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[Fix] Reroll Countdown Automation (#2031)
* Fixed so that automated countdowns reverse progress from Fear when rerolling dice if the duality result changes * . * Removed overprep * Apply suggestion from @CarlosFdez --------- Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
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2 changed files with 27 additions and 16 deletions
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@ -342,29 +342,31 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
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* Sends updates of the countdowns to the GM player. Since this is asynchronous, be sure to
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* update all the countdowns at the same time.
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*
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* @param {...any} progressTypes Countdowns to be updated
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* @param {...(string | { type: string; undo?: boolean })} progressTypes Countdowns to be updated
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*/
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static async updateCountdowns(...progressTypes) {
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progressTypes = progressTypes.map(p => typeof p === 'string' ? { type: p } : p);
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const { countdownAutomation } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
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if (!countdownAutomation) return;
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const countdownSetting = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns);
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const updatedCountdowns = Object.keys(countdownSetting.countdowns).reduce((acc, key) => {
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const countdown = countdownSetting.countdowns[key];
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if (progressTypes.indexOf(countdown.progress.type) !== -1 && countdown.progress.current > 0) {
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acc.push(key);
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const progressData = progressTypes.find(x => x.type === countdown.progress.type);
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if (progressData && countdown.progress.current > 0) {
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acc[key] = { value: progressData.undo ? 1 : -1 };
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}
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return acc;
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}, []);
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}, {});
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const countdownData = countdownSetting.toObject();
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const settings = {
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...countdownData,
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countdowns: Object.keys(countdownData.countdowns).reduce((acc, key) => {
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const countdown = foundry.utils.deepClone(countdownData.countdowns[key]);
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if (updatedCountdowns.includes(key)) {
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countdown.progress.current -= 1;
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if (updatedCountdowns[key]) {
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countdown.progress.current += updatedCountdowns[key].value;
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}
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acc[key] = countdown;
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@ -1,19 +1,28 @@
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import { ResourceUpdateMap } from '../data/action/baseAction.mjs';
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export function updateResourcesForDualityReroll(oldDuality, newDuality, actor) {
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const { hopeFear } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
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if (game.user.isGM ? !hopeFear.gm : !hopeFear.players) return;
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const updates = [];
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const hope = (newDuality >= 0 ? 1 : 0) - (oldDuality >= 0 ? 1 : 0);
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const stress = (newDuality === 0 ? 1 : 0) - (oldDuality === 0 ? 1 : 0);
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const fear = (newDuality === -1 ? 1 : 0) - (oldDuality === -1 ? 1 : 0);
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if (hope !== 0) updates.push({ key: 'hope', value: hope, enabled: true });
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if (stress !== 0) updates.push({ key: 'stress', value: -1 * stress, enabled: true });
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if (fear !== 0) updates.push({ key: 'fear', value: fear, enabled: true });
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const { hopeFear, countdownAutomation } =
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game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
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const resourceUpdates = new ResourceUpdateMap(actor);
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resourceUpdates.addResources(updates);
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resourceUpdates.updateResources();
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if (game.user.isGM ? hopeFear.gm : hopeFear.players) {
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const updates = [];
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if (hope !== 0) updates.push({ key: 'hope', value: hope, enabled: true });
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if (stress !== 0) updates.push({ key: 'stress', value: -1 * stress, enabled: true });
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if (fear !== 0) updates.push({ key: 'fear', value: fear, enabled: true })
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const resourceUpdates = new ResourceUpdateMap(actor);
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resourceUpdates.addResources(updates);
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resourceUpdates.updateResources();
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}
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if (countdownAutomation && fear !== 0) {
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game.system.api.applications.ui.DhCountdowns.updateCountdowns({
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type: CONFIG.DH.GENERAL.countdownProgressionTypes.fear.id,
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undo: fear === 1 ? false : true
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});
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}
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}
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