157 lines
4.6 KiB
JavaScript
157 lines
4.6 KiB
JavaScript
const argBright = typeof args === 'undefined' ? null : args.length > 0 ? args[0] : null;
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// argument can be one of 'bright', 'dim', 'dark', 'pitchdark'. Other values
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// will guess based on scene darkness
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const BRIGHT_LEVELS = ['bright', 'dim', 'dark', 'pitchdark'];
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const THRESHOLDS = {
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dim: 0.4,
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dark: 0.6,
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pitchdark: 0.8,
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};
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const RANGES = {
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basic: {
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bright: 25,
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dim: 25,
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dark: 10,
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pitchdark: 0,
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},
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lowlight: {
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bright: 25,
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dim: 25,
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dark: 10,
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pitchdark: 0,
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},
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darkvision: {
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bright: 25,
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dim: 25,
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dark: 10,
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pitchdark: 10,
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},
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nightvision: {
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bright: 200,
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dim: 200,
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dark: 200,
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pitchdark: 200,
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},
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blindsense: {
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bright: 5,
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dim: 5,
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dark: 5,
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pitchdark: 5,
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},
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};
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const SIGHT_NAMES = {
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lowlight: 'low-light-vision',
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darkvision: 'darkvision',
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nightvision: 'night-vision',
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blindsense: 'blindsense',
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};
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const SIGHT_MODES = {
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lowlight: 'lowlight',
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darkvision: 'darkvision',
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nightvision: 'darkvision',
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basic: 'basic',
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blindsense: 'blindsense',
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};
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function findAbility(token, swid) {
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return token.actor.items.find((i) => i.type === 'ability' && i.system.swid === swid);
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}
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async function main() {
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const scene = game.scenes.current;
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let sceneBright = BRIGHT_LEVELS[0];
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if (scene.darkness > THRESHOLDS.pitchdark) {
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sceneBright = BRIGHT_LEVELS[3];
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} else if (scene.darkness > THRESHOLDS.dark) {
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sceneBright = BRIGHT_LEVELS[2];
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} else if (scene.darkness > THRESHOLDS.dim) {
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sceneBright = BRIGHT_LEVELS[1];
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}
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let bright = sceneBright;
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if (argBright && BRIGHT_LEVELS.includes(argBright)) {
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bright = argBright;
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}
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new foundry.applications.api.DialogV2({
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window: { title: 'Select scene brightness' },
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content: `
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<form>
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<h2>Set token vision</h2>
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<p>All tokens with vision will be adjusted</p>
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<div class="form-group">
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<label class="checkbox">
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<input type="radio" name="bright" value="${BRIGHT_LEVELS[0]}"
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${bright === BRIGHT_LEVELS[0] ? 'checked' : ''}/>
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Bright Light
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</label>
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</div>
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<div class="form-group">
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<label class="checkbox">
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<input type="radio" name="bright" value="${BRIGHT_LEVELS[1]}"
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${bright === BRIGHT_LEVELS[1] ? 'checked' : ''}/>
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Dim Light
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</label>
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</div>
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<div class="form-group">
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<label class="checkbox">
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<input type="radio" name="bright" value="${BRIGHT_LEVELS[2]}"
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${bright === BRIGHT_LEVELS[2] ? 'checked' : ''}/>
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Dark
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</label>
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</div>
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<div class="form-group">
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<label class="checkbox">
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<input type="radio" name="bright" value="${BRIGHT_LEVELS[3]}"
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${bright === BRIGHT_LEVELS[3] ? 'checked' : ''}/>
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Pitch Dark
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</label>
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</div>
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</form>
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`,
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buttons: [
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{
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action: "submit",
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label: 'Select scene Brightness',
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value: 'ok',
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callback: (event, button, dialog) => {
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const form = button.form;
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const formDataObject = new foundry.applications.ux.FormDataExtended(form).object;
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console.log('form data', formDataObject, form);
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bright = formDataObject.bright;
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for (const tokenId of scene.tokens.map((t) => t.id)) {
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const token = scene.tokens.get(tokenId);
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if (!token.sight.enabled) {
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console.log(`Skipping ${token.name}, vision not enabled`);
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continue;
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// don't set sight on a token where it's not enabled
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}
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let sightType = 'basic';
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for (const sight in SIGHT_NAMES) {
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if (findAbility(token, SIGHT_NAMES[sight])) {
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sightType = sight;
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}
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}
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const range = RANGES[sightType][bright];
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const sightMode = SIGHT_MODES[sightType];
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const visionModeData = CONFIG.Canvas.visionModes[sightMode].vision.defaults;
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const data = {
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'sight.range': range,
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'sight.visionMode': sightMode,
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'sight.attenuation': visionModeData.attenuation,
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'sight.brightness': visionModeData.brightness,
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'sight.saturation': visionModeData.saturation,
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'sight.contrast': visionModeData.contrast,
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};
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console.log(`Updating ${token.name}:`, sightType, bright, data);
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token.update(data);
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}
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},
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},
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{ action: "cancel", label: 'Cancel' },
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],
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}).render(true);
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}
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main();
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