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Add some jsdoc
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23 changed files with 501 additions and 555 deletions
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@ -1,11 +1,14 @@
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import { abilities } from "../../../config/actorConfig.mjs";
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import { emitAsGM, GMUpdateEvent } from "../../../systemRegistration/socket.mjs";
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const fields = foundry.data.fields;
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export default class SaveField extends fields.SchemaField {
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/**
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* Action Workflow order
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*/
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order = 50;
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/** @inheritDoc */
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constructor(options = {}, context = {}) {
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const saveFields = {
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trait: new fields.StringField({
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@ -22,52 +25,61 @@ export default class SaveField extends fields.SchemaField {
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super(saveFields, options, context);
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}
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async execute(config) {
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if(!this.hasSave) return;
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if(!config.message) {
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/**
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* Reaction Roll Action Workflow part.
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* Must be called within Action context.
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* @param {object} config Object that contains workflow datas. Usually made from Action Fields prepareConfig methods.
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* @param {object[]} [targets=null] Array of targets to override pre-selected ones.
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* @param {boolean} [force=false] If the method should be executed outside of Action workflow, for ChatMessage button for example.
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*/
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async execute(config, targets = null, force = false) {
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if(!config.hasSave) return;
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let message = config.message ?? ui.chat.collection.get(config.parent?._id);
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if(!message) {
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const roll = new CONFIG.Dice.daggerheart.DHRoll('');
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roll._evaluated = true;
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config.message = await CONFIG.Dice.daggerheart.DHRoll.toMessage(roll, config);
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message = config.message = await CONFIG.Dice.daggerheart.DHRoll.toMessage(roll, config);
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}
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if(SaveField.getAutomation() !== CONFIG.DH.SETTINGS.actionAutomationChoices.never.id) {
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SaveField.rollAllSave.call(this, config.targets, config.event, config.message);
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if(SaveField.getAutomation() !== CONFIG.DH.SETTINGS.actionAutomationChoices.never.id || force) {
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targets ??= config.targets.filter(t => !config.hasRoll || t.hit);
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SaveField.rollAllSave.call(this, targets, config.event, message);
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}
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}
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/**
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* Roll a Reaction Roll for all targets. Send a query to the owner if the User is not.
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* Must be called within Action context.
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* @param {object[]} targets Array of formatted targets.
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* @param {Event} event Triggering event
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* @param {ChatMessage} message The ChatMessage the triggered button comes from.
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*/
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static async rollAllSave(targets, event, message) {
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if(!targets) return;
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if(!targets || !game.user.isGM) return;
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targets.forEach(target => {
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const actor = fromUuidSync(target.actorId);
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if(actor) {
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if (game.user === actor.owner)
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const rollSave = game.user === actor.owner ?
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SaveField.rollSave.call(this, actor, event, message)
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.then(result =>
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emitAsGM(
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GMUpdateEvent.UpdateSaveMessage,
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SaveField.updateSaveMessage.bind(this, result, message, target.id),
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{
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action: this.uuid,
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message: message._id,
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token: target.id,
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result
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}
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)
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);
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else
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actor.owner
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: actor.owner
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.query('reactionRoll', {
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actionId: this.uuid,
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actorId: actor.uuid,
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event,
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message
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})
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.then(result => SaveField.updateSaveMessage.call(this, result, message, target.id));
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});
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rollSave.then(result => SaveField.updateSaveMessage.call(this, result, message, target.id));
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}
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});
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}
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static async rollSave(actor, event, message) {
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/**
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* Roll a Reaction Roll for the specified Actor against the Action difficulty.
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* Must be called within Action context.
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* @param {*} actor Actor document
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* @param {Event} event Triggering event
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* @returns {object} Actor diceRoll config result.
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*/
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static async rollSave(actor, event) {
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if (!actor) return;
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const title = actor.isNPC
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? game.i18n.localize('DAGGERHEART.GENERAL.reactionRoll')
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@ -90,30 +102,55 @@ export default class SaveField extends fields.SchemaField {
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return actor.diceRoll(rollConfig);
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}
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/**
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* Update a Roll ChatMessage for a token according to his Reaction Roll result.
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* @param {object} result Result from the Reaction Roll
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* @param {object} message ChatMessage to update
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* @param {string} targetId Token ID
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*/
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static updateSaveMessage(result, message, targetId) {
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if (!result) return;
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const updateMsg = this.updateChatMessage.bind(this, message, targetId, {
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flags: {
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[game.system.id]: {
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reactionRolls: {
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[targetId]:
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{
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result: result.roll.total,
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success: result.roll.success
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const updateMsg = function(message, targetId, result) {
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setTimeout(async () => {
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const chatMessage = ui.chat.collection.get(message._id),
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changes = {
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flags: {
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[game.system.id]: {
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reactionRolls: {
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[targetId]:
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{
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result: result.roll.total,
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success: result.roll.success
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}
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}
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}
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}
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}
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}
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});
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};
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await chatMessage.update(changes);
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}, 100);
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};
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if (game.modules.get('dice-so-nice')?.active)
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game.dice3d.waitFor3DAnimationByMessageID(result.message.id ?? result.message._id).then(() => updateMsg());
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else updateMsg();
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game.dice3d.waitFor3DAnimationByMessageID(result.message.id ?? result.message._id).then(() => updateMsg(message, targetId, result));
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else updateMsg(message, targetId, result);
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}
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/**
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* Return the automation setting for execute method for current user role
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* @returns {string} Id from settingsConfig.mjs actionAutomationChoices
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*/
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static getAutomation() {
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return (game.user.isGM && game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).roll.save.gm) || (!game.user.isGM && game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).roll.save.players)
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}
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/**
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* Send a query to an Actor owner to roll a Reaction Roll then send back the result.
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* @param {object} param0
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* @param {string} param0.actionId Action ID
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* @param {string} param0.actorId Actor ID
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* @param {Event} param0.event Triggering event
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* @param {ChatMessage} param0.message Chat Message to update
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* @returns
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*/
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static rollSaveQuery({ actionId, actorId, event, message }) {
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return new Promise(async (resolve, reject) => {
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const actor = await fromUuid(actorId),
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