Files
Foundry-VTT-Docker/resources/app/client-esm/data/region-behaviors/teleport-token.mjs
2025-01-04 00:34:03 +01:00

356 lines
14 KiB
JavaScript

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
});
}
}