Split methods

This commit is contained in:
Dapoolp 2025-06-15 13:22:29 +02:00
parent 42df9c6318
commit b09cd8a692
14 changed files with 437 additions and 213 deletions

View file

@ -256,7 +256,7 @@ export default class DhpActor extends Actor {
* @param {boolean} [config.roll.simple=false]
* @param {string} [config.roll.type]
* @param {number} [config.roll.difficulty]
* @param {any} [config.damage]
* @param {boolean} [config.hasDamage]
* @param {object} [config.chatMessage]
* @param {string} config.chatMessage.template
* @param {boolean} [config.chatMessage.mute]
@ -269,7 +269,6 @@ export default class DhpActor extends Actor {
disadvantageDice = 'd6',
advantage = config.event.altKey ? true : config.event.ctrlKey ? false : null,
targets,
damage = config.damage,
modifiers = this.formatRollModifier(config.roll),
rollConfig,
formula,
@ -354,18 +353,9 @@ export default class DhpActor extends Actor {
}
}
if (config.checkTarget) {
targets = Array.from(game.user.targets).map(x => {
const target = {
id: x.id,
name: x.actor.name,
img: x.actor.img,
difficulty: x.actor.system.difficulty,
evasion: x.actor.system.evasion?.value
};
if (config.targets?.length) {
targets = config.targets.map(target => {
target.hit = target.difficulty ? roll.total >= target.difficulty : roll.total >= target.evasion;
return target;
});
}
@ -377,14 +367,16 @@ export default class DhpActor extends Actor {
dice,
roll,
modifiers: modifiers.filter(x => x.label),
advantageState: advantage
advantageState: advantage,
action: config.source,
hasDamage: config.hasDamage
};
if (this.type === 'character') {
configRoll.hope = { dice: hopeDice, value: hope };
configRoll.fear = { dice: fearDice, value: fear };
configRoll.advantage = { dice: advantageDice, value: roll.dice[2]?.results[0].result ?? null };
}
if (damage) configRoll.damage = damage;
// if (damage) configRoll.damage = damage;
if (targets) configRoll.targets = targets;
const systemData =
this.type === 'character' && !config.roll.simple ? new DHDualityRoll(configRoll) : configRoll,
@ -396,7 +388,7 @@ export default class DhpActor extends Actor {
content: config.chatMessage.template,
rolls: [roll]
});
await cls.create(msg.toObject());
}
return roll;
@ -494,7 +486,7 @@ export default class DhpActor extends Actor {
: damage >= this.system.damageThresholds.minor
? 1
: 0;
await this.modifyResource(hpDamage, type);
await this.modifyResource({value: hpDamage, type});
/* const update = {
'system.resources.hitPoints.value': Math.min(
this.system.resources.hitPoints.value + hpDamage,
@ -516,33 +508,39 @@ export default class DhpActor extends Actor {
} */
}
async modifyResource(value, type) {
let resource, target, update;
switch (type) {
case 'armorStrack':
resource = 'system.stacks.value';
target = this.armor;
update = Math.min(this.marks.value + value, this.marks.max);
break;
default:
resource = `system.resources.${type}`;
target = this;
update = Math.min(this.resources[type].value + value, this.resources[type].max);
break;
}
if(!resource || !target || !update) return;
if (game.user.isGM) {
await target.update(update);
} else {
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: {
action: GMUpdateEvent.UpdateDocument,
uuid: target.uuid,
update: update
}
});
}
async modifyResource(resources) {
if(!resources.length) return;
let updates = { actor: { target: this, resources: {} }, armor: { target: this.armor, resources: {} } };
resources.forEach(r => {
switch (type) {
case 'armorStrack':
// resource = 'system.stacks.value';
// target = this.armor;
// update = Math.min(this.marks.value + value, this.marks.max);
updates.armor.resources['system.stacks.value'] = Math.min(this.marks.value + value, this.marks.max);
break;
default:
// resource = `system.resources.${type}`;
// target = this;
// update = Math.min(this.resources[type].value + value, this.resources[type].max);
updates.armor.resources[`system.resources.${type}`] = Math.min(this.resources[type].value + value, this.resources[type].max);
break;
}
})
Object.values(updates).forEach(async (u) => {
if (game.user.isGM) {
await u.target.update(u.resources);
} else {
await game.socket.emit(`system.${SYSTEM.id}`, {
action: socketEvent.GMUpdate,
data: {
action: GMUpdateEvent.UpdateDocument,
uuid: u.target.uuid,
update: u.resources
}
});
}
})
}
/* async takeHealing(healing, type) {