Files
DeltaGreen/module/deltagreen.js
T
jalensailin 2754781efd manually fix most of remaining ESLint errors;
everything still works in my testing
2023-09-28 23:07:53 -04:00

548 lines
15 KiB
JavaScript

/* globals $ Hooks game CONFIG Actors Items ActorSheet ItemSheet Handlebars Macro ChatMessage ui duplicate arguments */
// Import Modules
import DeltaGreenActor from "./actor/actor.js";
import DeltaGreenActorSheet from "./actor/actor-sheet.js";
import DeltaGreenItem from "./item/item.js";
import DeltaGreenItemSheet from "./item/item-sheet.js";
import * as DGRolls from "./roll/roll.js";
import registerSystemSettings from "./settings.js";
import preloadHandlebarsTemplates from "./templates.js";
import ParseDeltaGreenStatBlock from "./other/stat-parser-macro.js";
import DGUtils from "./other/utility-functions.js";
Hooks.once("init", async () => {
game.deltagreen = {
DeltaGreenActor,
DeltaGreenItem,
rollItemMacro,
rollItemSkillCheckMacro,
rollSkillMacro,
ParseDeltaGreenStatBlock,
};
/**
* Set an initiative formula for the system
* @type {String}
*/
CONFIG.Combat.initiative = {
formula: "@statistics.dex.value",
decimals: 0,
};
// Register custom dice rolls
Object.values(DGRolls).forEach((cls) => CONFIG.Dice.rolls.push(cls));
// Register System Settings
registerSystemSettings();
// Define custom Entity classes
CONFIG.Actor.documentClass = DeltaGreenActor;
CONFIG.Item.documentClass = DeltaGreenItem;
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
Items.unregisterSheet("core", ItemSheet);
Actors.registerSheet("deltagreen", DeltaGreenActorSheet, {
makeDefault: true,
});
Items.registerSheet("deltagreen", DeltaGreenItemSheet, { makeDefault: true });
// Preload Handlebars Templates
preloadHandlebarsTemplates();
// Add Handlebars helpers
Handlebars.registerHelper(
"localizeWithFallback",
function (value, fallbackValue) {
return DGUtils.localizeWithFallback(value, fallbackValue);
},
);
Handlebars.registerHelper("concat", (...args) => {
let outStr = "";
for (const arg in args) {
if (typeof args[arg] !== "object") {
outStr += args[arg];
}
}
return outStr;
});
Handlebars.registerHelper("toLowerCase", (str) => {
try {
return str.toLowerCase();
} catch (error) {
return "";
}
});
Handlebars.registerHelper("toUpperCase", (str) => {
try {
return str.toUpperCase();
} catch (error) {
return "";
}
});
Handlebars.registerHelper("if_eq", (a, b, opts) => {
if (a === b) {
return opts.fn(this);
}
return opts.inverse(this);
});
Handlebars.registerHelper("if_not_eq", (a, b, opts) => {
if (a !== b) {
return opts.fn(this);
}
return opts.inverse(this);
});
Handlebars.registerHelper("if_gt", (a, b, trueVal, falseVal) => {
if (a > b) {
return trueVal;
}
return falseVal;
});
Handlebars.registerHelper("cite_ahb", (page) => {
return `See page ${page} of the Agent's Handbook.`;
});
Handlebars.registerHelper("formatLethality", (lethality) => {
if (lethality > 0) {
return `${lethality.toString()}%`;
}
return "";
});
// Is this used anywhere?
Handlebars.registerHelper(
"getActorSkillProp",
(actorData, skillName, prop) => {
try {
if (skillName !== "" && prop !== "") {
const { skills } = actorData.data;
const skill = skills[skillName];
const propVal = skill[prop];
return propVal;
}
return "";
} catch (ex) {
console.log(ex);
return "";
}
},
);
Handlebars.registerHelper("getAvailableRollModes", () => {
try {
return CONFIG.Dice.rollModes;
} catch (error) {
return console.log(error);
}
});
Handlebars.registerHelper("getDefaultRollMode", () => {
try {
return game.settings.get("core", "rollMode");
} catch (error) {
return console.log(error);
}
});
Handlebars.registerHelper(
"calculateHandToHandCombatDamageFormulaBonus",
(strength) => {
try {
let bonus = "";
if (strength.value < 5) {
bonus = " - 2";
} else if (strength.value < 9) {
bonus = " - 1";
} else if (strength.value > 12 && strength < 17) {
bonus = " + 1";
} else if (strength.value > 16) {
bonus = " + 2";
}
return bonus;
} catch (error) {
return console.log(error);
}
},
);
Handlebars.registerHelper("localizeWeaponSkill", (skill) => {
let label = skill;
try {
if (skill === "dex") {
label = game.i18n.localize("DG.Attributes.dex");
}
if (skill === "DG.Skills.custom") {
label = game.i18n.localize("DG.ItemWindow.Custom");
} else {
label = game.i18n.localize(`DG.Skills.${skill}`);
}
} catch (error) {
console.log(error);
}
return label;
});
Handlebars.registerHelper(
"hideSkillBasedOnProficiencyAndUserChoice",
(hideUntrainedSkills, proficiency) => {
let showValue = true;
try {
if (hideUntrainedSkills === false) {
showValue = true;
} else if (proficiency > 0) {
showValue = true;
} else {
showValue = false;
}
} catch (error) {
console.log(error);
}
return showValue;
},
);
// looks at system setting for what font to use and returns the class that is then used in the handlebars template that
// generates the character sheet.
Handlebars.registerHelper("getFontFamilySystemSettingClass", () => {
const setting = game.settings.get("deltagreen", "characterSheetFont");
const characterSheetStyle = game.settings.get(
"deltagreen",
"characterSheetStyle",
);
/*
if(setting === "TypeWriterCondensed"){
return "typewriter-condensed-font";
}
else if(setting === "Martel"){
return "martel-font";
}
else if(setting === "Signika"){
return "signika-font";
}
else if(setting === "atwriter"){
return "atwriter-font";
}
else if(setting === "SpecialElite"){
return "special-elite-font";
}
else if(setting === "PublicSans"){
return "public-sans-font";
}
else{
return "martel-font";
}
*/
/*
if(characterSheetStyle === "cowboy"){
return "special-elite-font";
}
else{
return "public-sans-font";
}
*/
});
Handlebars.registerHelper("getCharacterSheetStyle", () => {
const characterSheetStyle = game.settings.get(
"deltagreen",
"characterSheetStyle",
);
if (characterSheetStyle === "cowboy") {
return "cowboy-style";
}
if (characterSheetStyle === "outlaw") {
return "outlaw-style";
}
return "program-style";
});
Handlebars.registerHelper("keepSanityPrivate", () => {
let setting = false;
try {
setting = game.settings.get("deltagreen", "keepSanityPrivate");
if (game.user.isGM) {
setting = false;
}
} catch (ex) {
setting = false;
}
return setting;
});
});
Handlebars.registerHelper("playerHasGamemasterPrivileges", () => {
return game.user.isGM;
});
Handlebars.registerHelper("showImpossibleLandscapesContent", () => {
let result = false;
const setting = game.settings.get(
"deltagreen",
"showImpossibleLandscapesContent",
);
if (game.user.isGM === true && setting === true) {
result = true;
}
return result;
});
Hooks.once("ready", async () => {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on("hotbarDrop", (bar, data, slot) =>
createDeltaGreenMacro(data, slot),
);
});
Hooks.on("ready", () => {
// let backgroundImageSetting = game.settings.get("deltagreen", "characterSheetBackgroundImageSetting");
// let characterSheetStyle = game.settings.get("deltagreen", "characterSheetStyle");
// let customCss = "";
// let customStyle = document.createElement("style");
// customStyle.id = "dg-custom-css";
/*
if(backgroundImageSetting === "OldPaper1"){
customCss += `div.deltagreen.sheet.actor section.window-content{
background: url("systems/deltagreen/assets/img/old_paper.jpg") !important;
}`;
}
else if(backgroundImageSetting === "IvoryPaper"){
customCss += `div.deltagreen.sheet.actor section.window-content{
background-size: 100% !important;
}`;
}
*/
/*
if(characterSheetStyle === "cowboy"){
customCss += `div.deltagreen.sheet.actor section.window-content{
background: url("systems/deltagreen/assets/img/old_paper.jpg") !important;
}`;
}
else if(characterSheetStyle === "program"){
customCss += `div.deltagreen.sheet.actor section.window-content{
background: url("systems/deltagreen/assets/img/CrumpledPlainPaper10.webp") !important;
}`;
}
customStyle.innerHTML = customCss;
if(customCss != ""){
//document.querySelector("head").appendChild(customStyle);
}
*/
});
Hooks.on("preCreateItem", (item) => {
console.log("preCreateItem");
console.log(item.img);
console.log(item.type);
if (item.img === "icons/svg/item-bag.svg") {
if (item.type === "bond") {
item.updateSource({
img: "systems/deltagreen/assets/icons/person-black-bg.svg",
});
} else {
item.updateSource({
img: "systems/deltagreen/assets/icons/swap-bag-black-bg.svg",
});
}
}
});
Hooks.on("renderSidebarTab", async (app, html) => {
if (app.options.id === "actors") {
const button = $(
"<button class='import-cd'><i class='fas fa-file-import'></i> Parse Stat Block</button>",
);
button.click(() => {
ParseDeltaGreenStatBlock();
});
html.find(".directory-footer").append(button);
}
});
// Note - this event is fired on ALL connected clients...
Hooks.on("createActor", async (actor, options, userId) => {
try {
// use this to trap on if this hook is firing for the same user that triggered the create
// can put logic specific to a particular user session below
if (userId !== game.user.id) return;
if (actor !== null) {
if (actor.type === "agent") {
// update the default type skill of Art - Painting's labels to try to be localized
// since I really backed myself into a corner on this with my implementation of it...
console.log("createActor Hook");
const artLabel = game.i18n.translations.DG?.TypeSkills?.Art ?? "Art";
const paintingLabel =
game.i18n.translations.DG?.TypeSkills?.Subskills?.Painting ??
"Painting";
const updatedData = duplicate(actor.system);
updatedData.typedSkills.tskill_01.group = artLabel;
updatedData.typedSkills.tskill_01.label = paintingLabel;
actor.update({ data: updatedData });
// throw on an unarmed strike item for convenience
actor.AddUnarmedAttackItemIfMissing();
} else if (actor.type === "unnatural") {
// Do nothing.
} else if (actor.type === "vehicle") {
actor.AddBaseVehicleItemsIfMissing();
}
}
} catch (ex) {
console.log(ex);
}
});
/* -------------------------------------------- */
/* Hotbar Macros */
/* -------------------------------------------- */
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {Object} data The dropped data
* @param {number} slot The hotbar slot to use
* @returns {Promise}
*/
async function createDeltaGreenMacro(data, slot) {
// Definitely should not be doing assignments in conditionals but if we fix this, it breaks macro creation.
// eslint-disable-next-line no-cond-assign
if ((data.type = "Item" && data.itemData.type !== "weapon")) return;
// if (!("data" in data)) return ui.notifications.warn("You can only create macro buttons for owned Items");
const item = data.itemData;
// Create the macro command
let command = "// Uncomment line below to also roll skill check if desired.";
command += `\n//game.deltagreen.rollItemSkillCheckMacro("${item._id}");`;
command += `\ngame.deltagreen.rollItemMacro("${item._id}");`;
// let macro = game.macros.entities.find(m => (m.name === data.name) && (m.command === command));
// if (!macro) {
const macro = await Macro.create({
name: data.itemData.name,
type: "script",
img: data.itemData.img,
command,
flags: { "deltagreen.itemMacro": true },
});
// }
game.user.assignHotbarMacro(macro, slot);
}
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {string} itemName
* @return {Promise}
*/
async function rollItemMacro(itemId) {
const speaker = ChatMessage.getSpeaker();
let actor;
if (speaker.token) actor = game.actors.tokens[speaker.token];
if (!actor) actor = game.actors.get(speaker.actor);
if (!actor)
return ui.notifications.warn("Must have an Actor selected first.");
let item = actor ? actor.items.find((i) => i._id === itemId) : null;
// for backwards compatibility with older macros, where I unwisely set it to use name instead of id
if (!item) {
item = actor ? actor.items.find((i) => i.name === itemId) : null;
}
if (!item)
return ui.notifications.warn(
`Your controlled Actor does not have an item named ${itemId}`,
);
// Trigger the item roll
const r = await item.roll();
return r;
}
function rollItemSkillCheckMacro(itemId) {
const speaker = ChatMessage.getSpeaker();
let actor;
if (speaker.token) actor = game.actors.tokens[speaker.token];
if (!actor) actor = game.actors.get(speaker.actor);
if (!actor)
return ui.notifications.warn("Must have an Actor selected first.");
let item = actor ? actor.items.find((i) => i._id === itemId) : null;
// for backwards compatibility with older macros, where I unwisely set it to use name instead of id
if (!item) {
item = actor ? actor.items.find((i) => i.name === itemId) : null;
}
if (!item)
return ui.notifications.warn(
`Your controlled Actor does not have an item '${item.name}'`,
);
const skillName = item.system.skill.toString();
const roll = new DGRolls.DGPercentileRoll(
"1D100",
{},
{ rollType: "weapon", key: skillName, actor, item },
);
return actor.sheet.processRoll({}, roll);
}
function rollSkillMacro(skillName) {
const speaker = ChatMessage.getSpeaker();
let actor;
if (speaker.token) actor = game.actors.tokens[speaker.token];
if (!actor) actor = game.actors.get(speaker.actor);
if (!actor)
return ui.notifications.warn("Must have an Actor selected first.");
const skill = actor.system.skills[skillName];
if (!skill) return ui.notifications.warn("Bad skill name passed to macro.");
const roll = new DGRolls.DGPercentileRoll(
"1D100",
{},
{ rollType: "skill", key: skillName, actor },
);
return actor.sheet.processRoll({}, roll);
// sendPercentileTestToChat(actor, translatedSkillLabel, skill.proficiency);
}