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Introduced a adversary category split for BP calculation and CombatTracker display based on token disposition
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4 changed files with 24 additions and 4 deletions
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@ -56,7 +56,12 @@ export default class DhCombatTracker extends foundry.applications.sidebar.tabs.C
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async _prepareTrackerContext(context, options) {
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await super._prepareTrackerContext(context, options);
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const adversaries = context.turns?.filter(x => x.isNPC) ?? [];
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const npcs = context.turns?.filter(x => x.isNPC) ?? [];
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const adversaries = npcs.filter(x => x.disposition === CONST.TOKEN_DISPOSITIONS.HOSTILE);
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const friendlies = npcs.filter(x => x.disposition === CONST.TOKEN_DISPOSITIONS.FRIENDLY);
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const neutrals = npcs.filter(x =>
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[CONST.TOKEN_DISPOSITIONS.SECRET, CONST.TOKEN_DISPOSITIONS.NEUTRAL].includes(x.disposition)
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);
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const characters = context.turns?.filter(x => !x.isNPC) ?? [];
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const spotlightQueueEnabled = game.settings.get(
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CONFIG.DH.id,
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@ -75,6 +80,8 @@ export default class DhCombatTracker extends foundry.applications.sidebar.tabs.C
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Object.assign(context, {
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actionTokens: game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.variantRules).actionTokens,
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adversaries,
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friendlies,
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neutrals,
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allCharacters: characters,
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characters: characters.filter(x => !spotlightQueueEnabled || x.system.spotlight.requestOrderIndex == 0),
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spotlightRequests
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@ -129,7 +136,8 @@ export default class DhCombatTracker extends foundry.applications.sidebar.tabs.C
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active: index === combat.turn,
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canPing: combatant.sceneId === canvas.scene?.id && game.user.hasPermission('PING_CANVAS'),
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type: combatant.actor?.system?.type,
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img: await this._getCombatantThumbnail(combatant)
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img: await this._getCombatantThumbnail(combatant),
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disposition: combatant.token.disposition
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};
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turn.css = [turn.active ? 'active' : null, hidden ? 'hide' : null, isDefeated ? 'defeated' : null].filterJoin(
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