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Fixed DamageReductionDialog
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parent
3b011e2580
commit
8f0b1f6ed3
6 changed files with 172 additions and 69 deletions
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@ -10,7 +10,8 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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this.reject = reject;
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this.actor = actor;
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this.damage = damage;
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this.damageType = damageType;
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// this.damageType = damageType;
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this.damageType = ['physical'];
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this.rulesDefault = game.settings.get(
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CONFIG.DH.id,
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CONFIG.DH.SETTINGS.gameSettings.Automation
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@ -20,14 +21,25 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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this.rulesDefault
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);
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const canApplyArmor = damageType.every(t => actor.system.armorApplicableDamageTypes[t] === true);
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const availableArmor = actor.system.armorScore.max - actor.system.armorScore.value;
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const maxArmorMarks = canApplyArmor ? availableArmor : 0;
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const allArmorEffects = Array.from(actor.allApplicableEffects()).filter(x => x.type === 'armor');
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const orderedArmorEffects = game.system.api.data.activeEffects.ArmorEffect.orderEffectsForAutoChange(
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allArmorEffects,
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true
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);
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const armor = orderedArmorEffects.reduce((acc, effect) => {
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if (effect.type !== 'armor') return acc;
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const { value, max } = effect.system.armorData;
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acc.push({
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effect: effect,
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marks: [...Array(max).keys()].reduce((acc, _, index) => {
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const spent = index < value;
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acc[foundry.utils.randomID()] = { selected: false, disabled: spent, spent };
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return acc;
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}, {})
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});
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const armor = [...Array(maxArmorMarks).keys()].reduce((acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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return acc;
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}, {});
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}, []);
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const stress = [...Array(actor.system.rules.damageReduction.maxArmorMarked.stressExtra ?? 0).keys()].reduce(
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(acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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@ -121,13 +133,11 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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context.thresholdImmunities =
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Object.keys(this.thresholdImmunities).length > 0 ? this.thresholdImmunities : null;
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const { selectedArmorMarks, selectedStressMarks, stressReductions, currentMarks, currentDamage } =
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const { selectedStressMarks, stressReductions, currentMarks, currentDamage, maxArmorUsed, availableArmor } =
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this.getDamageInfo();
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context.armorScore = this.actor.system.armorScore.max;
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context.armorMarks = currentMarks;
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context.basicMarksUsed =
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selectedArmorMarks.length === this.actor.system.rules.damageReduction.maxArmorMarked.value;
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const stressReductionStress = this.availableStressReductions
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? stressReductions.reduce((acc, red) => acc + red.cost, 0)
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@ -141,16 +151,27 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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}
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: null;
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const maxArmor = this.actor.system.rules.damageReduction.maxArmorMarked.value;
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context.marks = {
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armor: Object.keys(this.marks.armor).reduce((acc, key, index) => {
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const mark = this.marks.armor[key];
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if (!this.rulesOn || index + 1 <= maxArmor) acc[key] = mark;
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context.maxArmorUsed = maxArmorUsed;
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context.availableArmor = availableArmor;
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context.basicMarksUsed = availableArmor === 0 || selectedStressMarks.length;
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return acc;
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}, {}),
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const armorSources = [];
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for (const source of this.marks.armor) {
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const parent = source.effect.origin
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? await foundry.utils.fromUuid(source.effect.origin)
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: source.effect.parent;
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armorSources.push({
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label: parent.name,
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uuid: source.effect.uuid,
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marks: source.marks
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});
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}
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context.marks = {
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armor: armorSources,
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stress: this.marks.stress
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};
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context.usesStressArmor = Object.keys(context.marks.stress).length;
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context.availableStressReductions = this.availableStressReductions;
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context.damage = getDamageLabel(this.damage);
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@ -167,27 +188,31 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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}
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getDamageInfo = () => {
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const selectedArmorMarks = Object.values(this.marks.armor).filter(x => x.selected);
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const selectedArmorMarks = this.marks.armor.flatMap(x => Object.values(x.marks).filter(x => x.selected));
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const selectedStressMarks = Object.values(this.marks.stress).filter(x => x.selected);
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const stressReductions = this.availableStressReductions
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? Object.values(this.availableStressReductions).filter(red => red.selected)
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: [];
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const currentMarks =
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this.actor.system.armorScore.value + selectedArmorMarks.length + selectedStressMarks.length;
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const currentMarks = this.actor.system.armorScore.value + selectedArmorMarks.length;
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const maxArmorUsed = this.actor.system.rules.damageReduction.maxArmorMarked.value + selectedStressMarks.length;
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const availableArmor =
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maxArmorUsed -
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this.marks.armor.reduce((acc, source) => {
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acc += Object.values(source.marks).filter(x => x.selected).length;
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return acc;
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}, 0);
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const armorMarkReduction =
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selectedArmorMarks.length * this.actor.system.rules.damageReduction.increasePerArmorMark;
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let currentDamage = Math.max(
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this.damage - armorMarkReduction - selectedStressMarks.length - stressReductions.length,
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0
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);
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let currentDamage = Math.max(this.damage - armorMarkReduction - stressReductions.length, 0);
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if (this.reduceSeverity) {
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currentDamage = Math.max(currentDamage - this.reduceSeverity, 0);
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}
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if (this.thresholdImmunities[currentDamage]) currentDamage = 0;
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return { selectedArmorMarks, selectedStressMarks, stressReductions, currentMarks, currentDamage };
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return { selectedStressMarks, stressReductions, currentMarks, currentDamage, maxArmorUsed, availableArmor };
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};
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static toggleRules() {
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@ -209,8 +234,8 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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}
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static setMarks(_, target) {
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const currentMark = this.marks[target.dataset.type][target.dataset.key];
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const { selectedStressMarks, stressReductions, currentMarks, currentDamage } = this.getDamageInfo();
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const currentMark = foundry.utils.getProperty(this.marks, target.dataset.path);
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const { selectedStressMarks, stressReductions, currentDamage, availableArmor } = this.getDamageInfo();
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if (!currentMark.selected && currentDamage === 0) {
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ui.notifications.info(game.i18n.localize('DAGGERHEART.UI.Notifications.damageAlreadyNone'));
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@ -218,12 +243,18 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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}
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if (this.rulesOn) {
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if (!currentMark.selected && currentMarks === this.actor.system.armorScore.max) {
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if (target.dataset.type === 'armor' && !currentMark.selected && !availableArmor) {
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ui.notifications.info(game.i18n.localize('DAGGERHEART.UI.Notifications.noAvailableArmorMarks'));
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return;
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}
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}
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const stressUsed = selectedStressMarks.length;
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if (target.dataset.type === 'armor' && stressUsed) {
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const updateResult = this.updateStressArmor(target.dataset.id, !currentMark.selected);
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if (updateResult === false) return;
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}
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if (currentMark.selected) {
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const currentDamageLabel = getDamageLabel(currentDamage);
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for (let reduction of stressReductions) {
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@ -232,8 +263,16 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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}
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}
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if (target.dataset.type === 'armor' && selectedStressMarks.length > 0) {
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selectedStressMarks.forEach(mark => (mark.selected = false));
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if (target.dataset.type === 'stress' && currentMark.armorMarkId) {
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for (const source of this.marks.armor) {
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const match = Object.keys(source.marks).find(key => key === currentMark.armorMarkId);
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if (match) {
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source.marks[match].selected = false;
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break;
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}
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}
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currentMark.armorMarkId = null;
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}
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}
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@ -241,6 +280,25 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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this.render();
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}
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updateStressArmor(armorMarkId, select) {
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let stressMarkKey = null;
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if (select) {
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stressMarkKey = Object.keys(this.marks.stress).find(
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key => this.marks.stress[key].selected && !this.marks.stress[key].armorMarkId
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);
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} else {
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stressMarkKey = Object.keys(this.marks.stress).find(
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key => this.marks.stress[key].armorMarkId === armorMarkId
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);
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if (!stressMarkKey)
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stressMarkKey = Object.keys(this.marks.stress).find(key => this.marks.stress[key].selected);
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}
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if (!stressMarkKey) return false;
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this.marks.stress[stressMarkKey].armorMarkId = select ? armorMarkId : null;
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}
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static useStressReduction(_, target) {
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const damageValue = Number(target.dataset.reduction);
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const stressReduction = this.availableStressReductions[damageValue];
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@ -279,11 +337,19 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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}
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static async takeDamage() {
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const { selectedArmorMarks, selectedStressMarks, stressReductions, currentDamage } = this.getDamageInfo();
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const armorSpent = selectedArmorMarks.length + selectedStressMarks.length;
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const stressSpent = selectedStressMarks.length + stressReductions.reduce((acc, red) => acc + red.cost, 0);
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const { selectedStressMarks, stressReductions, currentDamage } = this.getDamageInfo();
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const armorChanges = this.marks.armor.reduce((acc, source) => {
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const amount = Object.values(source.marks).filter(x => x.selected).length;
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if (!amount) return acc;
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this.resolve({ modifiedDamage: currentDamage, armorSpent, stressSpent });
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acc.push({ uuid: source.effect.uuid, amount });
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return acc;
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}, []);
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const stressSpent =
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selectedStressMarks.filter(x => x.armorMarkId).length +
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stressReductions.reduce((acc, red) => acc + red.cost, 0);
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this.resolve({ modifiedDamage: currentDamage, armorChanges, stressSpent });
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await this.close(true);
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}
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