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@Cazra
Created April 3, 2020 18:12
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var MarchingOrder = (() => {
'use strict';
/**
* A line segment consisting of 2 vec3s defining its endpoints.
* @typedef {vec3[]} Segment
*/
/**
* A wrapper around a follower token. This includes positioning information
* for that token's place in its marching formation. For simplicity, think
* of the du, dv components in this way:
* Suppose the leader moves in a long, straight line westward, with the
* leader at the origin and the joined segments of their movement proceeding
* in the direction of the positive X axis. du would define the follower's
* position relative to this X axis, while dv would define the follower's
* position relative to the corresponding Y axis.
* @typedef {object} FollowerData
* @property {Graphic} token The follower token wrapped by this object.
* @property {number} du The projected offset of the token parallel to the
* leader's movement.
* @property {number} dv The projected offset of the token orthogonal
* to the leader's movement.
*/
// A mapping of cardinal direction names to their unit vectors.
const CARDINAL_VECTORS = {
'north': [0, -1, 0],
'south': [0, 1, 0],
'east': [1, 0, 0],
'west': [-1, 0, 0]
};
// The maximum number of segments to track in a leader token's movement.
const MAX_SEGMENTS = 20;
/**
* Delete a saved marching formation.
* @param {string} name The name of the formation.
*/
function deleteFormation(name) {
let moState = MarchingOrder.State.getState();
delete moState.savedFormations[name];
}
/**
* Get the token persisted in the state. Search first by the token's
* character's ID, then by the token's name.
* @param {string} id The character ID or token name.
* return {Graphic}
*/
function _findPersistedToken(id) {
// First try to get the token by its character's ID.
let token;
let character = findObjs({
_type: "character",
name: id
})[0];
if (character) {
let tokens = findObjs({
_pageid: Campaign().get("playerpageid"),
_type: "graphic",
layer: 'objects',
represents: character.get('_id')
});
if (tokens.length === 1)
return tokens[0];
else if (tokens.length > 1)
throw new Error(`Could not find unique token representing the ` +
`character with name ${id}. Please make sure there aren't any ` +
`duplicates on the map.`);
}
// Next, try to get the token by its name.
if (!token) {
let tokens = findObjs({
_pageid: Campaign().get("playerpageid"),
_type: "graphic",
layer: 'objects',
name: id
});
if (tokens.length === 1)
return tokens[0];
else if (tokens.length > 1)
throw new Error(`Could not find unique token with name ${id}. ` +
`Please make sure there aren't any duplicates on the map.`);
}
throw new Error(`Token with name ${id} does not exist.`);
}
/**
* Make a token follow directly behind another outside of a regular formation.
* This can also be used to chain tokens together in a single-file
* following order.
* @param {Graphic} leader
* @param {Graphic} token
* @param {int} distance
*/
function follow(leader, token, distance) {
// Fail if the leader already has followers.
if (leader.followers && leader.followers.length > 0)
throw new Error(`Cannot follow ${leader.get('name')}. They already have followers.`);
// Have the follower stop following anyone they were previously following.
unfollow(token);
// Make the token follow directly behind its leader.
_initFollowLeader(leader);
let du = (leader.get('width') + token.get('width'))/2 + distance;
_setFormationOnToken(leader, token, {du, dv: 0});
MarchingOrder.utils.Chat.broadcast(
`${token.get('name')} is following ${leader.get('name')}.`);
}
/**
* Get the token used for persisting a token in a saved formation.
* Tokens are persisted by their character name or by their token name
* (in that order).
* @param {Graphic} token
* @return {string}
*/
function _getTokenPersistID(token) {
let id = token.get('name');
let character = getObj('character', token.get('represents'));
if (character)
id = character.get('name');
if (!id)
throw new Error(`Token ${token.get('_id')} does not have a valid ` +
`persistance identifier (must be a unique character name or ` +
`token name)`);
return id;
}
/**
* Gets the point of a marching offset relative to a line segment,
* where the segment's starting point is closer to the front of the
* formation and the end point is closer to the rear of the formation.
* @param {Segment} segment
* @param {number} du The projected offset parallel to the segment.
* @param {number} dv The projected offset orthogonal to the segment.
* @return {vec3}
*/
function getFollowerOffset(segment, du, dv) {
let [p1, p2] = segment;
let u = VecMath.sub(p2, p1);
let uHat = VecMath.normalize(u);
let uLen = VecMath.length(u);
let vHat = VecMath.cross([0, 0, 1], uHat);
let alpha = du/uLen;
// Find the token's new position projected parallel to the segment.
let xy = VecMath.add(p1, VecMath.scale(u, alpha));
// Then offset it by the token's orthogonal projection.
return VecMath.add(xy, VecMath.scale(vHat, dv));
}
/**
* Get the token's position as a vector.
* @param {Graphic} token
* @return {vec3}
*/
function _getTokenPt(token) {
let x = token.get('left');
let y = token.get('top');
return [x, y, 1];
}
/**
* Convert a token's lastmove string into a list of line segments, with
* the points in order from last to first (end of movement to start of
* movement).
* @param {Graphic} token The token we're converting the lastmove of.
* @return {Segment[]}
*/
function _lastmove2ReverseSegments(token) {
let lastmove = token.get('lastmove');
// Parse the coordinands out of the lastmove string.
let coordinands = _.map(lastmove.split(','), x => {
return parseInt(x);
});
// Append the token's current position.
coordinands.push(parseInt(token.get('left')));
coordinands.push(parseInt(token.get('top')));
// Convert the coordinand pairs into points in homogeneous coordinates, in
// reverse order.
let points = _.chain(coordinands)
.chunk(2)
.map(pt => {
return [...pt, 1];
})
.reverse()
.value();
// Convert the points into a list of segments.
return _.map(_.range(points.length - 1), i => {
let start = points[i];
let end = points[i + 1];
return [start, end];
});
}
/**
* Initializes a leader token for a marching formation.
* @param {Graphic} leader
*/
function _initFormationLeader(leader) {
// Have all the tokens involved leave any formation they were previously in.
unfollow(leader);
_.each(leader.followers, follower => {
unfollow(follower.token);
});
// Reset the leader's marching properties.
leader.followers = [];
leader.moveSegments = [];
}
/**
* Initializes a leader token for a following order.
* @param {Graphic} leader
*/
function _initFollowLeader(leader) {
// Reset the leader's marching properties.
leader.followers = [];
leader.moveSegments = [];
}
/**
* Move a leader's followers in formation relative to their
* leader's last movement.
* @param {Graphic} leader The leader token.
*/
function moveInFormation(leader) {
// Convert the leader's lastmove into a list of line segments and prepend
// those to an accumulated list.
let prevSegments = _.clone(leader.moveSegments);
let curSegments = _lastmove2ReverseSegments(leader);
leader.moveSegments =
_.first([...curSegments, ...prevSegments], MAX_SEGMENTS);
// Compute the total distance of the leader's tracked movement.
let totalMoveDist = _.reduce(leader.moveSegments, (memo, segment) => {
let [p1, p2] = segment;
return memo + VecMath.dist(p1, p2);
}, 0);
// Have each follower follow in formation with the leader.
_.each(leader.followers, follower => {
let oldXY = [
follower.token.get('left'),
follower.token.get('top')
];
// If the projected distance is farther than the total tracked movement
// distance, then just march the follower relative to the last segment.
if (follower.data.du >= totalMoveDist) {
let lastSeg = _.last(leader.moveSegments);
let lastDist = VecMath.dist(lastSeg[0], lastSeg[1]);
let relDist = (follower.data.du - totalMoveDist) + lastDist;
let xy = getFollowerOffset(lastSeg, relDist, follower.data.dv);
_setNewFollowerPosition(leader, follower.token, xy);
}
// Otherwise, find the segment upon which the projected distance would
// lie, and march the follower relative to that one.
else {
let currDist = follower.data.du;
// Find the segment which the follower's projected distance lies upon.
_.find(leader.moveSegments, segment => {
let [p1, p2] = segment;
let u = VecMath.sub(p2, p1);
let uLen = VecMath.length(u);
if (currDist < uLen) {
let xy = getFollowerOffset(segment, currDist, follower.data.dv);
_setNewFollowerPosition(leader, follower.token, xy);
return true;
}
else
currDist -= uLen;
});
}
// If the follower has followers, move them too.
if (follower.token.followers) {
follower.token.set('lastmove', `${oldXY[0]},${oldXY[1]}`);
moveInFormation(follower.token);
}
});
}
/**
* Sets the new position for a token in a formation while also doing
* token collision with dynamic lighting walls.
* @param {Graphic} leader
* @param {Graphic} token
* @param {vec3} newXY
*/
function _setNewFollowerPosition(leader, token, newXY) {
// Set the new position based on the formation movement.
token.set('left', newXY[0]);
token.set('top', newXY[1]);
// Check for collisions with dynamic lighting and update the position if
// necessary.
token.set('lastmove', leader.get('lastmove'));
let walls = findObjs({
_type: 'path',
_pageid: token.get('_pageid'),
layer: 'walls'
});
let collision =
TokenCollisions.getCollisions(token, walls, { detailed: true })[0];
if (collision) {
token.set('left', collision.pt[0]);
token.set('top', collision.pt[1]);
}
}
/**
* Create a marching order formation for the given tokens and set them to
* follow that formation. Then save it for future use.
* @param {string} name The name of the new foramtion.
* @param {Graphic} leader The leader of the formation. When the leader
* moves, the other tokens will move in that formation.
* @param {Graphic[]} followers The tokens that will be following the leader.
* @param {string} direction A cardinal direction (north, south, east, or
* west) given as the direction the formation is facing at the time it is
* created.
*/
function newFormation(name, leader, followers, direction) {
let dirVector = CARDINAL_VECTORS[direction.toLowerCase()];
if (!dirVector)
throw new Error(`${direction} is an invalid cardinal direction.`);
// Get the vector pointing in the opposition direction from the cardinal
// direction.
let uHat = VecMath.scale(dirVector, -1);
// Remove the leader from the list of followers if it was included there.
followers = _.reject(followers, follower => {
return follower === leader;
});
// Set up the formation data for the leader and its followers.
_initFormationLeader(leader);
_.each(followers, token => {
// Get the vector from the leader to the follower.
let tokenXY = _getTokenPt(token);
let leaderXY = _getTokenPt(leader);
let a = VecMath.sub(tokenXY, leaderXY);
// Determine the projected distance (du) of the
// follower behind the leader.
let du = VecMath.scalarProjection(uHat, a);
// Determine the orthogonal projected distance (dv) of the
// follower behind the leader.
let vHat = VecMath.cross([0, 0, 1], uHat);
let dv = VecMath.scalarProjection(vHat, a);
_setFormationOnToken(leader, token, {du, dv});
});
// Save the formation for future use if a name was provided.
if (name) {
saveFormation(name, leader);
MarchingOrder.utils.Chat.broadcast(`Defined new marching formation ` +
`${name} with ${leader.get('name')} as the leader.`);
}
else
MarchingOrder.utils.Chat.broadcast(`Created ad-hoc marching formation ` +
`with ${leader.get('name')} as the leader.`);
}
/**
* Persist a marching formation defined by some leader token and its
* followers.
* @param {string} name The name of the formation.
* @param {Graphic} leader The leader token for the formation.
*/
function saveFormation(name, leader) {
let myState = MarchingOrder.State.getState();
if (myState.savedFormations[name])
throw new Error(`A formation named ${name} already exists!`);
// Track the leader by either its character's ID, or by its token name
// (in that order).
let leaderID = _getTokenPersistID(leader);
if (!leader.followers)
throw new Error(`Could not save the formation. The leader token has ` +
`no followers.`);
// Convert the followers for persistence.
let followers = _.map(leader.followers, follower => {
// Track the follower by their character ID or by their token name
// (in that order).
let followerID = _getTokenPersistID(follower.token);
let imgsrcRaw = follower.token.get('imgsrc');
let imgsrc = MarchingOrder.utils.getCleanImgsrc(imgsrcRaw);
return {
id: followerID,
imgsrc,
data: follower.data
};
});
// Persist the formation under the given name.
let leaderImgSrcRaw = leader.get('imgsrc');
let leaderImgSrc = MarchingOrder.utils.getCleanImgsrc(leaderImgSrcRaw);
myState.savedFormations[name] = {
name,
leaderID,
leaderImgSrc,
followers
};
MarchingOrder.utils.Chat.broadcast(`Saved formation "${name}"!`);
}
/**
* Set up a single token to follow its leader with the given formation data.
* @param {Graphic} leader The leader token.
* @param {Graphic} token The follower token.
* @param {object} data An object containing the individual formation data
* for token.
*/
function _setFormationOnToken(leader, token, data) {
if (token.leader)
unfollow(token);
token.leader = leader;
leader.followers.push({token, data});
}
/**
* The given token leaves any marching order formation it is currently
* following.
* @param {Graphic} token The token that is leaving its marching formation.
*/
function unfollow(token) {
// Unfollow the token from any formation it's part of.
let leader = token.leader;
if (leader && leader.followers) {
// Remove the token from its leader's list of followers.
leader.followers = _.reject(leader.followers, follower => {
return follower.token === token;
});
}
}
/**
* Make all tokens leave their marching formation.
*/
function unfollowAll() {
let allObjs = findObjs({
_type: 'graphic',
layer: 'objects'
});
_.each(allObjs, obj => {
obj.leader = undefined;
obj.followers = undefined;
});
MarchingOrder.utils.Chat.broadcast(
"Ceased all active marching formations.");
}
/**
* Load a persisted formation and apply it to its leader and followers.
* @param {string} name The name of the formation.
*/
function useFormation(name) {
let myState = MarchingOrder.State.getState();
let formation = myState.savedFormations[name];
if (!formation)
throw new Error(`Formation "${name}" doesn't exist.`);
// Load the token for the leader.
let leader = _findPersistedToken(formation.leaderID);
// Load the leader's followers.
_initFormationLeader(leader);
_.each(formation.followers, follower => {
try {
let token = _findPersistedToken(follower.id);
_setFormationOnToken(leader, token, follower.data);
}
catch (err) {
// Warn the GM, but skip the token if it isn't available.
MarchingOrder.utils.Chat.warn(err);
}
});
MarchingOrder.utils.Chat.broadcast(`Using formation "${name}", ` +
`with ${formation.leaderID} as the leader!`);
}
// When the API is loaded, install the Custom Status Marker menu macro
// if it isn't already installed.
on('ready', () => {
try {
if(!VecMath)
throw new Error("The new version of the Marching Order script " +
"requires the Vector Math script. Go install it, or be plagued " +
"with errors!");
if (!TokenCollisions)
throw new Error("The new version of the Marching Order script " +
"requires the Token Collisions script. Go install it, " +
"or be plagued with errors!");
let moState = MarchingOrder.State.getState();
if (!moState.version)
MarchingOrder.utils.Chat.broadcast("Hello, friend! The Marching " +
"Order script has undergone a big update since version 3.0. " +
"Please check the docs to check out what's new!");
moState.version = '3.1';
MarchingOrder.Macros.installMacros();
log('--- Initialized Marching Order v3.1 ---');
}
catch (err) {
MarchingOrder.utils.Chat.error(err);
}
});
/**
* Set up an event handler to do the marching order effect when the
* leader tokens move!
*/
on("change:graphic:lastmove", obj => {
try {
let token = getObj('graphic', obj.get('_id'));
// If the token was following in some formation, leave the
// formation.
if (token.leader)
unfollow(token);
// If the token has followers, have them move in formation behind it.
if (token.followers)
moveInFormation(token);
}
catch(err) {
MarchingOrder.utils.Chat.error(err);
}
});
return {
deleteFormation,
follow,
getFollowerOffset,
moveInFormation,
newFormation,
saveFormation,
unfollow,
unfollowAll,
useFormation
};
})();
/**
* This module defines and implements the chat commands used by this script.
*/
(() => {
'use strict';
const MENU_CMD = '!showMarchingOrderMenu';
const NEW_FORMATION_CMD = '!marchingOrderNewFormation';
const ANON_FORMATION_CMD = '!marchingOrderAnonFormation';
const FOLLOW_CMD = '!marchingOrderFollow';
const STOP_ALL_CMD = '!marchingOrderStopAll';
const USE_FORMATION_CMD = '!marchingOrderUseFormation';
const DELETE_FORMATION_CMD = '!marchingOrderDeleteFormation';
const CLEAR_STATE_CMD = '!marchingOrderClearState';
/**
* Process a command to create an ad-hoc formation (one that will be
* used immediately, but won't be saved).
* Players can use this one.
*/
function _cmdAnonFormation(msg) {
let argv = msg.content.split(' ');
if (argv.length !== 2)
throw new Error("ANON_FORMATION_CMD takes 1 parameter: A cardinal direction.");
let followers = MarchingOrder.utils.Chat.getGraphicsFromMsg(msg);
let leader = _.find(followers, token => {
return token.get('status_black-flag') || token.get('status_flying-flag');
});
if (!leader)
throw new Error(`No leader has been selected. The leader token must ` +
`have the black-flag or flying-flag status icon set.`);
leader.set('status_black-flag', false);
leader.set('status_flying-flag', false);
let direction = argv[1];
MarchingOrder.newFormation(undefined, leader, followers, direction);
}
/**
* Process an API command to clear the script's state.
*/
function _cmdClearState(msg) {
let player = getObj('player', msg.playerid);
if (playerIsGM(msg.playerid)) {
let argv = msg.content.split(' ');
if (argv.length < 2)
throw new Error("CLEAR_STATE_CMD takes 1 parameter: A confirmation " +
"for whether you want to delete the script's state.");
let isSure = (argv[1] === 'yes');
if (isSure) {
MarchingOrder.State.clearState();
MarchingOrder.Wizard.showMainMenu(player);
}
}
else
MarchingOrder.utils.Chat.tattle(player, 'Clear State');
}
/**
* Delete a saved marching formation.
*/
function _cmdDeleteFormation(msg) {
let player = getObj('player', msg.playerid);
if (playerIsGM(msg.playerid)) {
let argv = msg.content.split(' ');
if (argv.length < 2)
throw new Error("DELETE_FORMATION_CMD takes 2 parameters: The name " +
"for the formation and a confirmation for whether you want to " +
"delete the formation.");
let formationName = argv.slice(1, -1).join(' ');
let isSure = (_.last(argv) === 'yes');
if (isSure) {
MarchingOrder.deleteFormation(formationName);
MarchingOrder.Wizard.showMainMenu(player);
}
}
else
MarchingOrder.utils.Chat.tattle(player, 'Delete Saved Formation');
}
/**
* Process an API command to have a token follow directly behind another
* token that doesn't already have followers. This is done in an ad-hoc,
* single-file following order that is chainable.
* Players are allowed to use this one!
*/
function _cmdFollow(msg) {
let argv = msg.content.split(' ');
if (argv.length < 3)
throw new Error("FOLLOW_CMD takes 3 parameters: The ID of the " +
"follower token, the ID of the leader token, and an optional " +
"distance between the two.");
let follower = getObj('graphic', argv[1]);
if (!follower)
throw new Error(`Token with ID ${argv[1]} does not exist.`);
let leader = getObj('graphic', argv[2]);
if (!leader)
throw new Error(`Token with ID ${argv[2]} does not exist.`);
let distance = parseInt(argv[3]) || 0;
MarchingOrder.follow(leader, follower, distance);
}
/**
* Process an API command to have tokens follow each other.
*/
function _cmdNewFormation(msg) {
let player = getObj('player', msg.playerid);
if (playerIsGM(msg.playerid)) {
let argv = msg.content.split(' ');
if (argv.length < 3)
throw new Error("NEW_FORMATION_CMD takes 2 parameters: A cardinal direction and a name for the formation.");
let followers = MarchingOrder.utils.Chat.getGraphicsFromMsg(msg);
let leader = _.find(followers, token => {
return token.get('status_black-flag') || token.get('status_flying-flag');
});
if (!leader)
throw new Error(`No leader has been selected. The leader token must ` +
`have the black-flag or flying-flag status icon set.`);
leader.set('status_black-flag', false);
leader.set('status_flying-flag', false);
let direction = argv[1];
let name = argv.slice(2).join(' ');
MarchingOrder.newFormation(name, leader, followers, direction);
MarchingOrder.Wizard.showMainMenu(player);
}
else
MarchingOrder.utils.Chat.tattle(player, 'New Formation');
}
/**
* Process an API command to use a saved formation.
*/
function _cmdUseFormation(msg) {
let player = getObj('player', msg.playerid);
if (playerIsGM(msg.playerid)) {
let argv = msg.content.split(' ');
if (argv.length < 2)
throw new Error("NEW_FORMATION_CMD takes 1 parameter: The name for the formation.");
let name = argv.slice(1).join(' ');
MarchingOrder.useFormation(name);
}
else
MarchingOrder.utils.Chat.tattle(player, 'Use Saved Formation');
}
/**
* Stops all marching orders currently in use.
*/
function _cmdStopAll(msg) {
let player = getObj('player', msg.playerid);
if (playerIsGM(msg.playerid))
MarchingOrder.unfollowAll();
else
MarchingOrder.utils.Chat.tattle(player, 'Stop All Formations');
}
/**
* Processes an API command to display the script's main menu.
*/
function menu(msg) {
let player = getObj('player', msg.playerid);
MarchingOrder.Wizard.showMainMenu(player);
}
// Event handler for the script's API chat commands.
on('chat:message', msg => {
let argv = msg.content.split(' ');
try {
if(argv[0] === MENU_CMD)
menu(msg);
else if (argv[0] === NEW_FORMATION_CMD)
_cmdNewFormation(msg);
else if (argv[0] === ANON_FORMATION_CMD)
_cmdAnonFormation(msg);
else if (argv[0] === FOLLOW_CMD)
_cmdFollow(msg);
else if (argv[0] === STOP_ALL_CMD)
_cmdStopAll(msg);
else if (argv[0] === USE_FORMATION_CMD)
_cmdUseFormation(msg);
else if (argv[0] === DELETE_FORMATION_CMD)
_cmdDeleteFormation(msg);
else if (argv[0] === CLEAR_STATE_CMD)
_cmdClearState(msg);
}
catch(err) {
MarchingOrder.utils.Chat.error(err);
}
});
/**
* Expose the command constants for use in other modules.
*/
MarchingOrder.Commands = {
ANON_FORMATION_CMD,
CLEAR_STATE_CMD,
DELETE_FORMATION_CMD,
FOLLOW_CMD,
MENU_CMD,
NEW_FORMATION_CMD,
STOP_ALL_CMD,
USE_FORMATION_CMD
};
})();
(() => {
'use strict';
/**
* Module for global script configurations.
*/
MarchingOrder.Config = class {
/**
* Get the configured default marching order.
*/
static getDefaultMarchingOrder() {
return MarchingOrder.State.getState().defaultOrder;
}
/**
* Set the configured default marching order.
* @param {Graphic} leader
*/
static setDefaultMarchingOrder(leader) {
let items = [];
let next = leader;
while(next) {
let represents = next.get('represents');
if(!represents)
throw new Error('All tokens in the default marching order must represent a character.');
items.push({
represents,
imgsrc: next.get('imgsrc'),
name: next.get('name')
});
next = next.follower;
}
MarchingOrder.State.getState().defaultOrder = items;
}
};
})();
(() => {
'use strict';
/**
* Installs/updates a macro for the script.
* @param {string} name
* @param {string} action
*/
function _installMacro(player, name, action) {
let macro = findObjs({
_type: 'macro',
_playerid: player.get('_id'),
name
})[0];
if(macro)
macro.set('action', action);
else {
createObj('macro', {
_playerid: player.get('_id'),
name,
action
});
}
}
/**
* This module is responsible for installing and updating the macros
* used by this script.
*/
MarchingOrder.Macros = class {
/**
* Installs/updates the macros for this script.
*/
static installMacros() {
let players = findObjs({
_type: 'player'
});
const Commands = MarchingOrder.Commands;
// Create the macro, or update the players' old macro if they already have it.
_.each(players, player => {
_installMacro(player, 'MarchingOrderMenu', Commands.MENU_CMD);
});
}
};
})();
(() => {
'use strict';
/**
* This module provides an interface to the script's state.
*/
MarchingOrder.State = class {
/**
* Clears the script's state and resets it to its factory defaults.
*/
static clearState() {
delete state.marchingOrder;
MarchingOrder.State.getState();
}
/**
* Displays the JSONified state for this script to the chat.
* @param {Player} player
* @return {string}
*/
static exportState(player) {
let json = MarchingOrder.State.jsonifyState();
let content = `<div>Below is the JSON for this script's state. Copy-paste it to import it to another campaign.</div>` +
`<pre>${json}</pre>`;
let menu = new MarchingOrder.utils.Menu('Export Marching Order', content);
menu.show(player);
return json;
}
/**
* Gets the script's configured options.
* @return {Object}
*/
static getOptions() {
let scriptState = MarchingOrder.State.getState();
if(!scriptState.options)
scriptState.options = {};
return scriptState.options;
}
/**
* Returns this module's object for the Roll20 API state.
* @return {Object}
*/
static getState() {
if(!state.marchingOrder)
state.marchingOrder = {};
_.defaults(state.marchingOrder, {
savedFormations: {}
});
return state.marchingOrder;
}
/**
* Imports the state for this script from JSON.
* @param {Player} player
* @param {string} json
*/
static importState(player, json) {
let scriptState = MarchingOrder.State.getState();
_.extend(scriptState, JSON.parse(json));
MarchingOrder.Wizard.show(player);
}
/**
* Gets the JSON string for this script's state.
* @return {string}
*/
static jsonifyState() {
let scriptState = MarchingOrder.State.getState();
return JSON.stringify(scriptState);
}
};
})();
(() => {
'use strict';
MarchingOrder.Wizard = class {
/**
* Create an instance of the main menu.
* @param {Player} player
* @return {MarchingOrder.utils.Menu}
*/
static getMainMenu(player) {
let playerId = player.get('_id');
const Commands = MarchingOrder.Commands;
const Menu = MarchingOrder.utils.Menu;
// Menu options
let actionsHtml = '';
// Ad-Hoc menu
actionsHtml += '<h2>Ad-Hoc Formations:</h2>';
// Follow (Players can use this one)
actionsHtml += '<div style="text-align: center;" ' +
'title="Have a selected token follow directly behind another token.">' +
'[Follow](' + Commands.FOLLOW_CMD + ' &#64;{selected|token_id} ' +
'&#64;{target|token_id} ?{How far to you want them to follow behind, in pixels?|0})</div>';
// Anonymous formation (Players can use this one too!)
actionsHtml += '<div style="padding-top: 1em; text-align: center;" ' +
'title="Create a one-time-use formation that will not be saved.">' +
'[Ad-Hoc Formation](' + Commands.ANON_FORMATION_CMD + ' ' +
'?{Initial Marching Direction|north|south|east|west})' +
'</div>';
if(playerIsGM(playerId)) {
actionsHtml += '<hr/>';
// Saved formations menu
actionsHtml += '<h2>Saved Formations:</h2>';
// New formation
actionsHtml += '<div style="padding-top: 1em; text-align: center;" ' +
'title="Create and save a new reusable formation.">' +
'[New Formation](' + Commands.NEW_FORMATION_CMD + ' ' +
'?{Initial Marching Direction|north|south|east|west} ' +
'?{Give the formation a name.})' +
'</div>';
// Show saved formations
actionsHtml += MarchingOrder.Wizard._getFormationsHtml();
actionsHtml += '<hr/>';
// Other actions
actionsHtml += '<h2>Other Actions:</h2>';
// Stop all following
actionsHtml += '<div style="padding-top: 1em; text-align: center;" ' +
'title="Cancel all active formations.">' +
'[Stop All Following](' + Commands.STOP_ALL_CMD + ')</div>';
// Clear state
actionsHtml += '<div style="padding-top: 1em; text-align: center;" ' +
'title="Clear the state for the Marching Order script. This will delete all your saved formations for the script!">' +
'[Clear Script State](' + Commands.CLEAR_STATE_CMD +
' ?{Are you sure?|yes|no})</div>';
}
return new Menu('Marching Order', actionsHtml);
}
/**
* Show the main chat menu for the script to the given player.
* @param {Player} player
*/
static showMainMenu(player) {
let menu = MarchingOrder.Wizard.getMainMenu(player);
menu.show(player);
}
/**
* Show the formations menu to the given player.
*/
static _getFormationsHtml() {
let moState = MarchingOrder.State.getState();
const Commands = MarchingOrder.Commands;
if (_.size(moState.savedFormations) === 0) {
return '<div style="font-size: 0.8em; text-align: center;">' +
'No marching formations have been saved yet.</div>';
}
let actionsHtml = '';
actionsHtml += '<div style="font-style: italic; font-size: small; ' +
'color: #aaa;">Previews of formations are shown marching westward.' +
'</div>';
// Get the sorted list of formation names.
let formationNames = _.map(moState.savedFormations, formation => {
return formation.name;
});
formationNames.sort();
let borderColor = '#c4a';
// Render each formation and its menu controls.
_.each(formationNames, name => {
let formation = moState.savedFormations[name];
actionsHtml += `<div style="border: solid 1px ${borderColor}; margin-bottom: 0.5em; border-radius: 10px; overflow: hidden;">`;
actionsHtml += `<h3 style="background: ${borderColor}; color: white; padding-left: 0.5em;">${formation.name}</h3>`;
actionsHtml += MarchingOrder.Wizard._renderFormationPreview(formation);
// Render controls for the formation.
actionsHtml += '<div style="text-align: center;">';
actionsHtml += '<div style="display: inline-block; padding-top: 1em; text-align: center;" title="Use this formation on the current page.">' +
'[Use](' + Commands.USE_FORMATION_CMD + ' ' + name + ')</div>';
actionsHtml += '<div style="display: inline-block; padding-top: 1em; text-align: center;" title="Delete this formation.">' +
'[Delete](' + Commands.DELETE_FORMATION_CMD + ' ' + name +
' ?{Are you sure you want to delete formation ' + name +
'?|yes|no})</div>';
actionsHtml += "</div>";
actionsHtml += '</div>';
});
return actionsHtml;
}
/**
* Renders a preview of a formation to be displayed in the chat menu.
* @param {Formation} formation
*/
static _renderFormationPreview(formation) {
let tokens = [{
id: formation.leaderID,
imgsrc: formation.leaderImgSrc,
data: {
du: 0,
dv: 0
}
}];
_.each(formation.followers, follower => {
tokens.push(follower);
});
// Get the bounds of the formation.
let left = _.min(tokens, token => {
return token.data.du;
}).data.du;
let right = _.max(tokens, token => {
return token.data.du;
}).data.du;
let top = _.min(tokens, token => {
return token.data.dv;
}).data.dv;
let bottom = _.max(tokens, token => {
return token.data.dv;
}).data.dv;
let width = right - left + 70;
let height = bottom - top + 70;
// Determine the correct scale for the preview container.
let scale, previewWidth, previewHeight;
if (width > height) {
scale = 200/width || 1;
previewWidth = 200;
previewHeight = height*scale;
}
else {
scale = 200/height || 1;
previewWidth = width*scale;
previewHeight = 200;
}
let dia = 70*scale;
// Render the formation preview.
let previewHTML = `<div style="text-align: center;"><div style="display: inline-block; position: relative; width: ${previewWidth}px; height: ${previewHeight}px;">`;
// Render the tokens.
_.each(tokens, follower => {
let unitSegment = [[0, 0, 1], [1, 0, 1]];
let xy = MarchingOrder.getFollowerOffset(unitSegment, follower.data.du, follower.data.dv);
xy = VecMath.add(xy, [-left, -top, 0]);
xy = VecMath.scale(xy, scale);
previewHTML += `<img src="${follower.imgsrc}" title="${follower.id}" style="position: absolute; width: ${dia}px; height: ${dia}px; left: ${xy[0]}px; top: ${xy[1]}px"/>`;
});
previewHTML += '</div></div>';
return previewHTML;
}
};
})();
/**
* utils package
*/
(() => {
'use strict';
/**
* Cookbook.getCleanImgsrc
* https://wiki.roll20.net/API:Cookbook#getCleanImgsrc
*/
function getCleanImgsrc(imgsrc) {
let parts = imgsrc.match(/(.*\/(images|marketplace)\/.*)(thumb|med|original|max)(.*)$/);
if(parts)
return parts[1]+'thumb'+parts[4];
throw new Error('Only images that you have uploaded to your library ' +
'can be used as custom status markers. ' +
'See https://wiki.roll20.net/API:Objects#imgsrc_and_avatar_property_restrictions for more information. ' +
'Offending URL: ' + imgsrc);
}
MarchingOrder.utils = {
getCleanImgsrc
};
})();
(() => {
'use strict';
const FROM_NAME = 'MarchingOrder';
/**
* This module provides chat-related functions.
*/
MarchingOrder.utils.Chat = class {
/**
* Displays a message in the chat visible to all players.
* @param {string} message
*/
static broadcast(message) {
sendChat(FROM_NAME, message);
}
/**
* Notify GMs about an error and logs its stack trace.
* @param {Error} err
*/
static error(err) {
log(`MarchingOrder ERROR: ${err.message}`);
log(err.stack);
MarchingOrder.utils.Chat.whisperGM(
`ERROR: ${err.message} --- See API console log for details.`);
}
/**
* Fixes the 'who' string from a Message so that it can be reused as a
* whisper target using Roll20's sendChat function.
* @param {string} who The player name taken from the 'who' property of a
* chat:message event.
* @return {string}
*/
static fixWho(srcWho) {
return srcWho.replace(/\(GM\)/, '').trim();
}
/**
* Extracts the selected graphics from a chat message.
* @param {ChatMessage} msg
* @return {Graphic[]}
*/
static getGraphicsFromMsg(msg) {
var result = [];
var selected = msg.selected;
if(selected) {
_.each(selected, s => {
let graphic = getObj('graphic', s._id);
if(graphic)
result.push(graphic);
});
}
return result;
}
/**
* Publicly shame a player for trying to use a GMs-only part of this script.
* @param {Player} player
* @param {string} component A descriptor of the component the player tried
* to access.
*/
static tattle(player, component) {
let name = player.get('_displayname');
MarchingOrder.utils.Chat.broadcast(`Player ${name} has been caught ` +
`accessing a GMs-only part of the Marching Order ` +
`script: ${component}. Shame on them!`);
}
/**
* Notify GMs about a warning.
* @param {Error} err
*/
static warn(err) {
log(`MarchingOrder WARNING: ${err.message}`);
MarchingOrder.utils.Chat.whisperGM(
`WARNING: ${err.message}`);
}
/**
* Whispers a message to someoen.
* @param {Player} player The player who will receive the whisper.
* @param {string} msg The whispered message.
*/
static whisper(player, msg) {
let name = player.get('_displayname');
let cleanName = MarchingOrder.utils.Chat.fixWho(name);
sendChat(FROM_NAME, '/w "' + cleanName + '" ' + msg);
}
/**
* Whispers a message to the GM.
* @param {string} message
*/
static whisperGM(message) {
sendChat(FROM_NAME, '/w gm ' + message);
}
};
})();
(() => {
'use strict';
/**
* An in-chat menu.
*/
MarchingOrder.utils.Menu = class {
/**
* The HTML for this menu.
*/
get html() {
let html = '<div style="background: #fff; border: solid 1px #000; border-radius: 5px; font-weight: bold; margin-bottom: 1em; overflow: hidden;">';
html += '<div style="background: #000; color: #fff; text-align: center;">' + this._header + '</div>';
html += '<div style="padding: 5px;">' + this._content + '</div>';
html += '</div>';
return html;
}
constructor(header, content) {
this._header = header;
this._content = content;
}
/**
* Show the menu to a player.
*/
show(player) {
MarchingOrder.utils.Chat.whisper(player, this.html);
}
};
})();
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