Borders: Clean up debug prints

A lot of console logs where left for debugging the scene switch issues.
Those issues being fixed now, they are not useful anymore : remove them.
This commit is contained in:
trotFunky 2025-06-01 23:51:26 +01:00
parent 77ae01a7b3
commit 95bb1c3445

View file

@ -87,8 +87,7 @@ function create_new_border(type, width, height, visible) {
function token_set_border_visibility(token, played) {
// Get the borders we manually added in the `drawToken` hook, if it has any.
let borders = token.children.filter((child) => child.borderType);
// console.debug("↓↓↓ set_border_visibility ↓↓↓");
// console.debug(token)
for (let border of borders) {
if (border.borderType === BorderTypes.Active) {
border.visible = !played;
@ -96,7 +95,6 @@ function token_set_border_visibility(token, played) {
border.visible = played;
}
}
// console.debug("↑↑↑ set_border_visibility ↑↑↑");
}
/**
@ -127,8 +125,6 @@ function token_remote_set_border_visibility(scene_id, token_id, played) {
* @returns {boolean} If the token has played in the current or requested round
*/
function token_has_played(token, round = -1) {
// console.debug("↓↓↓ token_has_played ↓↓↓");
// console.debug(token.inCombat)
/**
* When we change scene, the token might not be updated with the combat
* data, so we might need to go check ourselves if they are not set.
@ -166,15 +162,12 @@ function token_has_played(token, round = -1) {
}
let round_turns_taken = combat?.flags.projectfu.CombatantsTurnTaken[round < 0 ? combat?.round : round]
// console.debug(`Testing played for round : ${combat?.round}`)
console.debug(round_turns_taken)
// No token has taken a turn, or all turns were reverted.
if (!round_turns_taken || round_turns_taken.length === 0) {
return false;
}
// console.debug("↑↑↑ token_has_played ↑↑↑");
// Token might have played, let's search now.
return round_turns_taken.includes(combatant.id)
}
@ -210,7 +203,6 @@ function token_combat_visibility_remote_update(scene_id, token_id, round) {
*/
function combat_hook_update_token_borders(combat, data) {
// Turns is the array of *tokens having turns in this encounter*.
// console.debug("↓↓↓ combat_hook_update_token_borders ↓↓↓");
for (let combatant of combat.turns) {
// The combat passed by the hook is still on the previous round or turn, which would make the check
// use the previous round rather than the new one. Use the round contained in data instead,
@ -218,7 +210,6 @@ function combat_hook_update_token_borders(combat, data) {
socket.executeForEveryone(SocketMessages.CombatUpdateBorder,
combatant.sceneId, combatant.tokenId, data.round).then();
}
// console.debug("↑↑↑ combat_hook_update_token_borders ↑↑↑");
}
function combat_border_main() {
@ -279,18 +270,9 @@ function combat_border_main() {
return;
let has_played_turn = token_has_played(drawn_token);
// console.log(drawn_token)
// console.log(`Is in combat ? ${drawn_token.inCombat}`)
// console.log(`Combatant ? ${drawn_token.combatant}`)
// console.log(`Combat ?`)
// console.log(drawn_token.combatant.combat);
// console.log(game.combats.combats)
const token_size = drawn_token.getSize();
drawn_token.addChild(create_new_border(BorderTypes.Active, token_size.width, token_size.height, !has_played_turn));
drawn_token.addChild(create_new_border(BorderTypes.Played, token_size.width, token_size.height, has_played_turn));
// console.log("============")
})
@ -305,10 +287,8 @@ function combat_border_main() {
return;
}
// console.debug("↓↓↓ Registering ↓↓↓")
Hooks.on("combatTurn", combat_hook_update_token_borders);
Hooks.on("combatRound", combat_hook_update_token_borders);
// console.debug("↑↑↑ Registering ↑↑↑")
// No Foundry hook on end of combat, so use Fabula Ultima's.
Hooks.on(FUHooks.COMBAT_EVENT, (combat_event) => {