ripcrypt/module/documents/combat.mjs
2025-02-15 01:46:16 -07:00

144 lines
4 KiB
JavaScript

/*
Resources:
- Combat : https://github.com/foundryvtt/dnd5e/blob/4.3.x/module/documents/combat.mjs
- Combatant : https://github.com/foundryvtt/dnd5e/blob/4.3.x/module/documents/combatant.mjs
- CombatTracker : https://github.com/foundryvtt/dnd5e/blob/4.3.x/module/applications/combat/combat-tracker.mjs
*/
export class RipCryptCombat extends Combat {
get groups() {
let groups = new Map();
for (const combatant of this.combatants) {
const groupKey = combatant.groupKey;
if (!groupKey) { continue };
if (groups.has(groupKey)) {
groups.get(groupKey).push(combatant);
} else {
groups.set(groupKey, [combatant]);
};
};
return groups;
};
/**
* @override
* Sorts combatants for the combat tracker in the following way:
* - Distance from the current fate ordinal. (0 -> 3)
* - Coin Flip result (if disposition matches flip result, then 0, otherwise, 0.5)
*/
_sortCombatants(a, b) {
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;
};
async nextTurn() {
if ( this.round === 0 ) {return this.nextRound()}
const turn = this.turn ?? -1;
const groupKey = this.turns[turn]?.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;
}
}
if (previousTurn < 0) {
if (this.round === 1) {
this.round = 0;
return this;
};
return this.previousRound();
}
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() {
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;
if (!tokenGroup && currentToken) {
currentToken.renderFlags.set({refreshTurnMarker: true});
} else {
const group = this.groups.get(tokenGroup) ?? [];
for (const combatant of group) {
combatant.token?._object?.renderFlags.set({ refreshTurnMarker: true });
}
}
}
async _manageTurnEvents() {
try {
await super._manageTurnEvents();
} catch {
this._updateTurnMarkers();
};
};
};