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https://github.com/Foundryborne/daggerheart.git
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Merge branch 'main' into feature/reload-check
This commit is contained in:
commit
8158c1f9ff
66 changed files with 1623 additions and 1723 deletions
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@ -114,7 +114,10 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
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return this._id;
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}
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/** Returns true if the current user is the owner of the containing item */
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/**
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* Returns true if the current user is the owner of the containing item.
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* @returns {boolean}
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*/
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get isOwner() {
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return this.item?.isOwner ?? true;
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}
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@ -143,6 +146,7 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
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/**
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* Return the first Actor parent found.
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* @returns {DhpActor | null}
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*/
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get actor() {
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return this.item instanceof DhpActor
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@ -155,6 +159,7 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
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/**
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* Returns true if the action is usable.
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* An action is usable on any actor type. For example, an adversary might have a base attack action.
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* @returns {boolean}
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*/
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get usable() {
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const actor = this.actor;
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@ -2,8 +2,14 @@ import { calculateExpectedValue, parseTermsFromSimpleFormula } from '../../helpe
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import { adversaryExpectedDamage, adversaryScalingData } from '../../config/actorConfig.mjs';
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import { parseInlineParams } from '../../enrichers/parser.mjs';
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/**
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* Accepts source data for an adversary and a target tier, and returns new source data
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* @type {object} source
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* @type {number} tier
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* @returns {object} adjusted source data
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*/
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export function getTierAdjustedAdversary(source, tier) {
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const currentTier = source.tier ?? 1;
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const currentTier = source.system.tier ?? 1;
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/** @type {(2 | 3 | 4)[]} */
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const tiers = new Array(Math.abs(tier - currentTier))
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@ -35,7 +41,7 @@ export function getTierAdjustedAdversary(source, tier) {
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// Store initial attack damage for abilities that have you deal a "standard attack"
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const initialAttack = {
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type: source.system.attack.damage?.parts.hitPoints?.type?.toSorted(),
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value: getDamagePartsFormula(source.system.attack.damage?.parts.hitPoints?.value)
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value: getFormula(source.system.attack.damage?.parts.hitPoints?.value)
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};
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// Update damage of base attack.
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@ -45,9 +51,9 @@ export function getTierAdjustedAdversary(source, tier) {
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for (const property of ['value', 'valueAlt']) {
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const data = damage.parts.hitPoints[property];
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const previousFormula = getDamagePartsFormula(data);
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const { value, formula } = calculateAdjustedDamage(previousFormula, 'attack', damageMeta);
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applyAdjustedDamage(data, value, formula);
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const previousFormula = getFormula(data);
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const value = calculateAdjustedDamage(previousFormula, 'attack', damageMeta);
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applyAdjustedDamage(data, value);
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}
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} catch (err) {
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ui.notifications.warn('Failed to convert attack damage of adversary');
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@ -65,7 +71,7 @@ export function getTierAdjustedAdversary(source, tier) {
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if (!formula) return match;
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try {
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const newFormula = calculateAdjustedDamage(formula, 'action', damageMeta)?.formula;
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const newFormula = getFormula(calculateAdjustedDamage(formula, 'action', damageMeta));
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descriptionFormulas.push(formula);
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return match.replace(formula, newFormula);
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} catch {
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@ -82,15 +88,15 @@ export function getTierAdjustedAdversary(source, tier) {
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const result = [];
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for (const property of ['value', 'valueAlt']) {
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const { [property]: data, type: damageType } = action.damage.parts.hitPoints;
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const previousFormula = getDamagePartsFormula(data);
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const previousFormula = getFormula(data);
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const isActuallyAttack =
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previousFormula === initialAttack.value &&
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foundry.utils.equals(damageType.toSorted(), initialAttack.type) &&
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!descriptionFormulas.includes(previousFormula);
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const type = isActuallyAttack ? 'attack' : 'action';
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const { value, formula } = calculateAdjustedDamage(previousFormula, type, damageMeta);
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applyAdjustedDamage(data, value, formula);
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result.push({ previousFormula, formula });
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const value = calculateAdjustedDamage(previousFormula, type, damageMeta);
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applyAdjustedDamage(data, value);
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result.push({ previousFormula, formula: getFormula(value) });
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}
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// Override text in the description with those values
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@ -189,24 +195,30 @@ function calculateAdjustedDamage(formula, type, { currentDamageRange, newDamageR
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value.bonus = Math.round(expected - getBaseAverage());
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}
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const newFormula = [value.diceQuantity ? `${value.diceQuantity}d${value.faces}` : null, value.bonus]
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.filter(p => !!p)
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.join('+');
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return { value, formula: newFormula };
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return value;
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}
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function getDamagePartsFormula(data) {
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return data.custom.enabled
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? data.custom.formula
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: [data.flatMultiplier ? `${data.flatMultiplier}${data.dice}` : 0, data.bonus ?? 0].filter(p => !!p).join('+');
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/**
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* Get formula from either damage parts *or* a simple formula object.
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* @returns {string} the new formula data
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*/
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function getFormula(data) {
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if (data.custom?.enabled) {
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return data.custom.formula;
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}
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const diceQuantity = data.flatMultiplier ?? data.diceQuantity;
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const dice = data.faces ? `d${data.faces}` : data.dice;
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const mod = data.bonus;
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return [diceQuantity ? `${diceQuantity}${dice}` : 0, mod].filter(p => !!p).join('+');
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}
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/**
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* Updates damage to reflect a specific value.
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* @throws if damage structure is invalid for conversion
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* @returns the converted formula and value as a simplified term, or null if it doesn't deal HP damage
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* @param {object} diceData
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* @param {object} value
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*/
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function applyAdjustedDamage(diceData, value, formula) {
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function applyAdjustedDamage(diceData, value) {
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if (value.diceQuantity) {
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diceData.custom.enabled = false;
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diceData.bonus = value.bonus;
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@ -214,6 +226,6 @@ function applyAdjustedDamage(diceData, value, formula) {
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diceData.flatMultiplier = value.diceQuantity;
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} else if (!value.diceQuantity) {
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diceData.custom.enabled = true;
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diceData.custom.formula = formula;
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diceData.custom.formula = getFormula(value);
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}
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}
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@ -33,6 +33,10 @@ export default class AreasField extends fields.ArrayField {
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initial: CONFIG.DH.GENERAL.range.veryClose.id,
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label: 'DAGGERHEART.ACTIONS.Config.area.size'
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}),
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hasHole: new fields.BooleanField({
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initial: false,
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label: 'DAGGERHEART.ACTIONS.Config.area.hasHole'
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}),
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effects: new fields.ArrayField(new fields.DocumentIdField())
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});
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super(element, options, context);
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@ -1,5 +1,11 @@
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import { getWorldActor } from '../../../helpers/utils.mjs';
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const fields = foundry.data.fields;
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/**
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* @import DHSummonAction from '../../action/summonAction.mjs'
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*/
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export default class DHSummonField extends fields.SchemaField {
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/**
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* Action Workflow order
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@ -20,6 +26,11 @@ export default class DHSummonField extends fields.SchemaField {
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super(transformFields, options, context);
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}
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/**
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* Runs the execute. This is run on behalf of DHSummonAction.
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* @todo move this function to be on the summon action.
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* @this DHSummonAction
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*/
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static async execute() {
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if (!this.transform.actorUUID) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.noTransformActor'));
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@ -37,26 +48,37 @@ export default class DHSummonField extends fields.SchemaField {
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return false;
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}
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if (this.actor.prototypeToken.actorLink) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.actorLinkError'));
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const activeTokens = this.actor.getActiveTokens(false, true);
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const controlledMatchingTokens = canvas.tokens.controlled
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.filter(x => x.actor && x.actor.uuid === this.actor.uuid)
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.map(x => x.document);
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/** @type {typeof game.system.api.documents.DhToken | null} */
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const token = this.actor.token ?? (
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activeTokens.length === 1 ? activeTokens[0] :
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(controlledMatchingTokens.length === 1 ? controlledMatchingTokens[0] : null)
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);
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if (!this.actor.token && !token) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.linkedSelectedError'));
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return false;
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}
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if (!this.actor.token) {
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if (!token) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.prototypeError'));
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return false;
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}
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const actor = await DHSummonField.getWorldActor(baseActor);
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const actor = await getWorldActor(baseActor);
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const tokenSizes = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).tokenSizes;
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const tokenSize = actor?.system.metadata.usesSize ? tokenSizes[actor.system.size] : actor.prototypeToken.width;
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await this.actor.token.update(
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{ ...actor.prototypeToken.toJSON(), actorId: actor.id, width: tokenSize, height: tokenSize },
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{ diff: false, recursive: false, noHook: true }
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// Update token. Avoid using recursive: false, since that prevents animations
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await token.update(
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{ ...actor.prototypeToken.toObject(), actorId: actor.id, width: tokenSize, height: tokenSize },
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{ diff: false, noHook: true }
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);
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if (this.actor.token.combatant) {
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if (token.combatant) {
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this.actor.token.combatant.update({ actorId: actor.id, img: actor.prototypeToken.texture.src });
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}
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@ -64,17 +86,17 @@ export default class DHSummonField extends fields.SchemaField {
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if (!this.transform.resourceRefresh.hitPoints) {
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marks.hitPoints = Math.min(
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this.actor.system.resources.hitPoints.value,
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this.actor.token.actor.system.resources.hitPoints.max - 1
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token.actor.system.resources.hitPoints.max - 1
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);
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}
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if (!this.transform.resourceRefresh.stress) {
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marks.stress = Math.min(
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this.actor.system.resources.stress.value,
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this.actor.token.actor.system.resources.stress.max - 1
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token.actor.system.resources.stress.max - 1
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);
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}
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if (marks.hitPoints || marks.stress) {
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this.actor.token.actor.update({
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token.actor.update({
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'system.resources': {
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hitPoints: { value: marks.hitPoints },
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stress: { value: marks.stress }
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@ -84,20 +106,9 @@ export default class DHSummonField extends fields.SchemaField {
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const prevPosition = { ...this.actor.sheet.position };
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this.actor.sheet.close();
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this.actor.token.actor.sheet.render({ force: true, position: prevPosition });
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}
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/* Check for any available instances of the actor present in the world, or create a world actor based on compendium */
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static async getWorldActor(baseActor) {
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if (!baseActor.inCompendium) return baseActor;
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const dataType = game.system.api.data.actors[`Dh${baseActor.type.capitalize()}`];
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if (dataType && baseActor.img === dataType.DEFAULT_ICON) {
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const worldActorCopy = game.actors.find(x => x.name === baseActor.name);
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if (worldActorCopy) return worldActorCopy;
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token.actor.sheet.render({ force: true, position: prevPosition });
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if (token.object.controlled) {
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ui.effectsDisplay.refresh();
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}
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const worldActor = await game.system.api.documents.DhpActor.create(baseActor.toObject());
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return worldActor;
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}
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}
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@ -9,7 +9,8 @@ export default class DHWeapon extends AttachableItem {
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type: 'weapon',
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hasDescription: true,
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isInventoryItem: true,
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hasActions: true
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hasActions: true,
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hasResource: true
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});
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}
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