This commit is contained in:
Ocame
2026-03-02 12:02:33 +01:00
commit 41c3484904
7 changed files with 323 additions and 0 deletions

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const KEY = "dune";
export default class Combat2d20 extends Combat {
get combatantsTurnDone() {
return this.getFlag(KEY, "combatantsTurnDone") ?? [];
}
get combatantsTurnsDoneThisRound() {
const combatantsTurnDone = this.combatantsTurnDone;
return combatantsTurnDone[this.round] ?? {};
}
async rollInitiative() {
return this;
}
async setTurn(newTurn) {
this.turn = newTurn;
// Update the document, passing data through a hook first
const updateData = {round: this.round, turn: newTurn};
const updateOptions = {advanceTime: CONFIG.time.turnTime, direction: 1};
Hooks.callAll("combatTurn", this, updateData, updateOptions);
return this.update(updateData, updateOptions);
}
setupTurns() {
// Determine the turn order and the current turn
const turns = this.combatants.contents;
// Sort alphabetically by name first
turns.sort((a, b) => {
if (a.name < b.name) {
return -1;
}
if (a.name > b.name) {
return 1;
}
return 0;
});
// Then make sure the player characters are first
turns.sort(
(a, b) => Number(b.hasPlayerOwner) - Number(a.hasPlayerOwner)
);
if (this.turn !== null) this.turn =
Math.clamp(this.turn, 0, turns.length - 1);
// Update state tracking
let c = turns[this.turn];
this.current = {
round: this.round,
turn: this.turn,
combatantId: c ? c.id : null,
tokenId: c ? c.tokenId : null,
};
// One-time initialization of the previous state
if (!this.previous) this.previous = this.current;
// Return the array of prepared turns
return this.turns = turns;
}
async toggleTurnDone(combatantId) {
if (!game.user.isGM) return;
if (!this.started) return;
const combatantsTurnsDoneThisRound = this.combatantsTurnsDoneThisRound;
const turnDone = !(combatantsTurnsDoneThisRound[combatantId] ?? false);
combatantsTurnsDoneThisRound[combatantId] = turnDone;
const combatantsTurnDone = this.combatantsTurnDone;
combatantsTurnDone[this.round] = combatantsTurnsDoneThisRound;
this.setFlag(KEY, "combatantsTurnDone", combatantsTurnDone);
}
}

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export default class CombatTracker2d20V2
extends foundry.applications.sidebar.tabs.CombatTracker {
/** @inheritDoc */
static DEFAULT_OPTIONS = {
actions: {
toggleCombatantTurnDone: CombatTracker2d20V2._onDuneCombatantControl,
},
};
/** @override */
static PARTS = {
header: {
// We're still using the default Foundry template for this part
template: "templates/sidebar/tabs/combat/header.hbs",
},
tracker: {
template: "modules/duneinichecker/templates/tracker.hbs",
},
footer: {
// We're still using the default Foundry template for this part
template: "templates/sidebar/tabs/combat/footer.hbs",
},
};
_onCombatantMouseDown(event, target) {
super._onCombatantMouseDown(event, target);
const isInputElement = (event.target instanceof HTMLInputElement);
const isButtonElement = (event.target instanceof HTMLButtonElement);
if (isInputElement || isButtonElement) return;
if (game.user.isGM && this.viewed.started) {
const { combatantId } = target?.dataset ?? {};
const combat = this.viewed;
const currentTurn = combat.turn ?? -1;
let newTurn = currentTurn;
for (let [i, turn] of combat.turns.entries() ) {
if (turn.isDefeated) continue;
if (turn.id === combatantId) {
newTurn = i;
break;
}
}
if (newTurn !== currentTurn) {
combat.setTurn(newTurn);
}
}
}
static async _onDuneCombatantControl(event, target) {
event.preventDefault();
event.stopPropagation();
if (!game.user.isGM) return;
if (!this.viewed.started) {
ui.notifications.warn(
game.i18n.localize("COMBAT.NotStarted")
);
return;
}
const { combatantId } = target.closest("[data-combatant-id]")?.dataset ?? {};
const combatant = this.viewed?.combatants.get(combatantId);
if ( !combatant ) return;
if (combatant.isOwner) {
this.viewed.toggleTurnDone(combatant.id);
}
}
/**
* Prepare render context for the tracker part.
* @param {ApplicationRenderContext} context
* @param {HandlebarsRenderOptions} options
* @returns {Promise<void>}
* @protected
*/
async _prepareTrackerContext(context, options) {
await super._prepareTrackerContext(context, options);
const combat = this.viewed;
if ( !combat ) return;
const combatantsTurnDone = combat.combatantsTurnsDoneThisRound;
for (const turn of context.turns) {
turn.turnDone = combatantsTurnDone[turn.id] ?? false;
}
}
}