Refactor for better readability (addressed CR comments)
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parent
30aed22c03
commit
e545e3f030
5 changed files with 80 additions and 49 deletions
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@ -197,8 +197,8 @@
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"DS4.ErrorUnexpectedAttackType": "Unerwartete Angriffsart '{actualType}', erwartete Angriffarten: {expectedTypes}",
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"DS4.ErrorUnexpectedAttackType": "Unerwartete Angriffsart '{actualType}', erwartete Angriffarten: {expectedTypes}",
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"DS4.ErrorCanvasIsNotInitialized": "Canvas ist noch nicht initialisiert.",
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"DS4.ErrorCanvasIsNotInitialized": "Canvas ist noch nicht initialisiert.",
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"DS4.WarningItemMustBeEquippedToBeRolled": "Um für das Item '{name}' ({id}) vom Typ '{type}' zu würfeln, muss es ausgerüstet sein.",
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"DS4.WarningItemMustBeEquippedToBeRolled": "Um für das Item '{name}' ({id}) vom Typ '{type}' zu würfeln, muss es ausgerüstet sein.",
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"DS4.WarningMustControlActorToUseRollItemMacro": "Um ein ein Item Würfel Makro zu nutzen muss ein Aktor kontolliert werden.",
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"DS4.WarningMustControlActorToUseRollItemMacro": "Um ein ein Item-Würfel-Makro zu nutzen muss ein Aktor kontrolliert werden.",
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"DS4.WarningMustControlActorToUseRollCheckMacro": "Um ein ein Proben Würfel Makro zu nutzen muss ein Aktor kontolliert werden.",
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"DS4.WarningMustControlActorToUseRollCheckMacro": "Um ein ein Proben-Würfel-Makro zu nutzen muss ein Aktor kontrolliert werden.",
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"DS4.WarningControlledActorDoesNotHaveItem": "Der kontrollierte Aktor '{actorName}' ({actorId}) hat kein Item mit der ID '{itemId}'.",
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"DS4.WarningControlledActorDoesNotHaveItem": "Der kontrollierte Aktor '{actorName}' ({actorId}) hat kein Item mit der ID '{itemId}'.",
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"DS4.WarningItemIsNotRollable": "Für das Item '{name}' ({id}) vom Typ '{type}' kann nicht gewürfelt werden.",
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"DS4.WarningItemIsNotRollable": "Für das Item '{name}' ({id}) vom Typ '{type}' kann nicht gewürfelt werden.",
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"DS4.WarningMacrosCanOnlyBeCreatedForOwnedItems": "Makros können nur für besessene Items angelegt werden.",
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"DS4.WarningMacrosCanOnlyBeCreatedForOwnedItems": "Makros können nur für besessene Items angelegt werden.",
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@ -116,13 +116,13 @@ export class DS4Actor extends Actor<DS4ActorData, DS4Item, DS4ActorPreparedData>
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* The list of properties that are derived from others, given in dot notation.
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* The list of properties that are derived from others, given in dot notation.
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*/
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*/
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get derivedDataProperties(): Array<string> {
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get derivedDataProperties(): Array<string> {
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return Object.keys(DS4.i18n.combatValues)
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const combatValueProperties = Object.keys(DS4.i18n.combatValues).map(
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.map((combatValue) => `data.combatValues.${combatValue}.total`)
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(combatValue) => `data.combatValues.${combatValue}.total`,
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.concat(
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);
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Object.keys(DS4.i18n.checks)
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const checkProperties = Object.keys(DS4.i18n.checks)
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.filter((check) => check !== "defend")
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.filter((check) => check !== "defend")
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.map((check) => `data.checks.${check}`),
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.map((check) => `data.checks.${check}`);
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);
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return combatValueProperties.concat(checkProperties);
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}
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}
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/**
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/**
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21
src/module/macros/helpers.ts
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21
src/module/macros/helpers.ts
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@ -0,0 +1,21 @@
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import { DS4Actor } from "../actor/actor";
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import { getCanvas } from "../helpers";
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/**
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* Gets the currently active actor based on how {@link ChatMessage} determines
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* the current speaker.
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* @returns The currently active {@link DS4Actor} if any, and `undefined` otherwise.
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*/
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export function getActiveActor(): DS4Actor | undefined {
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const speaker = ChatMessage.getSpeaker();
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const speakerToken = speaker.token ? getCanvas().tokens.get(speaker.token) : undefined;
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if (speakerToken) {
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return speakerToken.actor as DS4Actor;
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}
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const speakerActor = speaker.actor ? game.actors?.get(speaker.actor) : undefined;
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if (speakerActor) {
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return speakerActor as DS4Actor;
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}
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}
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@ -1,8 +1,7 @@
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import { DS4Actor } from "../actor/actor";
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import { Check } from "../actor/actor-prepared-data";
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import { Check } from "../actor/actor-prepared-data";
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import { DS4 } from "../config";
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import { DS4 } from "../config";
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import { getCanvas } from "../helpers";
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import notifications from "../ui/notifications";
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import notifications from "../ui/notifications";
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import { getActiveActor } from "./helpers";
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/**
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/**
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* Creates a macro from a check drop.
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* Creates a macro from a check drop.
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@ -11,33 +10,40 @@ import notifications from "../ui/notifications";
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* @param slot - The hotbar slot to use.
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* @param slot - The hotbar slot to use.
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*/
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*/
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export async function createRollCheckMacro(check: Check, slot: string): Promise<void> {
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export async function createRollCheckMacro(check: Check, slot: string): Promise<void> {
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const command = `game.ds4.macros.rollCheck("${check}");`;
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const macro = await getOrCreateRollCheckMacro(check);
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const macro =
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game.macros?.entities.find((m) => m.name === DS4.i18n.checks[check] && m.data.command === command) ??
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(await Macro.create(
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{
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command,
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name: DS4.i18n.checks[check],
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type: "script",
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// TODO: img, should be addressed in https://git.f3l.de/dungeonslayers/ds4/-/issues/79
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flags: { "ds4.checkMacro": true },
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},
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{ displaySheet: false },
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));
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game.user?.assignHotbarMacro(macro, slot);
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game.user?.assignHotbarMacro(macro, slot);
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}
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}
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async function getOrCreateRollCheckMacro(check: Check): Promise<Macro | null> {
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const command = `game.ds4.macros.rollCheck("${check}");`;
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const existingMacro = game.macros?.entities.find(
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(m) => m.name === DS4.i18n.checks[check] && m.data.command === command,
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);
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if (existingMacro) {
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return existingMacro;
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}
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return Macro.create(
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{
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command,
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name: DS4.i18n.checks[check],
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type: "script",
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// TODO: img, should be addressed in https://git.f3l.de/dungeonslayers/ds4/-/issues/79
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flags: { "ds4.checkMacro": true },
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},
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{ displaySheet: false },
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);
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}
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/**
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/**
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* Executes the roll check macro for the given check.
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* Executes the roll check macro for the given check.
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*/
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*/
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export async function rollCheck(check: Check): Promise<void> {
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export async function rollCheck(check: Check): Promise<void> {
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const speaker = ChatMessage.getSpeaker();
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const actor = getActiveActor();
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const actor = (getCanvas().tokens.get(speaker.token ?? "")?.actor ?? game.actors?.get(speaker.actor ?? "")) as
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| DS4Actor
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| null
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| undefined;
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if (!actor) {
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if (!actor) {
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return notifications.warn(game.i18n.localize("DS4.WarningMustControlActorToUseRollCheckMacro"));
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return notifications.warn(game.i18n.localize("DS4.WarningMustControlActorToUseRollCheckMacro"));
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}
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}
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return actor.rollCheck(check);
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return actor.rollCheck(check);
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}
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}
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@ -1,7 +1,6 @@
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import { DS4Actor } from "../actor/actor";
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import { getCanvas } from "../helpers";
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import { DS4ItemData } from "../item/item-data";
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import { DS4ItemData } from "../item/item-data";
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import notifications from "../ui/notifications";
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import notifications from "../ui/notifications";
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import { getActiveActor } from "./helpers";
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/**
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/**
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* Creates a macro from an item drop.
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* Creates a macro from an item drop.
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@ -10,34 +9,39 @@ import notifications from "../ui/notifications";
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* @param slot - The hotbar slot to use
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* @param slot - The hotbar slot to use
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*/
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*/
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export async function createRollItemMacro(itemData: DS4ItemData, slot: string): Promise<void> {
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export async function createRollItemMacro(itemData: DS4ItemData, slot: string): Promise<void> {
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const command = `game.ds4.macros.rollItem("${itemData._id}");`;
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const macro = await getOrCreateRollItemMacro(itemData);
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const macro =
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game.macros?.entities.find((m) => m.name === itemData.name && m.data.command === command) ??
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(await Macro.create(
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{
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command,
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name: itemData.name,
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type: "script",
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img: itemData.img,
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flags: { "ds4.itemMacro": true },
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},
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{ displaySheet: false },
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));
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game.user?.assignHotbarMacro(macro, slot);
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game.user?.assignHotbarMacro(macro, slot);
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}
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}
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async function getOrCreateRollItemMacro(itemData: DS4ItemData): Promise<Macro | null> {
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const command = `game.ds4.macros.rollItem("${itemData._id}");`;
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const existingMacro = game.macros?.entities.find((m) => m.name === itemData.name && m.data.command === command);
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if (existingMacro) {
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return existingMacro;
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}
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return Macro.create(
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{
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command,
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name: itemData.name,
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type: "script",
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img: itemData.img,
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flags: { "ds4.itemMacro": true },
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},
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{ displaySheet: false },
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);
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}
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/**
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/**
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* Executes the roll item macro for the given itemId.
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* Executes the roll item macro for the given itemId.
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*/
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*/
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export async function rollItem(itemId: string): Promise<void> {
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export async function rollItem(itemId: string): Promise<void> {
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const speaker = ChatMessage.getSpeaker();
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const actor = getActiveActor();
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const actor = (getCanvas().tokens.get(speaker.token ?? "")?.actor ?? game.actors?.get(speaker.actor ?? "")) as
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| DS4Actor
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| null
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| undefined;
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if (!actor) {
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if (!actor) {
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return notifications.warn(game.i18n.localize("DS4.WarningMustControlActorToUseRollItemMacro"));
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return notifications.warn(game.i18n.localize("DS4.WarningMustControlActorToUseRollItemMacro"));
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}
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}
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const item = actor.items?.get(itemId);
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const item = actor.items?.get(itemId);
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if (!item) {
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if (!item) {
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return notifications.warn(
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return notifications.warn(
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