All user data for FoundryVTT. Includes worlds, systems, modules, and any asset in the "foundryuserdata" directory. Does NOT include the FoundryVTT installation itself.
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class SmartTarget {
static handleTargeting(token,shift) {
const isTargeted = token.isTargeted;
const release = shift ? !SmartTarget.settings().release : SmartTarget.settings().release;
token.setTarget(!isTargeted, { releaseOthers: release });
}
static _tokenOnClickLeft(wrapped, ...args) {
const mode = SmartTarget.settings().mode;
switch (mode) {
case 0:
return wrapped(...args);
break;
case 1:
if (game.smartTarget.altModifier) {
SmartTarget.handleTargeting(this,game.keyboard.isModifierActive(KeyboardManager.MODIFIER_KEYS.SHIFT));
return
}else{
return wrapped(...args);
}
break;
case 2:
if ((!game.user.isGM && !this.isOwner) || (this.isOwner && game.smartTarget.altModifier)) {
SmartTarget.handleTargeting(this,game.keyboard.isModifierActive(KeyboardManager.MODIFIER_KEYS.SHIFT));
return
} else {
return wrapped(...args);
}
break;
}
super._onClickLeft(...args);
}
static canvasOnClickLeft(wrapped, ...args) {
const canvasMousePos = args[0].data.origin
if (game.smartTarget.altModifier){
let distance = Infinity
let closestTemplate = null
for(let template of canvas.templates.placeables){
if(!template.owner) continue
const inTemplate = template.shape.contains(canvasMousePos.x-template.x,canvasMousePos.y-template.y)
const d = Math.sqrt(Math.pow(template.x-canvasMousePos.x,2)+Math.pow(template.y-canvasMousePos.y,2))
if(inTemplate && d<distance){
distance = d
closestTemplate = template
}
}
if(closestTemplate){
const release = game.keyboard.isModifierActive(KeyboardManager.MODIFIER_KEYS.SHIFT) ? !SmartTarget.settings().release : SmartTarget.settings().release;
if (release)canvas.tokens.placeables[0]?.setTarget(false, { releaseOthers: true });
for(let token of canvas.tokens.placeables){
if(closestTemplate.shape.contains(token.center.x-closestTemplate.x,token.center.y-closestTemplate.y)){
token.setTarget(!token.isTargeted, { releaseOthers: false });
}
}
}
}
return wrapped(...args);
}
static _canControl(wrapped,...args){
if(!args[1]) return wrapped(...args);
const mode = SmartTarget.settings().mode;
if(mode==1 && game.smartTarget.altModifier) return true;
if(mode==2 && !game.user.isGM && !this.isOwner) return true;
return wrapped(...args);
}
static getOffset(token, length) {
const width = token.w;
const height = token.h;
const position = game.settings.get(SMARTTARGET_MODULE_NAME, "pipPosition")
const circleR = game.settings.get(SMARTTARGET_MODULE_NAME, "pipScale") || 12;
let circleOffsetMult = game.settings.get(SMARTTARGET_MODULE_NAME, "pipOffset") || 16;
let insidePip = game.settings.get(SMARTTARGET_MODULE_NAME, "insidePips") ? circleR : 0;
const totalHeight = circleR*2;
const totalWidth = (circleR*2)*length - circleOffsetMult*(length-1);
const offset = {
x: 0,
y: 0,
};
switch (position) {
case "topleft":
break;
case "topright":
offset.x = width - totalWidth;
break;
case "bottomleft":
offset.y = height - totalHeight;
break;
case "bottomright":
offset.x = width - totalWidth;
offset.y = height - totalHeight;
break;
case "centertop":
offset.x = (width - totalWidth) / 2;
break;
case "centerbottom":
offset.x = (width - totalWidth) / 2;
offset.y = height - totalHeight;
break;
case "random":
offset.x = Math.floor(Math.random() * (width - totalWidth));
offset.y = Math.floor(Math.random() * (height - totalHeight));
break;
}
return offset;
}
/**
* Creates a sprite from the selected avatar and positions around the container
* @param {User} u -- the user to get
* @param {int} i -- the current row count
* @param {token} target -- PIXI.js container for height & width (the token)
*/
static buildCharacterPortrait(u, i, target, token, totalOffset) {
let color = Color.from(u.color);
let circleR = game.settings.get(SMARTTARGET_MODULE_NAME, "pipScale") || 12;
let circleOffsetMult =
game.settings.get(SMARTTARGET_MODULE_NAME, "pipOffset") || 16;
let scaleMulti =
game.settings.get(SMARTTARGET_MODULE_NAME, "pipImgScale") || 1;
let insidePip = game.settings.get(SMARTTARGET_MODULE_NAME, "insidePips")
? circleR
: 0;
let pTex;
if (!u.isGM) {
let character = u.character;
if (!character) {
character = u.character;
}
if (character) {
pTex = game.settings.get(SMARTTARGET_MODULE_NAME, "useToken")
? character.prototypeToken.texture.src || character.img
: character.img || character.prototypeToken.texture.src;
} else {
pTex = u.avatar;
}
}
const gmTexSetting = game.settings.get(SMARTTARGET_MODULE_NAME, "useTokenGm")
let gmTexture = gmTexSetting ? token.document.getFlag(SMARTTARGET_MODULE_NAME,"gmtargetimg") || u.avatar : u.avatar
function redraw(){
token._refreshTarget()
}
let texture = u.isGM
? new PIXI.Texture.from(gmTexture)
: new PIXI.Texture.from(pTex);
if (!texture.baseTexture.valid) texture.once("update", redraw);
let newTexW = scaleMulti * (2 * circleR);
let newTexH = scaleMulti * (2 * circleR);
let borderThic = game.settings.get(SMARTTARGET_MODULE_NAME, "borderThicc");
let portraitCenterOffset =
scaleMulti >= 1 ? (16 + circleR / 12) * Math.log2(scaleMulti) : 0;
portraitCenterOffset +=
game.settings.get(SMARTTARGET_MODULE_NAME, "pipOffsetManualY") || 0;
let portraitXoffset =
game.settings.get(SMARTTARGET_MODULE_NAME, "pipOffsetManualX") || 0;
let matrix = new PIXI.Matrix(
(scaleMulti * (2 * circleR + 2)) / texture.width,
0,
0,
(scaleMulti * (2 * circleR + 2)) / texture.height,
newTexW / 2 + 4 + i * circleOffsetMult + portraitXoffset + insidePip + totalOffset.x,
newTexH / 2 + portraitCenterOffset + insidePip + totalOffset.y
);
token.target
.beginFill(color)
.drawCircle(2 + i * circleOffsetMult + insidePip + totalOffset.x, 0 + insidePip + totalOffset.y, circleR)
.beginTextureFill({
texture: texture,
alpha: 1,
matrix: matrix,
})
.lineStyle(borderThic, 0x0000000)
.drawCircle(2 + i * circleOffsetMult + insidePip + totalOffset.x, 0 + insidePip + totalOffset.y, circleR)
.endFill()
.lineStyle(borderThic / 2, color)
.drawCircle(2 + i * circleOffsetMult + insidePip + totalOffset.x, 0 + insidePip + totalOffset.y, circleR)
}
// Draw custom crosshair and pips
static async _refreshTarget(reticule = {}) {
if (!this.target) return;
this.target.clear();
if (!this.targeted.size) return;
// Determine whether the current user has target and any other users
const [others, user] = Array.from(this.targeted).partition(
(u) => u === game.user
);
const userTarget = user.length;
// For the current user, draw the target arrows
if (userTarget) {
let textColor = game.settings.get(
SMARTTARGET_MODULE_NAME,
"crossairColor"
)
? game.settings
.get(SMARTTARGET_MODULE_NAME, "crossairColor")
.replace("#", "0x")
: this._getBorderColor({hover: true});
if (game.settings.get(SMARTTARGET_MODULE_NAME, "use-player-color")) {
textColor = Color.from(game.user["color"]);
}
let p = 4;
let aw = 12;
let h = this.h;
let hh = h / 2;
let w = this.w;
let hw = w / 2;
let ah = canvas.dimensions.size / 3;
let selectedIndicator = game.settings.get(
SMARTTARGET_MODULE_NAME,
"target-indicator"
);
switch (selectedIndicator) {
case "0":
reticule.color = textColor;
this._drawTarget(reticule)//{color: textColor})//drawDefault(this, textColor, p, aw, h, hh, w, hw, ah);
break;
case "1":
drawCrossHairs1(this, textColor, p, aw, h, hh, w, hw, ah);
break;
case "2":
drawCrossHairs2(this, textColor, p, aw, h, hh, w, hw, ah);
break;
case "3":
drawBullsEye1(this, textColor, p, aw, h, hh, w, hw, ah);
break;
case "4":
drawBullsEye2(this, textColor, p, aw, h, hh, w, hw, ah);
break;
case "5":
drawBetterTarget(this, textColor, p, aw, h, hh, w, hw, ah);
break;
default:
drawDefault(this, textColor, p, aw, h, hh, w, hw, ah);
break;
}
}
// For other users, draw offset pips
if (game.settings.get(SMARTTARGET_MODULE_NAME, "portraitPips")) {
for (let [i, u] of others.entries()) {
const offset = SmartTarget.getOffset(this, others.length);
SmartTarget.buildCharacterPortrait(u, i, this.target,this, offset);
}
} else {
for (let [i, u] of others.entries()) {
let color = Color.from(u.color);
this.target
.beginFill(color, 1.0)
.lineStyle(2, 0x0000000)
.drawCircle(2 + i * 8, 0, 6);
}
}
}
static settings() {
const settings = {
mode: game.settings.get(SMARTTARGET_MODULE_NAME, "targetingMode"),
release: !game.settings.get(SMARTTARGET_MODULE_NAME, "release"),
};
return settings;
}
}
Hooks.on("targetToken", (user,token,targeted) =>{
const gmTexSetting = game.settings.get(SMARTTARGET_MODULE_NAME, "useTokenGm")
if(!game.user.isGM || !targeted || !gmTexSetting) return
let flag
if(gmTexSetting == 1) flag = _token?.document.actor?.img || _token?.document.texture.src
if(gmTexSetting == 2) flag = _token?.document.texture.src || _token?.document.actor?.img
flag && flag != token.document.getFlag(SMARTTARGET_MODULE_NAME,"gmtargetimg") && token.document.setFlag(SMARTTARGET_MODULE_NAME,"gmtargetimg",flag)
})