More progress

* Make it so that the initiative isn't actually saved to the database
* Add .25 for unknown disposition entities
* Add .5 for entities that lose the coinflip
This commit is contained in:
Oliver-Akins 2025-02-14 23:23:53 -07:00
parent e302b56a4e
commit c549a59c13
6 changed files with 146 additions and 23 deletions

View file

@ -34,6 +34,7 @@ export default [
fromUuid: `readonly`,
Combat: `readonly`,
Combatant: `readonly`,
canvas: `readonly`,
},
},
},

View file

@ -1,5 +1,3 @@
import { Logger } from "../../utils/Logger.mjs";
const { CombatTracker } = foundry.applications.sidebar.tabs;
export class RipCryptCombatTracker extends CombatTracker {
@ -7,15 +5,13 @@ export class RipCryptCombatTracker extends CombatTracker {
* @override
*/
async _prepareTurnContext(combat, combatant, index) {
Logger.debug(`_prepareTurnContext`);
const turn = await super._prepareTurnContext(combat, combatant, index);
// if ( !this.viewed ) return;
turn.hasDecimals = true;
turn.initiative = combatant.dynamicInitiative;
// ! TODO: This is causing an error while the combat is not active, but is fine when it's active, this needs to be fixed
Logger.debug(turn, combatant);
const groupKey = combatant.groupKey;
if (groupKey) {
if (groupKey && combat.started) {
turn.active ||= combat.combatant.groupKey === groupKey;
if (turn.active && !turn.css.includes(`active`)) {
turn.css += `active`;
@ -23,5 +19,15 @@ export class RipCryptCombatTracker extends CombatTracker {
};
return turn;
}
};
async _onRender(...args) {
await super._onRender(...args);
// Purge the combat controls that I don't want to exist because they don't
// make sense in the system.
this.element.querySelector(`[data-action="resetAll"]`)?.remove();
this.element.querySelector(`[data-action="rollNPC"]`)?.remove();
this.element.querySelector(`[data-action="rollAll"]`)?.remove();
};
};

View file

@ -31,15 +31,102 @@ export class RipCryptCombat extends Combat {
* - Coin Flip result (if disposition matches flip result, then 0, otherwise, 0.5)
*/
_sortCombatants(a, b) {
// The distance from fate
return super._sortCombatants(a, b) * -1;
const ia = Number.isNumeric(a.dynamicInitiative) ? a.dynamicInitiative : -Infinity;
const ib = Number.isNumeric(b.dynamicInitiative) ? b.dynamicInitiative : -Infinity;
const delta = ia - ib;
if (Math.sign(delta) !== 0) {
return delta;
};
// fallback to alphabetical sort
return a.name < b.name ? -1 : 1;
};
// nextTurn() {
// // Make it skip all combatants with the same initiative value
// };
async nextTurn() {
if ( this.round === 0 ) {return this.nextRound()}
// previousTurn() {
// // Go back a step
// };
const turn = this.turn ?? -1;
const groupKey = this.combatant.groupKey;
// Determine the next turn number
let nextTurn = null;
for (let i = turn + 1; i < this.turns.length; i++) {
const combatant = this.turns[i];
if (combatant.groupKey !== groupKey) {
nextTurn = i;
break;
};
};
// Maybe advance to the next round
if ( (nextTurn === null) || (nextTurn >= this.turns.length) ) {return this.nextRound()}
const advanceTime = this.getTimeDelta(this.round, this.turn, this.round, nextTurn);
// Update the document, passing data through a hook first
const updateData = {round: this.round, turn: nextTurn};
const updateOptions = {direction: 1, worldTime: {delta: advanceTime}};
Hooks.callAll(`combatTurn`, this, updateData, updateOptions);
await this.update(updateData, updateOptions);
return this;
};
async previousTurn() {
if (this.round === 0) { return this }
if ((this.turn === 0) || (this.turns.length === 0)) {return this.previousRound()}
const currentTurn = (this.turn ?? this.turns.length) - 1;
let previousTurn = null;
const groupKey = this.combatant.groupKey;
for (let i = currentTurn; i >= 0; i--) {
const combatant = this.turns[i];
if (combatant.groupKey !== groupKey) {
previousTurn = i;
break;
}
}
const advanceTime = this.getTimeDelta(this.round, this.turn, this.round, previousTurn);
// Update the document, passing data through a hook first
const updateData = {round: this.round, turn: previousTurn};
const updateOptions = {direction: -1, worldTime: {delta: advanceTime}};
Hooks.callAll(`combatTurn`, this, updateData, updateOptions);
await this.update(updateData, updateOptions);
return this;
};
/**
* Update display of Token combat turn markers.
* @protected
* @internal
*/
_updateTurnMarkers() {
return super._updateTurnMarkers();
/* eslint-disable no-unreachable */
if (!canvas.ready) { return };
const tokenGroup = this.combatant?.groupKey;
for (const token of canvas.tokens.turnMarkers) {
const actor = token.actor ?? token.baseActor;
if (actor?.groupKey !== tokenGroup) {
token.renderFlags.set({refreshTurnMarker: true});
}
}
if (!this.active) { return };
const currentToken = this.combatant?.token?._object;
console.log(this.combatant.token._object)
if (!tokenGroup && currentToken) {
currentToken.renderFlags.set({refreshTurnMarker: true});
} else {
for (const combatant of this.groups.get(tokenGroup)) {
console.log(combatant.token._object);
combatant.token._object.renderFlags.set({ refreshTurnMarker: true });
}
}
/* eslint-enable no-unreachable */
}
};

View file

@ -2,17 +2,34 @@ import { distanceBetweenFates } from "../utils/distanceBetweenFates.mjs";
export class RipCryptCombatant extends Combatant {
async _preCreate(data, options, user) {
const allowed = await super._preCreate(data, options, user);
if (allowed === false) { return false };
get disposition() {
switch (this.token.disposition) {
case CONST.TOKEN_DISPOSITIONS.HOSTILE:
return `hostile`;
case CONST.TOKEN_DISPOSITIONS.FRIENDLY:
return `friendly`;
};
return `unknown`;
};
get dynamicInitiative() {
let total = 0;
const start = game.settings.get(`ripcrypt`, `currentFate`);
const end = this.actor?.system?.fate || this.baseActor?.system?.fate;
const fateDistance = distanceBetweenFates(start, end);
total += distanceBetweenFates(start, end);
this.updateSource({
initiative: fateDistance,
});
const whoFirst = game.settings.get(`ripcrypt`, `whoFirst`);
const disposition = this.disposition;
if (whoFirst) {
if (disposition === `unknown`) {
total += 0.25;
} else if (whoFirst !== disposition) {
total += 0.5;
};
}
return total;
};
get groupKey() {

View file

@ -35,6 +35,7 @@ import { RipCryptCombatTracker } from "../Apps/sidebar/CombatTracker.mjs";
Hooks.once(`init`, () => {
Logger.log(`Initializing`);
CONFIG.Combat.initiative.decimals = 1;
CONFIG.ui.crypt = DelveTourApp;
// #region Settings

View file

@ -18,4 +18,15 @@ export function registerMetaSettings() {
ui.crypt.render({ parts: [ `fate` ] });
},
});
game.settings.register(`ripcrypt`, `whoFirst`, {
scope: `world`,
type: String,
config: false,
requiresReload: false,
initial: `friendly`,
onChange: async () => {
await game.combat.setupTurns();
await ui.combat.render({ parts: [ `tracker` ] });
},
});
};