import Logger from "./utils/Logger"; import M5CharacterSheet from "./module/sheets/M5CharacterSheet"; import preloadTemplates from "./PreloadTemplates"; import { M5Character } from "./module/actors/M5Character"; import { M5ItemMod, M5ModOperation, M5Skill, M5TimeUnit } from "./module/M5Base"; import { M5ItemSheet } from "./module/sheets/M5ItemSheet"; import { M5Item } from "./module/items/M5Item"; Hooks.once("init", async () => { Logger.log("M5 | Initialisierung Midgard 5"); Handlebars.registerHelper("times", (n: number, block) => { var accum = ""; for (let i = 0; i < n; ++i) accum += block.fn(i); return accum; }); Handlebars.registerHelper("array", (arr: any[], index: number) => { return arr[index]; }); Handlebars.registerHelper("m5concat", (...values) => { const options = values.pop(); const join = options.hash?.join || ""; //return new Handlebars.SafeString(values.join(join)); return values.map((val) => val.toString()).join(join); }); Handlebars.registerHelper("add", (...values) => { const options = values.pop(); return values.reduce((prev, cur) => prev + cur); }); Handlebars.registerHelper("localizeMidgard", (str: string) => { const template = Handlebars.compile("{{localize value}}"); return template({ value: "midgard5." + str, }); }); Handlebars.registerHelper("skillBonus", (actorId: string, skill: M5Skill) => { const actor = (game as Game).actors.get(actorId) as M5Character; return actor.skillBonus(skill).toString(); }); Handlebars.registerHelper("skillEw", (actorId: string, skill: M5Skill) => { const actor = (game as Game).actors.get(actorId) as M5Character; return actor.skillEw(skill).toString(); }); Handlebars.registerHelper("skill", (skillId: string) => { return (game as Game).items.get(skillId); }); Handlebars.registerHelper("itemValue", (id: string, path: string) => { let obj = (game as Game).items.get(id); path.split(".").forEach((p) => (obj = obj[p])); return `${obj}`; }); Handlebars.registerHelper("actorItemValue", (actorId: any, itemId: string, path: string, token?: boolean) => { //console.log("actorItemValue", actorId, itemId, path) const actor = (game as Game).actors.get(actorId); let obj = actor.items.get(itemId)?.system; path.split(".").forEach((p) => { if (obj) obj = obj[p]; }); return `${obj}`; }); Handlebars.registerHelper("icon", (relpath: string) => { return `systems/midgard5/assets/icons/${relpath}`; }); Handlebars.registerHelper("isSkillInList", (skillName: string, list: any) => { for (let key in list) { if (list[key]?.label?.toLowerCase() === skillName?.toLowerCase()) { return true; } } return false; }); Handlebars.registerHelper("stripHtml", function (param) { var regex = /(<([^>]+)>)/gi; return param.replace(regex, ""); }); Handlebars.registerHelper("contains", (label: string, contains: string) => { return label.toLowerCase().includes(contains.toLowerCase()); }); Handlebars.registerHelper("count", (object: any) => { var length = 0; for( var key in object ) { if( object.hasOwnProperty(key) ) { ++length; } } return length; }); // Default Sheet für Items definieren und das Standardsheet deaktivieren Items.unregisterSheet("core", ItemSheet); Items.registerSheet("midgard5", M5ItemSheet, { makeDefault: true }); // Default Sheet für Actors definieren und das Standardsheet deaktivieren Actors.unregisterSheet("core", ActorSheet); Actors.registerSheet("midgard5", M5CharacterSheet, { makeDefault: true }); CONFIG.Actor.documentClass = M5Character; CONFIG.Item.documentClass = M5Item; //RegisterSettings(); await preloadTemplates(); }); Hooks.once("setup", () => { Logger.log("Template module is being setup."); }); Hooks.on("getChatLogEntryContext", function (html, options) { options.push( { name: "LP & AP Schaden", icon: '', condition: (li) => { // Only show this context menu if there are re-rollable dice in the message const damageRolls = li.find(".apply-damage").length; // All must be true to show the reroll dialogue // The button doesn't work for the GM right now, so we don't need to show it return game["user"].character && damageRolls > 0; }, callback: (li) => applyDamage(li, 2), }, { name: "AP Schaden", icon: '', condition: (li) => { // Only show this context menu if there are re-rollable dice in the message const damageRolls = li.find(".apply-damage").length; // All must be true to show the reroll dialogue // The button doesn't work for the GM right now, so we don't need to show it return game["user"].character && damageRolls > 0; }, callback: (li) => applyDamage(li, 1), }, { name: "LP & AP Heilen", icon: '', condition: (li) => { // Only show this context menu if there are re-rollable dice in the message const damageRolls = li.find(".apply-damage").length; // All must be true to show the reroll dialogue // The button doesn't work for the GM right now, so we don't need to show it return game["user"].character && damageRolls > 0; }, callback: (li) => applyDamage(li, -1), }, { name: "AP Heilen", icon: '', condition: (li) => { // Only show this context menu if there are re-rollable dice in the message const damageRolls = li.find(".apply-damage").length; // All must be true to show the reroll dialogue // The button doesn't work for the GM right now, so we don't need to show it return game["user"].character && damageRolls > 0; }, callback: (li) => applyDamage(li, -2), } ); }); Hooks.on("updateCombat", function (combat: Combat, updateData: { round: number; turn: number }, updateOptions: { advanceTime: number; direction: number }) { if (combat.round % 2 === 0 && combat.turn !== null) { const tokenId = combat.current.tokenId; const actorId = combat.combatant["actorId"]; let currentToken = game["actors"].tokens[tokenId]; if (!currentToken) { currentToken = game["actors"].get(actorId); } let activeEffects = currentToken.items.filter((x) => x.type === "effect" && x.system.equipped) || []; activeEffects.forEach((effect) => { if (effect.system?.duration?.time > 0) { if (effect.system.duration.unit === M5TimeUnit.ROUND) { effect.system.duration.time -= 1; } } if (effect.system?.duration.time === 0 && effect.system.duration.unit !== M5TimeUnit.LIMITLESS) { effect.system.equipped = false; } for (const key in effect.system.mods) { if (effect.system.mods[key].operation === M5ModOperation.SUBTRACT) { switch (effect.system.mods[key].id) { case "lp": currentToken["system"].lp.value -= effect.system.mods[key].value; break; case "ap": currentToken["system"].ap.value -= effect.system.mods[key].value; break; } } else if (effect.system.mods[key].operation === M5ModOperation.ADD) { switch (effect.system.mods[key].id) { case "lp": currentToken["system"].lp.value += limitHeal(effect.system.mods[key].value, currentToken["system"].lp.value, currentToken["system"].lp.max); break; case "ap": currentToken["system"].ap.value += limitHeal(effect.system.mods[key].value, currentToken["system"].ap.value, currentToken["system"].ap.max); break; } } } }); currentToken.render(); } }); function limitHeal(heal: number, current: number, max: number): number { if (current === max) { return 0; } else if (heal + current > max) { return max - current; } return heal; } Hooks.on("renderCombatTracker", (combatTracker, html, context) => { if (context.combat === null) { html.find("h3.encounter-title")[0].innerHTML = game["i18n"].localize("midgard5.no-encounter"); } else if (Math.ceil(context.round / 2) === 0) { html.find("h3.encounter-title")[0].innerHTML = game["i18n"].localize("midgard5.encounter-not-started"); } else { html.find("h3.encounter-title")[0].innerHTML = (context.round % 2 == 1 ? game["i18n"].localize("midgard5.phase-movement") : game["i18n"].localize("midgard5.phase-action")) + " " + Math.ceil(context.round / 2); } }); Hooks.once("ready", () => { Logger.ok("Template module is now ready."); }); async function applyDamage(roll, direction) { const damageValue = Array.from(roll.find(".apply-damage") as HTMLElement[]) .map((x) => Math.max(0, Number(x.innerText))) .reduce((prev, curr) => prev + curr, 0); const userId = game["user"].character.id; const viewedSceneId = game["user"].viewedScene; const token = game["actors"].get(userId).getDependentTokens(viewedSceneId)[0]?.delta.syntheticActor; const actor = game["user"].character; if (token) { switch (direction) { case 2: token["system"].lp.value -= Math.max(0, damageValue - token["system"].calc.stats.lpProtection.value); case 1: token["system"].ap.value -= Math.max(0, damageValue - token["system"].calc.stats.apProtection.value); break; case -1: token["system"].lp.value += limitHeal(damageValue, token["system"].lp.value, token["system"].lp.max); case -2: token["system"].ap.value += limitHeal(damageValue, token["system"].ap.value, token["system"].ap.max); } token.render(); } else { switch (direction) { case 2: actor["system"].lp.value -= Math.max(0, damageValue - actor["system"].calc.stats.lpProtection.value); case 1: actor["system"].ap.value -= Math.max(0, damageValue - actor["system"].calc.stats.apProtection.value); break; case -1: actor["system"].lp.value += limitHeal(damageValue, token["system"].lp.value, token["system"].lp.max); case -2: actor["system"].ap.value += limitHeal(damageValue, token["system"].ap.value, token["system"].ap.max); } actor.render(); } }