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[Feature] 687 - Companion Improvements (#1049)
* Companions can't be put into CombatState anymore. Companions now have a Action Roll button * Added handling for multiselect toggleCombat
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4 changed files with 87 additions and 1 deletions
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@ -1,6 +1,9 @@
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export default class DHTokenHUD extends foundry.applications.hud.TokenHUD {
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static DEFAULT_OPTIONS = {
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classes: ['daggerheart']
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classes: ['daggerheart'],
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actions: {
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combat: DHTokenHUD.#onToggleCombat
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}
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};
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/** @override */
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@ -11,8 +14,14 @@ export default class DHTokenHUD extends foundry.applications.hud.TokenHUD {
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}
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};
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static #nonCombatTypes = ['environment', 'companion'];
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async _prepareContext(options) {
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const context = await super._prepareContext(options);
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context.canToggleCombat = DHTokenHUD.#nonCombatTypes.includes(this.actor.type)
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? false
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: context.canToggleCombat;
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context.systemStatusEffects = Object.keys(context.statusEffects).reduce((acc, key) => {
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const effect = context.statusEffects[key];
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if (effect.systemEffect) acc[key] = effect;
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@ -36,6 +45,20 @@ export default class DHTokenHUD extends foundry.applications.hud.TokenHUD {
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return context;
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}
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static async #onToggleCombat() {
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const tokens = canvas.tokens.controlled
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.filter(t => !t.actor || !DHTokenHUD.#nonCombatTypes.includes(t.actor.type))
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.map(t => t.document);
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if (!this.object.controlled) tokens.push(this.document);
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try {
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if (this.document.inCombat) await TokenDocument.implementation.deleteCombatants(tokens);
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else await TokenDocument.implementation.createCombatants(tokens);
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} catch (err) {
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ui.notifications.warn(err.message);
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}
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}
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_getStatusEffectChoices() {
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// Include all HUD-enabled status effects
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const choices = {};
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@ -8,6 +8,7 @@ export default class DhCompanionSheet extends DHBaseActorSheet {
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classes: ['actor', 'companion'],
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position: { width: 340 },
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actions: {
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actionRoll: DhCompanionSheet.#actionRoll,
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levelManagement: DhCompanionSheet.#levelManagement
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}
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};
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@ -45,6 +46,52 @@ export default class DhCompanionSheet extends DHBaseActorSheet {
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/* Application Clicks Actions */
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/* -------------------------------------------- */
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/**
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*
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*/
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static async #actionRoll(event) {
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const partner = this.actor.system.partner;
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const config = {
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event,
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title: `${game.i18n.localize('DAGGERHEART.GENERAL.Roll.action')}: ${this.actor.name}`,
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headerTitle: `Companion ${game.i18n.localize('DAGGERHEART.GENERAL.Roll.action')}`,
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roll: {
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trait: partner.system.spellcastModifierTrait?.key
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},
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hasRoll: true,
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data: partner.getRollData()
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};
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const result = await partner.diceRoll(config);
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this.consumeResource(result?.costs);
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}
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// Remove when Action Refactor part #2 done
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async consumeResource(costs) {
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if (!costs?.length) return;
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const partner = this.actor.system.partner;
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const usefulResources = {
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...foundry.utils.deepClone(partner.system.resources),
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fear: {
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value: game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear),
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max: game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxFear,
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reversed: false
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}
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};
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const resources = game.system.api.fields.ActionFields.CostField.getRealCosts(costs).map(c => {
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const resource = usefulResources[c.key];
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return {
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key: c.key,
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value: (c.total ?? c.value) * (resource.isReversed ? 1 : -1),
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target: resource.target,
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keyIsID: resource.keyIsID
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};
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});
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await partner.modifyResource(resources);
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}
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/**
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* Opens the companions level management window.
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* @type {ApplicationClickAction}
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@ -77,4 +77,17 @@
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}
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}
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}
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.action-section {
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display: flex;
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padding: 0 10px;
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margin-top: 20px;
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width: 100%;
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button {
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height: 40px;
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width: 100%;
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font-weight: 600;
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}
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}
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}
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@ -56,4 +56,7 @@
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</div>
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{{/each}}
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</div>
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<div class="action-section">
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<button type="button" data-action="actionRoll">{{localize "DAGGERHEART.GENERAL.Roll.action"}}</button>
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</div>
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</section>
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