Merge branch 'v14-Dev' into feature/1354-Armor-Effect

This commit is contained in:
WBHarry 2026-02-13 13:17:49 +01:00
commit 934659910f
50 changed files with 987 additions and 102 deletions

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@ -50,13 +50,20 @@ export default class CompendiumBrowserSettings extends HandlebarsApplicationMixi
const excludedSourceData = this.browserSettings.excludedSources;
const excludedPackData = this.browserSettings.excludedPacks;
context.typePackCollections = game.packs.reduce((acc, pack) => {
const { type, label, packageType, packageName, id } = pack.metadata;
if (packageType === 'world' || !CompendiumBrowserSettings.#browserPackTypes.includes(type)) return acc;
const { type, label, packageType, packageName: basePackageName, id } = pack.metadata;
if (!CompendiumBrowserSettings.#browserPackTypes.includes(type)) return acc;
const isWorldPack = packageType === 'world';
const packageName = isWorldPack ? 'world' : basePackageName;
const sourceChecked =
!excludedSourceData[packageName] ||
!excludedSourceData[packageName].excludedDocumentTypes.includes(type);
const sourceLabel = game.modules.get(packageName)?.title ?? game.system.title;
const sourceLabel =
game.modules.get(packageName)?.title ??
(isWorldPack
? game.i18n.localize('DAGGERHEART.APPLICATIONS.CompendiumBrowserSettings.worldCompendiums')
: game.system.title);
if (!acc[type]) acc[type] = { label: game.i18n.localize(`DOCUMENT.${type}s`), sources: {} };
if (!acc[type].sources[packageName])
acc[type].sources[packageName] = { label: sourceLabel, checked: sourceChecked, packs: [] };

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@ -200,7 +200,6 @@ export default class DhDeathMove extends HandlebarsApplicationMixin(ApplicationV
description: game.i18n.localize(this.selectedMove.description),
result: result,
open: autoExpandDescription ? 'open' : '',
chevron: autoExpandDescription ? 'fa-chevron-up' : 'fa-chevron-down',
showRiskItAllButton: this.showRiskItAllButton,
riskItAllButtonLabel: this.riskItAllButtonLabel,
riskItAllHope: this.riskItAllHope

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@ -196,6 +196,9 @@ export default class DhpDowntime extends HandlebarsApplicationMixin(ApplicationV
.filter(x => x.testUserPermission(game.user, 'LIMITED'))
.filter(x => x.uuid !== this.actor.uuid);
const autoExpandDescription = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance)
.expandRollMessage?.desc;
const cls = getDocumentClass('ChatMessage');
const msg = {
user: game.user.id,
@ -216,7 +219,8 @@ export default class DhpDowntime extends HandlebarsApplicationMixin(ApplicationV
actor: { name: this.actor.name, img: this.actor.img },
moves: moves,
characters: characters,
selfId: this.actor.uuid
selfId: this.actor.uuid,
open: autoExpandDescription ? 'open' : ''
}
),
flags: {

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@ -30,22 +30,27 @@ export default class DhActiveEffectConfig extends foundry.applications.sheets.Ac
const group = game.i18n.localize(model.metadata.label);
const attributes = CONFIG.Token.documentClass.getTrackedAttributes(model.metadata.type);
const getLabel = path => {
const label = model.schema.getField(path)?.label;
return label ? game.i18n.localize(label) : path;
const getTranslations = path => {
if (path === 'resources.hope.max')
return {
label: game.i18n.localize('DAGGERHEART.SETTINGS.Homebrew.FIELDS.maxHope.label'),
hint: ''
};
const field = model.schema.getField(path);
return {
label: field ? game.i18n.localize(field.label) : path,
hint: field ? game.i18n.localize(field.hint) : ''
};
};
const bars = attributes.bar.flatMap(x => {
const joined = `${x.join('.')}.max`;
const label =
joined === 'resources.hope.max'
? 'DAGGERHEART.SETTINGS.Homebrew.FIELDS.maxHope.label'
: getLabel(joined);
return { value: joined, label, group };
return { value: joined, ...getTranslations(joined), group };
});
const values = attributes.value.flatMap(x => {
const joined = x.join('.');
return { value: joined, label: getLabel(joined), group };
return { value: joined, ...getTranslations(joined), group };
});
const bonuses = getAllLeaves(model.schema.fields.bonuses, group);

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@ -43,4 +43,54 @@ export default class DhActorDirectory extends foundry.applications.sidebar.tabs.
event.dataTransfer.setDragImage(preview, w / 2, h / 2);
}
}
_getEntryContextOptions() {
const options = super._getEntryContextOptions();
options.push({
name: 'DAGGERHEART.UI.Sidebar.actorDirectory.duplicateToNewTier',
icon: `<i class="fa-solid fa-arrow-trend-up" inert></i>`,
condition: li => {
const actor = game.actors.get(li.dataset.entryId);
return actor?.type === 'adversary' && actor.system.type !== 'social';
},
callback: async li => {
const actor = game.actors.get(li.dataset.entryId);
if (!actor) throw new Error('Unexpected missing actor');
const tiers = [1, 2, 3, 4].filter(t => t !== actor.system.tier);
const content = document.createElement('div');
const select = document.createElement('select');
select.name = 'tier';
select.append(
...tiers.map(t => {
const option = document.createElement('option');
option.value = t;
option.textContent = game.i18n.localize(`DAGGERHEART.GENERAL.Tiers.${t}`);
return option;
})
);
content.append(select);
const tier = await foundry.applications.api.Dialog.input({
classes: ['dh-style', 'dialog'],
window: { title: 'DAGGERHEART.UI.Sidebar.actorDirectory.pickTierTitle' },
content,
ok: {
label: 'Create Adversary',
callback: (event, button, dialog) => Number(button.form.elements.tier.value)
}
});
if (tier === actor.system.tier) {
ui.notifications.warn('This actor is already at this tier');
} else if (tier) {
const source = actor.system.adjustForTier(tier);
await Actor.create(source);
ui.notifications.info(`Tier ${tier} ${actor.name} created`);
}
}
});
return options;
}
}

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@ -34,8 +34,6 @@ export default class FearTracker extends HandlebarsApplicationMixin(ApplicationV
position: {
width: 222,
height: 222
// top: "200px",
// left: "120px"
}
};
@ -66,7 +64,7 @@ export default class FearTracker extends HandlebarsApplicationMixin(ApplicationV
max = this.maxFear,
percent = (current / max) * 100,
isGM = game.user.isGM;
// Return the data for rendering
return { display, current, max, percent, isGM };
}

View file

@ -64,7 +64,8 @@ export default class DhSceneNavigation extends foundry.applications.ui.SceneNavi
if (scene.flags.daggerheart.sceneEnvironments[0] !== environment.uuid) {
const newEnvironments = scene.flags.daggerheart.sceneEnvironments;
const newFirst = newEnvironments.splice(
newEnvironments.findIndex(x => x === environment.uuid)
newEnvironments.findIndex(x => x === environment.uuid),
1
)[0];
newEnvironments.unshift(newFirst);
emitAsGM(

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@ -494,3 +494,275 @@ export const subclassFeatureLabels = {
2: 'DAGGERHEART.ITEMS.DomainCard.specializationTitle',
3: 'DAGGERHEART.ITEMS.DomainCard.masteryTitle'
};
/**
* @typedef {Object} TierData
* @property {number} difficulty
* @property {number} majorThreshold
* @property {number} severeThreshold
* @property {number} hp
* @property {number} stress
* @property {number} attack
* @property {number[]} damage
*/
/**
* @type {Record<string, Record<2 | 3 | 4, TierData>}
* Scaling data used to change an adversary's tier. Each rank is applied incrementally.
*/
export const adversaryScalingData = {
bruiser: {
2: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 10,
hp: 1,
stress: 2,
attack: 2
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 15,
hp: 1,
stress: 0,
attack: 2
},
4: {
difficulty: 2,
majorThreshold: 12,
severeThreshold: 25,
hp: 1,
stress: 0,
attack: 2
}
},
horde: {
2: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 8,
hp: 2,
stress: 0,
attack: 0
},
3: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 12,
hp: 0,
stress: 1,
attack: 1
},
4: {
difficulty: 2,
majorThreshold: 10,
severeThreshold: 15,
hp: 2,
stress: 0,
attack: 0
}
},
leader: {
2: {
difficulty: 2,
majorThreshold: 6,
severeThreshold: 10,
hp: 0,
stress: 0,
attack: 1
},
3: {
difficulty: 2,
majorThreshold: 6,
severeThreshold: 15,
hp: 1,
stress: 0,
attack: 2
},
4: {
difficulty: 2,
majorThreshold: 12,
severeThreshold: 25,
hp: 1,
stress: 1,
attack: 3
}
},
minion: {
2: {
difficulty: 2,
majorThreshold: 0,
severeThreshold: 0,
hp: 0,
stress: 0,
attack: 1
},
3: {
difficulty: 2,
majorThreshold: 0,
severeThreshold: 0,
hp: 0,
stress: 1,
attack: 1
},
4: {
difficulty: 2,
majorThreshold: 0,
severeThreshold: 0,
hp: 0,
stress: 0,
attack: 1
}
},
ranged: {
2: {
difficulty: 2,
majorThreshold: 3,
severeThreshold: 6,
hp: 1,
stress: 0,
attack: 1
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 14,
hp: 1,
stress: 1,
attack: 2
},
4: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 10,
hp: 1,
stress: 1,
attack: 1
}
},
skulk: {
2: {
difficulty: 2,
majorThreshold: 3,
severeThreshold: 8,
hp: 1,
stress: 1,
attack: 1
},
3: {
difficulty: 2,
majorThreshold: 8,
severeThreshold: 12,
hp: 1,
stress: 1,
attack: 1
},
4: {
difficulty: 2,
majorThreshold: 8,
severeThreshold: 10,
hp: 1,
stress: 1,
attack: 1
}
},
solo: {
2: {
difficulty: 2,
majorThreshold: 5,
severeThreshold: 10,
hp: 0,
stress: 1,
attack: 2
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 15,
hp: 2,
stress: 1,
attack: 2
},
4: {
difficulty: 2,
majorThreshold: 12,
severeThreshold: 25,
hp: 0,
stress: 1,
attack: 3
}
},
standard: {
2: {
difficulty: 2,
majorThreshold: 3,
severeThreshold: 8,
hp: 0,
stress: 0,
attack: 1
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 15,
hp: 1,
stress: 1,
attack: 1
},
4: {
difficulty: 2,
majorThreshold: 10,
severeThreshold: 15,
hp: 0,
stress: 1,
attack: 1
}
},
support: {
2: {
difficulty: 2,
majorThreshold: 3,
severeThreshold: 8,
hp: 1,
stress: 1,
attack: 1
},
3: {
difficulty: 2,
majorThreshold: 7,
severeThreshold: 12,
hp: 0,
stress: 0,
attack: 1
},
4: {
difficulty: 2,
majorThreshold: 8,
severeThreshold: 10,
hp: 1,
stress: 1,
attack: 1
}
}
};
/**
* Scaling data used for an adversary's damage.
* Tier 4 is missing certain adversary types and therefore skews upwards.
* We manually set tier 4 data to hopefully lead to better results
*/
export const adversaryExpectedDamage = {
basic: {
1: { mean: 7.321428571428571, deviation: 1.962519002770912 },
2: { mean: 12.444444444444445, deviation: 2.0631069425529676 },
3: { mean: 15.722222222222221, deviation: 2.486565208464823 },
4: { mean: 26, deviation: 5.2 }
},
minion: {
1: { mean: 2.142857142857143, deviation: 1.0690449676496976 },
2: { mean: 5, deviation: 0.816496580927726 },
3: { mean: 6.5, deviation: 2.1213203435596424 },
4: { mean: 11, deviation: 1 }
}
};

View file

@ -34,6 +34,20 @@ export default class DHAttackAction extends DHDamageAction {
};
}
get damageFormula() {
const hitPointsPart = this.damage.parts.find(x => x.applyTo === CONFIG.DH.GENERAL.healingTypes.hitPoints.id);
if (!hitPointsPart) return '0';
return hitPointsPart.value.getFormula();
}
get altDamageFormula() {
const hitPointsPart = this.damage.parts.find(x => x.applyTo === CONFIG.DH.GENERAL.healingTypes.hitPoints.id);
if (!hitPointsPart) return '0';
return hitPointsPart.valueAlt.getFormula();
}
async use(event, options) {
const result = await super.use(event, options);
if (!result.message) return;

View file

@ -2,6 +2,8 @@ import DHAdversarySettings from '../../applications/sheets-configs/adversary-set
import { ActionField } from '../fields/actionField.mjs';
import BaseDataActor, { commonActorRules } from './base.mjs';
import { resourceField, bonusField } from '../fields/actorField.mjs';
import { calculateExpectedValue, parseTermsFromSimpleFormula } from '../../helpers/utils.mjs';
import { adversaryExpectedDamage, adversaryScalingData } from '../../config/actorConfig.mjs';
export default class DhpAdversary extends BaseDataActor {
static LOCALIZATION_PREFIXES = ['DAGGERHEART.ACTORS.Adversary'];
@ -195,4 +197,211 @@ export default class DhpAdversary extends BaseDataActor {
];
return tags;
}
/** Returns source data for this actor adjusted to a new tier, which can be used to create a new actor. */
adjustForTier(tier) {
const source = this.parent.toObject(true);
/** @type {(2 | 3 | 4)[]} */
const tiers = new Array(Math.abs(tier - this.tier))
.fill(0)
.map((_, idx) => idx + Math.min(tier, this.tier) + 1);
if (tier < this.tier) tiers.reverse();
const typeData = adversaryScalingData[source.system.type] ?? adversaryScalingData[source.system.standard];
const tierEntries = tiers.map(t => ({ tier: t, ...typeData[t] }));
// Apply simple tier changes
const scale = tier > this.tier ? 1 : -1;
for (const entry of tierEntries) {
source.system.difficulty += scale * entry.difficulty;
source.system.damageThresholds.major += scale * entry.majorThreshold;
source.system.damageThresholds.severe += scale * entry.severeThreshold;
source.system.resources.hitPoints.max += scale * entry.hp;
source.system.resources.stress.max += scale * entry.stress;
source.system.attack.roll.bonus += scale * entry.attack;
}
// Get the mean and standard deviation of expected damage in the previous and new tier
// The data we have is for attack scaling, but we reuse this for action scaling later
const expectedDamageData = adversaryExpectedDamage[source.system.type] ?? adversaryExpectedDamage.basic;
const damageMeta = {
currentDamageRange: { tier: source.system.tier, ...expectedDamageData[source.system.tier] },
newDamageRange: { tier, ...expectedDamageData[tier] },
type: 'attack'
};
// Update damage of base attack
try {
this.#adjustActionDamage(source.system.attack, damageMeta);
} catch (err) {
ui.notifications.warn('Failed to convert attack damage of adversary');
console.error(err);
}
// Update damage of each item action, making sure to also update the description if possible
const damageRegex = /@Damage\[([^\[\]]*)\]({[^}]*})?/g;
for (const item of source.items) {
// Replace damage inlines with new formulas
for (const withDescription of [item.system, ...Object.values(item.system.actions)]) {
withDescription.description = withDescription.description.replace(damageRegex, (match, inner) => {
const { value: formula } = parseInlineParams(inner);
if (!formula || !type) return match;
try {
const adjusted = this.#calculateAdjustedDamage(formula, { ...damageMeta, type: 'action' });
const newFormula = [
adjusted.diceQuantity ? `${adjusted.diceQuantity}d${adjusted.faces}` : null,
adjusted.bonus
]
.filter(p => !!p)
.join('+');
return match.replace(formula, newFormula);
} catch {
return match;
}
});
}
// Update damage in item actions
for (const action of Object.values(item.system.actions)) {
if (!action.damage) continue;
// Parse damage, and convert all formula matches in the descriptions to the new damage
try {
const result = this.#adjustActionDamage(action, { ...damageMeta, type: 'action' });
for (const { previousFormula, formula } of Object.values(result)) {
const oldFormulaRegexp = new RegExp(
previousFormula.replace(' ', '').replace('+', '(?:\\s)?\\+(?:\\s)?')
);
item.system.description = item.system.description.replace(oldFormulaRegexp, formula);
action.description = action.description.replace(oldFormulaRegexp, formula);
}
} catch (err) {
ui.notifications.warn(`Failed to convert action damage for item ${item.name}`);
console.error(err);
}
}
}
// Finally set the tier of the source data, now that everything is complete
source.system.tier = tier;
return source;
}
/**
* Converts a damage object to a new damage range
* @returns {{ diceQuantity: number; faces: number; bonus: number }} the adjusted result as a combined term
* @throws error if the formula is the wrong type
*/
#calculateAdjustedDamage(formula, { currentDamageRange, newDamageRange, type }) {
const terms = parseTermsFromSimpleFormula(formula);
const flatTerms = terms.filter(t => t.diceQuantity === 0);
const diceTerms = terms.filter(t => t.diceQuantity > 0);
if (flatTerms.length > 1 || diceTerms.length > 1) {
throw new Error('invalid formula for conversion');
}
const value = {
...(diceTerms[0] ?? { diceQuantity: 0, faces: 1 }),
bonus: flatTerms[0]?.bonus ?? 0
};
const previousExpected = calculateExpectedValue(value);
if (previousExpected === 0) return value; // nothing to do
const dieSizes = [4, 6, 8, 10, 12, 20];
const steps = newDamageRange.tier - currentDamageRange.tier;
const increasing = steps > 0;
const deviation = (previousExpected - currentDamageRange.mean) / currentDamageRange.deviation;
const expected = Math.max(1, newDamageRange.mean + newDamageRange.deviation * deviation);
// If this was just a flat number, convert to the expected damage and exit
if (value.diceQuantity === 0) {
value.bonus = Math.round(expected);
return value;
}
const getExpectedDie = () => calculateExpectedValue({ diceQuantity: 1, faces: value.faces }) || 1;
const getBaseAverage = () => calculateExpectedValue({ ...value, bonus: 0 });
// Check the number of base overages over the expected die. In the end, if the bonus inflates too much, we add a die
const baseOverages = Math.floor(value.bonus / getExpectedDie());
// Prestep. Change number of dice for attacks, bump up/down for actions
// We never bump up to d20, though we might bump down from it
if (type === 'attack') {
const minimum = increasing ? value.diceQuantity : 0;
value.diceQuantity = Math.max(minimum, newDamageRange.tier);
} else {
const currentIdx = dieSizes.indexOf(value.faces);
value.faces = dieSizes[Math.clamp(currentIdx + steps, 0, 4)];
}
value.bonus = Math.round(expected - getBaseAverage());
// Attempt to handle negative values.
// If we can do it with only step downs, do so. Otherwise remove tier dice, and try again
if (value.bonus < 0) {
let stepsRequired = Math.ceil(Math.abs(value.bonus) / value.diceQuantity);
const currentIdx = dieSizes.indexOf(value.faces);
// If step downs alone don't suffice, change the flat modifier, then calculate steps required again
// If this isn't sufficient, the result will be slightly off. This is unlikely to happen
if (type !== 'attack' && stepsRequired > currentIdx && value.diceQuantity > 0) {
value.diceQuantity -= increasing ? 1 : Math.abs(steps);
value.bonus = Math.round(expected - getBaseAverage());
if (value.bonus >= 0) return value; // complete
}
stepsRequired = Math.ceil(Math.abs(value.bonus) / value.diceQuantity);
value.faces = dieSizes[Math.max(0, currentIdx - stepsRequired)];
value.bonus = Math.max(0, Math.round(expected - getBaseAverage()));
}
// If value is really high, we add a number of dice based on the number of overages
// This attempts to preserve a similar amount of variance when increasing an action
const overagesToRemove = Math.floor(value.bonus / getExpectedDie()) - baseOverages;
if (type !== 'attack' && increasing && overagesToRemove > 0) {
value.diceQuantity += overagesToRemove;
value.bonus = Math.round(expected - getBaseAverage());
}
return value;
}
/**
* Updates damage to reflect a specific value.
* @throws if damage structure is invalid for conversion
* @returns the converted formula and value as a simplified term
*/
#adjustActionDamage(action, damageMeta) {
// The current algorithm only returns a value if there is a single damage part
const hpDamageParts = action.damage.parts.filter(d => d.applyTo === 'hitPoints');
if (hpDamageParts.length !== 1) throw new Error('incorrect number of hp parts');
const result = {};
for (const property of ['value', 'valueAlt']) {
const data = hpDamageParts[0][property];
const previousFormula = data.custom.enabled
? data.custom.formula
: [data.flatMultiplier ? `${data.flatMultiplier}${data.dice}` : 0, data.bonus ?? 0]
.filter(p => !!p)
.join('+');
const value = this.#calculateAdjustedDamage(previousFormula, damageMeta);
const formula = [value.diceQuantity ? `${value.diceQuantity}d${value.faces}` : null, value.bonus]
.filter(p => !!p)
.join('+');
if (value.diceQuantity) {
data.custom.enabled = false;
data.bonus = value.bonus;
data.dice = `d${value.faces}`;
data.flatMultiplier = value.diceQuantity;
} else if (!value.diceQuantity) {
data.custom.enabled = true;
data.custom.formula = formula;
}
result[property] = { previousFormula, formula, value };
}
return result;
}
}

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@ -24,7 +24,8 @@ export default class CompendiumBrowserSettings extends foundry.abstract.DataMode
const pack = game.packs.get(item.pack);
if (!pack) return false;
const excludedSourceData = this.excludedSources[pack.metadata.packageName];
const packageName = pack.metadata.packageType === 'world' ? 'world' : pack.metadata.packageName;
const excludedSourceData = this.excludedSources[packageName];
if (excludedSourceData && excludedSourceData.excludedDocumentTypes.includes(pack.metadata.type)) return true;
const excludedPackData = this.excludedPacks[item.pack];

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@ -269,6 +269,9 @@ export function ActionMixin(Base) {
}
async toChat(origin) {
const autoExpandDescription = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.appearance)
.expandRollMessage?.desc;
const cls = getDocumentClass('ChatMessage');
const systemData = {
title: game.i18n.localize('DAGGERHEART.CONFIG.FeatureForm.action'),
@ -297,7 +300,7 @@ export function ActionMixin(Base) {
system: systemData,
content: await foundry.applications.handlebars.renderTemplate(
'systems/daggerheart/templates/ui/chat/action.hbs',
systemData
{ ...systemData, open: autoExpandDescription ? 'open' : '' }
),
flags: {
daggerheart: {

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@ -6,7 +6,7 @@ export default class DHToken extends CONFIG.Token.documentClass {
const valueGroup = game.i18n.localize('TOKEN.BarValues');
const actorModel = typeKey ? game.system.api.data.actors[`Dh${typeKey.capitalize()}`] : null;
const getLabel = path => {
const label = actorModel.schema.getField(path)?.label;
const label = actorModel?.schema.getField(path)?.label;
return label ? game.i18n.localize(label) : path;
};

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@ -513,3 +513,49 @@ export function getIconVisibleActiveEffects(effects) {
return !effect.disabled && (alwaysShown || conditionalShown);
});
}
/**
* Given a simple flavor-less formula with only +/- operators, returns a list of damage partial terms.
* All subtracted terms become negative terms.
* If there are no dice, it returns 0d1 for that term.
*/
export function parseTermsFromSimpleFormula(formula) {
const roll = formula instanceof Roll ? formula : new Roll(formula);
// Parse from right to left so that when we hit an operator, we already have the term.
return roll.terms.reduceRight((result, term) => {
// Ignore + terms, we assume + by default
if (term.expression === ' + ') return result;
// - terms modify the last term we parsed
if (term.expression === ' - ') {
const termToModify = result[0];
if (termToModify) {
if (termToModify.bonus) termToModify.bonus *= -1;
if (termToModify.dice) termToModify.dice *= -1;
}
return result;
}
result.unshift({
bonus: term instanceof foundry.dice.terms.NumericTerm ? term.number : 0,
diceQuantity: term instanceof foundry.dice.terms.Die ? term.number : 0,
faces: term.faces ?? 1
});
return result;
}, []);
}
/**
* Calculates the expectede value from a formula or the results of parseTermsFromSimpleFormula.
* @returns {number} the average result of rolling the given dice
*/
export function calculateExpectedValue(formulaOrTerms) {
const terms = Array.isArray(formulaOrTerms)
? formulaOrTerms
: typeof formulaOrTerms === 'string'
? parseTermsFromSimpleFormula(formulaOrTerms)
: [formulaOrTerms];
return terms.reduce((r, t) => r + (t.bonus ?? 0) + (t.diceQuantity ? (t.diceQuantity * (t.faces + 1)) / 2 : 0), 0);
}

View file

@ -126,7 +126,7 @@ const registerNonConfigSettings = () => {
type: Number,
default: 0,
onChange: () => {
if (ui.resources) ui.resources.render({ force: true });
if (ui.resources) ui.resources.render();
ui.combat.render({ force: true });
}
});