diff --git a/README.md b/README.md index 4c0ae2c..f269d36 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ -# The Mill's Fabula - v0.2.0 +# The Mill's Fabula - v0.4.0 This little [FoundryVTT](https://foundryvtt.com/) module is a collection of compendiums and functionalities to power our Fabula Ultima campaigns. @@ -31,25 +31,33 @@ highlighting the tokens that have played for this combat turn. The module supports going back and forth in the combat rounds, as well as going back in the turn order. (Though because of limitations of the Fabula Ultima system, does not allow going *forward* in the turn order.) -## Settings +### Settings - An image to use for the default/idle border - An image to use for the took turn/played/inactive border -## Limitations +## Token UI adjustments -There are currently two main issues that need to be fixed : -1. The tokens will not be updated when the GM is not on the scene. - - Indeed, the Fabula Ultima system seems to prevent players from receiving combat events, - so the GM is the only one that can receive them and update the tokens. That means they need to be in the active - combat scene for the changes to take effect. - - However, given that the module only uses the current state, if the GM comes back to the scene and a combat event is - triggered, the token borders will become correct. -2. The token borders will be incorrect when switching to a new scene - - It is unclear why, but apparently switching to another scene is very different from loading a new scene, - and the combat encounter of the scene is not available when tokens are created. This means that the combat status, - and thus the border type, cannot be properly determined on scene switch. - - This can be fixed by receiving a combat update, either from the players or the GM, on the scene. +Given that we add a border *on* the tokens, it conflicts with the base attribute bars and status effect indicators which +are drawn over the token's square. +The token UI adjustments move the two attribute bars below the token, outside its space, first HP then mana. +As this is where the nameplate of the token should be, move it above the token instead. +The status effect indicators are moved entirely outside the token space as well, to the right, but as it is not useful +for NPCs this is only done for PC tokens. + +### Limitations + +- The token's detailed UI when right-clicking will overlap the bars in their new positions (it already overlapped the name) +- The current implementation relies on monkey patching, which make it vulnerable to compatibility issues with + other modules manipulating the same methods. + +## Fortune display + +In our game, "Fortune" is a key currency in the world. +This adds an interactible display in the character sheets, allowing it to be tracked, and in the party sheet, +for a nice overview. + +The value is stored in flags, and will not be lost when disabling the module or option. # Compendia diff --git a/assets/fortune.png b/assets/fortune.png new file mode 100644 index 0000000..4d360b3 Binary files /dev/null and b/assets/fortune.png differ diff --git a/lang/en.json b/lang/en.json index 12be337..377da2d 100644 --- a/lang/en.json +++ b/lang/en.json @@ -17,6 +17,23 @@ "Hint": "The image to use as a border for player tokens that have taken their turn." } } + }, + "TokenUiAdjust": { + "Settings": { + "Enabled": { + "Name": "Token UI adjustments", + "Hint": "Moves both attribute bars below the token, the nameplate above and, for PCs, the status icons to the right." + } + } + }, + "Fortune": { + "Name": "Fortune", + "Settings": { + "DisplayEnabled": { + "Name": "Fortune display", + "Hint": "Display and track \"Fortune\" currency in the character and party sheets." + } + } } } } diff --git a/lang/fr.json b/lang/fr.json index b0dc8f5..b8280a5 100644 --- a/lang/fr.json +++ b/lang/fr.json @@ -17,6 +17,23 @@ "Hint": "L'image à utiliser comme bordure pour les jetons joueurs qui ont joué leur tour." } } + }, + "TokenUiAdjust": { + "Settings": { + "Enabled": { + "Name": "Ajustements d'interface des tokens", + "Hint": "Déplace les barres d'attributs sous le token, le nom au dessus et, pour les PJs, les indicateurs de statut à droite." + } + } + }, + "Fortune": { + "Name": "Fortune", + "Settings": { + "DisplayEnabled": { + "Name": "Affichage de la Fortune", + "Hint": "Affiche et gère une monnaie, la \"Fortune\", dans les fiches de personnage et de groupe." + } + } } } } diff --git a/module.json b/module.json index 4145ab5..fbe6c83 100644 --- a/module.json +++ b/module.json @@ -2,7 +2,7 @@ "id": "the-mills-fabula", "title": "Fabula Moletrina", "description": "A module implementing our idiosyncratic ideas for the Mill's campaigns.", - "version": "0.2.0", + "version": "0.4.0", "compatibility": { "minimum": "12", "verified": "12", @@ -28,7 +28,8 @@ "compatibility": { "verified": [ "2.4.10", - "3.0.2" + "3.0.2", + "3.1.7" ] } } @@ -38,7 +39,10 @@ "id": "socketlib", "type": "module", "compatibility": { - "verified": "1.1.2" + "verified": [ + "1.1.2", + "1.1.3" + ] } } ] @@ -50,9 +54,15 @@ } ], "esmodules": [ - "scripts/token_combat_border.mjs" + "scripts/token_combat_border.mjs", + "scripts/token_ui_adjust.mjs", + "scripts/fortune_integration.mjs" + ], + "styles": [ + "styles/mills_fabula.css" ], "socket": true, + "packs": [ { "name": "Macros", @@ -67,10 +77,18 @@ "flags": {} } ], + "packFolders": [ + { + "name": "Fabula Moletrina", + "sorting": "a", + "color": "#d3b719", + "packs": ["Macros"] + } + ], "license": "LICENSE", "readme": "README.md", "url": "https://git.tfk-astrodome.net/trotFunky/TheMillsFabula/src/branch/release", "manifest": "https://git.tfk-astrodome.net/trotFunky/TheMillsFabula/raw/branch/release/module.json", - "download": "https://git.tfk-astrodome.net/trotFunky/TheMillsFabula/archive/v0.2.0.zip" + "download": "https://git.tfk-astrodome.net/trotFunky/TheMillsFabula/archive/v0.4.0.zip" } diff --git a/scripts/fortune_integration.mjs b/scripts/fortune_integration.mjs new file mode 100644 index 0000000..5a34984 --- /dev/null +++ b/scripts/fortune_integration.mjs @@ -0,0 +1,118 @@ +import * as MillsFabula from "./mills_fabula.mjs"; + +const fortune_flag = "char_fortune" + +const FortuneSettings = Object.freeze({ + EnableFortuneDisplay: "enableFortuneDisplay", +}) + +/** + * Find all the characters in the group sheet and insert their Fortune amount + * within the resources, copying the system's style. + * @param {DocumentSheet|foundry.applications.api.DocumentSheetV2} app The source Application + * @param {HTMLElement} html The rendered HTML + * @returns {Promise} Does not return + */ +async function party_sheet_fortune(app, html) { + if (!(app instanceof foundry.applications.api.DocumentSheetV2)) + html = html[0] /* Retrieve the internal DOM element */ + else + console.warn("AppV2 is not properly tested yet") + + let character_divs = html.querySelectorAll(".section-container.plate.character") + for (let char_div of character_divs) { + /** @type{FUActor} */ + let actor = await fromUuid(char_div.getAttribute("data-uuid")) + let resources = char_div.getElementsByClassName("resources")[0] + let icon = document.createElement("i"); + icon.classList.add("fuk", "icon-aff", "mf-fortune") + icon.setAttribute("data-tooltip", game.i18n.localize('MF.Fortune.Name')) + + /* Insert the Fortune elements before Fabula points, so find it */ + let fp_icon = resources.getElementsByClassName("fu-fp")[0] + resources.insertBefore(icon, fp_icon) + /* The system also has whitespace for spacing */ + resources.insertBefore( + document.createTextNode(` ${actor.getFlag(MillsFabula.id, fortune_flag) ?? 0} `), + fp_icon) + } +} + +/** + * Insert a Fortune input at the top of the character sheet, + * following the same styling as the system for Fabula points. + * @param {DocumentSheet|foundry.applications.api.DocumentSheetV2} app The source Application + * @param {HTMLElement} html The rendered HTML + */ +function character_sheet_fortune(app, html) { + /* Only player characters have Fortune. */ + if (app.actor.type !== "character") + return + + if (!(app instanceof foundry.applications.api.DocumentSheetV2)) + html = html[0] /* Retrieve the internal DOM element */ + else + console.warn("AppV2 is not properly tested yet") + + let resources_div = html.getElementsByClassName("header-center")[0].lastElementChild + resources_div.classList.replace("grid-3col", "grid-4col") + + /* + * We want the Fortune to have the same importance/weight as Fabula points, + * so we'll copy the style and bundle them in a 2 column div. + */ + /* TODO: This all should probably be some form of template ? */ + let fortune_fabula_div = document.createElement("div") + fortune_fabula_div.classList.add("grid", "grid-2col") + + let fortune_div = document.createElement("div") + fortune_div.classList.add("flex-group-center", "resource-content") + let fortune_label = document.createElement("span") + fortune_label.classList.add("resource-label-l") + let fortune_icon = document.createElement("i") + fortune_icon.classList.add("fas", "fa-leaf", "icon") + fortune_label.appendChild(fortune_icon) + fortune_label.appendChild(document.createTextNode(game.i18n.localize('MF.Fortune.Name'))) + fortune_div.appendChild(fortune_label) + let fortune_data_div = document.createElement("div") + fortune_data_div.classList.add("buttons-inc") + let fortune_input = foundry.applications.fields.createNumberInput({ + /* + * By setting the name of the field using this format, the backing + * flag will automatically be picked up by Foundry's code and updated + * when the field is changed on the sheet. + * This works even if it wasn't set previously ! + */ + name: `flags.${MillsFabula.id}.${fortune_flag}`, + value: app.document.getFlag(MillsFabula.id, fortune_flag) ?? 0, + step: 1, + min: 0, + type: "number" + }) + fortune_input.classList.add("fp-resource-inputs") + fortune_data_div.appendChild(fortune_input) + fortune_div.appendChild(fortune_data_div) + + fortune_fabula_div.appendChild(fortune_div) + /* The last element should always be the Fabula Points div. */ + fortune_fabula_div.appendChild(resources_div.lastElementChild) + + resources_div.appendChild(fortune_fabula_div) +} + +Hooks.once("init", () => { + game.settings.register(MillsFabula.id, FortuneSettings.EnableFortuneDisplay, { + name: game.i18n.localize('MF.Fortune.Settings.DisplayEnabled.Name'), + hint: game.i18n.localize('MF.Fortune.Settings.DisplayEnabled.Hint'), + type: Boolean, + config: true, + scope: 'world', + requiresReload: true, + default: true + }); + + if (game.settings.get(MillsFabula.id, FortuneSettings.EnableFortuneDisplay)) { + Hooks.on("renderFUPartySheet", party_sheet_fortune) + Hooks.on("renderFUStandardActorSheet", character_sheet_fortune) + } +}) diff --git a/scripts/token_combat_border.mjs b/scripts/token_combat_border.mjs index 7dd4753..3291bb5 100644 --- a/scripts/token_combat_border.mjs +++ b/scripts/token_combat_border.mjs @@ -1,6 +1,7 @@ import * as MillsFabula from "./mills_fabula.mjs"; import { FUHooks } from "/systems/projectfu/module/hooks.mjs" import { FU } from "/systems/projectfu/module/helpers/config.mjs" +import { FUCombat } from '/systems/projectfu/module/ui/combat.mjs'; // NOTES // Tokens are working PIXI.js objects, can .addChild() a sprite @@ -14,7 +15,8 @@ import { FU } from "/systems/projectfu/module/helpers/config.mjs" */ let socket; const SocketMessages = Object.freeze({ - UpdateBorder: "update-border", + CombatUpdateBorder: "combat-update-border", + SetBorder: "set-border", }) const BorderSettings = Object.freeze({ @@ -78,16 +80,14 @@ function create_new_border(type, width, height, visible) { } /** - * Toggle the borders of a token by ID, as we cannot pass the Token object via SocketLib (most objects being recursive). - * @param {string} token_id The ID of the token to update + * Toggle the borders of a token. + * @param {Token} token The token to update * @param {boolean} played Status of the token to update */ -function token_set_border_visibility(token_id, played) { - let token = canvas.scene?.tokens.get(token_id).object; +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; @@ -95,161 +95,239 @@ function token_set_border_visibility(token_id, played) { border.visible = played; } } - // console.debug("↑↑↑ set_border_visibility ↑↑↑"); +} + +/** + * A wrapper around `token_set_border_visibility()` to be invoked via SocketLib. + * It checks that the client is on the proper scene, otherwise the Token wouldn't be found. + * + * @param {string} scene_id The ID of the scene of the token to update + * @param {string} token_id The ID of the token to update + * @param {boolean} played Should the visible borders be the base or the played one ? + */ +function token_remote_set_border_visibility(scene_id, token_id, played) { + /* + * Check that we are on the same scene as the token being updated, + * otherwise it won't exist for us. + */ + if (scene_id !== canvas.scene?.id) { + return; + } + + token_set_border_visibility(canvas.scene?.tokens.get(token_id).object, played) } /** * Check if a token has played in a specific round, or the current combat round if it exists for the token. + * The function does not rely on the token's internal data, as it is not properly set when changing scenes. * @param {Token} token The actual token object to check combat status * @param {number} [round] The round to check the token's status in, will check the token's combat current turn otherwise * @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) - if (!token.inCombat) { - return false; + /** + * 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. + * @type {FUCombat} + */ + let combat = token.combatant?.combat; + /** @type {Combatant} */ + let combatant = token.combatant; + + // We might be changing scene, so let's check if that's true. + if (!combatant) { + /* + * There should only be one active combat per scene. + * If there isn't one, we're sure that the token is not in combat. + */ + let active_scene_combat = game.combats.contents.filter( + (combat) => combat.active && combat.scene.id === token.scene.id) + if (active_scene_combat.length === 0) { + return false; + } + + combat = active_scene_combat[0]; + + // Now search among the combatants + for (let active_combatant of combat.combatants) { + if (active_combatant.tokenId === token.id) { + combatant = active_combatant; + break; + } + } + // We have not found our token in the active combat, assume it isn't in combat. + if (!combatant) { + return false; + } } - /** - * As we check beforehand, combat should always exist. - * @type {Combat} - */ - let combat = token.combatant.combat; + // The token can't have played if the combat hasn't started yet. + if (!combat.started) + return false; + 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(token.combatant.id) + return round_turns_taken.includes(combatant.id) +} + +/** + * A wrapper function around `token_set_border_visibility()` that is called via SocketLib for combat updates. + * It is executed by every client, which allows us to check if we are on the proper scene, ensuring that + * we can find the token on each relevant client, rather than only on the GM's side which doesn't + * work if they are not in the combat scene. + * + * Scene and Token are passed by IDs as the Foundry objects are recursive and cannot be passed via SocketLib. + * @param {string} scene_id The ID of the scene of the token to update + * @param {string} token_id The ID of the token to update + * @param {number} round The combat round relating to the update + */ +function token_combat_visibility_remote_update(scene_id, token_id, round) { + /* + * Check that we are on the same scene as the token being updated, + * otherwise it won't exist for us. + */ + if (scene_id !== canvas.scene?.id) { + return; + } + + let token = canvas.scene?.tokens.get(token_id).object; + token_set_border_visibility(token, token_has_played(token, round)) } /** * Called by turn and round hooks, so the borders can be updated when going backwards as well as forwards. * @param {Combat} combat The combat in which the token is active - * @param {{round: number, turn: number}} data The turn data for this update + * @param {{round: number}} data The turn data for this update */ 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 ↓↓↓"); - // console.debug(combat) - // console.debug(data) for (let combatant of combat.turns) { - // The combat passed by the hook still is 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, which is always - // the new one. - socket.executeForEveryone(SocketMessages.UpdateBorder, combatant.token.id, - token_has_played(combatant?.token.object, data.round)).then(); + // 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, + // which is always the new one. + socket.executeForEveryone(SocketMessages.CombatUpdateBorder, + combatant.sceneId, combatant.tokenId, data.round).then(); } - // console.debug("↑↑↑ combat_hook_update_token_borders ↑↑↑"); } function combat_border_main() { - Hooks.once("init", () => { - game.settings.register(MillsFabula.id, BorderSettings.BorderEnabled, { - name: game.i18n.localize('MF.Border.Settings.BorderEnabled.Name'), - hint: game.i18n.localize('MF.Border.Settings.BorderEnabled.Hint'), - type: Boolean, - config: true, - scope: 'world', - requiresReload: true, - default: true - }); - - // Only show the settings if the borders are enabled. - let borders_enabled = game.settings.get(MillsFabula.id, BorderSettings.BorderEnabled); - game.settings.register(MillsFabula.id, BorderSettings.BaseBorderPath, { - name: game.i18n.localize('MF.Border.Settings.BaseBorder.Name'), - hint: game.i18n.localize('MF.Border.Settings.BaseBorder.Hint'), - type: String, - config: borders_enabled, - scope: 'world', - requiresReload: true, - filePicker: 'image', - default: 'modules/the-mills-fabula/assets/default-borders/base.webp' - }); - - game.settings.register(MillsFabula.id, BorderSettings.PlayedBorderPath, { - name: game.i18n.localize('MF.Border.Settings.PlayedBorder.Name'), - hint: game.i18n.localize('MF.Border.Settings.PlayedBorder.Hint'), - type: String, - config: borders_enabled, - scope: 'world', - requiresReload: true, - filePicker: 'image', - default: 'modules/the-mills-fabula/assets/default-borders/played.webp' - }) - - // Create the border textures based on the image chose in the settings. - base_border = PIXI.BaseTexture.from(game.settings.get(MillsFabula.id, BorderSettings.BaseBorderPath)); - played_border = PIXI.BaseTexture.from(game.settings.get(MillsFabula.id, BorderSettings.PlayedBorderPath)); - }); - - Hooks.once("socketlib.ready", () => { - socket = socketlib.registerModule(MillsFabula.id); - socket.register(SocketMessages.UpdateBorder, token_set_border_visibility); - }) + socket.register(SocketMessages.CombatUpdateBorder, token_combat_visibility_remote_update); + socket.register(SocketMessages.SetBorder, token_remote_set_border_visibility); // Create the borders from defined textures and add them to the tokens when they are first created on canvas. - // FIXME: Does not work on scene change ! Hooks.on("drawToken", (drawn_token) => { - // FIXME: Handle deactivation properly - if (!game.settings.get(MillsFabula.id, BorderSettings.BorderEnabled)) { - return; - } // Only apply the borders to player tokens if (drawn_token.actor?.type !== "character") 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("============") }) Hooks.on("ready", () => { - // FIXME: Handle deactivation properly - if (!game.settings.get(MillsFabula.id, BorderSettings.BorderEnabled)) { - return; - } // Players cannot run the combat hooks used here, which trigger for the GM no matter what. // So register them for the GM only, who will execute the updates for players via SocketLib. if (!game.user?.isGM) { return; } - // console.debug("↓↓↓ Registering ↓↓↓") Hooks.on("combatTurn", combat_hook_update_token_borders); Hooks.on("combatRound", combat_hook_update_token_borders); - // console.debug("↑↑↑ Registering ↑↑↑") + + // Hook on the combat document update directly to handle active combat switches. + Hooks.on("updateCombat", (combat, changed) => { + // We only care about switching active combats + if (!("active" in changed)) { + return; + } + + /* + * The *previous* active combat is switched to inactive *first*, so we can + * just revert all borders to the default state. + * When the new combat becomes active, we can just check as if it were a + * regular combat update. + * This makes sure to handle tokens which were in the previous combat, but not + * in the new one. + */ + if (!changed.active) { + for (let combatant of combat.combatants) { + socket.executeForEveryone(SocketMessages.SetBorder, + combatant.sceneId, combatant.tokenId, false).then(); + } + } else { + combat_hook_update_token_borders(combat, {round: combat.round}) + } + }) // No Foundry hook on end of combat, so use Fabula Ultima's. - // FIXME: Does not work when the GM is in another scene, as they don't receive the event. Hooks.on(FUHooks.COMBAT_EVENT, (combat_event) => { if (combat_event.type === FU.combatEvent.endOfCombat) { for (let combatant of combat_event.combatants) { // End of combat, clear all tokens. - socket.executeForEveryone(SocketMessages.UpdateBorder, combatant.token?.id, false).then(); + socket.executeForEveryone(SocketMessages.SetBorder, + combatant.sceneId, combatant.tokenId, false).then(); } } }) }) } -combat_border_main() +// We need to setup socketlib early, doing it in the `init` hook is too late. +Hooks.once("socketlib.ready", () => { + socket = socketlib.registerModule(MillsFabula.id); +}) + +Hooks.once("init", () => { + game.settings.register(MillsFabula.id, BorderSettings.BorderEnabled, { + name: game.i18n.localize('MF.Border.Settings.BorderEnabled.Name'), + hint: game.i18n.localize('MF.Border.Settings.BorderEnabled.Hint'), + type: Boolean, + config: true, + scope: 'world', + requiresReload: true, + default: true + }); + + // Only show the settings if the borders are enabled. + let borders_enabled = game.settings.get(MillsFabula.id, BorderSettings.BorderEnabled); + game.settings.register(MillsFabula.id, BorderSettings.BaseBorderPath, { + name: game.i18n.localize('MF.Border.Settings.BaseBorder.Name'), + hint: game.i18n.localize('MF.Border.Settings.BaseBorder.Hint'), + type: String, + config: borders_enabled, + scope: 'world', + requiresReload: true, + filePicker: 'image', + default: 'modules/the-mills-fabula/assets/default-borders/base.webp' + }); + + game.settings.register(MillsFabula.id, BorderSettings.PlayedBorderPath, { + name: game.i18n.localize('MF.Border.Settings.PlayedBorder.Name'), + hint: game.i18n.localize('MF.Border.Settings.PlayedBorder.Hint'), + type: String, + config: borders_enabled, + scope: 'world', + requiresReload: true, + filePicker: 'image', + default: 'modules/the-mills-fabula/assets/default-borders/played.webp' + }) + + if (!game.settings.get(MillsFabula.id, BorderSettings.BorderEnabled)) { + return; + } + + // Create the border textures based on the image chose in the settings. + base_border = PIXI.BaseTexture.from(game.settings.get(MillsFabula.id, BorderSettings.BaseBorderPath)); + played_border = PIXI.BaseTexture.from(game.settings.get(MillsFabula.id, BorderSettings.PlayedBorderPath)); + + combat_border_main() +}); diff --git a/scripts/token_ui_adjust.mjs b/scripts/token_ui_adjust.mjs new file mode 100644 index 0000000..bff8393 --- /dev/null +++ b/scripts/token_ui_adjust.mjs @@ -0,0 +1,59 @@ +import * as MillsFabula from "./mills_fabula.mjs"; + +const TokenUiSettings = Object.freeze({ + Enabled: "uiAdjustEnabled", +}) + +Hooks.once("setup", () => { + game.settings.register(MillsFabula.id, TokenUiSettings.Enabled, { + name: "MF.TokenUiAdjust.Settings.Enabled.Name", + hint: "MF.TokenUiAdjust.Settings.Enabled.Hint", + type: Boolean, + config: true, + scope: "world", + requiresReload: true, + default: true, + }) + + if (!game.settings.get(MillsFabula.id, TokenUiSettings.Enabled)) { + return; + } + + /** Padding above and below the token, percentage of a grid square. */ + const top_bot_padding = 5; + /** Padding left and right the token, percentage of a grid square. */ + const left_right_padding = 5; + + Hooks.on("drawToken", (drawn_token) => { + /* + * Drawing attribute bars and nameplates are handled by private functions called + * after the `drawToken` hook. That means that we cannot change their position in this hook. + * + * We could update them in the `refreshToken` hook, which works, but is called a lot more than + * necessary and needs a view update (move the view) from the canvas to show the updates. + * + * Instead : we can replace the draw functions handling the bars and nameplate. + * They are still useful, so make of copy bound to the drawn token so that we can call them + * in our replacement function, then make the changes that we need. + */ + let base_drawBar = drawn_token._drawBar.bind(drawn_token); + drawn_token._drawBar = (number, bar, data) => { + const token_height = drawn_token.getSize().height + const padding = drawn_token.scene.grid.size * top_bot_padding/100; + base_drawBar(number, bar, data) + bar.position.set(0, token_height + padding + number * bar.height) + } + + let base_refreshNameplate = drawn_token._refreshNameplate.bind(drawn_token); + drawn_token._refreshNameplate = () => { + const token_width = drawn_token.getSize().width; + const padding = drawn_token.scene.grid.size * top_bot_padding/100; + base_refreshNameplate() + drawn_token.nameplate.position.set(token_width/2, -(padding + drawn_token.nameplate.height)) + } + + if (drawn_token.document.hasPlayerOwner) + drawn_token.effects.position.x += drawn_token.getSize().width + + drawn_token.scene.grid.size * (left_right_padding/100); + }) +}) diff --git a/styles/mills_fabula.css b/styles/mills_fabula.css new file mode 100644 index 0000000..6ea8d11 --- /dev/null +++ b/styles/mills_fabula.css @@ -0,0 +1,3 @@ +.mf-fortune { + background-image: url("/modules/the-mills-fabula/assets/fortune.png"); +}