foundry-vtt-system-midgard5/source/index.ts

209 lines
6.9 KiB
TypeScript

import Logger from "./utils/Logger";
import M5CharacterSheet from "./module/sheets/M5CharacterSheet";
import preloadTemplates from "./PreloadTemplates";
import { M5Character } from "./module/actors/M5Character";
import { M5Skill } 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 `${obj}`;
});
Handlebars.registerHelper("actorItemValue", (actorId: any, itemId: string, path: string) => {
//console.log("actorItemValue", actorId, itemId, path)
const actor = (game as Game).actors.get(actorId);
let obj = actor.items.get(itemId).system;
path.split(".").forEach((p) => {
if (obj) obj = obj[p];
});
return `${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());
});
// 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: '<i class="fas fa-tint"></i>',
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"].isGm && damageRolls > 0;
},
callback: (li) => applyDamage(li, 2),
},
{
name: "AP Schaden",
icon: '<i class="fas fa-shield-alt"></i>',
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"].isGm && damageRolls > 0;
},
callback: (li) => applyDamage(li, 1),
},
{
name: "LP & AP Heilen",
icon: '<i class="fas fa-heart"></i>',
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"].isGm && damageRolls > 0;
},
callback: (li) => applyDamage(li, -1),
},
{
name: "AP Heilen",
icon: '<i class="far fa-heart"></i>',
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"].isGm && damageRolls > 0;
},
callback: (li) => applyDamage(li, -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 += Math.min(damageValue, token["system"].lp.max - damageValue);
case -2:
token["system"].ap.value += Math.min(damageValue, token["system"].ap.max - damageValue);
}
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 += Math.min(damageValue, actor["system"].lp.max - damageValue);
case -2:
actor["system"].ap.value += Math.min(damageValue, actor["system"].ap.max - damageValue);
}
actor.render();
}
}