Add the ability for the Combat Tracker to make it multiple actor's turns at the same time
Combat Groups
This commit is contained in:
commit
b33d7b59eb
14 changed files with 374 additions and 9 deletions
BIN
assets/turn-marker.png
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BIN
assets/turn-marker.png
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After Width: | Height: | Size: 231 KiB |
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@ -16,6 +16,7 @@ export default [
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languageOptions: {
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globals: {
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CONFIG: `writable`,
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CONST: `readonly`,
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game: `readonly`,
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Handlebars: `readonly`,
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Hooks: `readonly`,
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@ -31,6 +32,10 @@ export default [
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renderTemplate: `readonly`,
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TextEditor: `readonly`,
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fromUuid: `readonly`,
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Combat: `readonly`,
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Combatant: `readonly`,
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canvas: `readonly`,
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Token: `readonly`,
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},
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},
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},
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@ -116,7 +116,7 @@ export class HeroSummaryCardV1 extends GenericAppMixin(HandlebarsApplicationMixi
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ctx.fate.selected = ctx.actor.system.fate;
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ctx.fate.options = [
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{ label: `RipCrypt.common.empty`, v: `` },
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...gameTerms.FatePath
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...Object.values(gameTerms.FatePath)
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.map(v => ({ label: `RipCrypt.common.path.${v}`, value: v })),
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];
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return ctx;
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37
module/Apps/sidebar/CombatTracker.mjs
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37
module/Apps/sidebar/CombatTracker.mjs
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@ -0,0 +1,37 @@
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const { CombatTracker } = foundry.applications.sidebar.tabs;
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export class RipCryptCombatTracker extends CombatTracker {
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/**
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* Changes the way the combat tracker renders combatant rows to account for
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* multiple combatants being in the same combat "group", thus all going at the
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* same time.
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*
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* @override
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*/
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async _prepareTurnContext(combat, combatant, index) {
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const turn = await super._prepareTurnContext(combat, combatant, index);
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turn.hasDecimals = true;
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turn.initiative = combatant.dynamicInitiative;
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const groupKey = combatant?.groupKey;
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if (groupKey && combat.started) {
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turn.active ||= combat.combatant?.groupKey === groupKey;
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if (turn.active && !turn.css.includes(`active`)) {
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turn.css += ` active`;
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};
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};
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return turn;
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};
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async _onRender(...args) {
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await super._onRender(...args);
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// Purge the combat controls that I don't want to exist because they don't
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// make sense in the system.
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this.element?.querySelector(`[data-action="resetAll"]`)?.remove();
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this.element?.querySelector(`[data-action="rollNPC"]`)?.remove();
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this.element?.querySelector(`[data-action="rollAll"]`)?.remove();
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};
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};
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@ -90,7 +90,7 @@ export class HeroData extends foundry.abstract.TypeDataModel {
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trim: true,
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nullable: false,
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choices: () => {
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return gameTerms.FatePath.concat(``);
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return Object.values(gameTerms.FatePath).concat(``);
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},
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}),
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level: new fields.SchemaField({
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139
module/documents/combat.mjs
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139
module/documents/combat.mjs
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@ -0,0 +1,139 @@
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/*
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Resources:
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- Combat : https://github.com/foundryvtt/dnd5e/blob/4.3.x/module/documents/combat.mjs
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- Combatant : https://github.com/foundryvtt/dnd5e/blob/4.3.x/module/documents/combatant.mjs
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- CombatTracker : https://github.com/foundryvtt/dnd5e/blob/4.3.x/module/applications/combat/combat-tracker.mjs
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*/
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export class RipCryptCombat extends Combat {
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get groups() {
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let groups = new Map();
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for (const combatant of this.combatants) {
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const groupKey = combatant.groupKey;
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if (!groupKey) { continue };
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if (groups.has(groupKey)) {
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groups.get(groupKey).push(combatant);
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} else {
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groups.set(groupKey, [combatant]);
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};
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};
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return groups;
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};
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/**
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* @override
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* Sorts combatants for the combat tracker in the following way:
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* - Distance from the current fate ordinal. (0 -> 3)
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* - Coin Flip result (if disposition matches flip result, then 0, otherwise, 0.5)
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*/
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_sortCombatants(a, b) {
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const ia = Number.isNumeric(a.dynamicInitiative) ? a.dynamicInitiative : -Infinity;
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const ib = Number.isNumeric(b.dynamicInitiative) ? b.dynamicInitiative : -Infinity;
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const delta = ia - ib;
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if (Math.sign(delta) !== 0) {
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return delta;
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};
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// fallback to alphabetical sort
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return a.name < b.name ? -1 : 1;
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};
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async nextTurn() {
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if (this.round === 0) {return this.nextRound()}
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const turn = this.turn ?? -1;
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const groupKey = this.turns[turn]?.groupKey;
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// Determine the next turn number
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let nextTurn = null;
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for (let i = turn + 1; i < this.turns.length; i++) {
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const combatant = this.turns[i];
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if (combatant.groupKey !== groupKey) {
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nextTurn = i;
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break;
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};
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};
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// Maybe advance to the next round
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if ((nextTurn === null) || (nextTurn >= this.turns.length)) {return this.nextRound()}
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const advanceTime = this.getTimeDelta(this.round, this.turn, this.round, nextTurn);
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// Update the document, passing data through a hook first
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const updateData = {round: this.round, turn: nextTurn};
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const updateOptions = {direction: 1, worldTime: {delta: advanceTime}};
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Hooks.callAll(`combatTurn`, this, updateData, updateOptions);
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await this.update(updateData, updateOptions);
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return this;
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};
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async previousTurn() {
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if (this.round === 0) { return this }
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if ((this.turn === 0) || (this.turns.length === 0)) {return this.previousRound()}
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const currentTurn = (this.turn ?? this.turns.length) - 1;
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let previousTurn = null;
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const groupKey = this.combatant.groupKey;
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for (let i = currentTurn; i >= 0; i--) {
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const combatant = this.turns[i];
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if (combatant.groupKey !== groupKey) {
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previousTurn = i;
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break;
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}
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}
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if (previousTurn < 0) {
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if (this.round === 1) {
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this.round = 0;
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return this;
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};
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return this.previousRound();
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}
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const advanceTime = this.getTimeDelta(this.round, this.turn, this.round, previousTurn);
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// Update the document, passing data through a hook first
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const updateData = {round: this.round, turn: previousTurn};
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const updateOptions = {direction: -1, worldTime: {delta: advanceTime}};
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Hooks.callAll(`combatTurn`, this, updateData, updateOptions);
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await this.update(updateData, updateOptions);
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return this;
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};
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/**
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* Overridden to make it so that there can be multiple tokens with turn markers
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* visible at the same time.
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*
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* @protected
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* @internal
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* @override
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*/
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_updateTurnMarkers() {
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if (!canvas.ready) { return };
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const tokenGroup = this.combatant?.groupKey;
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for (const token of canvas.tokens.turnMarkers) {
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const actor = token.actor ?? token.baseActor;
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if (actor?.groupKey !== tokenGroup) {
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token.renderFlags.set({refreshTurnMarker: true});
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}
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}
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if (!this.active) { return };
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const currentToken = this.combatant?.token?._object;
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if (!tokenGroup && currentToken) {
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currentToken.renderFlags.set({refreshTurnMarker: true});
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} else {
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const group = this.groups.get(tokenGroup) ?? [];
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for (const combatant of group) {
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combatant.token?._object?.renderFlags.set({ refreshTurnMarker: true });
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}
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}
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}
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};
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70
module/documents/combatant.mjs
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70
module/documents/combatant.mjs
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@ -0,0 +1,70 @@
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import { distanceBetweenFates } from "../utils/distanceBetweenFates.mjs";
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export class RipCryptCombatant extends Combatant {
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get disposition() {
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switch (this.token?.disposition) {
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case CONST.TOKEN_DISPOSITIONS.HOSTILE:
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return `hostile`;
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case CONST.TOKEN_DISPOSITIONS.FRIENDLY:
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return `friendly`;
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};
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return `unknown`;
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};
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/**
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* Used by the Combat tracker to order combatants according to their
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* fate path and the coin flip.
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*/
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get dynamicInitiative() {
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let total = 0;
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const start = game.settings.get(`ripcrypt`, `currentFate`);
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const end = this.actor?.system?.fate || this.baseActor?.system?.fate;
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total += distanceBetweenFates(start, end);
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const whoFirst = game.settings.get(`ripcrypt`, `whoFirst`);
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if (whoFirst) {
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const disposition = this.disposition;
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if (disposition === `unknown`) {
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total += 0.25;
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} else if (whoFirst !== disposition) {
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total += 0.5;
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};
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};
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return total;
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};
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get groupKey() {
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const path = this.token?.actor?.system?.fate;
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// Disallow grouping things that don't have a fate path
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if (!path) { return null };
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// Token Disposition (group into: friendlies, unknown, hostiles)
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let disposition = this.disposition;
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return `${path}:${disposition}`;
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};
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/**
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* Used to create the turn marker when the combatant is added if they're in
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* the group whose turn it is.
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*
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* @override
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*/
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_onCreate() {
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this.token?._object?._refreshTurnMarker();
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};
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/**
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* Used to remove the turn marker when the combatant is removed from combat
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* if they had it visible so that it doesn't stick around infinitely.
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*
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* @override
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*/
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_onDelete() {
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this.token?._object?._refreshTurnMarker();
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};
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};
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34
module/documents/token.mjs
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34
module/documents/token.mjs
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@ -0,0 +1,34 @@
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const { TokenTurnMarker } = foundry.canvas.placeables.tokens;
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export class RipCryptToken extends Token {
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/**
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* Overridden using a slightly modified implementation in order to make it so
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* that the turn marker shows up on tokens if they're in the same group as the
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* currently active combatant
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*
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* @override
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*/
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_refreshTurnMarker() {
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// Should a Turn Marker be active?
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const {turnMarker} = this.document;
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const markersEnabled = CONFIG.Combat.settings.turnMarker.enabled
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&& (turnMarker.mode !== CONST.TOKEN_TURN_MARKER_MODES.DISABLED);
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const combatant = game.combat?.active ? game.combat.combatant : null;
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const isTurn = combatant && (combatant.groupKey === this.combatant?.groupKey);
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const isDefeated = combatant && combatant.isDefeated;
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const markerActive = markersEnabled && isTurn && !isDefeated;
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// Activate a Turn Marker
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if (markerActive) {
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if (!this.turnMarker) {
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this.turnMarker = this.addChildAt(new TokenTurnMarker(this), 0);
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};
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canvas.tokens.turnMarkers.add(this);
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this.turnMarker.draw();
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} else if (this.turnMarker) {
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canvas.tokens.turnMarkers.delete(this);
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this.turnMarker.destroy();
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this.turnMarker = null;
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}
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}
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};
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@ -11,12 +11,12 @@ export const gameTerms = Object.preventExtensions({
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FLECT: `flect`,
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FRACT: `fract`,
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}),
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FatePath: [
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`North`,
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`East`,
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`South`,
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`West`,
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],
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FatePath: Object.freeze({
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NORTH: `North`,
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EAST: `East`,
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SOUTH: `South`,
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WEST: `West`,
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}),
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Access: [
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`Common`,
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`Uncommon`,
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@ -4,6 +4,7 @@ import { CombinedHeroSheet } from "../Apps/ActorSheets/CombinedHeroSheet.mjs";
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import { DelveTourApp } from "../Apps/DelveTourApp.mjs";
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import { HeroSkillsCardV1 } from "../Apps/ActorSheets/HeroSkillsCardV1.mjs";
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import { HeroSummaryCardV1 } from "../Apps/ActorSheets/HeroSummaryCardV1.mjs";
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import { RipCryptCombatTracker } from "../Apps/sidebar/CombatTracker.mjs";
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// Data Models
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import { AmmoData } from "../data/Item/Ammo.mjs";
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@ -18,7 +19,10 @@ import { WeaponData } from "../data/Item/Weapon.mjs";
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import { CryptDie } from "../dice/CryptDie.mjs";
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// Documents
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import { RipCryptCombat } from "../documents/combat.mjs";
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import { RipCryptCombatant } from "../documents/combatant.mjs";
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import { RipCryptItem } from "../documents/item.mjs";
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import { RipCryptToken } from "../documents/token.mjs";
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// Misc
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import helpers from "../handlebarHelpers/_index.mjs";
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@ -32,6 +36,7 @@ import { registerWorldSettings } from "../settings/worldSettings.mjs";
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Hooks.once(`init`, () => {
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Logger.log(`Initializing`);
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CONFIG.Combat.initiative.decimals = 2;
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CONFIG.ui.crypt = DelveTourApp;
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// #region Settings
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@ -53,6 +58,10 @@ Hooks.once(`init`, () => {
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// #endregion
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// #region Class Changes
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CONFIG.ui.combat = RipCryptCombatTracker;
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CONFIG.Combat.documentClass = RipCryptCombat;
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CONFIG.Combatant.documentClass = RipCryptCombatant;
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CONFIG.Token.objectClass = RipCryptToken;
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CONFIG.Item.documentClass = RipCryptItem;
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CONFIG.Dice.terms.d = CryptDie;
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// #endregion
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@ -94,6 +103,7 @@ Hooks.once(`init`, () => {
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// #region Token Attrs
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CONFIG.Actor.trackableAttributes.hero = HeroData.trackableAttributes;
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// #endregion
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registerCustomComponents();
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Handlebars.registerHelper(helpers);
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@ -1,3 +1,4 @@
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import { filePath } from "../consts.mjs";
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import { Logger } from "../utils/Logger.mjs";
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Hooks.once(`ready`, () => {
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@ -21,4 +22,15 @@ Hooks.once(`ready`, () => {
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if (game.settings.get(`ripcrypt`, `showDelveTour`)) {
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ui.crypt.render({ force: true });
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};
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// MARK: 1-time updates
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if (!game.settings.get(`ripcrypt`, `firstLoadFinished`)) {
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// Update the turnMarker to be the RipCrypt defaults
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const combatConfig = game.settings.get(`core`, `combatTrackerConfig`);
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combatConfig.turnMarker.src = filePath(`assets/turn-marker.png`);
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combatConfig.turnMarker.animation = `spinPulse`;
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game.settings.set(`core`, `combatTrackerConfig`, combatConfig);
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}
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||||
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||||
game.settings.set(`ripcrypt`, `firstLoadFinished`, true);
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});
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|
|
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|||
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@ -8,4 +8,35 @@ export function registerMetaSettings() {
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ui.crypt.render({ parts: [ `delveConditions` ]});
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},
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});
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game.settings.register(`ripcrypt`, `currentFate`, {
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scope: `world`,
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type: String,
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config: false,
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requiresReload: false,
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onChange: async () => {
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||||
await ui.crypt.render({ parts: [ `fate` ] });
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await game.combat.setupTurns();
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await ui.combat.render({ parts: [ `tracker` ] });
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},
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});
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game.settings.register(`ripcrypt`, `whoFirst`, {
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scope: `world`,
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type: String,
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config: false,
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requiresReload: false,
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initial: `friendly`,
|
||||
onChange: async () => {
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||||
await game.combat.setupTurns();
|
||||
await ui.combat.render({ parts: [ `tracker` ] });
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||||
},
|
||||
});
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||||
|
||||
game.settings.register(`ripcrypt`, `firstLoadFinished`, {
|
||||
scope: `world`,
|
||||
type: Boolean,
|
||||
initial: false,
|
||||
requiresReload: false,
|
||||
});
|
||||
};
|
||||
|
|
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|||
|
|
@ -15,7 +15,7 @@ const augmentedProps = new Set([
|
|||
export const Logger = new Proxy(console, {
|
||||
get(target, prop, _receiver) {
|
||||
if (augmentedProps.has(prop)) {
|
||||
return (...args) => target[prop](game.system.id, `|`, ...args);
|
||||
return target[prop].bind(target, game.system.id, `|`);
|
||||
};
|
||||
return target[prop];
|
||||
},
|
||||
|
|
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|||
27
module/utils/distanceBetweenFates.mjs
Normal file
27
module/utils/distanceBetweenFates.mjs
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
import { gameTerms } from "../gameTerms.mjs";
|
||||
import { Logger } from "./Logger.mjs";
|
||||
|
||||
const { FatePath } = gameTerms;
|
||||
|
||||
export function isOppositeFates(a, b) {
|
||||
return (a === FatePath.NORTH && b === FatePath.SOUTH)
|
||||
|| (a === FatePath.EAST && b === FatePath.WEST);
|
||||
};
|
||||
|
||||
export function distanceBetweenFates(start, end) {
|
||||
if (!start || !end) {
|
||||
Logger.error(`Start and End must both have a defined value, given`, {start, end});
|
||||
return undefined;
|
||||
};
|
||||
|
||||
if (isOppositeFates(start, end)) {
|
||||
return 2;
|
||||
};
|
||||
|
||||
let isForward = start === FatePath.SOUTH && end === FatePath.WEST;
|
||||
isForward ||= start === FatePath.NORTH && end === FatePath.EAST;
|
||||
if (isForward) {
|
||||
return 1;
|
||||
};
|
||||
return 3;
|
||||
};
|
||||
Loading…
Add table
Add a link
Reference in a new issue