Allowing coundown automations to work for players on action rolls (#1416)

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Nick Salyzyn 2025-12-13 08:09:53 -07:00 committed by GitHub
parent 7a50d77952
commit a8c120be8e
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GPG key ID: B5690EEEBB952194
3 changed files with 22 additions and 14 deletions

View file

@ -161,9 +161,11 @@ export default class DhCombatTracker extends foundry.applications.sidebar.tabs.C
if (this.viewed.turn !== toggleTurn) {
const { updateCountdowns } = game.system.api.applications.ui.DhCountdowns;
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id);
if (combatant.actor.type === 'character') {
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.characterSpotlight.id);
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id,
CONFIG.DH.GENERAL.countdownProgressionTypes.characterSpotlight.id);
} else {
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.spotlight.id);
}
const autoPoints = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).actionPoints;

View file

@ -245,14 +245,20 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
return super.close(options);
}
static async updateCountdowns(progressType) {
/**
* Sends updates of the countdowns to the GM player. Since this is asynchronous, be sure to
* update all the countdowns at the same time.
*
* @param {...any} progressTypes Countdowns to be updated
*/
static async updateCountdowns(...progressTypes) {
const { countdownAutomation } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
if (!countdownAutomation) return;
const countdownSetting = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns);
const updatedCountdowns = Object.keys(countdownSetting.countdowns).reduce((acc, key) => {
const countdown = countdownSetting.countdowns[key];
if (countdown.progress.type === progressType && countdown.progress.current > 0) {
if (progressTypes.indexOf(countdown.progress.type) !== -1 && countdown.progress.current > 0) {
acc.push(key);
}
@ -260,7 +266,7 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
}, []);
const countdownData = countdownSetting.toObject();
await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns, {
const settings = {
...countdownData,
countdowns: Object.keys(countdownData.countdowns).reduce((acc, key) => {
const countdown = foundry.utils.deepClone(countdownData.countdowns[key]);
@ -271,14 +277,12 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
acc[key] = countdown;
return acc;
}, {})
};
await emitAsGM(GMUpdateEvent.UpdateCountdowns,
DhCountdowns.gmSetSetting.bind(settings),
settings, null, {
refreshType: RefreshType.Countdown
});
const data = { refreshType: RefreshType.Countdown };
await game.socket.emit(`system.${CONFIG.DH.id}`, {
action: socketEvent.Refresh,
data
});
Hooks.callAll(socketEvent.Refresh, data);
}
async _onRender(context, options) {

View file

@ -292,10 +292,12 @@ export const registerRollDiceHooks = () => {
!config.skips?.updateCountdowns
) {
const { updateCountdowns } = game.system.api.applications.ui.DhCountdowns;
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id);
if (config.roll.result.duality === -1) {
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.fear.id);
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id,
CONFIG.DH.GENERAL.countdownProgressionTypes.fear.id);
} else {
await updateCountdowns(CONFIG.DH.GENERAL.countdownProgressionTypes.actionRoll.id);
}
}