getTokenNames

From RPTools Wiki
Revision as of 21:01, 14 March 2023 by Taustin (talk | contribs) (Text replacement - "<source" to "<syntaxhighlight")
Jump to navigation Jump to search

getTokenNames() Function

 Note: This function can only be used in a Trusted Macro

Introduced in version 1.3b48
Gets a list containing the names of all the tokens on the current map, or all the tokens that match the specified conditions. The type of the value returned depends on the delimiter parameter. This function does not return the IDs of lib:tokens. Note: apparently the order of the list that getTokens() returns is also the z-order of the tokens, where the lowest z-order is the first in the list or array that is returned!

Usage

getTokenNames()
getTokenNames(delim)
getTokenNames(delim, conditions)

Parameters

  • delim - The delimiter used to separate the values in the String List that is returned, defaults to ",". If "json" is specified, a JSON Array is returned instead of a String List.
  • conditions - A JSON Object that contains various conditions that the tokens must fullfill. All conditions are optional.
    • setStates - A JSON array of states the token must have or a single state name as a string. Any token which does not contain all of these states in the true condition will be removed from the returned list.
    • unsetStates - A JSON array of states the token must not have or a single state name as a string.
    • npc - If the token must be a NPC, set to true(1) or false(0).
    • pc - If the token must be a PC, set to true(1) or false(0).
    • propertyType - A JSON array of token types or a single token type as a string. Only tokens of a type included in the array will be returned.
    • selected - If the token must be selected, set to true(1) or false(0).
    • impersonated - If the token must be impersonated, set to true(1) or false(0).
    • current - If the token must be the current token, set to true(1) or false(0).
    • owned - A JSON Array containing player names. All tokens that have at least one of the listed players as owner will be returned. Alternatively, a string containing one of the following options:
      • self - tokens owned by the current player
      • notself - tokens not owned by the current player
      • others - tokens owned by any player, but not owned by the current player
      • any - tokens owned by any player
      • none - tokens not owned by any player
      • single - tokens owned by a single player
      • multiple - tokens owned by more than one player
      • byall - tokens owned by all players
      • notbyall - tokens not owned by all players
    • visible - If the token is visible in the current client's view. Set to true(1) or false(0).
      • When the visible option is used only tokens on the TOKEN layer and which are shown within the client's current map view will be returned.
      • This is not a test of whether or not other tokens on the map out of view are visible to a specific token. See canSeeToken().
      • GMs will be able to see all tokens within the current map view. Players (including View as Player) will only get returned those tokens that are shown in their current map view. Tokens returned will also be affected by server settings like Individual Views.
    • layer - A JSON array of layer names, or a single layer name as a string. Note that a token not on any of the listed layers will be removed from the list returned.
    • mapName - The name of the map to get the tokens from. Defaults to the current map.
    • range - A JSON object with range conditions, all range conditions are optional.
      • token - The id or name of the source token that the distance is measured from, defaults to the current token.
        • note: this parameter is needed if you are calling your macro from a macroLink and aren't impersonating a token.
      • distancePerCell - If the Distance Per Cell multiplier should be used, set to true(1) or false(0).
      • from - A number specifying the minimum range that a token needs to be from the source.
      • upto - A number specifying the maximum range that a token can be from the source.
      • metric - The distance metric to use, if it is not specified the default from the users preferences is used.
    • area - A JSON object containing specific area information.
      • token - An optional field that contain the name or id of the token that resides at the center of the area. Defaults to the current token.
      • offsets - A JSON array of JSON objects that specify each individual cell that make up the area.
        • x - The relative x position of the cell in relation to the token field. Measured in cells.
        • y - The relative y position of the cell in relation to the token field. Measured in cells.
    • light - Can be a Boolean indicating tokens with any light source (1) or no light sources (0). Alternatively a JSON object with the light specifications with any combination of the following:
      • value - Boolean indicating that the token must have the light(s) specified if true(1).
      • name - The name of the light as given in the Campaign Properties -> Light tab.
      • category - The category of the light as given in the Campaign Properties -> Light tab.

The movement metric in range specifies the movement metric use, the metric can be one of the following strings:

  • NO_GRID - The grid is ignored and straight line distance between the tokens is returned.
  • ONE_TWO_ONE - First Diagonal movement costs 1, second 2, and so on (Square grid only).
  • ONE_ONE_ONE - Diagonal movement costs a single square (Square grid only).
  • MANHATTAN - Diagonal movement costs 2 (Square grid only).
  • NO_DIAGONALS - No diagonal movement is allowed (Square grid only).

Example

*You can use the following code to print out the names of all of the tokens on the current map:
[h: names = getTokenNames()]
[foreach(name, names, "<br>"): name]

  • Find and return a JSON Array containing all NPC tokens' names that are within 2 squares or hexes:
[h: cond = '{ range: {upto:2, distancePerCell:0}, npc:1 }']
[h: names = getTokenNames("json", cond)]

  • Modifying the above example to exclude dead tokens:
[h: cond = '{ range: {upto:2, distancePerCell:0}, npc:1, unsetStates:["Dead"] }']
[h: names = getTokenNames("json", cond)]

  • Get all of the non dead NPC tokens' names in the square above, below, left, and to the right of the token, using the area option:
[h: areaOffsets = '[ {x:1, y:0}, {x:0, y:1}, {x:-1, y:0}, {y:-1, x:0}]']
[h: area = json.set("{}", "offsets", areaOffsets)]
[h: cond = json.set("{}", "area", area, "npc", 1, "unsetState", "['Dead']")]
[h: names = getTokenNames("json", cond)]

  • The same could be achieved using the range option with NO_DIAGONALS metric:
[h: cond = '{ range: {upto:1, distancePerCell:0, metric:"NO_DIAGONALS"}, npc:1, unsetStates:["Dead"] }']
[h: names = getTokenNames("json", cond)]

  • Get ALL tokens on a map:
[r:allToks = getTokenNames(",",'{layer:["TOKEN", "HIDDEN", "OBJECT", "BACKGROUND"]}')]

or better:

[r:getTokens(",", json.set("{}", "layer", json.append("[]","TOKEN","HIDDEN","OBJECT","BACKGROUND")))]

Simplest form of getting Tokens with Light sources

[r: getTokenNames("json",'{"light":1}')]

Getting tokens from the Object layer with a light source.

[h: cond = json.set("", "layer",'["Object"]')]
[h: cond = json.set(cond, "light",'{"value":1}')]
[r: names = getTokenNames("json", cond)]

Tokens with torches

[h: cond = json.set("", "layer",'["Token"]')]
[h: cond = json.set(cond, "light",'{"value":1,"name":"Torch - 20","category":"D20"}')]
[r: names = getTokenNames("json", cond)]

Tokens with Generic light sources.

[h: cond = '{ "light": {"value":1, "category":"Generic"}}']
[r: names = getTokenNames("json", cond)]

Please Note that it, in general, is bad practice to create json objects and arrays by hand. This makes your code very bug prone. The proper way is to build your json objects through code.
E.g.:

[h: cond = '{ range: {upto:1, distancePerCell:0, metric:"NO_DIAGONALS"}, npc:1, unsetStates:["Dead"] }']

can better be created with

[h: cond = json.set("{}", "range", json.set("{}", "upto", 1, "distancePerCell", 0, "metric", "NO_DIAGONALS"), "npc", 1, "unsetStates", json.append("[]","Dead"))]

The big difference between the two methods is that, doing it by hand, it is quite likely that when you make a mistake your code appears to 'work', that is you get no error reports, but only part of the conditions are met because you e.g. used '' or "" where you should not have.

If you make a mistake in the automated method, there is a bigger chance you get an error report, allowing you to fix it. Of course typos like 'ragne' instead of 'range' won't trigger any errors.

See Also

Version Changes

  • 1.3b49 - Add json delimiter option.
  • 1.3b51 - Add conditions parameter.
  • 1.3b55 - Add metric option to range option in conditions parameter.
  • 1.3b77 - Add layer option to conditions.
  • 1.5.5 - Add propertyType option to conditions.
  • 1.5.7 - Add light and mapName options to conditions.
  • 1.5.8 - Add more options to owned.