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Replace prettier with stylistic, improve types, and add no-undef rule (#1975)
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59 changed files with 886 additions and 614 deletions
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@ -41,8 +41,8 @@ export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLo
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const advantage = rollCommand.advantage
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? CONFIG.DH.ACTIONS.advantageState.advantage.value
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: rollCommand.disadvantage
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? CONFIG.DH.ACTIONS.advantageState.disadvantage.value
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: undefined;
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? CONFIG.DH.ACTIONS.advantageState.disadvantage.value
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: undefined;
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const difficulty = rollCommand.difficulty;
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const grantResources = rollCommand.grantResources;
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@ -50,8 +50,8 @@ export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLo
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const title =
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(flavor ?? traitValue)
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? game.i18n.format('DAGGERHEART.UI.Chat.dualityRoll.abilityCheckTitle', {
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ability: game.i18n.localize(SYSTEM.ACTOR.abilities[traitValue].label)
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})
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ability: game.i18n.localize(CONFIG.DH.ACTOR.abilities[traitValue].label)
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})
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: game.i18n.localize('DAGGERHEART.GENERAL.duality');
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enrichedDualityRoll({
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@ -56,8 +56,8 @@ export default class CountdownEdit extends HandlebarsApplicationMixin(Applicatio
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? countdown.progress.looping === CONFIG.DH.GENERAL.countdownLoopingTypes.increasing.id
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? 'DAGGERHEART.UI.Countdowns.increasingLoop'
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: countdown.progress.looping === CONFIG.DH.GENERAL.countdownLoopingTypes.decreasing.id
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? 'DAGGERHEART.UI.Countdowns.decreasingLoop'
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: 'DAGGERHEART.UI.Countdowns.loop'
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? 'DAGGERHEART.UI.Countdowns.decreasingLoop'
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: 'DAGGERHEART.UI.Countdowns.loop'
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: null;
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const randomizeValid = !new Roll(countdown.progress.startFormula ?? '').isDeterministic;
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acc[key] = {
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@ -148,11 +148,11 @@ export default class CountdownEdit extends HandlebarsApplicationMixin(Applicatio
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}
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async gmSetSetting(data) {
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns, data),
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game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: socketEvent.Refresh,
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data: { refreshType: RefreshType.Countdown }
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});
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns, data);
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game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: socketEvent.Refresh,
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data: { refreshType: RefreshType.Countdown }
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});
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Hooks.callAll(socketEvent.Refresh, { refreshType: RefreshType.Countdown });
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}
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@ -101,8 +101,8 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
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? countdown.progress.looping === CONFIG.DH.GENERAL.countdownLoopingTypes.increasing.id
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? 'DAGGERHEART.UI.Countdowns.increasingLoop'
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: countdown.progress.looping === CONFIG.DH.GENERAL.countdownLoopingTypes.decreasing.id
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? 'DAGGERHEART.UI.Countdowns.decreasingLoop'
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: 'DAGGERHEART.UI.Countdowns.loop'
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? 'DAGGERHEART.UI.Countdowns.decreasingLoop'
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: 'DAGGERHEART.UI.Countdowns.loop'
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: null;
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const loopDisabled =
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!countdownEditable ||
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@ -181,8 +181,8 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
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countdown.progress.looping === CONFIG.DH.GENERAL.countdownLoopingTypes.increasing.id
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? Number(progressMax) + 1
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: countdown.progress.looping === CONFIG.DH.GENERAL.countdownLoopingTypes.decreasing.id
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? Math.max(Number(progressMax) - 1, 0)
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: progressMax;
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? Math.max(Number(progressMax) - 1, 0)
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: progressMax;
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await waitForDiceSoNice(message);
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await settings.updateSource({
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@ -212,11 +212,11 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
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}
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static async gmSetSetting(data) {
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns, data),
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game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: socketEvent.Refresh,
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data: { refreshType: RefreshType.Countdown }
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});
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns, data);
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game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: socketEvent.Refresh,
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data: { refreshType: RefreshType.Countdown }
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});
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Hooks.callAll(socketEvent.Refresh, { refreshType: RefreshType.Countdown });
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}
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@ -67,10 +67,10 @@ export default class DhEffectsDisplay extends HandlebarsApplicationMixin(Applica
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const actor = token
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? token.actor
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: canvas.tokens.controlled.length === 0
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? !game.user.isGM
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? game.user.character
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: null
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: canvas.tokens.controlled[0].actor;
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? !game.user.isGM
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? game.user.character
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: null
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: canvas.tokens.controlled[0].actor;
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return getIconVisibleActiveEffects(actor?.getActiveEffects() ?? []);
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};
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