Fixed so that automated countdowns reverse progress from Fear when rerolling dice if the duality result changes

This commit is contained in:
WBHarry 2026-06-21 16:08:46 +02:00
parent 3840f39c97
commit 4d81509e79
5 changed files with 38 additions and 23 deletions

View file

@ -202,11 +202,11 @@ export default class DhCombatTracker extends foundry.applications.sidebar.tabs.C
const { updateCountdowns } = game.system.api.applications.ui.DhCountdowns;
if (combatant.actor?.type === 'character') {
await updateCountdowns(
CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id,
CONFIG.DH.GENERAL.countdownProgressionTypes.characterSpotlight.id
{ type: CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id },
{ type: CONFIG.DH.GENERAL.countdownProgressionTypes.characterSpotlight.id }
);
} else {
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id);
await updateCountdowns({ type: CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id });
}
const autoPoints = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).actionPoints;

View file

@ -342,7 +342,7 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
* Sends updates of the countdowns to the GM player. Since this is asynchronous, be sure to
* update all the countdowns at the same time.
*
* @param {...any} progressTypes Countdowns to be updated
* @param {...{ type: <key>, reverseDirection: boolean }} progressTypes Countdowns to be updated
*/
static async updateCountdowns(...progressTypes) {
const { countdownAutomation } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
@ -351,20 +351,21 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
const countdownSetting = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns);
const updatedCountdowns = Object.keys(countdownSetting.countdowns).reduce((acc, key) => {
const countdown = countdownSetting.countdowns[key];
if (progressTypes.indexOf(countdown.progress.type) !== -1 && countdown.progress.current > 0) {
acc.push(key);
const progressData = progressTypes.find(x => x.type === countdown.progress.type);
if (progressData && countdown.progress.current > 0) {
acc[key] = { value: progressData.reverseDirection ? 1 : -1 };
}
return acc;
}, []);
}, {});
const countdownData = countdownSetting.toObject();
const settings = {
...countdownData,
countdowns: Object.keys(countdownData.countdowns).reduce((acc, key) => {
const countdown = foundry.utils.deepClone(countdownData.countdowns[key]);
if (updatedCountdowns.includes(key)) {
countdown.progress.current -= 1;
if (updatedCountdowns[key]) {
countdown.progress.current += updatedCountdowns[key].value;
}
acc[key] = countdown;

View file

@ -55,7 +55,7 @@ export default class DHAttackAction extends DHDamageAction {
if (result?.message?.system.action?.roll?.type === 'attack') {
const { updateCountdowns } = game.system.api.applications.ui.DhCountdowns;
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.characterAttack.id);
await updateCountdowns({ type: CONFIG.DH.GENERAL.countdownProgressionTypes.characterAttack.id });
}
return result;

View file

@ -362,11 +362,11 @@ export default class DualityRoll extends D20Roll {
if (config.roll.result.duality === -1) {
await updateCountdowns(
CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id,
CONFIG.DH.GENERAL.countdownProgressionTypes.fear.id
{ type: CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id },
{ type: CONFIG.DH.GENERAL.countdownProgressionTypes.fear.id }
);
} else {
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id);
await updateCountdowns({ type: CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id });
}
}

View file

@ -1,19 +1,33 @@
import { ResourceUpdateMap } from '../data/action/baseAction.mjs';
export function updateResourcesForDualityReroll(oldDuality, newDuality, actor) {
const { hopeFear } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
if (game.user.isGM ? !hopeFear.gm : !hopeFear.players) return;
const updates = [];
const hope = (newDuality >= 0 ? 1 : 0) - (oldDuality >= 0 ? 1 : 0);
const stress = (newDuality === 0 ? 1 : 0) - (oldDuality === 0 ? 1 : 0);
const fear = (newDuality === -1 ? 1 : 0) - (oldDuality === -1 ? 1 : 0);
if (hope !== 0) updates.push({ key: 'hope', value: hope, enabled: true });
if (stress !== 0) updates.push({ key: 'stress', value: -1 * stress, enabled: true });
if (fear !== 0) updates.push({ key: 'fear', value: fear, enabled: true });
const { hopeFear, countdownAutomation } =
game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
const resourceUpdates = new ResourceUpdateMap(actor);
resourceUpdates.addResources(updates);
resourceUpdates.updateResources();
if (game.user.isGM ? hopeFear.gm : hopeFear.players) {
const updates = [];
if (hope !== 0) updates.push({ key: 'hope', value: hope, enabled: true });
if (stress !== 0) updates.push({ key: 'stress', value: -1 * stress, enabled: true });
if (fear !== 0) updates.push({ key: 'fear', value: fear, enabled: true })
const resourceUpdates = new ResourceUpdateMap(actor);
resourceUpdates.addResources(updates);
resourceUpdates.updateResources();
}
if (countdownAutomation) {
const updates = [];
if (fear !== 0) {
updates.push({
type: CONFIG.DH.GENERAL.countdownProgressionTypes.fear.id,
reverseDirection: fear === 1 ? false : true
});
}
game.system.api.applications.ui.DhCountdowns.updateCountdowns(...updates);
}
}