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284 - Armor/Weapon Feature Improvements (#292)
* Added parsing of effect values from Item data model. Almost finished with itemConfig. * Added the last to itemConfig * Fixed armor * ContextMenu localization fixes * Better tooltips for tagify * Corrected resource logic
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51 changed files with 3043 additions and 2310 deletions
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@ -3,7 +3,7 @@ import { damageKeyToNumber, getDamageLabel } from '../../helpers/utils.mjs';
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const { DialogV2, ApplicationV2, HandlebarsApplicationMixin } = foundry.applications.api;
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export default class DamageReductionDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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constructor(resolve, reject, actor, damage) {
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constructor(resolve, reject, actor, damage, damageType) {
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super({});
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this.resolve = resolve;
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@ -11,37 +11,46 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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this.actor = actor;
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this.damage = damage;
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const maxArmorMarks = Math.min(
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actor.system.armorScore - actor.system.armor.system.marks.value,
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actor.system.rules.maxArmorMarked.total
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);
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const canApplyArmor = actor.system.armorApplicableDamageTypes[damageType];
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const maxArmorMarks = canApplyArmor
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? Math.min(
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actor.system.armorScore - actor.system.armor.system.marks.value,
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actor.system.rules.damageReduction.maxArmorMarked.total
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)
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: 0;
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const armor = [...Array(maxArmorMarks).keys()].reduce((acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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return acc;
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}, {});
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const stress = [...Array(actor.system.rules.maxArmorMarked.stressExtra ?? 0).keys()].reduce((acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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return acc;
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}, {});
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const stress = [...Array(actor.system.rules.damageReduction.maxArmorMarked.stressExtra ?? 0).keys()].reduce(
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(acc, _) => {
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acc[foundry.utils.randomID()] = { selected: false };
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return acc;
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},
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{}
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);
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this.marks = { armor, stress };
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this.availableStressReductions = Object.keys(actor.system.rules.stressDamageReduction).reduce((acc, key) => {
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const dr = actor.system.rules.stressDamageReduction[key];
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if (dr.enabled) {
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if (acc === null) acc = {};
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this.availableStressReductions = Object.keys(actor.system.rules.damageReduction.stressDamageReduction).reduce(
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(acc, key) => {
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const dr = actor.system.rules.damageReduction.stressDamageReduction[key];
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if (dr.enabled) {
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if (acc === null) acc = {};
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const damage = damageKeyToNumber(key);
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acc[damage] = {
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cost: dr.cost,
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selected: false,
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from: getDamageLabel(damage),
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to: getDamageLabel(damage - 1)
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};
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}
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const damage = damageKeyToNumber(key);
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acc[damage] = {
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cost: dr.cost,
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selected: false,
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from: getDamageLabel(damage),
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to: getDamageLabel(damage - 1)
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};
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}
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return acc;
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}, null);
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return acc;
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},
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null
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);
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}
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get title() {
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@ -90,7 +99,8 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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context.armorScore = this.actor.system.armorScore;
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context.armorMarks = currentMarks;
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context.basicMarksUsed = selectedArmorMarks.length === this.actor.system.rules.maxArmorMarked.total;
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context.basicMarksUsed =
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selectedArmorMarks.length === this.actor.system.rules.damageReduction.maxArmorMarked.total;
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const stressReductionStress = this.availableStressReductions
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? stressReductions.reduce((acc, red) => acc + red.cost, 0)
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@ -122,12 +132,15 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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getDamageInfo = () => {
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const selectedArmorMarks = Object.values(this.marks.armor).filter(x => x.selected);
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const selectedStressMarks = Object.values(this.marks.stress).filter(x => x.selected);
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const stressReductions = Object.values(this.availableStressReductions ?? {}).filter(red => red.selected);
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const stressReductions = this.availableStressReductions
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? Object.values(this.availableStressReductions).filter(red => red.selected)
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: [];
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const currentMarks =
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this.actor.system.armor.system.marks.value + selectedArmorMarks.length + selectedStressMarks.length;
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const currentDamage =
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this.damage - selectedArmorMarks.length - selectedStressMarks.length - stressReductions.length;
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const armorMarkReduction =
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selectedArmorMarks.length * this.actor.system.rules.damageReduction.increasePerArmorMark;
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const currentDamage = this.damage - armorMarkReduction - selectedStressMarks.length - stressReductions.length;
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return { selectedArmorMarks, selectedStressMarks, stressReductions, currentMarks, currentDamage };
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};
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@ -216,11 +229,11 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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await super.close({});
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}
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static async armorStackQuery({actorId, damage}) {
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static async armorStackQuery({ actorId, damage, type }) {
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return new Promise(async (resolve, reject) => {
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const actor = await fromUuid(actorId);
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if(!actor || !actor?.isOwner) reject();
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new DamageReductionDialog(resolve, reject, actor, damage).render({ force: true });
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})
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if (!actor || !actor?.isOwner) reject();
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new DamageReductionDialog(resolve, reject, actor, damage, type).render({ force: true });
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});
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}
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}
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