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Allowing coundown automations to work for players on action rolls (#1416)
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parent
7a50d77952
commit
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3 changed files with 22 additions and 14 deletions
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@ -161,9 +161,11 @@ export default class DhCombatTracker extends foundry.applications.sidebar.tabs.C
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if (this.viewed.turn !== toggleTurn) {
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const { updateCountdowns } = game.system.api.applications.ui.DhCountdowns;
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await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id);
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if (combatant.actor.type === 'character') {
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await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.characterSpotlight.id);
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await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id,
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CONFIG.DH.GENERAL.countdownProgressionTypes.characterSpotlight.id);
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} else {
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await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id);
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}
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const autoPoints = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).actionPoints;
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@ -245,14 +245,20 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
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return super.close(options);
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}
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static async updateCountdowns(progressType) {
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/**
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* Sends updates of the countdowns to the GM player. Since this is asynchronous, be sure to
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* update all the countdowns at the same time.
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*
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* @param {...any} progressTypes Countdowns to be updated
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*/
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static async updateCountdowns(...progressTypes) {
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const { countdownAutomation } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
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if (!countdownAutomation) return;
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const countdownSetting = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns);
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const updatedCountdowns = Object.keys(countdownSetting.countdowns).reduce((acc, key) => {
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const countdown = countdownSetting.countdowns[key];
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if (countdown.progress.type === progressType && countdown.progress.current > 0) {
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if (progressTypes.indexOf(countdown.progress.type) !== -1 && countdown.progress.current > 0) {
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acc.push(key);
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}
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@ -260,7 +266,7 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
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}, []);
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const countdownData = countdownSetting.toObject();
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns, {
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const settings = {
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...countdownData,
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countdowns: Object.keys(countdownData.countdowns).reduce((acc, key) => {
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const countdown = foundry.utils.deepClone(countdownData.countdowns[key]);
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@ -271,14 +277,12 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
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acc[key] = countdown;
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return acc;
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}, {})
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};
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await emitAsGM(GMUpdateEvent.UpdateCountdowns,
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DhCountdowns.gmSetSetting.bind(settings),
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settings, null, {
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refreshType: RefreshType.Countdown
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});
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const data = { refreshType: RefreshType.Countdown };
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await game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: socketEvent.Refresh,
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data
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});
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Hooks.callAll(socketEvent.Refresh, data);
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}
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async _onRender(context, options) {
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@ -292,10 +292,12 @@ export const registerRollDiceHooks = () => {
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!config.skips?.updateCountdowns
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) {
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const { updateCountdowns } = game.system.api.applications.ui.DhCountdowns;
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await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id);
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if (config.roll.result.duality === -1) {
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await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.fear.id);
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await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id,
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CONFIG.DH.GENERAL.countdownProgressionTypes.fear.id);
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} else {
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await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id);
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}
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}
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