
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/**
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* Updates an actor in group members.
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* @param {Actor} group - The group
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* @param {string} actorId - The actor ID
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*/
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static async _updateActorInGroupMembers(group, actorId) {
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const groupMembers = [...(group.system.members || [])];
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if (!groupMembers.includes(actorId)) {
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groupMembers.push(actorId);
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await group.update({
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'system.members': groupMembers
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});
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}
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}
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/**
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* Updates an actor in group encounters.
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* @param {Actor} group - The group
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* @param {string} actorId - The actor ID
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*/
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static async _updateActorInGroupEncounters(group, actorId) {
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const groupEncounters = [...(group.system.encounters || [])];
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if (!groupEncounters.includes(actorId)) {
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groupEncounters.push(actorId);
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await group.update({
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'system.encounters': groupEncounters
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});
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}
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}
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/**
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* Returns Actor objects for a list of IDs.
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* @param {Array<string>} actorIds - List of actor IDs
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* @returns {Array<Actor>} List of Actor objects
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*/
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static getActorObjects(actorIds) {
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if (!Array.isArray(actorIds)) return [];
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return actorIds
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.map(id => game.actors.get(id))
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.filter(actor => actor !== undefined);
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}
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/**
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* Returns Actor objects for group members.
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* @param {Actor} group - The group
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* @returns {Array<Actor>} List of Actor objects
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*/
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static getGroupMembers(group) {
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const memberIds = group?.system?.members || [];
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return this.getActorObjects(memberIds);
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}
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/**
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* Returns Actor objects for group encounters
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* @param {Actor} group - The group
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* @returns {Array} - List of Actor objects
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*/
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static getGroupEncounters(group) {
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const encounterIds = group.system.encounters || [];
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return this.getActorObjects(encounterIds);
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}
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/**
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* Returns groups that an actor belongs to
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* @param {Actor} actor - The actor
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* @returns {Array} - List of Actor objects (groups)
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*/
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static getActorGroups(actor) {
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const groupIds = actor.system.encounters || [];
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return this.getActorObjects(groupIds).filter(a => a.type === 'group');
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}
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/**
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* Returns encounters (NPC/Creatures) for an actor
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* @param {Actor} actor - The actor
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* @returns {Array} - List of Actor objects (NPC/Creatures)
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*/
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static getActorEncounters(actor) {
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const encounterIds = actor.system.encounters || [];
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return this.getActorObjects(encounterIds).filter(a => a.type !== 'group');
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}
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/**
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* Removes an actor from all groups.
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* @param {string} actorId - The actor ID to remove
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*/
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static async removeActorFromAllGroups(actorId) {
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const allGroups = game.actors.filter(a => a.type === 'group');
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for (const group of allGroups) {
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const members = [...(group.system.members || [])];
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const encounters = [...(group.system.encounters || [])];
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// Use Set for O(1) lookups
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const membersSet = new Set(members);
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const encountersSet = new Set(encounters);
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const hasActorInMembers = membersSet.has(actorId);
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const hasActorInEncounters = encountersSet.has(actorId);
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if (hasActorInMembers || hasActorInEncounters) {
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const newMembers = hasActorInMembers ? members.filter(id => id !== actorId) : members;
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const newEncounters = hasActorInEncounters ? encounters.filter(id => id !== actorId) : encounters;
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await group.update({
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'system.members': newMembers,
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'system.encounters': newEncounters
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});
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}
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}
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// Remove groups from actor encounters
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const actor = game.actors.get(actorId);
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if (actor) {
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await actor.update({
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'system.encounters': []
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});
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}
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}
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/**
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* Adds an actor to a group.
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* @param {string} actorId - The actor ID
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* @param {string} groupId - The group ID
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*/
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static async addActorToGroup(actorId, groupId) {
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const actor = game.actors.get(actorId);
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const group = game.actors.get(groupId);
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if (!actor || !group || group.type !== 'group') return;
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// Add actor to group members using spread operator
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const groupMembers = [...(group.system.members || [])];
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if (!groupMembers.includes(actorId)) {
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groupMembers.push(actorId);
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await group.update({
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'system.members': groupMembers
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});
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}
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// Add group to actor encounters using spread operator
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const actorEncounters = [...(actor.system.encounters || [])];
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if (!actorEncounters.includes(groupId)) {
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actorEncounters.push(groupId);
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await actor.update({
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'system.encounters': actorEncounters
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});
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}
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}
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/**
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* Removes an actor from a group.
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* @param {string} actorId - The actor ID
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* @param {string} groupId - The group ID
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*/
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static async removeActorFromGroup(actorId, groupId) {
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const actor = game.actors.get(actorId);
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const group = game.actors.get(groupId);
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if (!actor || !group || group.type !== 'group') return;
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// Remove actor from group members using spread operator and filter
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const groupMembers = [...(group.system.members || [])].filter(id => id !== actorId);
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await group.update({
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'system.members': groupMembers
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});
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// Remove group from actor encounters using spread operator and filter
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const actorEncounters = [...(actor.system.encounters || [])].filter(id => id !== groupId);
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await actor.update({
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'system.encounters': actorEncounters
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});
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}
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/**
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* Initializes hooks for automatic synchronization between actors and groups.
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* Sets up event listeners for actor creation, updates, and deletion.
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*/
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static registerHooks() {
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// Hook on actor update - synchronize group memberships
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Hooks.on('updateActor', async (actor, changes, options, userId) => {
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if (!game.user.isGM && userId !== game.userId) return;
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// If it is a group being updated, sync its members
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if (actor.type === 'group') {
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await this.updateActorsOnGroupChange(actor, changes);
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}
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// If it is another actor being updated, sync its groups
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else {
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await this.updateGroupsOnActorChange(actor, changes);
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}
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});
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// Hook on actor creation - clean up invalid group references
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Hooks.on('createActor', async (actor, options, userId) => {
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if (!game.user.isGM && userId !== game.userId) return;
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// If a character is created, check for invalid group references
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if (actor.type !== 'group') {
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const encounters = [...(actor.system.encounters || [])];
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const validGroups = new Set(
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encounters.filter(id => game.actors.get(id))
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);
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// Only update if there are invalid references
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if (validGroups.size !== encounters.length) {
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await actor.update({
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'system.encounters': [...validGroups]
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});
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}
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}
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});
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// Hook on actor deletion - clean up references
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Hooks.on('deleteActor', async (actor, options, userId) => {
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if (!game.user.isGM && userId !== game.userId) return;
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if (actor.type === 'group') {
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// If a group is deleted, clean up references in its members and encounters
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const memberIds = [...(actor.system.members || [])];
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const encounterIds = [...(actor.system.encounters || [])];
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for (const id of [...memberIds, ...encounterIds]) {
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const a = game.actors.get(id);
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if (a) {
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const encounters = (a.system.encounters || []).filter(eid => eid !== actor.id);
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await a.update({
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'system.encounters': encounters
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});
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}
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}
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} else {
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// If an actor is deleted, remove it from all groups
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await this.removeActorFromAllGroups(actor.id);
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}
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});
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}
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}
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// Exporter pour utilisation globale
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export default GroupLink;
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