From 43633acd0d6b3746eb1838cf84f8ff3da501592f Mon Sep 17 00:00:00 2001 From: Peter Varaksin Date: Sat, 18 Apr 2020 00:23:57 +0300 Subject: [PATCH] Initial Commit. FoundryVTT v.0.5.4 --- LICENSE.txt | 674 + README.md | 1 + blades.css.txt | 2 + module/actor-sheet copy.js | 126 + module/actor-sheet.js | 128 + module/blades.js | 61 + module/item-sheet.js | 112 + overrides/foundry.js | 42388 ++++++++++++++++ overrides/foundry.js_original | 42413 +++++++++++++++++ scss/mixin.scss | 157 + scss/style.scss | 84 + styles/assets/teeth/shorttooth-grey.png | Bin 0 -> 789 bytes styles/assets/teeth/shorttooth-red.png | Bin 0 -> 827 bytes styles/assets/teeth/stresstooth-halfgrey.png | Bin 0 -> 2178 bytes styles/assets/teeth/stresstooth-red.png | Bin 0 -> 2167 bytes styles/blades.css | 212 + styles/simple copy.css | 144 + system.json | 18 + template.json | 141 + templates/actor-sheet copy.html | 86 + templates/actor-sheet.html | 200 + templates/item-sheet.html | 64 + 22 files changed, 87011 insertions(+) create mode 100644 LICENSE.txt create mode 100644 README.md create mode 100644 blades.css.txt create mode 100644 module/actor-sheet copy.js create mode 100644 module/actor-sheet.js create mode 100644 module/blades.js create mode 100644 module/item-sheet.js create mode 100644 overrides/foundry.js create mode 100644 overrides/foundry.js_original create mode 100644 scss/mixin.scss create mode 100644 scss/style.scss create mode 100644 styles/assets/teeth/shorttooth-grey.png create mode 100644 styles/assets/teeth/shorttooth-red.png create mode 100644 styles/assets/teeth/stresstooth-halfgrey.png create mode 100644 styles/assets/teeth/stresstooth-red.png create mode 100644 styles/blades.css create mode 100644 styles/simple copy.css create mode 100644 system.json create mode 100644 template.json create mode 100644 templates/actor-sheet copy.html create mode 100644 templates/actor-sheet.html create mode 100644 templates/item-sheet.html diff --git a/LICENSE.txt b/LICENSE.txt new file mode 100644 index 0000000..26039bc --- /dev/null +++ b/LICENSE.txt @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + Foundry VTT 5th Edition + Copyright (C) 2019 Foundry Network + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Foundry VTT 5th Edition Copyright (C) 2019 Foundry Network + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/README.md b/README.md new file mode 100644 index 0000000..930a0ff --- /dev/null +++ b/README.md @@ -0,0 +1 @@ +# BLades in the Dark \ No newline at end of file diff --git a/blades.css.txt b/blades.css.txt new file mode 100644 index 0000000..809bb45 --- /dev/null +++ b/blades.css.txt @@ -0,0 +1,2 @@ +Sorry, there was a problem downloading this file from OneDrive. Please try again. +https://onedrive.live.com/?cid=3d559248b5c41052&id=3D559248B5C41052%21129894&action=Download \ No newline at end of file diff --git a/module/actor-sheet copy.js b/module/actor-sheet copy.js new file mode 100644 index 0000000..7f88617 --- /dev/null +++ b/module/actor-sheet copy.js @@ -0,0 +1,126 @@ +/** + * Extend the basic ActorSheet with some very simple modifications + * @extends {ActorSheet} + */ +export class SimpleActorSheet extends ActorSheet { + + /** @override */ + static get defaultOptions() { + return mergeObject(super.defaultOptions, { + classes: ["worldbuilding", "sheet", "actor"], + template: "systems/worldbuilding/templates/actor-sheet.html", + width: 600, + height: 600, + tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}] + }); + } + + /* -------------------------------------------- */ + + /** @override */ + getData() { + const data = super.getData(); + data.dtypes = ["String", "Number", "Boolean"]; + for ( let attr of Object.values(data.data.attributes) ) { + attr.isCheckbox = attr.dtype === "Boolean"; + } + return data; + } + + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + + // Activate tabs + let tabs = html.find('.tabs'); + let initial = this._sheetTab; + new Tabs(tabs, { + initial: initial, + callback: clicked => this._sheetTab = clicked.data("tab") + }); + + // Everything below here is only needed if the sheet is editable + if (!this.options.editable) return; + + // Update Inventory Item + html.find('.item-edit').click(ev => { + const li = $(ev.currentTarget).parents(".item"); + const item = this.actor.getOwnedItem(li.data("itemId")); + item.sheet.render(true); + }); + + // Delete Inventory Item + html.find('.item-delete').click(ev => { + const li = $(ev.currentTarget).parents(".item"); + this.actor.deleteOwnedItem(li.data("itemId")); + li.slideUp(200, () => this.render(false)); + }); + + // Add or Remove Attribute + html.find(".attributes").on("click", ".attribute-control", this._onClickAttributeControl.bind(this)); + } + + /* -------------------------------------------- */ + + /** + * Listen for click events on an attribute control to modify the composition of attributes in the sheet + * @param {MouseEvent} event The originating left click event + * @private + */ + async _onClickAttributeControl(event) { + event.preventDefault(); + const a = event.currentTarget; + const action = a.dataset.action; + const attrs = this.object.data.data.attributes; + const form = this.form; + + // Add new attribute + if ( action === "create" ) { + const nk = Object.keys(attrs).length + 1; + let newKey = document.createElement("div"); + newKey.innerHTML = ``; + newKey = newKey.children[0]; + form.appendChild(newKey); + await this._onSubmit(event); + } + + // Remove existing attribute + else if ( action === "delete" ) { + const li = a.closest(".attribute"); + li.parentElement.removeChild(li); + await this._onSubmit(event); + } + } + + /* -------------------------------------------- */ + + /** @override */ + _updateObject(event, formData) { + + // Handle the free-form attributes list + const formAttrs = expandObject(formData).data.attributes || {}; + const attributes = Object.values(formAttrs).reduce((obj, v) => { + let k = v["key"].trim(); + if ( /[\s\.]/.test(k) ) return ui.notifications.error("Attribute keys may not contain spaces or periods"); + delete v["key"]; + obj[k] = v; + return obj; + }, {}); + + // Remove attributes which are no longer used + for ( let k of Object.keys(this.object.data.data.attributes) ) { + if ( !attributes.hasOwnProperty(k) ) attributes[`-=${k}`] = null; + } + + // Re-combine formData + formData = Object.entries(formData).filter(e => !e[0].startsWith("data.attributes")).reduce((obj, e) => { + obj[e[0]] = e[1]; + return obj; + }, {_id: this.object._id, "data.attributes": attributes}); + + // Update the Actor + return this.object.update(formData); + } +} diff --git a/module/actor-sheet.js b/module/actor-sheet.js new file mode 100644 index 0000000..37784eb --- /dev/null +++ b/module/actor-sheet.js @@ -0,0 +1,128 @@ +/** + * Extend the basic ActorSheet with some very simple modifications + * @extends {ActorSheet} + */ +export class SimpleActorSheet extends ActorSheet { + + /** @override */ + static get defaultOptions() { + return mergeObject(super.defaultOptions, { + classes: ["blades-in-the-dark", "sheet", "actor"], + template: "systems/blades-in-the-dark/templates/actor-sheet.html", + width: 1200, + height: 1200 + }); + } + + /* -------------------------------------------- */ + + /** @override */ + getData() { + const data = super.getData(); + data.dtypes = ["String", "Number", "Boolean", "Radio"]; + console.log("DATA"); + console.log(data); + // for ( let attr of Object.values(data.data) ) { + // attr.isCheckbox = attr.dtype === "Boolean"; + // } + return data; + } + + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + + // Activate tabs + let tabs = html.find('.tabs'); + let initial = this._sheetTab; + new Tabs(tabs, { + initial: initial, + callback: clicked => this._sheetTab = clicked.data("tab") + }); + + // Everything below here is only needed if the sheet is editable + if (!this.options.editable) return; + + // Update Inventory Item + html.find('.item-edit').click(ev => { + const li = $(ev.currentTarget).parents(".item"); + const item = this.actor.getOwnedItem(li.data("itemId")); + item.sheet.render(true); + }); + + // Delete Inventory Item + html.find('.item-delete').click(ev => { + const li = $(ev.currentTarget).parents(".item"); + this.actor.deleteOwnedItem(li.data("itemId")); + li.slideUp(200, () => this.render(false)); + }); + + // Add or Remove Attribute + html.find(".attributes").on("click", ".attribute-control", this._onClickAttributeControl.bind(this)); + } + + /* -------------------------------------------- */ + + /** + * Listen for click events on an attribute control to modify the composition of attributes in the sheet + * @param {MouseEvent} event The originating left click event + * @private + */ + async _onClickAttributeControl(event) { + event.preventDefault(); + const a = event.currentTarget; + const action = a.dataset.action; + const attrs = this.object.data.data.attributes; + const form = this.form; + + // Add new attribute + if ( action === "create" ) { + const nk = Object.keys(attrs).length + 1; + let newKey = document.createElement("div"); + newKey.innerHTML = ``; + newKey = newKey.children[0]; + form.appendChild(newKey); + await this._onSubmit(event); + } + + // Remove existing attribute + else if ( action === "delete" ) { + const li = a.closest(".attribute"); + li.parentElement.removeChild(li); + await this._onSubmit(event); + } + } + + /* -------------------------------------------- */ + + /** @override */ + _updateObject(event, formData) { + + console.log(formData); + // Handle the free-form attributes list + // const formAttrs = expandObject(formData).data.attributes || {}; + // const attributes = Object.values(formAttrs).reduce((obj, v) => { + // let k = v["key"].trim(); + // if ( /[\s\.]/.test(k) ) return ui.notifications.error("Attribute keys may not contain spaces or periods"); + // delete v["key"]; + // obj[k] = v; + // return obj; + // }, {}); + + // // Remove attributes which are no longer used + // for ( let k of Object.keys(this.object.data.data.attributes) ) { + // if ( !attributes.hasOwnProperty(k) ) attributes[`-=${k}`] = null; + // } + + // // Re-combine formData + // formData = Object.entries(formData).filter(e => !e[0].startsWith("data.attributes")).reduce((obj, e) => { + // obj[e[0]] = e[1]; + // return obj; + // }, {_id: this.object._id, "data.attributes": attributes}); + + // Update the Actor + return this.object.update(formData); + } +} diff --git a/module/blades.js b/module/blades.js new file mode 100644 index 0000000..a79e8f9 --- /dev/null +++ b/module/blades.js @@ -0,0 +1,61 @@ +/** + * A simple and flexible system for world-building using an arbitrary collection of character and item attributes + * Author: Atropos + * Software License: GNU GPLv3 + */ + +// Import Modules +import { SimpleItemSheet } from "./item-sheet.js"; +import { SimpleActorSheet } from "./actor-sheet.js"; + +/* -------------------------------------------- */ +/* Foundry VTT Initialization */ +/* -------------------------------------------- */ + +Hooks.once("init", async function() { + console.log(`Initializing Simple Worldbuilding System`); + + /** + * Set an initiative formula for the system + * @type {String} + */ + CONFIG.Combat.initiative = { + formula: "1d20", + decimals: 2 + }; + + // Register sheet application classes + Actors.unregisterSheet("core", ActorSheet); + Actors.registerSheet("dnd5e", SimpleActorSheet, { makeDefault: true }); + Items.unregisterSheet("core", ItemSheet); + Items.registerSheet("dnd5e", SimpleItemSheet, {makeDefault: true}); + + + // Multiboxes. + Handlebars.registerHelper('multiboxes', function(selected, options) { + + let html = options.fn(this); + + selected.forEach(selected_value => { + if (selected_value !== false) { + const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected_value)); + const rgx = new RegExp(' value=\"' + escapedValue + '\"'); + html = html.replace(rgx, "$& checked=\"checked\""); + } + }); + return html; + }); + + // Trauma Counter + Handlebars.registerHelper('traumacounter', function(selected, options) { + + let html = options.fn(this); + var count = selected.length; + if (count > 4) count = 4; + + const rgx = new RegExp(' value=\"' + count + '\"'); + return html.replace(rgx, "$& checked=\"checked\""); + + }); + +}); diff --git a/module/item-sheet.js b/module/item-sheet.js new file mode 100644 index 0000000..eb3918b --- /dev/null +++ b/module/item-sheet.js @@ -0,0 +1,112 @@ +/** + * Extend the basic ItemSheet with some very simple modifications + * @extends {ItemSheet} + */ +export class SimpleItemSheet extends ItemSheet { + + /** @override */ + static get defaultOptions() { + return mergeObject(super.defaultOptions, { + classes: ["worldbuilding", "sheet", "item"], + template: "systems/worldbuilding/templates/item-sheet.html", + width: 520, + height: 480, + tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}] + }); + } + + /* -------------------------------------------- */ + + /** @override */ + getData() { + const data = super.getData(); + data.dtypes = ["String", "Number", "Boolean"]; + for ( let attr of Object.values(data.data.attributes) ) { + attr.isCheckbox = attr.dtype === "Boolean"; + } + return data; + } + + /* -------------------------------------------- */ + + /** @override */ + activateListeners(html) { + super.activateListeners(html); + + // Activate tabs + let tabs = html.find('.tabs'); + let initial = this._sheetTab; + new Tabs(tabs, { + initial: initial, + callback: clicked => this._sheetTab = clicked.data("tab") + }); + + // Everything below here is only needed if the sheet is editable + if (!this.options.editable) return; + + // Add or Remove Attribute + html.find(".attributes").on("click", ".attribute-control", this._onClickAttributeControl.bind(this)); + } + + /* -------------------------------------------- */ + + /** + * Listen for click events on an attribute control to modify the composition of attributes in the sheet + * @param {MouseEvent} event The originating left click event + * @private + */ + async _onClickAttributeControl(event) { + event.preventDefault(); + const a = event.currentTarget; + const action = a.dataset.action; + const attrs = this.object.data.data.attributes; + const form = this.form; + + // Add new attribute + if ( action === "create" ) { + const nk = Object.keys(attrs).length + 1; + let newKey = document.createElement("div"); + newKey.innerHTML = ``; + newKey = newKey.children[0]; + form.appendChild(newKey); + await this._onSubmit(event); + } + + // Remove existing attribute + else if ( action === "delete" ) { + const li = a.closest(".attribute"); + li.parentElement.removeChild(li); + await this._onSubmit(event); + } + } + + /* -------------------------------------------- */ + + /** @override */ + _updateObject(event, formData) { + + // Handle the free-form attributes list + const formAttrs = expandObject(formData).data.attributes || {}; + const attributes = Object.values(formAttrs).reduce((obj, v) => { + let k = v["key"].trim(); + if ( /[\s\.]/.test(k) ) return ui.notifications.error("Attribute keys may not contain spaces or periods"); + delete v["key"]; + obj[k] = v; + return obj; + }, {}); + + // Remove attributes which are no longer used + for ( let k of Object.keys(this.object.data.data.attributes) ) { + if ( !attributes.hasOwnProperty(k) ) attributes[`-=${k}`] = null; + } + + // Re-combine formData + formData = Object.entries(formData).filter(e => !e[0].startsWith("data.attributes")).reduce((obj, e) => { + obj[e[0]] = e[1]; + return obj; + }, {_id: this.object._id, "data.attributes": attributes}); + + // Update the Item + return this.object.update(formData); + } +} diff --git a/overrides/foundry.js b/overrides/foundry.js new file mode 100644 index 0000000..8adbef2 --- /dev/null +++ b/overrides/foundry.js @@ -0,0 +1,42388 @@ +/** + * The global CONSTANTS object + * @type {Object} + */ +const CONST = { + vtt: "Foundry VTT", + VTT: "Foundry Virtual Tabletop", + WEBSITE_URL: "https://foundryvtt.com" +}; + +/** + * Define the string name used for the base entity type when specific sub-types are not defined by the system + * @type {String} + */ +CONST.BASE_ENTITY_TYPE = "base"; + +/** + * Valid Chat Message types + * @type {Object} + */ +CONST.CHAT_MESSAGE_TYPES = { + OTHER: 0, + OOC: 1, + IC: 2, + EMOTE: 3, + WHISPER: 4, + ROLL: 5 +}; + +/** + * The allowed Entity types which may exist within a Compendium pack + * This is a subset of ENTITY_TYPES + * @type {Array} + */ +CONST.COMPENDIUM_ENTITY_TYPES = ["Actor", "Item", "Scene", "JournalEntry", "Macro", "RollTable", "Playlist"]; + +/** + * The default artwork used for Token images if none is provided + * @type {String} + */ +CONST.DEFAULT_TOKEN = 'icons/svg/mystery-man.svg'; + +/** + * The default artwork used for Note placeables if none is provided + * @type {String} + */ +CONST.DEFAULT_NOTE_ICON = 'icons/svg/book.svg'; + +/** + * The supported dice roll visibility modes + * @type {Object} + */ +CONST.DICE_ROLL_MODES = { + PUBLIC: "roll", + PRIVATE: "gmroll", + BLIND: "blindroll", + SELF: "selfroll" +}; + + +/* -------------------------------------------- */ + + +/** + * The allowed Drawing types which may be saved + * @type {Object} + */ +CONST.DRAWING_TYPES = { + RECTANGLE: "r", + ELLIPSE: "e", + TEXT: "t", + POLYGON: "p", + FREEHAND: "f" +}; + +/** + * The allowed fill types which a Drawing object may display + * NONE: The drawing is not filled + * SOLID: The drawing is filled with a solid color + * PATTERN: The drawing is filled with a tiled image pattern + * @type {Object} + */ +CONST.DRAWING_FILL_TYPES = { + NONE: 0, + SOLID: 1, + PATTERN: 2 +}; + + +/** + * The default configuration values used for Drawing objects + * @type {Object} + */ +CONST.DRAWING_DEFAULT_VALUES = { + width: 0, + height: 0, + rotation: 0, + z: 0, + hidden: false, + locked: false, + fillType: CONST.DRAWING_FILL_TYPES.NONE, + fillAlpha: 0.5, + bezierFactor: 0.1, + strokeAlpha: 1.0, + strokeWidth: 8, + fontSize: 48, + textAlpha: 1.0, + textColor: "#FFFFFF" +}; + + +/* -------------------------------------------- */ + + + +/** + * Define the allowed Entity class types + * @type {Array} + */ +CONST.ENTITY_TYPES = [ + "Actor", + "ChatMessage", + "Combat", + "Item", + "Folder", + "JournalEntry", + "Macro", + "Playlist", + "RollTable", + "Scene", + "User", +]; + +/** + * EULA version number + * @type {String} + */ +CONST.EULA_VERSION = "0.4.7"; + +/** + * Define the allowed permission levels for a non-user Entity. + * Each level is assigned a value in ascending order. Higher levels grant more permissions. + * @type {Object} + */ +CONST.ENTITY_PERMISSIONS = { + "NONE": 0, + "LIMITED": 1, + "OBSERVER": 2, + "OWNER": 3 +}; + +/** + * The maximum allowed level of depth for Folder nesting + * @type {Number} + */ +CONST.FOLDER_MAX_DEPTH = 3; + +/** + * Define the allowed Entity types which Folders may contain + * @type {Array} + */ +CONST.FOLDER_ENTITY_TYPES = ["Actor", "Item", "Scene", "JournalEntry", "RollTable"]; + +/** + * Define the allowed Entity types which may be dynamically linked in chat + * @type {Array} + */ +CONST.ENTITY_LINK_TYPES = ["Actor", "Item", "Scene", "JournalEntry", "Macro", "RollTable"]; + +/** + * The allowed Grid types which are supported by the software + * @type {Object} + */ +CONST.GRID_TYPES = { + "GRIDLESS": 0, + "SQUARE": 1, + "HEXODDR": 2, + "HEXEVENR": 3, + "HEXODDQ": 4, + "HEXEVENQ": 5 +}; + +/** + * The minimum allowed grid size which is supported by the software + * @type {Number} + */ +CONST.GRID_MIN_SIZE = 50; + + +/** + * An Array of valid MacroAction scope values + * @type {Array.} + */ +CONST.MACRO_SCOPES = ["global", "actors", "actor"]; + + +/** + * The allowed playback modes for an audio Playlist + * DISABLED: The playlist does not play on its own, only individual Sound tracks played as a soundboard + * SEQUENTIAL: The playlist plays sounds one at a time in sequence + * SHUFFLE: The playlist plays sounds one at a time in randomized order + * SIMULTANEOUS: The playlist plays all contained sounds at the same time + * @type {Object} + */ +CONST.PLAYLIST_MODES = { + "DISABLED": -1, + "SEQUENTIAL": 0, + "SHUFFLE": 1, + "SIMULTANEOUS": 2 +}; + + +/** + * Define the threshold version which packages must support as their minimumCoreVersion in order to be usable + * @type {string} + */ +CONST.REQUIRED_PACKAGE_CORE_VERSION = "0.4.4"; + + +/** + * Encode the reasons why a package may be available or unavailable for use + * @type {Object} + */ +CONST.PACKAGE_AVAILABILITY_CODES = { + "AVAILABLE": 0, + "REQUIRES_UPDATE": 1, + "REQUIRES_SYSTEM": 2, + "REQUIRES_DEPENDENCY": 3, + "REQUIRES_CORE": 4 +}; + +/** + * A safe password string which can be displayed + */ +CONST.PASSWORD_SAFE_STRING = "•".repeat(16); + + +/** + * The default sorting density for manually ordering child objects within a parent + * @type {Number} + */ +CONST.SORT_INTEGER_DENSITY = 100000; + +/** + * The allowed types of a TableResult document + * @type {Object} + */ +CONST.TABLE_RESULT_TYPES = { + TEXT: 0, + ENTITY: 1, + COMPENDIUM: 2 +}; + +/** + * Define the valid anchor locations for a Tooltip displayed on a Placeable Object + * @type {Object} + */ +CONST.TEXT_ANCHOR_POINTS = { + CENTER: 0, + BOTTOM: 1, + TOP: 2, + LEFT: 3, + RIGHT: 4 +}; + +/** + * Describe the various thresholds of token control upon which to show certain pieces of information + * NONE - no information is displayed + * CONTROL - displayed when the token is controlled + * OWNER HOVER - displayed when hovered by a GM or a user who owns the actor + * HOVER - displayed when hovered by any user + * OWNER - always displayed for a GM or for a user who owns the actor + * ALWAYS - always displayed for everyone + * @type {Object} + */ +CONST.TOKEN_DISPLAY_MODES = { + "NONE": 0, + "CONTROL": 10, + "OWNER_HOVER": 20, + "HOVER": 30, + "OWNER": 40, + "ALWAYS": 50 +}; + +/** + * The allowed Token disposition types + * HOSTILE - Displayed as an enemy with a red border + * NEUTRAL - Displayed as neutral with a yellow border + * FRIENDLY - Displayed as an ally with a cyan border + */ +CONST.TOKEN_DISPOSITIONS = { + "HOSTILE": -1, + "NEUTRAL": 0, + "FRIENDLY": 1 +}; + +/** + * Define the allowed User permission levels. + * Each level is assigned a value in ascending order. Higher levels grant more permissions. + * @type {Object} + */ +CONST.USER_ROLES = { + "NONE": 0, + "PLAYER": 1, + "TRUSTED": 2, + "ASSISTANT": 3, + "GAMEMASTER": 4 +}; + +/** + * Invert the User Role mapping to recover role names from a role integer + * @type {Object} + */ +CONST.USER_ROLE_NAMES = Object.entries(CONST.USER_ROLES).reduce((obj, r) => { + obj[r[1]] = r[0]; + return obj; +}, {}); + + +/** + * Define the named actions which users or user roles can be permitted to do. + * Each key of this Object denotes an action for which permission may be granted (true) or withheld (false) + * @type {Object} + */ +CONST.USER_PERMISSIONS = { + "BROADCAST_AUDIO": { + label: "PERMISSION.BroadcastAudio", + hint: "PERMISSION.BroadcastAudioHint", + disableGM: true, + defaultRole: CONST.USER_ROLES.TRUSTED + }, + "BROADCAST_VIDEO": { + label: "PERMISSION.BroadcastVideo", + hint: "PERMISSION.BroadcastVideoHint", + disableGM: true, + defaultRole: CONST.USER_ROLES.TRUSTED + }, + "ACTOR_CREATE": { + label: "PERMISSION.ActorCreate", + hint: "PERMISSION.ActorCreateHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.ASSISTANT + }, + "DRAWING_CREATE": { + label: "PERMISSION.DrawingCreate", + hint: "PERMISSION.DrawingCreateHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.TRUSTED + }, + "ITEM_CREATE": { + label: "PERMISSION.ItemCreate", + hint: "PERMISSION.ItemCreateHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.ASSISTANT + }, + "FILES_BROWSE": { + label: "PERMISSION.FilesBrowse", + hint: "PERMISSION.FilesBrowseHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.TRUSTED + }, + "FILES_UPLOAD": { + label: "PERMISSION.FilesUpload", + hint: "PERMISSION.FilesUploadHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.ASSISTANT + }, + "MACRO_SCRIPT": { + label: "PERMISSION.MacroScript", + hint: "PERMISSION.MacroScriptHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.PLAYER + }, + "MESSAGE_WHISPER": { + label: "PERMISSION.MessageWhisper", + hint: "PERMISSION.MessageWhisperHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.PLAYER + }, + "SETTINGS_MODIFY": { + label: "PERMISSION.SettingsModify", + hint: "PERMISSION.SettingsModifyHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.ASSISTANT + }, + "SHOW_CURSOR": { + label: "PERMISSION.ShowCursor", + hint: "PERMISSION.ShowCursorHint", + disableGM: true, + defaultRole: CONST.USER_ROLES.PLAYER + }, + "TEMPLATE_CREATE": { + label: "PERMISSION.TemplateCreate", + hint: "PERMISSION.TemplateCreateHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.PLAYER + }, + "TOKEN_CREATE": { + label: "PERMISSION.TokenCreate", + hint: "PERMISSION.TokenCreateHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.ASSISTANT + }, + "TOKEN_CONFIGURE": { + label: "PERMISSION.TokenConfigure", + hint: "PERMISSION.TokenConfigureHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.TRUSTED + }, + "WALL_DOORS": { + label: "PERMISSION.WallDoors", + hint: "PERMISSION.WallDoorsHint", + disableGM: false, + defaultRole: CONST.USER_ROLES.PLAYER + } +}; + + +/** + * The allowed directions of effect that a Wall can have + * BOTH: The wall collides from both directions + * LEFT: The wall collides only when a ray strikes its left side + * RIGHT: The wall collides only when a ray strikes its right side + * @type {Object} + */ +CONST.WALL_DIRECTIONS = { + BOTH: 0, + LEFT: 1, + RIGHT: 2 +}; + +/** + * The allowed door types which a Wall may contain + * NONE: The wall does not contain a door + * DOOR: The wall contains a regular door + * SECRET: The wall contains a secret door + * @type {Object} + */ +CONST.WALL_DOOR_TYPES = { + NONE: 0, + DOOR: 1, + SECRET: 2 +}; + +/** + * The allowed door states which may describe a Wall that contains a door + * CLOSED: The door is closed + * OPEN: The door is open + * LOCKED: The door is closed and locked + * @type {Object} + */ +CONST.WALL_DOOR_STATES = { + CLOSED: 0, + OPEN: 1, + LOCKED: 2 +}; + +/** + * The types of movement collision which a Wall may impose + * NONE: Movement does not collide with this wall + * NORMAL: Movement collides with this wall + * @type {Object} + */ +CONST.WALL_MOVEMENT_TYPES = { + NONE: 0, + NORMAL: 1 +}; + +/** + * The types of sensory collision which a Wall may impose + * NONE: Senses do not collide with this wall + * NORMAL: Senses collide with this wall + * LIMITED: Senses collide with the second intersection, bypassing the first + * @type {Object} + */ +CONST.WALL_SENSE_TYPES = { + NONE: 0, + NORMAL: 1, + LIMITED: 2 +}; + +/** + * The supported file extensions for image-type files + * @type {Array} + */ +CONST.IMAGE_FILE_EXTENSIONS = ["jpg", "jpeg", "png", "svg", "webp"]; + +/** + * The supported file extensions for video-type files + * @type {Array} + */ +CONST.VIDEO_FILE_EXTENSIONS = ["mp4", "ogg", "webm"]; + +/** + * The supported file extensions for audio-type files + * @type {Array} + */ +CONST.AUDIO_FILE_EXTENSIONS = ["flac", "mp3", "ogg", "wav", "webm"]; + +// Freeze the CONST object to prevent changes +Object.freeze(CONST); + +try { +module.exports = CONST; +} catch(err) {} + +try { +window.CONST = CONST; +} catch(err) {} + +/* -------------------------------------------- */ +/* Math Functions */ +/* -------------------------------------------- */ + +Math.clamped = function(x, min, max) { + return Math.min(max, Math.max(x, min)); +}; + +Math.decimals = function(number, places) { + let scl = Math.pow(10, places); + return Math.round(number * scl) / scl; +}; + +toDegrees = function(angle) { + return angle * (180 / Math.PI); +}; + +normalizeDegrees = function(degrees) { + let nd = (degrees + 360) % 360; + return (nd > 180) ? nd - 360 : nd; +}; + +toRadians = function(degree) { + return (Math.round(degree) % 360) * (Math.PI / 180); +}; + +normalizeRadians = function(rad) { + let pi2 = 2 * Math.PI; + let nr = (rad + pi2) % pi2; + return (nr > Math.PI) ? nr - pi2 : nr; +}; + +/* -------------------------------------------- */ +/* String Methods */ +/* -------------------------------------------- */ + + +String.prototype.capitalize = function() { + if ( !this.length ) return this; + return this.charAt(0).toUpperCase() + this.slice(1); +}; + + +String.prototype.titleCase = function() { + if (!this.length) return this; + return this.toLowerCase().split(' ').map(function (word) { + return word.replace(word[0], word[0].toUpperCase()); + }).join(' '); +}; + + +/** + * Strip any