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Added parsing of effect values from Item data model. Almost finished with itemConfig.
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parent
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commit
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9 changed files with 679 additions and 141 deletions
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@ -13,35 +13,41 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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const maxArmorMarks = Math.min(
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actor.system.armorScore - actor.system.armor.system.marks.value,
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actor.system.rules.maxArmorMarked.total
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actor.system.rules.damageReduction.maxArmorMarked.total
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);
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const armor = [...Array(maxArmorMarks).keys()].reduce((acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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return acc;
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}, {});
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const stress = [...Array(actor.system.rules.maxArmorMarked.stressExtra ?? 0).keys()].reduce((acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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return acc;
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}, {});
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const stress = [...Array(actor.system.rules.damageReduction.maxArmorMarked.stressExtra ?? 0).keys()].reduce(
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(acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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return acc;
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},
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{}
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);
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this.marks = { armor, stress };
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this.availableStressReductions = Object.keys(actor.system.rules.stressDamageReduction).reduce((acc, key) => {
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const dr = actor.system.rules.stressDamageReduction[key];
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if (dr.enabled) {
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if (acc === null) acc = {};
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this.availableStressReductions = Object.keys(actor.system.rules.damageReduction.stressDamageReduction).reduce(
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(acc, key) => {
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const dr = actor.system.rules.damageReduction.stressDamageReduction[key];
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if (dr.enabled) {
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if (acc === null) acc = {};
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const damage = damageKeyToNumber(key);
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acc[damage] = {
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cost: dr.cost,
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selected: false,
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from: getDamageLabel(damage),
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to: getDamageLabel(damage - 1)
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};
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}
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const damage = damageKeyToNumber(key);
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acc[damage] = {
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cost: dr.cost,
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selected: false,
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from: getDamageLabel(damage),
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to: getDamageLabel(damage - 1)
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};
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}
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return acc;
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}, null);
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return acc;
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},
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null
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);
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}
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get title() {
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@ -90,7 +96,8 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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context.armorScore = this.actor.system.armorScore;
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context.armorMarks = currentMarks;
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context.basicMarksUsed = selectedArmorMarks.length === this.actor.system.rules.maxArmorMarked.total;
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context.basicMarksUsed =
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selectedArmorMarks.length === this.actor.system.rules.damageReduction.maxArmorMarked.total;
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const stressReductionStress = this.availableStressReductions
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? stressReductions.reduce((acc, red) => acc + red.cost, 0)
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@ -34,7 +34,7 @@ export default class WeaponSheet extends DHBaseItemSheet {
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switch (partId) {
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case 'settings':
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context.features = this.document.system.features.map(x => x.value);
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context.features = this.document.system.weaponFeatures.map(x => x.value);
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break;
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}
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@ -46,6 +46,6 @@ export default class WeaponSheet extends DHBaseItemSheet {
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* @param {Array<Object>} selectedOptions - The currently selected tag objects.
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*/
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static async #onFeatureSelect(selectedOptions) {
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await this.document.update({ 'system.features': selectedOptions.map(x => ({ value: x.value })) });
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await this.document.update({ 'system.weaponFeatures': selectedOptions.map(x => ({ value: x.value })) });
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}
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}
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