[Fix] SummonAction Actor Choice (#2045)
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* Fixed logic for picking which actor to summon

* Moved getWorldActor function to utils and updated logic

* .

* Improved logic
This commit is contained in:
WBHarry 2026-06-30 13:05:35 +02:00 committed by GitHub
parent 2cc52fae1f
commit 70388dbd73
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2 changed files with 25 additions and 15 deletions

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@ -1,4 +1,4 @@
import { itemAbleRollParse, triggerChatRollFx } from '../../../helpers/utils.mjs';
import { getWorldActor, itemAbleRollParse, triggerChatRollFx } from '../../../helpers/utils.mjs';
import FormulaField from '../formulaField.mjs';
const fields = foundry.data.fields;
@ -42,7 +42,7 @@ export default class DHSummonField extends fields.ArrayField {
const count = roll.total;
if (!roll.isDeterministic) rolls.push(roll);
const actor = await DHSummonField.getWorldActor(await foundry.utils.fromUuid(summon.actorUUID));
const actor = await getWorldActor(await foundry.utils.fromUuid(summon.actorUUID));
/* Extending summon data in memory so it's available in actionField.toChat. Think it's harmless, but ugly. Could maybe find a better way. */
summon.actor = actor.toObject();
@ -62,19 +62,6 @@ export default class DHSummonField extends fields.ArrayField {
DHSummonField.handleSummon(summonData, this.actor);
}
/* Check for any available instances of the actor present in the world if we're missing artwork in the compendium. If none exists, create one. */
static async getWorldActor(baseActor) {
const dataType = game.system.api.data.actors[`Dh${baseActor.type.capitalize()}`];
if (baseActor.inCompendium && dataType && baseActor.img === dataType.DEFAULT_ICON) {
const worldActorCopy = game.actors.find(x => x.name === baseActor.name);
if (worldActorCopy) return worldActorCopy;
return await game.system.api.documents.DhpActor.create(baseActor.toObject());
}
return baseActor;
}
static async handleSummon(summonData, actionActor) {
await CONFIG.ux.TokenManager.createTokensWithPreview(summonData, { elevation: actionActor.token?.elevation });

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@ -889,4 +889,27 @@ export async function triggerChatRollFx(rolls, options = { whisper: false, blind
export function shouldUseHopeFearAutomation(options = { gmAsPlayer: true }) {
const { hopeFear } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
return (!game.user.isGM || options.gmAsPlayer) ? hopeFear.players : hopeFear.gm;
}
export async function getWorldActor(baseActor) {
if (baseActor.inCompendium) {
const worldActorCopy = game.actors.find(x =>
x._stats.compendiumSource === baseActor.uuid &&
(!x.prototypeToken.actorLink || x.name === baseActor.name)
);
if (worldActorCopy)
return worldActorCopy;
const baseActorData = baseActor;
return await game.system.api.documents.DhpActor.create({
...baseActorData,
_stats: {
...baseActorData._stats,
compendiumSource: baseActor.uuid
}
});
}
return baseActor;
}