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Readded so that armor items have their system defined armor instead of using an ActiveEffect
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parent
50dcbf4396
commit
1cdabf15a5
11 changed files with 198 additions and 161 deletions
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@ -21,15 +21,17 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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this.rulesDefault
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);
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const allArmorEffects = Array.from(actor.allApplicableEffects()).filter(x => x.system.armorData);
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const orderedArmorEffects = game.system.api.data.activeEffects.changeTypes.armor.orderEffectsForAutoChange(
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allArmorEffects,
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const allArmorSources = Array.from(actor.allApplicableEffects()).filter(x => x.system.armorData);
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if (actor.system.armor) allArmorSources.push(actor.system.armor);
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const orderedArmorSources = game.system.api.data.activeEffects.changeTypes.armor.orderEffectsForAutoChange(
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allArmorSources,
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true
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);
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const armor = orderedArmorEffects.reduce((acc, effect) => {
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const { current, max } = effect.system.armorData;
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const armor = orderedArmorSources.reduce((acc, source) => {
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const { current, max } = source.type === 'armor' ? source.system.armor : source.system.armorData;
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acc.push({
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effect: effect,
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effect: source,
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marks: [...Array(max).keys()].reduce((acc, _, index) => {
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const spent = index < current;
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acc[foundry.utils.randomID()] = { selected: false, disabled: spent, spent };
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@ -159,8 +161,11 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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const parent = source.effect.origin
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? await foundry.utils.fromUuid(source.effect.origin)
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: source.effect.parent;
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const useEffectName = parent.type === 'armor' || parent instanceof Actor;
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const label = useEffectName ? source.effect.name : parent.name;
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armorSources.push({
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label: parent.name,
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label: label,
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uuid: source.effect.uuid,
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marks: source.marks
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});
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