File Structure Rework (#262)

* Restructured all the files

* Moved build/daggerheart.js to ./daggerheart.js. Changed rollup to use the css file instead of the less

* Restored build/ folder

* Mvoed config out form under application

* Moved roll.mjs to module/dice and renamed to dhRolls.mjs

* Update module/canvas/placeables/_module.mjs

Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>

* Le massive export update

* Removed unncessary import

---------

Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>
This commit is contained in:
WBHarry 2025-07-05 00:26:33 +02:00 committed by GitHub
parent 099a4576da
commit 9d76405221
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GPG key ID: B5690EEEBB952194
203 changed files with 1556 additions and 2565 deletions

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@ -22,13 +22,13 @@ export default class DhpAdversary extends BaseDataActor {
return {
tier: new fields.StringField({
required: true,
choices: SYSTEM.GENERAL.tiers,
initial: SYSTEM.GENERAL.tiers.tier1.id
choices: CONFIG.DH.GENERAL.tiers,
initial: CONFIG.DH.GENERAL.tiers.tier1.id
}),
type: new fields.StringField({
required: true,
choices: SYSTEM.ACTOR.adversaryTypes,
initial: SYSTEM.ACTOR.adversaryTypes.standard.id
choices: CONFIG.DH.ACTOR.adversaryTypes,
initial: CONFIG.DH.ACTOR.adversaryTypes.standard.id
}),
description: new fields.StringField(),
motivesAndTactics: new fields.StringField(),
@ -47,6 +47,7 @@ export default class DhpAdversary extends BaseDataActor {
attack: new ActionField({
initial: {
name: 'Attack',
img: 'icons/skills/melee/blood-slash-foam-red.webp',
_id: foundry.utils.randomID(),
systemPath: 'attack',
type: 'attack',

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@ -144,7 +144,7 @@ export default class DhCharacter extends BaseDataActor {
get tier() {
return this.levelData.level.current === 1
? 1
: Object.values(game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.LevelTiers).tiers).find(
: Object.values(game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LevelTiers).tiers).find(
tier => currentLevel >= tier.levels.start && currentLevel <= tier.levels.end
).tier;
}
@ -225,7 +225,7 @@ export default class DhCharacter extends BaseDataActor {
const primary = this.primaryWeapon,
secondary = this.secondaryWeapon;
if (itemToEquip.system.secondary) {
if (primary && primary.burden === SYSTEM.GENERAL.burden.twoHanded.value) {
if (primary && primary.burden === CONFIG.DH.GENERAL.burden.twoHanded.value) {
await primary.update({ 'system.equipped': false });
}
@ -233,7 +233,7 @@ export default class DhCharacter extends BaseDataActor {
await secondary.update({ 'system.equipped': false });
}
} else {
if (secondary && itemToEquip.system.burden === SYSTEM.GENERAL.burden.twoHanded.value) {
if (secondary && itemToEquip.system.burden === CONFIG.DH.GENERAL.burden.twoHanded.value) {
await secondary.update({ 'system.equipped': false });
}
@ -248,7 +248,7 @@ export default class DhCharacter extends BaseDataActor {
const currentTier =
currentLevel === 1
? null
: Object.values(game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.LevelTiers).tiers).find(
: Object.values(game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LevelTiers).tiers).find(
tier => currentLevel >= tier.levels.start && currentLevel <= tier.levels.end
).tier;
for (let levelKey in this.levelData.levelups) {

View file

@ -1,6 +1,4 @@
import { environmentTypes } from '../../config/actorConfig.mjs';
import BaseDataActor from './base.mjs';
import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
import ActionField from '../fields/actionField.mjs';
import ForeignDocumentUUIDArrayField from '../fields/foreignDocumentUUIDArrayField.mjs';
@ -19,10 +17,10 @@ export default class DhEnvironment extends BaseDataActor {
return {
tier: new fields.StringField({
required: true,
choices: SYSTEM.GENERAL.tiers,
initial: SYSTEM.GENERAL.tiers.tier1.id
choices: CONFIG.DH.GENERAL.tiers,
initial: CONFIG.DH.GENERAL.tiers.tier1.id
}),
type: new fields.StringField({ choices: environmentTypes }),
type: new fields.StringField({ choices: CONFIG.DH.ACTOR.environmentTypes }),
description: new fields.StringField(),
impulses: new fields.StringField(),
difficulty: new fields.NumberField({ required: true, initial: 11, integer: true }),