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10 commits

Author SHA1 Message Date
383f66e297 v0.3.0 2025-06-02 00:05:32 +01:00
9bc73100f3 Borders: Move main call in init hook
The main function is called at script invocation, which is nice and early
but everything we do is done in hooks.
This makes it not really useful, and harder to properly disable the module
with the settings.

So, register our `init` hook at script invocation and call the main function
from within.
This makes handling the disabling via the setting trivial, and ensures that
*everything* is properly disabled.

However, the `socketlib.ready` hook fires earlier than the `init` one, so
register the socket at invocation as well, but only register the remote
methods in the main function.
2025-06-02 00:00:42 +01:00
95bb1c3445 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.
2025-06-01 23:51:26 +01:00
77ae01a7b3 Borders: Don't rely on .inCombat to check combat status
When changing scenes, *a lot* of data is either empty or points to
the previous scene, preventing us from knowing whether a token is in
combat or not directly from the token.

To work around that, go through the list of combats directly and try
to match them with the scene and token we are drawing instead of using
`.inCombat`.
We cannot rely on `game.combats.active` either as it points to the
active combat in the previous scene.

This is far more work, but it is the only working solution I found.
It depends quite a bit on Fabula Ultima's system combat type which
lists combatants.

This leaves a more minor issue that the borders are not updated when
switching between encounters on the same scene, but this is a rarer
scenario.

Remove the issue from the README and mention the encounter switch issue.
2025-06-01 23:49:35 +01:00
73d2a08b88 Borders: Make clients check combat updates
In the Fabula Ultima system, the clients cannot
use the combat hooks, only the GM.
So the GM orchestrates the token visiblity changes
for all clients.

Currently, the GM checks the status of tokens when
they run the combat hook.
However, this doesn't work when the GM is on another
scene, as the tokens *do not exist* for their client
in this case, as only those in the current scene do.

To fix this, we need to do the token status check
on all clients, and verify that we are on the proper
scene : otherwise there won't be a token to update.

Change the method called on the clients by the GM
to be a wrapper around token_set_border_visibility()
which checks the scene and the token locally.

Introduce another method to manually set the border
status on clients via SocketLib, used for the end of
combat.

Remove the mentions of this issue in the README and
comments as this commit fixes it.
2025-06-01 22:17:36 +01:00
7cd85468c7 module: Add compendium folder
We currently only have a macro compendium, but
we might have more in the future (items, powers...).
All the Fabula Ultima compendium are also in folders.

Add a compendium folder and move the macro compendium within.
2025-06-01 20:26:08 +01:00
22dc500801 Implement Token UI adjustments
Implement the sub-module moving the attribute bars and nameplate
to work well with our dynamic borders.

The attribute bars are moved below the token, one on
top of the other, and the nameplate is moved above.

This is done by monkey patching the `_drawBar()` and
`_refreshNameplate()` functions from the Token class.
This is vulnerable to compatibility issues with other
modules, but is the only way I found for the changes
to be shown without further input.

Indeed, those functions are called after the `drawToken`
hook, which makes it impossible to move those UI elements
there.
We can do it in the `refreshToken` hook, which works *but*
requires the canvas view to be moved at least once for
the position change to be reflected, which looks a bit
broken.

So we monkey patch the functions, but bind them
beforehand to be able to call them within our custom
function as we don't want to duplicate what they do.

Update README and translations for the added setting.
2025-06-01 18:37:22 +01:00
ab02dd139a README: Fix feature sub-section levels
Each main feature should have its own sub-sections
for settings, limitations, etc.
This was not the case for the combat borders :
lower the title level for its subsections
2025-06-01 18:22:00 +01:00
fe9b56acaa Introduce token UI adjustment script
Most of the token UI like tracking bars go over
the token in its own square.
However, the dynamic borders do the same and
conflict with them.

This script will handle moving the already existing
UI elements to free up the view of the token.
2025-05-30 21:38:02 +01:00
3f0f81ee54 Start work on v0.3.0 2025-05-30 21:35:48 +01:00
6 changed files with 249 additions and 115 deletions

View file

@ -1,4 +1,4 @@
# The Mill's Fabula - v0.2.0
# The Mill's Fabula - v0.3.0
This little [FoundryVTT](https://foundryvtt.com/) module is a collection of compendiums and functionalities
to power our Fabula Ultima campaigns.
@ -31,25 +31,31 @@ 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
### Limitations
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.
There are currently one minor issue that might be fixed :
1. The token borders will be incorrect when switching between different encounters in the same scene
- Producing a combat event or switching away and back to the scene will fix it.
- It doesn't appear that there is an event on combat switch that could be hooked into, which makes fixing the
issue uncertain.
## Token UI adjustments
Given that we add a border *on* the tokens, it conflicts with the base attribute bars 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.
### 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.
# Compendia

View file

@ -17,6 +17,14 @@
"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 and the nameplate above."
}
}
}
}
}

View file

@ -17,6 +17,14 @@
"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 et le nom au dessus."
}
}
}
}
}

View file

@ -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": "0.3.0",
"compatibility": {
"minimum": "12",
"verified": "12",
@ -50,9 +50,11 @@
}
],
"esmodules": [
"scripts/token_combat_border.mjs"
"scripts/token_combat_border.mjs",
"scripts/token_ui_adjust.mjs"
],
"socket": true,
"packs": [
{
"name": "Macros",
@ -67,10 +69,18 @@
"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/v0.3.0.zip"
}

View file

@ -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;
@ -95,39 +95,105 @@ 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) {
/**
* 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;
}
/**
* As we check beforehand, combat should always exist.
* @type {Combat}
*/
let combat = token.combatant.combat;
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;
}
}
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))
}
/**
@ -137,20 +203,60 @@ function token_has_played(token, round = -1) {
*/
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() {
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.
Hooks.on("drawToken", (drawn_token) => {
// Only apply the borders to player tokens
if (drawn_token.actor?.type !== "character")
return;
let has_played_turn = token_has_played(drawn_token);
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));
})
Hooks.on("ready", () => {
// 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;
}
Hooks.on("combatTurn", combat_hook_update_token_borders);
Hooks.on("combatRound", combat_hook_update_token_borders);
// No Foundry hook on end of combat, so use Fabula Ultima's.
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.SetBorder,
combatant.sceneId, combatant.tokenId, false).then();
}
}
})
})
}
// 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'),
@ -186,70 +292,13 @@ function combat_border_main() {
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));
});
Hooks.once("socketlib.ready", () => {
socket = socketlib.registerModule(MillsFabula.id);
socket.register(SocketMessages.UpdateBorder, token_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 ↑↑↑")
// 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();
}
}
})
})
}
combat_border_main()
});

View file

@ -0,0 +1,53 @@
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;
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))
}
})
})