Initial
This commit is contained in:
10
resources/app/client-esm/data/region-behaviors/_module.mjs
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10
resources/app/client-esm/data/region-behaviors/_module.mjs
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/** @module foundry.data.regionBehaviors */
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export {default as RegionBehaviorType} from "./base.mjs";
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export {default as AdjustDarknessLevelRegionBehaviorType} from "./adjust-darkness-level.mjs";
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export {default as DisplayScrollingTextRegionBehaviorType} from "./display-scrolling-text.mjs";
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export {default as ExecuteMacroRegionBehaviorType} from "./execute-macro.mjs";
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export {default as ExecuteScriptRegionBehaviorType} from "./execute-script.mjs";
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export {default as PauseGameRegionBehaviorType} from "./pause-game.mjs";
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export {default as SuppressWeatherRegionBehaviorType} from "./suppress-weather.mjs";
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export {default as TeleportTokenRegionBehaviorType} from "./teleport-token.mjs";
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export {default as ToggleBehaviorRegionBehaviorType} from "./toggle-behavior.mjs";
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@@ -0,0 +1,136 @@
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import RegionBehaviorType from "./base.mjs";
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import {REGION_EVENTS} from "../../../common/constants.mjs";
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import RegionMesh from "../../canvas/regions/mesh.mjs";
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import * as fields from "../../../common/data/fields.mjs";
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/**
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* The data model for a behavior that allows to suppress weather effects within the Region
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*/
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export default class AdjustDarknessLevelRegionBehaviorType extends RegionBehaviorType {
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/** @override */
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static LOCALIZATION_PREFIXES = ["BEHAVIOR.TYPES.adjustDarknessLevel", "BEHAVIOR.TYPES.base"];
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/* ---------------------------------------- */
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/**
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* Darkness level behavior modes.
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* @enum {number}
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*/
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static get MODES() {
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return AdjustDarknessLevelRegionBehaviorType.#MODES;
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}
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static #MODES = Object.freeze({
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/**
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* Override the darkness level with the modifier.
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*/
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OVERRIDE: 0,
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/**
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* Brighten the darkness level: `darknessLevel * (1 - modifier)`
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*/
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BRIGHTEN: 1,
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/**
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* Darken the darkness level: `1 - (1 - darknessLevel) * (1 - modifier)`.
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*/
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DARKEN: 2
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});
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/* ---------------------------------------- */
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/** @override */
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static defineSchema() {
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return {
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mode: new fields.NumberField({required: true, blank: false, choices: Object.fromEntries(Object.entries(this.MODES)
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.map(([key, value]) => [value, `BEHAVIOR.TYPES.adjustDarknessLevel.MODES.${key}.label`])),
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initial: this.MODES.OVERRIDE, validationError: "must be a value in AdjustDarknessLevelRegionBehaviorType.MODES"}),
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modifier: new fields.AlphaField({initial: 0, step: 0.01})
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};
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}
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/* ---------------------------------------- */
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/**
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* Called when the status of the weather behavior is changed.
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* @param {RegionEvent} event
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* @this {AdjustDarknessLevelRegionBehaviorType}
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*/
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static async #onBehaviorStatus(event) {
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// Create mesh
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if ( event.data.viewed === true ) {
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// Create darkness level mesh
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const dlMesh = new RegionMesh(this.region.object, AdjustDarknessLevelRegionShader);
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if ( canvas.performance.mode > CONST.CANVAS_PERFORMANCE_MODES.LOW ) {
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dlMesh._blurFilter = canvas.createBlurFilter(8, 2);
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dlMesh.filters = [dlMesh._blurFilter];
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}
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// Create illumination mesh
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const illMesh = new RegionMesh(this.region.object, IlluminationDarknessLevelRegionShader);
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// Common properties
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illMesh.name = dlMesh.name = this.behavior.uuid;
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illMesh.shader.mode = dlMesh.shader.mode = this.mode;
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illMesh.shader.modifier = dlMesh.shader.modifier = this.modifier;
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// Adding the mesh to their respective containers
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canvas.effects.illumination.darknessLevelMeshes.addChild(dlMesh);
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canvas.visibility.vision.light.global.meshes.addChild(illMesh);
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// Invalidate darkness level container and refresh vision if global light is enabled
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canvas.effects.illumination.invalidateDarknessLevelContainer(true);
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canvas.perception.update({refreshLighting: true, refreshVision: canvas.environment.globalLightSource.active});
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}
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// Destroy mesh
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else if ( event.data.viewed === false ) {
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const dlMesh = canvas.effects.illumination.darknessLevelMeshes.getChildByName(this.behavior.uuid);
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if ( dlMesh._blurFilter ) canvas.blurFilters.delete(dlMesh._blurFilter);
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dlMesh.destroy();
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const ilMesh = canvas.visibility.vision.light.global.meshes.getChildByName(this.behavior.uuid);
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ilMesh.destroy();
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canvas.effects.illumination.invalidateDarknessLevelContainer(true);
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canvas.perception.update({refreshLighting: true, refreshVision: canvas.environment.globalLightSource.active});
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}
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}
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/* ---------------------------------------- */
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/**
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* Called when the boundary of an event has changed.
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* @param {RegionEvent} event
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* @this {AdjustDarknessLevelRegionBehaviorType}
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*/
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static async #onRegionBoundary(event) {
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if ( !this.behavior.viewed ) return;
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canvas.effects.illumination.invalidateDarknessLevelContainer(true);
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canvas.perception.update({refreshLighting: true, refreshVision: canvas.environment.globalLightSource.active});
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}
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/* ---------------------------------------- */
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/** @override */
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static events = {
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[REGION_EVENTS.BEHAVIOR_STATUS]: this.#onBehaviorStatus,
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[REGION_EVENTS.REGION_BOUNDARY]: this.#onRegionBoundary
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};
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/* ---------------------------------------- */
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/** @inheritDoc */
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_onUpdate(changed, options, userId) {
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super._onUpdate(changed, options, userId);
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if ( !("system" in changed) || !this.behavior.viewed ) return;
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const dlMesh = canvas.effects.illumination.darknessLevelMeshes.getChildByName(this.behavior.uuid);
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dlMesh.shader.mode = this.mode;
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dlMesh.shader.modifier = this.modifier;
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const ilMesh = canvas.visibility.vision.light.global.meshes.getChildByName(this.behavior.uuid);
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ilMesh.shader.mode = this.mode;
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ilMesh.shader.modifier = this.modifier;
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canvas.effects.illumination.invalidateDarknessLevelContainer(true);
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canvas.perception.update({refreshLighting: true, refreshVision: canvas.environment.globalLightSource.active});
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}
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}
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101
resources/app/client-esm/data/region-behaviors/base.mjs
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101
resources/app/client-esm/data/region-behaviors/base.mjs
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@@ -0,0 +1,101 @@
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import TypeDataModel from "../../../common/abstract/type-data.mjs";
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import * as fields from "../../../common/data/fields.mjs";
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/**
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* The data model for a behavior that receives Region events.
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* @extends TypeDataModel
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* @memberof data.behaviors
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* @abstract
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*
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* @property {Set<string>} events The Region events that are handled by the behavior.
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*/
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export default class RegionBehaviorType extends TypeDataModel {
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/**
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* Create the events field.
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* @param {object} options Options which configure how the events field is declared
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* @param {string[]} [options.events] The event names to restrict to.
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* @param {string[]} [options.initial] The initial set of events that should be default for the field
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* @returns {fields.SetField}
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* @protected
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*/
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static _createEventsField({events, initial}={}) {
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const setFieldOptions = {
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label: "BEHAVIOR.TYPES.base.FIELDS.events.label",
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hint: "BEHAVIOR.TYPES.base.FIELDS.events.hint"
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};
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if ( initial ) setFieldOptions.initial = initial;
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return new fields.SetField(new fields.StringField({
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required: true,
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choices: Object.values(CONST.REGION_EVENTS).reduce((obj, e) => {
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if ( events && !events.includes(e) ) return obj;
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obj[e] = `REGION.EVENTS.${e}.label`;
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return obj;
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}, {})
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}), setFieldOptions);
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}
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/* ---------------------------------------- */
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/**
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* @callback EventBehaviorStaticHandler Run in the context of a {@link RegionBehaviorType}.
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* @param {RegionEvent} event
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* @returns {Promise<void>}
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*/
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/**
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* A RegionBehaviorType may register to always receive certain events by providing a record of handler functions.
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* These handlers are called with the behavior instance as its bound scope.
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* @type {Record<string, EventBehaviorStaticHandler>}
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*/
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static events = {};
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/* ---------------------------------------- */
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/**
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* The events that are handled by the behavior.
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* @type {Set<string>}
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*/
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events = this.events ?? new Set();
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/* ---------------------------------------- */
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/**
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* A convenience reference to the RegionBehavior which contains this behavior sub-type.
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* @type {RegionBehavior|null}
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*/
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get behavior() {
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return this.parent;
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}
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/* ---------------------------------------- */
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/**
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* A convenience reference to the RegionDocument which contains this behavior sub-type.
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* @type {RegionDocument|null}
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*/
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get region() {
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return this.behavior?.region ?? null;
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}
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/* ---------------------------------------- */
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/**
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* A convenience reference to the Scene which contains this behavior sub-type.
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* @type {Scene|null}
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*/
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get scene() {
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return this.behavior?.scene ?? null;
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}
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/* ---------------------------------------- */
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/**
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* Handle the Region event.
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* @param {RegionEvent} event The Region event
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* @returns {Promise<void>}
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* @protected
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* @internal
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*/
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async _handleRegionEvent(event) {}
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}
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@@ -0,0 +1,125 @@
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import RegionBehaviorType from "./base.mjs";
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import {REGION_EVENTS} from "../../../common/constants.mjs";
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import * as fields from "../../../common/data/fields.mjs";
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/**
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* The data model for a behavior that displays scrolling text above a token when one of the subscribed events occurs.
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*
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* @property {boolean} once Disable the behavior after it triggers once
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* @property {string} text The text to display
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* @property {string} color Optional color setting for the text
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* @property {number} visibility Which users the scrolling text will display for
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(see {@link DisplayScrollingTextRegionBehaviorType.VISIBILITY_MODES})
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*/
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export default class DisplayScrollingTextRegionBehaviorType extends RegionBehaviorType {
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/** @override */
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static LOCALIZATION_PREFIXES = ["BEHAVIOR.TYPES.displayScrollingText", "BEHAVIOR.TYPES.base"];
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/* ---------------------------------------- */
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/**
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* Text visibility behavior modes.
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* @enum {number}
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*/
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static get VISIBILITY_MODES() {
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return DisplayScrollingTextRegionBehaviorType.#VISIBILITY_MODES;
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}
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static #VISIBILITY_MODES = Object.freeze({
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/**
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* Display only for gamemaster users
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*/
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GAMEMASTER: 0,
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/**
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* Display only for users with observer permissions on the triggering token (and for the GM)
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*/
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OBSERVER: 1,
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/**
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* Display for all users
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*/
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ANYONE: 2,
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});
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/* ---------------------------------------- */
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/** @override */
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static defineSchema() {
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return {
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events: this._createEventsField({events: [
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REGION_EVENTS.TOKEN_ENTER,
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REGION_EVENTS.TOKEN_EXIT,
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REGION_EVENTS.TOKEN_MOVE,
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REGION_EVENTS.TOKEN_MOVE_IN,
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REGION_EVENTS.TOKEN_MOVE_OUT,
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REGION_EVENTS.TOKEN_TURN_START,
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REGION_EVENTS.TOKEN_TURN_END,
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REGION_EVENTS.TOKEN_ROUND_START,
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REGION_EVENTS.TOKEN_ROUND_END
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]}),
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text: new fields.StringField({required: true}),
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color: new fields.ColorField({required: true, nullable: false, initial: "#ffffff"}),
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visibility: new fields.NumberField({
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required: true,
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choices: Object.entries(this.VISIBILITY_MODES).reduce((obj, [key, value]) => {
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obj[value] = `BEHAVIOR.TYPES.displayScrollingText.VISIBILITY_MODES.${key}.label`;
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return obj;
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}, {}),
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initial: this.VISIBILITY_MODES.ANYONE,
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validationError: "must be a value in DisplayScrollingTextRegionBehaviorType.VISIBILITY_MODES"}),
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once: new fields.BooleanField()
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};
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}
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/* ---------------------------------------- */
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/**
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* Display the scrolling text to the current User?
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* @param {RegionEvent} event The Region event.
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* @returns {boolean} Display the scrolling text to the current User?
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*/
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#canView(event) {
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if ( !this.parent.scene.isView ) return false;
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if ( game.user.isGM ) return true;
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if ( event.data.token.isSecret ) return false;
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const token = event.data.token.object;
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if ( !token || !token.visible ) return false;
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const M = DisplayScrollingTextRegionBehaviorType.VISIBILITY_MODES;
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if ( this.visibility === M.ANYONE ) return true;
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if ( this.visibility === M.OBSERVER ) return event.data.token.testUserPermission(game.user, "OBSERVER");
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return false;
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}
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/* ---------------------------------------- */
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/** @override */
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async _handleRegionEvent(event) {
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if ( this.once && game.users.activeGM?.isSelf ) {
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// noinspection ES6MissingAwait
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this.parent.update({disabled: true});
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}
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if ( !this.text ) return;
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const canView = this.#canView(event);
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if ( !canView ) return;
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const token = event.data.token.object;
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const animation = CanvasAnimation.getAnimation(token.animationName);
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if ( animation ) await animation.promise;
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await canvas.interface.createScrollingText(
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token.center,
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this.text,
|
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{
|
||||
distance: 2 * token.h,
|
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fontSize: 28,
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||||
fill: this.color,
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||||
stroke: 0x000000,
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strokeThickness: 4
|
||||
}
|
||||
);
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||||
}
|
||||
}
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@@ -0,0 +1,61 @@
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import RegionBehaviorType from "./base.mjs";
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import * as fields from "../../../common/data/fields.mjs";
|
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|
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/**
|
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* The data model for a behavior that executes a Macro.
|
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*
|
||||
* @property {string} uuid The Macro UUID.
|
||||
*/
|
||||
export default class ExecuteMacroRegionBehaviorType extends RegionBehaviorType {
|
||||
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||||
/** @override */
|
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static LOCALIZATION_PREFIXES = ["BEHAVIOR.TYPES.executeMacro", "BEHAVIOR.TYPES.base"];
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static defineSchema() {
|
||||
return {
|
||||
events: this._createEventsField(),
|
||||
uuid: new fields.DocumentUUIDField({type: "Macro"}),
|
||||
everyone: new fields.BooleanField()
|
||||
};
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _handleRegionEvent(event) {
|
||||
if ( !this.uuid ) return;
|
||||
const macro = await fromUuid(this.uuid);
|
||||
if ( !(macro instanceof Macro) ) {
|
||||
console.error(`${this.uuid} does not exist`);
|
||||
return;
|
||||
}
|
||||
if ( !this.#shouldExecute(macro, event.user) ) return;
|
||||
const {scene, region, behavior} = this;
|
||||
const token = event.data.token;
|
||||
const speaker = token
|
||||
? {scene: token.parent?.id ?? null, actor: token.actor?.id ?? null, token: token.id, alias: token.name}
|
||||
: {scene: scene.id, actor: null, token: null, alias: region.name};
|
||||
await macro.execute({speaker, actor: token?.actor, token: token?.object, scene, region, behavior, event});
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/**
|
||||
* Should the client execute the macro?
|
||||
* @param {Macro} macro The macro.
|
||||
* @param {User} user The user that triggered the event.
|
||||
* @returns {boolean} Should the client execute the macro?
|
||||
*/
|
||||
#shouldExecute(macro, user) {
|
||||
if ( this.everyone ) return true;
|
||||
if ( macro.canUserExecute(user) ) return user.isSelf;
|
||||
const eligibleUsers = game.users.filter(u => u.active && macro.canUserExecute(u));
|
||||
if ( eligibleUsers.length === 0 ) return false;
|
||||
eligibleUsers.sort((a, b) => (b.role - a.role) || a.id.compare(b.id));
|
||||
const designatedUser = eligibleUsers[0];
|
||||
return designatedUser.isSelf;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
import RegionBehaviorType from "./base.mjs";
|
||||
import * as fields from "../../../common/data/fields.mjs";
|
||||
import {AsyncFunction} from "../../../common/utils/module.mjs";
|
||||
|
||||
/**
|
||||
* The data model for a behavior that executes a script.
|
||||
*
|
||||
* @property {string} source The source code of the script.
|
||||
*/
|
||||
export default class ExecuteScriptRegionBehaviorType extends RegionBehaviorType {
|
||||
|
||||
/** @override */
|
||||
static LOCALIZATION_PREFIXES = ["BEHAVIOR.TYPES.executeScript", "BEHAVIOR.TYPES.base"];
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static defineSchema() {
|
||||
return {
|
||||
events: this._createEventsField(),
|
||||
source: new fields.JavaScriptField({async: true, gmOnly: true})
|
||||
};
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _handleRegionEvent(event) {
|
||||
try {
|
||||
// eslint-disable-next-line no-new-func
|
||||
const fn = new AsyncFunction("scene", "region", "behavior", "event", `{${this.source}\n}`);
|
||||
await fn.call(globalThis, this.scene, this.region, this.behavior, event);
|
||||
} catch(err) {
|
||||
console.error(err);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
import RegionBehaviorType from "./base.mjs";
|
||||
import {REGION_EVENTS} from "../../../common/constants.mjs";
|
||||
import * as fields from "../../../common/data/fields.mjs";
|
||||
|
||||
/**
|
||||
* The data model for a behavior that pauses the game when a player-controlled Token enters the Region.
|
||||
*
|
||||
* @property {boolean} once Disable the behavior once a player-controlled Token enters the region?
|
||||
*/
|
||||
export default class PauseGameRegionBehaviorType extends RegionBehaviorType {
|
||||
|
||||
/** @override */
|
||||
static LOCALIZATION_PREFIXES = ["BEHAVIOR.TYPES.pauseGame", "BEHAVIOR.TYPES.base"];
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static defineSchema() {
|
||||
return {
|
||||
once: new fields.BooleanField()
|
||||
};
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/**
|
||||
* Pause the game if a player-controlled Token moves into the Region.
|
||||
* @param {RegionEvent} event
|
||||
* @this {PauseGameRegionBehaviorType}
|
||||
*/
|
||||
static async #onTokenMoveIn(event) {
|
||||
if ( event.data.forced || event.user.isGM || !game.users.activeGM?.isSelf ) return;
|
||||
game.togglePause(true, true);
|
||||
if ( this.once ) {
|
||||
// noinspection ES6MissingAwait
|
||||
this.parent.update({disabled: true});
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/**
|
||||
* Stop movement after a player-controlled Token enters the Region.
|
||||
* @param {RegionEvent} event
|
||||
* @this {PauseGameRegionBehaviorType}
|
||||
*/
|
||||
static async #onTokenPreMove(event) {
|
||||
if ( event.user.isGM ) return;
|
||||
for ( const segment of event.data.segments ) {
|
||||
if ( segment.type === Region.MOVEMENT_SEGMENT_TYPES.ENTER ) {
|
||||
event.data.destination = segment.to;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static events = {
|
||||
[REGION_EVENTS.TOKEN_MOVE_IN]: this.#onTokenMoveIn,
|
||||
[REGION_EVENTS.TOKEN_PRE_MOVE]: this.#onTokenPreMove
|
||||
};
|
||||
}
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
import RegionBehaviorType from "./base.mjs";
|
||||
import RegionMesh from "../../canvas/regions/mesh.mjs";
|
||||
import {REGION_EVENTS} from "../../../common/constants.mjs";
|
||||
|
||||
/**
|
||||
* The data model for a behavior that allows to suppress weather effects within the Region
|
||||
*/
|
||||
export default class SuppressWeatherRegionBehaviorType extends RegionBehaviorType {
|
||||
|
||||
/** @override */
|
||||
static LOCALIZATION_PREFIXES = ["BEHAVIOR.TYPES.suppressWeather", "BEHAVIOR.TYPES.base"];
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static defineSchema() {
|
||||
return {};
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/**
|
||||
* Called when the status of the weather behavior is changed.
|
||||
* @param {RegionEvent} event
|
||||
* @this {SuppressWeatherRegionBehaviorType}
|
||||
*/
|
||||
static async #onBehaviorStatus(event) {
|
||||
|
||||
// Create mesh
|
||||
if ( event.data.viewed === true ) {
|
||||
const mesh = new RegionMesh(this.region.object);
|
||||
mesh.name = this.behavior.uuid;
|
||||
mesh.blendMode = PIXI.BLEND_MODES.ERASE;
|
||||
canvas.weather.suppression.addChild(mesh);
|
||||
}
|
||||
|
||||
// Destroy mesh
|
||||
else if ( event.data.viewed === false ) {
|
||||
const mesh = canvas.weather.suppression.getChildByName(this.behavior.uuid);
|
||||
mesh.destroy();
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static events = {
|
||||
[REGION_EVENTS.BEHAVIOR_STATUS]: this.#onBehaviorStatus
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,355 @@
|
||||
import RegionBehaviorType from "./base.mjs";
|
||||
import {REGION_EVENTS} from "../../../common/constants.mjs";
|
||||
import * as fields from "../../../common/data/fields.mjs";
|
||||
import DialogV2 from "../../applications/api/dialog.mjs";
|
||||
|
||||
/**
|
||||
* The data model for a behavior that teleports Token that enter the Region to a preset destination Region.
|
||||
*
|
||||
* @property {RegionDocument} destination The destination Region the Token is teleported to.
|
||||
*/
|
||||
export default class TeleportTokenRegionBehaviorType extends RegionBehaviorType {
|
||||
|
||||
/** @override */
|
||||
static LOCALIZATION_PREFIXES = ["BEHAVIOR.TYPES.teleportToken", "BEHAVIOR.TYPES.base"];
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static defineSchema() {
|
||||
return {
|
||||
destination: new fields.DocumentUUIDField({type: "Region"}),
|
||||
choice: new fields.BooleanField()
|
||||
};
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/**
|
||||
* Teleport the Token if it moves into the Region.
|
||||
* @param {RegionEvent} event
|
||||
* @this {TeleportTokenRegionBehaviorType}
|
||||
*/
|
||||
static async #onTokenMoveIn(event) {
|
||||
if ( !this.destination || event.data.forced ) return;
|
||||
const destination = fromUuidSync(this.destination);
|
||||
if ( !(destination instanceof RegionDocument) ) {
|
||||
console.error(`${this.destination} does not exist`);
|
||||
return;
|
||||
}
|
||||
const token = event.data.token;
|
||||
const user = event.user;
|
||||
if ( !TeleportTokenRegionBehaviorType.#shouldTeleport(token, destination, user) ) return false;
|
||||
if ( token.object ) {
|
||||
const animation = CanvasAnimation.getAnimation(token.object.animationName);
|
||||
if ( animation ) await animation.promise;
|
||||
}
|
||||
if ( this.choice ) {
|
||||
let confirmed;
|
||||
if ( user.isSelf ) confirmed = await TeleportTokenRegionBehaviorType.#confirmDialog(token, destination);
|
||||
else {
|
||||
confirmed = await new Promise(resolve => {
|
||||
game.socket.emit("confirmTeleportToken", {
|
||||
behaviorUuid: this.parent.uuid,
|
||||
tokenUuid: token.uuid,
|
||||
userId: user.id
|
||||
}, resolve);
|
||||
});
|
||||
}
|
||||
if ( !confirmed ) return;
|
||||
}
|
||||
await TeleportTokenRegionBehaviorType.#teleportToken(token, destination, user);
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/**
|
||||
* Stop movement after a Token enters the Region.
|
||||
* @param {RegionEvent} event
|
||||
* @this {TeleportTokenRegionBehaviorType}
|
||||
*/
|
||||
static async #onTokenPreMove(event) {
|
||||
if ( !this.destination ) return;
|
||||
for ( const segment of event.data.segments ) {
|
||||
if ( segment.type === Region.MOVEMENT_SEGMENT_TYPES.ENTER ) {
|
||||
event.data.destination = segment.to;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static events = {
|
||||
[REGION_EVENTS.TOKEN_MOVE_IN]: this.#onTokenMoveIn,
|
||||
[REGION_EVENTS.TOKEN_PRE_MOVE]: this.#onTokenPreMove
|
||||
};
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/**
|
||||
* Should the current user teleport the token?
|
||||
* @param {TokenDocument} token The token that is teleported.
|
||||
* @param {RegionDocument} destination The destination region.
|
||||
* @param {User} user The user that moved the token.
|
||||
* @returns {boolean} Should the current user teleport the token?
|
||||
*/
|
||||
static #shouldTeleport(token, destination, user) {
|
||||
const userCanTeleport = (token.parent === destination.parent) || (user.can("TOKEN_CREATE") && user.can("TOKEN_DELETE"));
|
||||
if ( userCanTeleport ) return user.isSelf;
|
||||
const eligibleGMs = game.users.filter(u => u.active && u.isGM && u.can("TOKEN_CREATE") && u.can("TOKEN_DELETE"));
|
||||
if ( eligibleGMs.length === 0 ) return false;
|
||||
eligibleGMs.sort((a, b) => (b.role - a.role) || a.id.compare(b.id));
|
||||
const designatedGM = eligibleGMs[0];
|
||||
return designatedGM.isSelf;
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/**
|
||||
* Teleport the Token to the destination Region, which is in Scene that is not viewed.
|
||||
* @param {TokenDocument} originToken The token that is teleported.
|
||||
* @param {RegionDocument} destinationRegion The destination region.
|
||||
* @param {User} user The user that moved the token.
|
||||
*/
|
||||
static async #teleportToken(originToken, destinationRegion, user) {
|
||||
const destinationScene = destinationRegion.parent;
|
||||
const destinationRegionObject = destinationRegion.object ?? new CONFIG.Region.objectClass(destinationRegion);
|
||||
const originScene = originToken.parent;
|
||||
let destinationToken;
|
||||
if ( originScene === destinationScene ) destinationToken = originToken;
|
||||
else {
|
||||
const originTokenData = originToken.toObject();
|
||||
delete originTokenData._id;
|
||||
destinationToken = TokenDocument.implementation.fromSource(originTokenData, {parent: destinationScene});
|
||||
}
|
||||
const destinationTokenObject = destinationToken.object ?? new CONFIG.Token.objectClass(destinationToken);
|
||||
|
||||
// Reset destination token so that it isn't in an animated state
|
||||
if ( destinationTokenObject.animationContexts.size !== 0 ) destinationToken.reset();
|
||||
|
||||
// Get the destination position
|
||||
let destination;
|
||||
try {
|
||||
destination = TeleportTokenRegionBehaviorType.#getDestination(destinationRegionObject, destinationTokenObject);
|
||||
} finally {
|
||||
if ( !destinationRegion.object ) destinationRegionObject.destroy({children: true});
|
||||
if ( !destinationToken.id || !destinationToken.object ) destinationTokenObject.destroy({children: true});
|
||||
}
|
||||
|
||||
// If the origin and destination scene are the same
|
||||
if ( originToken === destinationToken ) {
|
||||
await originToken.update(destination, {teleport: true, forced: true});
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise teleport the token to the different scene
|
||||
destinationToken.updateSource(destination);
|
||||
|
||||
// Create the new token
|
||||
const destinationTokenData = destinationToken.toObject();
|
||||
if ( destinationScene.tokens.has(originToken.id) ) delete destinationTokenData._id;
|
||||
else destinationTokenData._id = originToken.id;
|
||||
destinationToken = await TokenDocument.implementation.create(destinationToken,
|
||||
{parent: destinationScene, keepId: true});
|
||||
|
||||
// Update all combatants of the token
|
||||
for ( const combat of game.combats ) {
|
||||
const toUpdate = [];
|
||||
for ( const combatant of combat.combatants ) {
|
||||
if ( (combatant.sceneId === originScene.id) && (combatant.tokenId === originToken.id) ) {
|
||||
toUpdate.push({_id: combatant.id, sceneId: destinationScene.id, tokenId: destinationToken.id});
|
||||
}
|
||||
}
|
||||
if ( toUpdate.length ) await combat.updateEmbeddedDocuments("Combatant", toUpdate);
|
||||
}
|
||||
|
||||
// Delete the old token
|
||||
await originToken.delete();
|
||||
|
||||
// View destination scene / Pull the user to the destination scene only if the user is currently viewing the origin scene
|
||||
if ( user.isSelf ) {
|
||||
if ( originScene.isView ) await destinationScene.view();
|
||||
} else {
|
||||
if ( originScene.id === user.viewedScene ) await game.socket.emit("pullToScene", destinationScene.id, user.id);
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/**
|
||||
* Get a destination for the Token within the Region that places the token and its center point inside it.
|
||||
* @param {Region} region The region that is the destination of the teleportation.
|
||||
* @param {Token} token The token that is teleported.
|
||||
* @returns {{x: number, y: number, elevation: number}} The destination.
|
||||
*/
|
||||
static #getDestination(region, token) {
|
||||
const scene = region.document.parent;
|
||||
const grid = scene.grid;
|
||||
|
||||
// Not all regions are valid teleportation destinations
|
||||
if ( region.polygons.length === 0 ) throw new Error(`${region.document.uuid} is empty`);
|
||||
|
||||
// Clamp the elevation of the token the elevation range of the destination region
|
||||
const elevation = Math.clamp(token.document.elevation, region.bottom, region.top);
|
||||
|
||||
// Now we look for a random position within the destination region for the token
|
||||
let position;
|
||||
const pivot = token.getCenterPoint({x: 0, y: 0});
|
||||
|
||||
// Find a random snapped position in square/hexagonal grids that place the token within the destination region
|
||||
if ( !grid.isGridless ) {
|
||||
|
||||
// Identify token positions that place the token and its center point within the region
|
||||
const positions = [];
|
||||
const [i0, j0, i1, j1] = grid.getOffsetRange(new PIXI.Rectangle(
|
||||
0, 0, scene.dimensions.width, scene.dimensions.height).fit(region.bounds).pad(1));
|
||||
for ( let i = i0; i < i1; i++ ) {
|
||||
for ( let j = j0; j < j1; j++ ) {
|
||||
|
||||
// Drop the token with its center point on the grid space center and snap the token position
|
||||
const center = grid.getCenterPoint({i, j});
|
||||
|
||||
// The grid space center must be inside the region to be a valid drop target
|
||||
if ( !region.polygonTree.testPoint(center) ) continue;
|
||||
|
||||
const position = token.getSnappedPosition({x: center.x - pivot.x, y: center.y - pivot.y});
|
||||
position.x = Math.round(position.x);
|
||||
position.y = Math.round(position.y);
|
||||
position.elevation = elevation;
|
||||
|
||||
// The center point of the token must be inside the region
|
||||
if ( !region.polygonTree.testPoint(token.getCenterPoint(position)) ) continue;
|
||||
|
||||
// The token itself must be inside the region
|
||||
if ( !token.testInsideRegion(region, position) ) continue;
|
||||
|
||||
positions.push(position);
|
||||
}
|
||||
}
|
||||
|
||||
// Pick a random position
|
||||
if ( positions.length !== 0 ) position = positions[Math.floor(positions.length * Math.random())];
|
||||
}
|
||||
|
||||
// If we found a snapped position, we're done. Otherwise, search for an unsnapped position.
|
||||
if ( position ) return position;
|
||||
|
||||
// Calculate the areas of each triangle of the triangulation
|
||||
const {vertices, indices} = region.triangulation;
|
||||
const areas = [];
|
||||
let totalArea = 0;
|
||||
for ( let k = 0; k < indices.length; k += 3 ) {
|
||||
const i0 = indices[k] * 2;
|
||||
const i1 = indices[k + 1] * 2;
|
||||
const i2 = indices[k + 2] * 2;
|
||||
const x0 = vertices[i0];
|
||||
const y0 = vertices[i0 + 1];
|
||||
const x1 = vertices[i1];
|
||||
const y1 = vertices[i1 + 1];
|
||||
const x2 = vertices[i2];
|
||||
const y2 = vertices[i2 + 1];
|
||||
const area = Math.abs(((x1 - x0) * (y2 - y0)) - ((x2 - x0) * (y1 - y0))) / 2;
|
||||
totalArea += area;
|
||||
areas.push(area);
|
||||
}
|
||||
|
||||
// Try to find a position that places the token inside the region
|
||||
for ( let n = 0; n < 10; n++ ) {
|
||||
position = undefined;
|
||||
|
||||
// Choose a triangle randomly weighted by area
|
||||
let j;
|
||||
let a = totalArea * Math.random();
|
||||
for ( j = 0; j < areas.length - 1; j++ ) {
|
||||
a -= areas[j];
|
||||
if ( a < 0 ) break;
|
||||
}
|
||||
const k = 3 * j;
|
||||
const i0 = indices[k] * 2;
|
||||
const i1 = indices[k + 1] * 2;
|
||||
const i2 = indices[k + 2] * 2;
|
||||
const x0 = vertices[i0];
|
||||
const y0 = vertices[i0 + 1];
|
||||
const x1 = vertices[i1];
|
||||
const y1 = vertices[i1 + 1];
|
||||
const x2 = vertices[i2];
|
||||
const y2 = vertices[i2 + 1];
|
||||
|
||||
// Select a random point within the triangle
|
||||
const r1 = Math.sqrt(Math.random());
|
||||
const r2 = Math.random();
|
||||
const s = r1 * (1 - r2);
|
||||
const t = r1 * r2;
|
||||
const x = Math.round(x0 + ((x1 - x0) * s) + ((x2 - x0) * t) - pivot.x);
|
||||
const y = Math.round(y0 + ((y1 - y0) * s) + ((y2 - y0) * t) - pivot.y);
|
||||
position = {x, y, elevation};
|
||||
|
||||
// The center point of the token must be inside the region
|
||||
if ( !region.polygonTree.testPoint(token.getCenterPoint(position)) ) continue;
|
||||
|
||||
// The token itself must be inside the region
|
||||
if ( !token.testInsideRegion(region, position) ) continue;
|
||||
}
|
||||
|
||||
// If we still didn't find a position that places the token within the destination region,
|
||||
// the region is not a valid destination for teleporation or we didn't have luck finding one in 10 tries.
|
||||
if ( !position ) throw new Error(`${region.document.uuid} cannot accomodate ${token.document.uuid}`);
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Activate the Socket event listeners.
|
||||
* @param {Socket} socket The active game socket
|
||||
* @internal
|
||||
*/
|
||||
static _activateSocketListeners(socket) {
|
||||
socket.on("confirmTeleportToken", this.#onSocketEvent.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle the socket event that handles teleporation confirmation.
|
||||
* @param {object} data The socket data.
|
||||
* @param {string} data.tokenUuid The UUID of the Token that is teleported.
|
||||
* @param {string} data.destinationUuid The UUID of the Region that is the destination of the teleportation.
|
||||
* @param {Function} ack The acknowledgement function to return the result of the confirmation to the server.
|
||||
*/
|
||||
static async #onSocketEvent({behaviorUuid, tokenUuid}, ack) {
|
||||
let confirmed = false;
|
||||
try {
|
||||
const behavior = await fromUuid(behaviorUuid);
|
||||
if ( !behavior || (behavior.type !== "teleportToken") || !behavior.system.destination ) return;
|
||||
const destination = await fromUuid(behavior.system.destination);
|
||||
if ( !destination ) return;
|
||||
const token = await fromUuid(tokenUuid);
|
||||
if ( !token ) return;
|
||||
confirmed = await TeleportTokenRegionBehaviorType.#confirmDialog(token, destination);
|
||||
} finally {
|
||||
ack(confirmed);
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Display a dialog to confirm the teleportation?
|
||||
* @param {TokenDocument} token The token that is teleported.
|
||||
* @param {RegionDocument} destination The destination region.
|
||||
* @returns {Promise<boolean>} The result of the dialog.
|
||||
*/
|
||||
static async #confirmDialog(token, destination) {
|
||||
return DialogV2.confirm({
|
||||
window: {title: game.i18n.localize(CONFIG.RegionBehavior.typeLabels.teleportToken)},
|
||||
content: `<p>${game.i18n.format(game.user.isGM ? "BEHAVIOR.TYPES.teleportToken.ConfirmGM"
|
||||
: "BEHAVIOR.TYPES.teleportToken.Confirm", {token: token.name, region: destination.name,
|
||||
scene: destination.parent.name})}</p>`,
|
||||
rejectClose: false
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,62 @@
|
||||
import RegionBehaviorType from "./base.mjs";
|
||||
import {REGION_EVENTS} from "../../../common/constants.mjs";
|
||||
import * as fields from "../../../common/data/fields.mjs";
|
||||
|
||||
/**
|
||||
* The data model for a behavior that toggles Region Behaviors when one of the subscribed events occurs.
|
||||
*
|
||||
* @property {Set<string>} enable The Region Behavior UUIDs that are enabled.
|
||||
* @property {Set<string>} disable The Region Behavior UUIDs that are disabled.
|
||||
*/
|
||||
export default class ToggleBehaviorRegionBehaviorType extends RegionBehaviorType {
|
||||
|
||||
/** @override */
|
||||
static LOCALIZATION_PREFIXES = ["BEHAVIOR.TYPES.toggleBehavior", "BEHAVIOR.TYPES.base"];
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static defineSchema() {
|
||||
return {
|
||||
events: this._createEventsField({events: [
|
||||
REGION_EVENTS.TOKEN_ENTER,
|
||||
REGION_EVENTS.TOKEN_EXIT,
|
||||
REGION_EVENTS.TOKEN_MOVE,
|
||||
REGION_EVENTS.TOKEN_MOVE_IN,
|
||||
REGION_EVENTS.TOKEN_MOVE_OUT,
|
||||
REGION_EVENTS.TOKEN_TURN_START,
|
||||
REGION_EVENTS.TOKEN_TURN_END,
|
||||
REGION_EVENTS.TOKEN_ROUND_START,
|
||||
REGION_EVENTS.TOKEN_ROUND_END
|
||||
]}),
|
||||
enable: new fields.SetField(new fields.DocumentUUIDField({type: "RegionBehavior"})),
|
||||
disable: new fields.SetField(new fields.DocumentUUIDField({type: "RegionBehavior"}))
|
||||
};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static validateJoint(data) {
|
||||
if ( new Set(data.enable).intersection(new Set(data.disable)).size !== 0 ) {
|
||||
throw new Error("A RegionBehavior cannot be both enabled and disabled");
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _handleRegionEvent(event) {
|
||||
if ( !game.users.activeGM?.isSelf ) return;
|
||||
const toggle = async (uuid, disabled) => {
|
||||
const behavior = await fromUuid(uuid);
|
||||
if ( !(behavior instanceof RegionBehavior) ) {
|
||||
console.error(`${uuid} does not exist`);
|
||||
return;
|
||||
}
|
||||
await behavior.update({disabled});
|
||||
}
|
||||
await Promise.allSettled(this.disable.map(uuid => toggle(uuid, true)));
|
||||
await Promise.allSettled(this.enable.map(uuid => toggle(uuid, false)));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user