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feat: add cosmere initiative system #33

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Aug 30, 2024
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9 changes: 9 additions & 0 deletions src/declarations/foundry/common/documents/combat.d.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
namespace foundry {
namespace documents {
declare class BaseCombat<
Schema extends
foundry.abstract.DataSchema = foundry.abstract.DataSchema,
Parent extends Document | null = null,
> extends foundry.abstract.Document<Schema, Parent> {}
}
}
9 changes: 9 additions & 0 deletions src/declarations/foundry/common/documents/combatant.d.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
namespace foundry {
namespace documents {
declare class BaseCombatant<
Schema extends
foundry.abstract.DataSchema = foundry.abstract.DataSchema,
Parent extends Document | null = null,
> extends foundry.abstract.Document<Schema, Parent> {}
}
}
4 changes: 4 additions & 0 deletions src/index.ts
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,10 @@ Hooks.once('init', async () => {
CONFIG.Item.dataModels = dataModels.item.config;
CONFIG.Item.documentClass = documents.CosmereItem;

CONFIG.Combat.documentClass = applications.combat.CosmereCombat;
CONFIG.Combatant.documentClass = applications.combat.CosmereCombatant;
CONFIG.ui.combat = applications.combat.CosmereCombatTracker;

Actors.unregisterSheet('core', ActorSheet);
Actors.registerSheet('cosmere-rpg', applications.actor.CharacterSheet, {
types: ['character'],
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12 changes: 10 additions & 2 deletions src/lang/en.json
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@
"placeholder": "[Path]"
},
"Specialties": {
"placeholder": "[Specialty]"
"placeholder": "[Specialty]"
},
"Expertise": {
"name": "Expertise",
Expand Down Expand Up @@ -352,7 +352,15 @@
"Vital": "Vital",
"Healing": "Healing"
},
"Currencies": {}
"Currencies": {},
"Combat": {
"FastPlayers": "Fast Characters",
"SlowPlayers": "Slow Characters",
"FastAdversaries": "Fast Adversaries",
"SlowAdversaries": "Slow Adversaries",
"ToggleTurn": "Toggle Turn Speed",
"ResetActivation": "Reset Activation"
}
},
"DICE": {
"RollMode": "Roll Mode",
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7 changes: 4 additions & 3 deletions src/style.scss
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
@import './style/sheets/module.scss';
// @import './style/chat/module.scss';
@import './style/sidebar/combat.scss';

// @import './style/chat/module.scss';
/* ----------------------------------------- */
/* Globals */
/* ----------------------------------------- */
Expand Down Expand Up @@ -34,10 +35,10 @@

@font-face {
font-family: 'cosmere-dingbats';
src: url("https://dl.dropboxusercontent.com/scl/fi/9909gen4fd0oveyzfposx/CosmereDingbats-Regular.otf?rlkey=ig6odq9hxyo1st8kt3ujp1czz&st=72qrads3&raw=1")
src: url('https://dl.dropboxusercontent.com/scl/fi/9909gen4fd0oveyzfposx/CosmereDingbats-Regular.otf?rlkey=ig6odq9hxyo1st8kt3ujp1czz&st=72qrads3&raw=1');
}

i.cosmere-icon {
font-family: 'cosmere-dingbats';
font-style: normal;
}
}
37 changes: 37 additions & 0 deletions src/style/sidebar/combat.scss
Original file line number Diff line number Diff line change
@@ -0,0 +1,37 @@
.cosmere-combatant-buttons {
display: flex;
text-align: center;
gap: 6px;
}

.cosmere-turn-speed-control,
.cosmere-activate-control,
.cosmere-activate-control-activated {
display: block;
width: 40px;
height: var(--sidebar-item-height);
background-size: 32px;
background-position: center;
background-repeat: no-repeat;
margin: 0 0.5em;
}

.cosmere-turn-speed-control {
background-image: url(/icons/svg/clockwork.svg);
}

.cosmere-activate-control,
.cosmere-activate-control-activated {
background-image: url(/icons/svg/combat.svg);
}

.cosmere-activate-control-activated {
filter: brightness(40%);
}

.combat-phase {
padding: 0.5rem 0px;
display: flex;
align-items: center;
justify-content: center;
}
151 changes: 151 additions & 0 deletions src/system/applications/combat/combat-tracker.ts
Original file line number Diff line number Diff line change
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import CosmereCombatant from './combatant';

export default class CosmereCombatTracker extends CombatTracker {
//overrides default tracker template to implement slow/fast buckets and activation button.
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//eslint-disable-next-line -- eslint rules want readonly field
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get template() {
return 'systems/cosmere-rpg/templates/combat/combat-tracker.hbs';
}

//modifies data being sent to the combat tracker template to add turn speed, type and activation status and splitting turns between the initiative phases.
async getData(
options?: Partial<ApplicationOptions> | undefined,
): Promise<object> {
const data = (await super.getData(options)) as {
turns: CosmereTurn[];
[x: string]: unknown;
};
data.turns = data.turns.map((turn) => {
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const combatant: CosmereCombatant =
this.viewed!.getEmbeddedDocument(
'Combatant',
turn.id,
{},
) as CosmereCombatant;
const newTurn: CosmereTurn = {
...turn,
turnSpeed: combatant.getFlag(
'cosmere-rpg',
'turnSpeed',
) as string,
type: combatant.actor.type,
activated: combatant.getFlag(
'cosmere-rpg',
'activated',
) as boolean,
};
//strips active player formatting
newTurn.css = '';
return newTurn;
});
data.fastPlayers = data.turns.filter((turn) => {
return turn.type == 'character' && turn.turnSpeed == 'fast';
});
data.slowPlayers = data.turns.filter((turn) => {
return turn.type == 'character' && turn.turnSpeed == 'slow';
});
data.fastNPC = data.turns.filter((turn) => {
return turn.type == 'adversary' && turn.turnSpeed == 'fast';
});
data.slowNPC = data.turns.filter((turn) => {
return turn.type == 'adversary' && turn.turnSpeed == 'slow';
});
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return data;
}

override activateListeners(html: JQuery<HTMLElement>): void {
super.activateListeners(html);
html.find('.cosmere-turn-speed-control').on(
'click',
this._onClickToggleTurnSpeed.bind(this),
);
html.find('.cosmere-activate-control').on(
'click',
this._onActivateCombatant.bind(this),
);
}

//toggles combatant turn speed on clicking the "fast/slow" text on the combat tracker window
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This can also be set up as a doc comment

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Not exactly sure what you mean here. Can you elaborate a bit?

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If you use JSDoc comments (comments starting with /**) instead of regular comments, then your comment will show up alongside intellisense on most IDEs. Have a look at the Actor document for some examples.

Broadly: Any comments that explain the functionality (for someone who might want to use that function/variable/parameter/etc.) should be doc comments. Any comments that explain the implementation should be regular comments.

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This was a pretty good explanation. I hadn't used JSDoc comments before so I didn't realize they did that for intellisense. I've expanded the comments in the code I've added.

protected _onClickToggleTurnSpeed(event: Event) {
event.preventDefault();
event.stopPropagation();
const btn = event.currentTarget as HTMLElement;
const li = btn.closest<HTMLElement>('.combatant')!;
const combatant: CosmereCombatant = this.viewed!.getEmbeddedDocument(
'Combatant',
li.dataset.combatantId!,
{},
) as CosmereCombatant;
void combatant.toggleTurnSpeed();
}

//activates the combatant when clicking the activation icon
protected _onActivateCombatant(event: Event) {
event.preventDefault();
event.stopPropagation();
const btn = event.currentTarget as HTMLElement;
const li = btn.closest<HTMLElement>('.combatant')!;
const combatant: CosmereCombatant = this.viewed!.getEmbeddedDocument(
'Combatant',
li.dataset.combatantId!,
{},
) as CosmereCombatant;
void combatant.setFlag('cosmere-rpg', 'activated', true);
}

//toggles combatant turn speed on clicking the "fast/slow" option in the turn tracker context menu
protected _onContextToggleTurnSpeed(li: JQuery<HTMLElement>) {
const combatant: CosmereCombatant = this.viewed!.getEmbeddedDocument(
'Combatant',
li.data('combatant-id') as string,
{},
) as CosmereCombatant;
combatant.toggleTurnSpeed();
}

//resets combatants activation status to hasn't activated
protected _onContextResetActivation(li: JQuery<HTMLElement>) {
const combatant: CosmereCombatant = this.viewed!.getEmbeddedDocument(
'Combatant',
li.data('combatant-id') as string,
{},
) as CosmereCombatant;
void combatant.setFlag('cosmere-rpg', 'activated', false);
}

_getEntryContextOptions(): ContextMenuEntry[] {
const menu: ContextMenuEntry[] = [
{
name: 'COSMERE.Combat.ToggleTurn',
icon: '',
callback: this._onContextToggleTurnSpeed.bind(this),
},
{
name: 'COSMERE.Combat.ResetActivation',
icon: '<i class="fas fa-undo"></i>',
callback: this._onContextResetActivation.bind(this),
},
];
menu.push(
...super
._getEntryContextOptions()
.filter(
(i) =>
i.name !== 'COMBAT.CombatantReroll' &&
i.name !== 'COMBAT.CombatantClear',
),
);
return menu;
}
}

interface CosmereTurn {
id: string;
css: string;
pending: number;
finished: number;
type?: string;
turnSpeed?: string;
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activated?: boolean;
}
22 changes: 22 additions & 0 deletions src/system/applications/combat/combat.ts
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Original file line number Diff line number Diff line change
@@ -0,0 +1,22 @@
export default class CosmereCombat extends Combat {
//sets all defeated combatants activation status to true (already activated), and all others to false(hasn't activated yet)
resetActivations() {
for (const combatant of this.turns) {
void combatant.setFlag(
'cosmere-rpg',
'activated',
combatant.isDefeated ? true : false,
);
}
}

override async startCombat(): Promise<this> {
this.resetActivations();
return super.startCombat();
}

override async nextRound(): Promise<this | undefined> {
this.resetActivations();
return super.nextRound();
}
}
42 changes: 42 additions & 0 deletions src/system/applications/combat/combatant.ts
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Original file line number Diff line number Diff line change
@@ -0,0 +1,42 @@
import { DocumentModificationOptions } from '@league-of-foundry-developers/foundry-vtt-types/src/foundry/common/abstract/document.mjs';
import { SchemaField } from '@league-of-foundry-developers/foundry-vtt-types/src/foundry/common/data/fields.mjs';
import { CosmereActor } from '../../documents';

export default class CosmereCombatant extends Combatant {
//sets actor type to CosmereActor, to get typescript to stop yelling. Might be a better way to do this but I'm newish to TS and don't know how.
override get actor(): CosmereActor {
return super.actor as CosmereActor;
}
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//on creation, combatants turn speed is set to slow, activation status to false, and then sets the initiative, bypassing the need to roll
protected override _onCreate(
data: SchemaField.InnerAssignmentType<DataSchema>,
options: DocumentModificationOptions,
userID: string,
) {
super._onCreate(data, options, userID);
void this.setFlag('cosmere-rpg', 'turnSpeed', 'slow');
void this.setFlag('cosmere-rpg', 'activated', false);
void this.combat?.setInitiative(
this.id!,
this.generateInitiative(this.actor.type, 'slow'),
);
}

generateInitiative(type: string, speed: string): number {
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let initiative: number = this.actor.system.attributes.spd.value;
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if (type == 'character') initiative += 500;
if (speed == 'fast') initiative += 1000;
return initiative;
}

toggleTurnSpeed() {
const currentSpeed = this.getFlag('cosmere-rpg', 'turnSpeed') as string;
const newSpeed = currentSpeed == 'slow' ? 'fast' : 'slow';
void this.setFlag('cosmere-rpg', 'turnSpeed', newSpeed);
void this.combat?.setInitiative(
this.id!,
this.generateInitiative(this.actor.type, newSpeed),
);
}
}
5 changes: 5 additions & 0 deletions src/system/applications/combat/index.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,5 @@
import CosmereCombat from './combat';
import CosmereCombatTracker from './combat-tracker';
import CosmereCombatant from './combatant';

export { CosmereCombat, CosmereCombatTracker, CosmereCombatant };
1 change: 1 addition & 0 deletions src/system/applications/index.ts
Original file line number Diff line number Diff line change
@@ -1 +1,2 @@
export * as actor from './actor';
export * as combat from './combat';
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