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Changed from index based to object
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0e1320e31d
commit
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6 changed files with 134 additions and 79 deletions
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@ -11,15 +11,20 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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this.actor = actor;
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this.damage = damage;
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const maxUseable = actor.system.armorScore - actor.system.armor.system.marks.value;
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this.availableArmorMarks = {
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max: Math.min(
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maxUseable,
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actor.system.rules.maxArmorMarked.total + (actor.system.rules.maxArmorMarked.stressExtra ?? 0)
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),
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stressIndex: actor.system.rules.maxArmorMarked.total,
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selected: 0
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};
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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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);
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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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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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@ -79,32 +84,31 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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async _prepareContext(_options) {
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const context = await super._prepareContext(_options);
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context.armorScore = this.actor.system.armorScore;
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context.armorMarks = this.actor.system.armor.system.marks.value + this.availableArmorMarks.selected;
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const selectedStressReductions = Object.values(this.availableStressReductions).filter(red => red.selected);
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const { selectedArmorMarks, selectedStressMarks, stressReductions, currentMarks, currentDamage } =
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this.getDamageInfo();
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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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const stressReductionStress = this.availableStressReductions
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? selectedStressReductions.reduce((acc, red) => acc + red.cost, 0)
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? stressReductions.reduce((acc, red) => acc + red.cost, 0)
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: 0;
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context.stress =
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this.availableArmorMarks.stressIndex || this.availableStressReductions
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selectedStressMarks.length > 0 || this.availableStressReductions
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? {
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value:
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this.actor.system.resources.stress.value +
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(Math.max(this.availableArmorMarks.selected - this.availableArmorMarks.stressIndex, 0) +
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stressReductionStress),
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this.actor.system.resources.stress.value + selectedStressMarks.length + stressReductionStress,
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maxTotal: this.actor.system.resources.stress.maxTotal
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}
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: null;
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context.availableArmorMarks = this.availableArmorMarks;
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context.marks = this.marks;
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context.availableStressReductions = this.availableStressReductions;
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context.damage = getDamageLabel(this.damage);
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context.reducedDamage =
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this.availableArmorMarks.selected > 0 || selectedStressReductions.length > 0
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? getDamageLabel(this.damage - this.availableArmorMarks.selected - selectedStressReductions.length)
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: null;
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context.reducedDamage = currentDamage !== this.damage ? getDamageLabel(currentDamage) : null;
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context.currentDamage = context.reducedDamage ?? context.damage;
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return context;
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@ -115,47 +119,64 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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this.render(true);
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}
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getDamageInfo = () => {
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const selectedArmorMarks = Object.values(this.marks.armor).filter(x => x.selected);
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const selectedStressMarks = Object.values(this.marks.stress).filter(x => x.selected);
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const stressReductions = Object.values(this.availableStressReductions).filter(red => red.selected);
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const currentMarks =
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this.actor.system.armor.system.marks.value + selectedArmorMarks.length + selectedStressMarks.length;
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const currentDamage =
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this.damage - selectedArmorMarks.length - selectedStressMarks.length - stressReductions.length;
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return { selectedArmorMarks, selectedStressMarks, stressReductions, currentMarks, currentDamage };
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};
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static setMarks(_, target) {
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const index = Number(target.dataset.index);
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const isDecreasing = index < this.availableArmorMarks.selected;
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if (!isDecreasing && this.damage - this.availableArmorMarks.selected === 0) {
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const currentMark = this.marks[target.dataset.type][target.dataset.key];
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const { selectedStressMarks, stressReductions, currentMarks, currentDamage } = this.getDamageInfo();
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if (!currentMark.selected && currentDamage === 0) {
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ui.notifications.info(game.i18n.localize('DAGGERHEART.DamageReduction.Notifications.DamageAlreadyNone'));
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return;
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}
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if (isDecreasing) {
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const selectedStressReductions = Object.values(this.availableStressReductions).filter(red => red.selected);
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const reducedDamage =
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this.availableArmorMarks.selected > 0 || selectedStressReductions.length > 0
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? getDamageLabel(this.damage - this.availableArmorMarks.selected - selectedStressReductions.length)
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: null;
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const currentDamage = reducedDamage ?? getDamageLabel(this.damage);
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for (let reduction of selectedStressReductions) {
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if (reduction.selected && reduction.to === currentDamage) {
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if (!currentMark.selected && currentMarks === this.actor.system.armorScore) {
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ui.notifications.info(
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game.i18n.localize('DAGGERHEART.DamageReduction.Notifications.NoAvailableArmorMarks')
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);
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return;
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}
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if (currentMark.selected) {
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const currentDamageLabel = getDamageLabel(currentDamage);
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for (let reduction of stressReductions) {
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if (reduction.selected && reduction.to === currentDamageLabel) {
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reduction.selected = false;
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}
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}
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if (target.dataset.type === 'armor' && selectedStressMarks.length > 0) {
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selectedStressMarks.forEach(mark => (mark.selected = false));
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}
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}
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this.availableArmorMarks.selected = isDecreasing ? index : index + 1;
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currentMark.selected = !currentMark.selected;
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this.render();
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}
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static useStressReduction(_, target) {
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const damageValue = Number(target.dataset.reduction);
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const stressReduction = this.availableStressReductions[damageValue];
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const { currentDamage } = this.getDamageInfo();
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if (stressReduction.selected) {
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stressReduction.selected = false;
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this.render();
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} else {
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const selectedStressReductions = Object.values(this.availableStressReductions).filter(red => red.selected);
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const reducedDamage =
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this.availableArmorMarks.selected > 0 || selectedStressReductions.length > 0
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? getDamageLabel(this.damage - this.availableArmorMarks.selected - selectedStressReductions.length)
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: null;
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const currentDamage = reducedDamage ?? getDamageLabel(this.damage);
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const reducedDamage = currentDamage !== this.damage ? getDamageLabel(currentDamage) : null;
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const currentDamageLabel = reducedDamage ?? getDamageLabel(this.damage);
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if (stressReduction.from !== currentDamage) return;
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if (stressReduction.from !== currentDamageLabel) return;
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stressReduction.selected = true;
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this.render();
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@ -163,10 +184,11 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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}
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static async takeDamage() {
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const armorSpent = this.availableArmorMarks.selected;
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const modifiedDamage = this.damage - armorSpent;
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const { selectedArmorMarks, selectedStressMarks, stressReductions, currentDamage } = this.getDamageInfo();
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const armorSpent = selectedArmorMarks.length + selectedStressMarks.length;
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const stressSpent = selectedStressMarks.length + stressReductions.reduce((acc, red) => acc + red.cost, 0);
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this.resolve({ modifiedDamage, armorSpent });
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this.resolve({ modifiedDamage: currentDamage, armorSpent, stressSpent });
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await this.close(true);
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}
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