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159 - Companion (#224)
* Initial datamodel * Fixed attack * Temp * Fixed normal levelup * Fixed showing summary of new experiences * Touchups * level sync fixes * Reworked Action storage * Companions now take stress when damaged * Fixed Feature flow * Removed retroactive companion levelup * Restored delevel on partner removal * PR fixes * Added a check for card duplicates on character
This commit is contained in:
parent
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commit
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57 changed files with 1682 additions and 1012 deletions
383
module/applications/levelup/characterLevelup.mjs
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383
module/applications/levelup/characterLevelup.mjs
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@ -0,0 +1,383 @@
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import LevelUpBase from './levelup.mjs';
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import { DhLevelup } from '../../data/levelup.mjs';
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import { domains } from '../../config/domainConfig.mjs';
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import { abilities } from '../../config/actorConfig.mjs';
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export default class DhCharacterLevelUp extends LevelUpBase {
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constructor(actor) {
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super(actor);
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this.levelTiers = this.addBonusChoices(game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.LevelTiers));
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const playerLevelupData = actor.system.levelData;
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this.levelup = new DhLevelup(DhLevelup.initializeData(this.levelTiers, playerLevelupData));
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}
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async _preparePartContext(partId, context) {
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await super._preparePartContext(partId, context);
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const currentLevel = this.levelup.levels[this.levelup.currentLevel];
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switch (partId) {
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case 'selections':
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const advancementChoices = Object.keys(currentLevel.choices).reduce((acc, choiceKey) => {
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Object.keys(currentLevel.choices[choiceKey]).forEach(checkboxNr => {
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const checkbox = currentLevel.choices[choiceKey][checkboxNr];
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const data = {
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...checkbox,
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path: `levels.${this.levelup.currentLevel}.choices.${choiceKey}.${checkboxNr}`,
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level: this.levelup.currentLevel
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};
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if (!acc[choiceKey]) acc[choiceKey] = [];
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acc[choiceKey].push(data);
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});
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return acc;
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}, {});
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const traits = Object.values(advancementChoices.trait ?? {});
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const traitValues = traits.filter(trait => trait.data.length > 0).flatMap(trait => trait.data);
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context.traits = {
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values: traitValues,
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active: traits.length > 0,
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progress: {
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selected: traitValues.length,
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max: traits.reduce((acc, exp) => acc + exp.amount, 0)
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}
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};
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const experienceIncreases = Object.values(advancementChoices.experience ?? {});
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const experienceIncreaseValues = experienceIncreases
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.filter(exp => exp.data.length > 0)
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.flatMap(exp =>
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exp.data.map(data => {
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const experience = Object.keys(this.actor.system.experiences).find(x => x === data);
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return this.actor.system.experiences[experience].name;
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})
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);
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context.experienceIncreases = {
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values: experienceIncreaseValues,
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active: experienceIncreases.length > 0,
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progress: {
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selected: experienceIncreaseValues.length,
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max: experienceIncreases.reduce((acc, exp) => acc + exp.amount, 0)
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}
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};
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context.newExperiences = Object.keys(currentLevel.achievements.experiences).map(key => {
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const experience = currentLevel.achievements.experiences[key];
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return {
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...experience,
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level: this.levelup.currentLevel,
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key: key
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};
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});
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const allDomainCards = {
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...advancementChoices.domainCard,
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...currentLevel.achievements.domainCards
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};
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const allDomainCardKeys = Object.keys(allDomainCards);
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const classDomainsData = this.actor.system.class.value.system.domains.map(domain => ({
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domain,
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multiclass: false
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}));
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const multiclassDomainsData = (this.actor.system.multiclass?.value?.system?.domains ?? []).map(
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domain => ({ domain, multiclass: true })
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);
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const domainsData = [...classDomainsData, ...multiclassDomainsData];
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const multiclassDomain = this.levelup.classUpgradeChoices?.multiclass?.domain;
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if (multiclassDomain) {
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if (!domainsData.some(x => x.domain === multiclassDomain))
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domainsData.push({ domain: multiclassDomain, multiclass: true });
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}
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context.domainCards = [];
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for (var key of allDomainCardKeys) {
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const domainCard = allDomainCards[key];
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if (domainCard.level > this.levelup.endLevel) continue;
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const uuid = domainCard.data?.length > 0 ? domainCard.data[0] : domainCard.uuid;
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const card = uuid ? await foundry.utils.fromUuid(uuid) : {};
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context.domainCards.push({
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...(card.toObject?.() ?? card),
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emptySubtexts: domainsData.map(domain => {
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const levelBase = domain.multiclass
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? Math.ceil(this.levelup.currentLevel / 2)
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: this.levelup.currentLevel;
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const levelMax = domainCard.secondaryData?.limit
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? Math.min(domainCard.secondaryData.limit, levelBase)
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: levelBase;
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return game.i18n.format('DAGGERHEART.Application.LevelUp.Selections.emptyDomainCardHint', {
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domain: game.i18n.localize(domains[domain.domain].label),
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level: levelMax
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});
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}),
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path: domainCard.data
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? `${domainCard.path}.data`
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: `levels.${domainCard.level}.achievements.domainCards.${key}.uuid`,
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limit: domainCard.secondaryData?.limit ?? null,
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compendium: 'domains'
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});
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}
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const subclassSelections = advancementChoices.subclass?.flatMap(x => x.data) ?? [];
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const possibleSubclasses = [this.actor.system.class.subclass];
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if (this.actor.system.multiclass?.subclass) {
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possibleSubclasses.push(this.actor.system.multiclass.subclass);
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}
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context.subclassCards = [];
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if (advancementChoices.subclass?.length > 0) {
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const featureStateIncrease = Object.values(this.levelup.levels).reduce((acc, level) => {
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acc += Object.values(level.choices).filter(choice => {
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return Object.values(choice).every(checkbox => checkbox.type === 'subclass');
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}).length;
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return acc;
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}, 0);
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for (var subclass of possibleSubclasses) {
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const choice =
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advancementChoices.subclass.find(x => x.data[0] === subclass.uuid) ??
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advancementChoices.subclass.find(x => x.data.length === 0);
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const featureState = subclass.system.featureState + featureStateIncrease;
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const data = await foundry.utils.fromUuid(subclass.uuid);
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context.subclassCards.push({
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...data.toObject(),
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path: choice?.path,
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uuid: data.uuid,
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selected: subclassSelections.includes(subclass.uuid),
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featureState: featureState,
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featureLabel: game.i18n.localize(subclassFeatureLabels[featureState]),
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isMulticlass: subclass.system.isMulticlass ? 'true' : 'false'
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});
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}
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}
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const multiclasses = Object.values(advancementChoices.multiclass ?? {});
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if (multiclasses?.[0]) {
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const data = multiclasses[0];
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const multiclass = data.data.length > 0 ? await foundry.utils.fromUuid(data.data[0]) : {};
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context.multiclass = {
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...data,
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...(multiclass.toObject?.() ?? multiclass),
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uuid: multiclass.uuid,
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domains:
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multiclass?.system?.domains.map(key => {
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const domain = domains[key];
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const alreadySelected = this.actor.system.class.value.system.domains.includes(key);
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return {
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...domain,
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selected: key === data.secondaryData.domain,
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disabled:
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(data.secondaryData.domain && key !== data.secondaryData.domain) ||
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alreadySelected
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};
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}) ?? [],
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subclasses:
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multiclass?.system?.subclasses.map(subclass => ({
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...subclass,
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uuid: subclass.uuid,
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selected: data.secondaryData.subclass === subclass.uuid,
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disabled: data.secondaryData.subclass && data.secondaryData.subclass !== subclass.uuid
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})) ?? [],
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compendium: 'classes',
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limit: 1
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};
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}
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break;
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case 'summary':
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const { current: currentActorLevel, changed: changedActorLevel } = this.actor.system.levelData.level;
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const actorArmor = this.actor.system.armor;
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const levelKeys = Object.keys(this.levelup.levels);
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let achivementProficiency = 0;
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const achievementCards = [];
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let achievementExperiences = [];
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for (var levelKey of levelKeys) {
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const level = this.levelup.levels[levelKey];
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if (Number(levelKey) < this.levelup.startLevel) continue;
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achivementProficiency += level.achievements.proficiency ?? 0;
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const cards = level.achievements.domainCards ? Object.values(level.achievements.domainCards) : null;
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if (cards) {
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for (var card of cards) {
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const itemCard = await foundry.utils.fromUuid(card.uuid);
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achievementCards.push(itemCard);
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}
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}
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achievementExperiences = level.achievements.experiences
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? Object.values(level.achievements.experiences).reduce((acc, experience) => {
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if (experience.name) acc.push(experience);
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return acc;
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}, [])
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: [];
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}
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context.achievements = {
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proficiency: {
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old: this.actor.system.proficiency.total,
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new: this.actor.system.proficiency.total + achivementProficiency,
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shown: achivementProficiency > 0
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},
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damageThresholds: {
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major: {
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old: this.actor.system.damageThresholds.major,
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new: this.actor.system.damageThresholds.major + changedActorLevel - currentActorLevel
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},
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severe: {
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old: this.actor.system.damageThresholds.severe,
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new:
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this.actor.system.damageThresholds.severe +
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(actorArmor
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? changedActorLevel - currentActorLevel
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: (changedActorLevel - currentActorLevel) * 2)
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},
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unarmored: !actorArmor
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},
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domainCards: {
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values: achievementCards,
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shown: achievementCards.length > 0
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},
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experiences: {
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values: achievementExperiences,
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shown: achievementExperiences.length > 0
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}
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};
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const advancement = {};
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for (var levelKey of levelKeys) {
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const level = this.levelup.levels[levelKey];
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if (Number(levelKey) < this.levelup.startLevel) continue;
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for (var choiceKey of Object.keys(level.choices)) {
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const choice = level.choices[choiceKey];
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for (var checkbox of Object.values(choice)) {
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switch (choiceKey) {
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case 'proficiency':
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case 'hitPoint':
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case 'stress':
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case 'evasion':
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advancement[choiceKey] = advancement[choiceKey]
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? advancement[choiceKey] + Number(checkbox.value)
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: Number(checkbox.value);
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break;
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case 'trait':
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if (!advancement[choiceKey]) advancement[choiceKey] = {};
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for (var traitKey of checkbox.data) {
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if (!advancement[choiceKey][traitKey]) advancement[choiceKey][traitKey] = 0;
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advancement[choiceKey][traitKey] += 1;
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}
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break;
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case 'domainCard':
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if (!advancement[choiceKey]) advancement[choiceKey] = [];
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if (checkbox.data.length === 1) {
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const choiceItem = await foundry.utils.fromUuid(checkbox.data[0]);
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advancement[choiceKey].push(choiceItem.toObject());
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}
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break;
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case 'experience':
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if (!advancement[choiceKey]) advancement[choiceKey] = [];
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const data = checkbox.data.map(data => {
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const experience = Object.keys(this.actor.system.experiences).find(
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x => x === data
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);
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return this.actor.system.experiences[experience]?.description ?? '';
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});
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advancement[choiceKey].push({ data: data, value: checkbox.value });
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break;
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case 'subclass':
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if (checkbox.data[0]) {
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const subclassItem = await foundry.utils.fromUuid(checkbox.data[0]);
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if (!advancement[choiceKey]) advancement[choiceKey] = [];
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advancement[choiceKey].push({
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...subclassItem.toObject(),
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featureLabel: game.i18n.localize(
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subclassFeatureLabels[Number(checkbox.secondaryData.featureState)]
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)
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});
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}
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break;
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case 'multiclass':
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const multiclassItem = await foundry.utils.fromUuid(checkbox.data[0]);
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const subclass = multiclassItem
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? await foundry.utils.fromUuid(checkbox.secondaryData.subclass)
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: null;
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advancement[choiceKey] = multiclassItem
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? {
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...multiclassItem.toObject(),
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domain: checkbox.secondaryData.domain
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? game.i18n.localize(domains[checkbox.secondaryData.domain].label)
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: null,
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subclass: subclass ? subclass.name : null
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}
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: {};
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break;
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}
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}
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}
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}
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context.advancements = {
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statistics: {
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proficiency: {
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old: context.achievements.proficiency.new,
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new: context.achievements.proficiency.new + (advancement.proficiency ?? 0)
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},
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hitPoints: {
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old: this.actor.system.resources.hitPoints.maxTotal,
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new: this.actor.system.resources.hitPoints.maxTotal + (advancement.hitPoint ?? 0)
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},
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stress: {
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old: this.actor.system.resources.stress.maxTotal,
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new: this.actor.system.resources.stress.maxTotal + (advancement.stress ?? 0)
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},
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evasion: {
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old: this.actor.system.evasion.total,
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new: this.actor.system.evasion.total + (advancement.evasion ?? 0)
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}
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},
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traits: Object.keys(this.actor.system.traits).reduce((acc, traitKey) => {
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if (advancement.trait?.[traitKey]) {
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if (!acc) acc = {};
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acc[traitKey] = {
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label: game.i18n.localize(abilities[traitKey].label),
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old: this.actor.system.traits[traitKey].total,
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new: this.actor.system.traits[traitKey].total + advancement.trait[traitKey]
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};
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}
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return acc;
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}, null),
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domainCards: advancement.domainCard ?? [],
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experiences:
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advancement.experience?.flatMap(x => x.data.map(data => ({ name: data, modifier: x.value }))) ??
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[],
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multiclass: advancement.multiclass,
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subclass: advancement.subclass
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};
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context.advancements.statistics.proficiency.shown =
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context.advancements.statistics.proficiency.new > context.advancements.statistics.proficiency.old;
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context.advancements.statistics.hitPoints.shown =
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context.advancements.statistics.hitPoints.new > context.advancements.statistics.hitPoints.old;
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context.advancements.statistics.stress.shown =
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context.advancements.statistics.stress.new > context.advancements.statistics.stress.old;
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context.advancements.statistics.evasion.shown =
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context.advancements.statistics.evasion.new > context.advancements.statistics.evasion.old;
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context.advancements.statistics.shown =
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context.advancements.statistics.proficiency.shown ||
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context.advancements.statistics.hitPoints.shown ||
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context.advancements.statistics.stress.shown ||
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context.advancements.statistics.evasion.shown;
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break;
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}
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return context;
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}
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}
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163
module/applications/levelup/companionLevelup.mjs
Normal file
163
module/applications/levelup/companionLevelup.mjs
Normal file
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@ -0,0 +1,163 @@
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import BaseLevelUp from './levelup.mjs';
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import { defaultCompanionTier, LevelOptionType } from '../../data/levelTier.mjs';
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import { DhLevelup } from '../../data/levelup.mjs';
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import { diceTypes, range } from '../../config/generalConfig.mjs';
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export default class DhCompanionLevelUp extends BaseLevelUp {
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constructor(actor) {
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super(actor);
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this.levelTiers = this.addBonusChoices(defaultCompanionTier);
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const playerLevelupData = actor.system.levelData;
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this.levelup = new DhLevelup(DhLevelup.initializeData(this.levelTiers, playerLevelupData));
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}
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async _preparePartContext(partId, context) {
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await super._preparePartContext(partId, context);
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const currentLevel = this.levelup.levels[this.levelup.currentLevel];
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switch (partId) {
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case 'selections':
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const advancementChoices = Object.keys(currentLevel.choices).reduce((acc, choiceKey) => {
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Object.keys(currentLevel.choices[choiceKey]).forEach(checkboxNr => {
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const checkbox = currentLevel.choices[choiceKey][checkboxNr];
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const data = {
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...checkbox,
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path: `levels.${this.levelup.currentLevel}.choices.${choiceKey}.${checkboxNr}`,
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level: this.levelup.currentLevel
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};
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if (!acc[choiceKey]) acc[choiceKey] = [];
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acc[choiceKey].push(data);
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});
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return acc;
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}, {});
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const experienceIncreases = Object.values(advancementChoices.experience ?? {});
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const experienceIncreaseValues = experienceIncreases
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.filter(exp => exp.data.length > 0)
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.flatMap(exp =>
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exp.data.map(data => {
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const experience = Object.keys(this.actor.system.experiences).find(x => x === data);
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return this.actor.system.experiences[experience].name;
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})
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);
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context.experienceIncreases = {
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values: experienceIncreaseValues,
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active: experienceIncreases.length > 0,
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progress: {
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selected: experienceIncreaseValues.length,
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max: experienceIncreases.reduce((acc, exp) => acc + exp.amount, 0)
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}
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};
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context.newExperiences = Object.keys(currentLevel.achievements.experiences).map(key => {
|
||||
const experience = currentLevel.achievements.experiences[key];
|
||||
return {
|
||||
...experience,
|
||||
level: this.levelup.currentLevel,
|
||||
key: key
|
||||
};
|
||||
});
|
||||
|
||||
context.vicious = advancementChoices.vicious ? Object.values(advancementChoices.vicious) : null;
|
||||
context.viciousChoices = {
|
||||
damage: game.i18n.localize('DAGGERHEART.Application.LevelUp.Selections.viciousDamage'),
|
||||
range: game.i18n.localize('DAGGERHEART.Application.LevelUp.Selections.viciousRange')
|
||||
};
|
||||
|
||||
break;
|
||||
case 'summary':
|
||||
const levelKeys = Object.keys(this.levelup.levels);
|
||||
const actorDamageDice = this.actor.system.attack.damage.parts[0].value.dice;
|
||||
const actorRange = this.actor.system.attack.range;
|
||||
const advancement = {};
|
||||
for (var levelKey of levelKeys) {
|
||||
const level = this.levelup.levels[levelKey];
|
||||
if (Number(levelKey) < this.levelup.startLevel) continue;
|
||||
|
||||
for (var choiceKey of Object.keys(level.choices)) {
|
||||
const choice = level.choices[choiceKey];
|
||||
for (var checkbox of Object.values(choice)) {
|
||||
switch (choiceKey) {
|
||||
case 'stress':
|
||||
case 'evasion':
|
||||
advancement[choiceKey] = advancement[choiceKey]
|
||||
? advancement[choiceKey] + Number(checkbox.value)
|
||||
: Number(checkbox.value);
|
||||
break;
|
||||
case 'experience':
|
||||
if (!advancement[choiceKey]) advancement[choiceKey] = [];
|
||||
const data = checkbox.data.map(data => {
|
||||
const experience = Object.keys(this.actor.system.experiences).find(
|
||||
x => x === data
|
||||
);
|
||||
return this.actor.system.experiences[experience]?.name ?? '';
|
||||
});
|
||||
advancement[choiceKey].push({ data: data, value: checkbox.value });
|
||||
break;
|
||||
case 'vicious':
|
||||
if (!advancement[choiceKey]) advancement[choiceKey] = { damage: null, range: null };
|
||||
const isDamage = checkbox.data[0] === 'damage';
|
||||
const options = isDamage ? diceTypes : range;
|
||||
const keys = Object.keys(options);
|
||||
const actorKey = keys.indexOf(isDamage ? actorDamageDice : actorRange);
|
||||
const currentIndex = advancement[choiceKey][checkbox.data[0]]
|
||||
? keys.indexOf(advancement[choiceKey][checkbox.data[0]])
|
||||
: actorKey;
|
||||
advancement[choiceKey][checkbox.data[0]] =
|
||||
options[keys[Math.min(currentIndex + 1, keys.length - 1)]];
|
||||
default:
|
||||
if (!advancement.simple) advancement.simple = {};
|
||||
advancement.simple[choiceKey] = game.i18n.localize(
|
||||
LevelOptionType[checkbox.type].label
|
||||
);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
context.advancements = {
|
||||
statistics: {
|
||||
stress: {
|
||||
old: this.actor.system.resources.stress.maxTotal,
|
||||
new: this.actor.system.resources.stress.maxTotal + (advancement.stress ?? 0)
|
||||
},
|
||||
evasion: {
|
||||
old: this.actor.system.evasion.total,
|
||||
new: this.actor.system.evasion.total + (advancement.evasion ?? 0)
|
||||
}
|
||||
},
|
||||
experiences:
|
||||
advancement.experience?.flatMap(x => x.data.map(data => ({ name: data, modifier: x.value }))) ??
|
||||
[],
|
||||
vicious: {
|
||||
damage: advancement.vicious?.damage
|
||||
? {
|
||||
old: actorDamageDice,
|
||||
new: advancement.vicious.damage
|
||||
}
|
||||
: null,
|
||||
range: advancement.vicious?.range
|
||||
? {
|
||||
old: game.i18n.localize(`DAGGERHEART.Range.${actorRange}.name`),
|
||||
new: game.i18n.localize(advancement.vicious.range.label)
|
||||
}
|
||||
: null
|
||||
},
|
||||
simple: advancement.simple ?? {}
|
||||
};
|
||||
|
||||
context.advancements.statistics.stress.shown =
|
||||
context.advancements.statistics.stress.new > context.advancements.statistics.stress.old;
|
||||
context.advancements.statistics.evasion.shown =
|
||||
context.advancements.statistics.evasion.new > context.advancements.statistics.evasion.old;
|
||||
context.advancements.statistics.shown =
|
||||
context.advancements.statistics.stress.shown || context.advancements.statistics.evasion.shown;
|
||||
}
|
||||
|
||||
return context;
|
||||
}
|
||||
}
|
||||
624
module/applications/levelup/levelup.mjs
Normal file
624
module/applications/levelup/levelup.mjs
Normal file
|
|
@ -0,0 +1,624 @@
|
|||
import { abilities, subclassFeatureLabels } from '../../config/actorConfig.mjs';
|
||||
import { domains } from '../../config/domainConfig.mjs';
|
||||
import { getDeleteKeys, tagifyElement } from '../../helpers/utils.mjs';
|
||||
|
||||
const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api;
|
||||
|
||||
export default class DhlevelUp extends HandlebarsApplicationMixin(ApplicationV2) {
|
||||
constructor(actor) {
|
||||
super({});
|
||||
|
||||
this.actor = actor;
|
||||
|
||||
this._dragDrop = this._createDragDropHandlers();
|
||||
this.tabGroups.primary = 'advancements';
|
||||
}
|
||||
|
||||
get title() {
|
||||
return game.i18n.format('DAGGERHEART.Application.LevelUp.Title', { actor: this.actor.name });
|
||||
}
|
||||
|
||||
static DEFAULT_OPTIONS = {
|
||||
tag: 'form',
|
||||
classes: ['daggerheart', 'levelup'],
|
||||
position: { width: 1000, height: 'auto' },
|
||||
window: {
|
||||
resizable: true
|
||||
},
|
||||
actions: {
|
||||
save: this.save,
|
||||
viewCompendium: this.viewCompendium,
|
||||
selectPreview: this.selectPreview,
|
||||
selectDomain: this.selectDomain,
|
||||
selectSubclass: this.selectSubclass,
|
||||
updateCurrentLevel: this.updateCurrentLevel,
|
||||
activatePart: this.activatePart
|
||||
},
|
||||
form: {
|
||||
handler: this.updateForm,
|
||||
submitOnChange: true,
|
||||
closeOnSubmit: false
|
||||
},
|
||||
dragDrop: [{ dragSelector: null, dropSelector: '.levelup-card-selection .card-preview-container' }]
|
||||
};
|
||||
|
||||
static PARTS = {
|
||||
tabs: { template: 'systems/daggerheart/templates/views/levelup/tabs/tab-navigation.hbs' },
|
||||
advancements: { template: 'systems/daggerheart/templates/views/levelup/tabs/advancements.hbs' },
|
||||
selections: { template: 'systems/daggerheart/templates/views/levelup/tabs/selections.hbs' },
|
||||
summary: { template: 'systems/daggerheart/templates/views/levelup/tabs/summary.hbs' }
|
||||
};
|
||||
|
||||
static TABS = {
|
||||
advancements: {
|
||||
active: true,
|
||||
cssClass: '',
|
||||
group: 'primary',
|
||||
id: 'advancements',
|
||||
icon: null,
|
||||
label: 'DAGGERHEART.Application.LevelUp.Tabs.advancement'
|
||||
},
|
||||
selections: {
|
||||
active: false,
|
||||
cssClass: '',
|
||||
group: 'primary',
|
||||
id: 'selections',
|
||||
icon: null,
|
||||
label: 'DAGGERHEART.Application.LevelUp.Tabs.selections'
|
||||
},
|
||||
summary: {
|
||||
active: false,
|
||||
cssClass: '',
|
||||
group: 'primary',
|
||||
id: 'summary',
|
||||
icon: null,
|
||||
label: 'DAGGERHEART.Application.LevelUp.Tabs.summary'
|
||||
}
|
||||
};
|
||||
|
||||
addBonusChoices(levelTiers) {
|
||||
for (var tierKey in levelTiers.tiers) {
|
||||
const tier = levelTiers.tiers[tierKey];
|
||||
tier.maxSelections = [...Array(tier.levels.end - tier.levels.start + 1).keys()].reduce((acc, index) => {
|
||||
const level = tier.levels.start + index;
|
||||
const bonus = this.actor.system.levelData.level.bonuses[level];
|
||||
acc[level] = tier.availableOptions + (bonus ?? 0);
|
||||
|
||||
return acc;
|
||||
}, {});
|
||||
}
|
||||
|
||||
return levelTiers;
|
||||
}
|
||||
|
||||
async _prepareContext(_options) {
|
||||
const context = await super._prepareContext(_options);
|
||||
context.levelup = this.levelup;
|
||||
context.tabs = this._getTabs(this.constructor.TABS);
|
||||
|
||||
return context;
|
||||
}
|
||||
|
||||
async _preparePartContext(partId, context) {
|
||||
const currentLevel = this.levelup.levels[this.levelup.currentLevel];
|
||||
switch (partId) {
|
||||
case 'tabs':
|
||||
const previous =
|
||||
this.levelup.currentLevel === this.levelup.startLevel ? null : this.levelup.currentLevel - 1;
|
||||
const next = this.levelup.currentLevel === this.levelup.endLevel ? null : this.levelup.currentLevel + 1;
|
||||
context.navigate = {
|
||||
previous: {
|
||||
disabled: !previous,
|
||||
label: previous
|
||||
? game.i18n.format('DAGGERHEART.Application.LevelUp.navigateLevel', { level: previous })
|
||||
: '',
|
||||
fromSummary: this.tabGroups.primary === 'summary'
|
||||
},
|
||||
next: {
|
||||
disabled: !this.levelup.currentLevelFinished,
|
||||
label: next
|
||||
? game.i18n.format('DAGGERHEART.Application.LevelUp.navigateLevel', { level: next })
|
||||
: '',
|
||||
toSummary: !next,
|
||||
show: this.tabGroups.primary !== 'summary'
|
||||
}
|
||||
};
|
||||
|
||||
const { selections } = currentLevel.nrSelections;
|
||||
context.tabs.advancements.progress = { selected: selections, max: currentLevel.maxSelections };
|
||||
context.showTabs = this.tabGroups.primary !== 'summary';
|
||||
break;
|
||||
const { current: currentActorLevel, changed: changedActorLevel } = this.actor.system.levelData.level;
|
||||
const actorArmor = this.actor.system.armor;
|
||||
const levelKeys = Object.keys(this.levelup.levels);
|
||||
let achivementProficiency = 0;
|
||||
const achievementCards = [];
|
||||
let achievementExperiences = [];
|
||||
for (var levelKey of levelKeys) {
|
||||
const level = this.levelup.levels[levelKey];
|
||||
if (Number(levelKey) < this.levelup.startLevel) continue;
|
||||
|
||||
achivementProficiency += level.achievements.proficiency ?? 0;
|
||||
const cards = level.achievements.domainCards ? Object.values(level.achievements.domainCards) : null;
|
||||
if (cards) {
|
||||
for (var card of cards) {
|
||||
const itemCard = await foundry.utils.fromUuid(card.uuid);
|
||||
achievementCards.push(itemCard);
|
||||
}
|
||||
}
|
||||
|
||||
achievementExperiences = level.achievements.experiences
|
||||
? Object.values(level.achievements.experiences).reduce((acc, experience) => {
|
||||
if (experience.name) acc.push(experience);
|
||||
return acc;
|
||||
}, [])
|
||||
: [];
|
||||
}
|
||||
|
||||
context.achievements = {
|
||||
proficiency: {
|
||||
old: this.actor.system.proficiency.total,
|
||||
new: this.actor.system.proficiency.total + achivementProficiency,
|
||||
shown: achivementProficiency > 0
|
||||
},
|
||||
damageThresholds: {
|
||||
major: {
|
||||
old: this.actor.system.damageThresholds.major,
|
||||
new: this.actor.system.damageThresholds.major + changedActorLevel - currentActorLevel
|
||||
},
|
||||
severe: {
|
||||
old: this.actor.system.damageThresholds.severe,
|
||||
new:
|
||||
this.actor.system.damageThresholds.severe +
|
||||
(actorArmor
|
||||
? changedActorLevel - currentActorLevel
|
||||
: (changedActorLevel - currentActorLevel) * 2)
|
||||
},
|
||||
unarmored: !actorArmor
|
||||
},
|
||||
domainCards: {
|
||||
values: achievementCards,
|
||||
shown: achievementCards.length > 0
|
||||
},
|
||||
experiences: {
|
||||
values: achievementExperiences
|
||||
}
|
||||
};
|
||||
|
||||
const advancement = {};
|
||||
for (var levelKey of levelKeys) {
|
||||
const level = this.levelup.levels[levelKey];
|
||||
if (Number(levelKey) < this.levelup.startLevel) continue;
|
||||
|
||||
for (var choiceKey of Object.keys(level.choices)) {
|
||||
const choice = level.choices[choiceKey];
|
||||
for (var checkbox of Object.values(choice)) {
|
||||
switch (choiceKey) {
|
||||
case 'proficiency':
|
||||
case 'hitPoint':
|
||||
case 'stress':
|
||||
case 'evasion':
|
||||
advancement[choiceKey] = advancement[choiceKey]
|
||||
? advancement[choiceKey] + Number(checkbox.value)
|
||||
: Number(checkbox.value);
|
||||
break;
|
||||
case 'trait':
|
||||
if (!advancement[choiceKey]) advancement[choiceKey] = {};
|
||||
for (var traitKey of checkbox.data) {
|
||||
if (!advancement[choiceKey][traitKey]) advancement[choiceKey][traitKey] = 0;
|
||||
advancement[choiceKey][traitKey] += 1;
|
||||
}
|
||||
break;
|
||||
case 'domainCard':
|
||||
if (!advancement[choiceKey]) advancement[choiceKey] = [];
|
||||
if (checkbox.data.length === 1) {
|
||||
const choiceItem = await foundry.utils.fromUuid(checkbox.data[0]);
|
||||
advancement[choiceKey].push(choiceItem.toObject());
|
||||
}
|
||||
break;
|
||||
case 'experience':
|
||||
if (!advancement[choiceKey]) advancement[choiceKey] = [];
|
||||
const data = checkbox.data.map(data => {
|
||||
const experience = Object.keys(this.actor.system.experiences).find(
|
||||
x => x === data
|
||||
);
|
||||
return this.actor.system.experiences[experience]?.description ?? '';
|
||||
});
|
||||
advancement[choiceKey].push({ data: data, value: checkbox.value });
|
||||
break;
|
||||
case 'subclass':
|
||||
if (checkbox.data[0]) {
|
||||
const subclassItem = await foundry.utils.fromUuid(checkbox.data[0]);
|
||||
if (!advancement[choiceKey]) advancement[choiceKey] = [];
|
||||
advancement[choiceKey].push({
|
||||
...subclassItem.toObject(),
|
||||
featureLabel: game.i18n.localize(
|
||||
subclassFeatureLabels[Number(checkbox.secondaryData.featureState)]
|
||||
)
|
||||
});
|
||||
}
|
||||
break;
|
||||
case 'multiclass':
|
||||
const multiclassItem = await foundry.utils.fromUuid(checkbox.data[0]);
|
||||
const subclass = multiclassItem
|
||||
? await foundry.utils.fromUuid(checkbox.secondaryData.subclass)
|
||||
: null;
|
||||
advancement[choiceKey] = multiclassItem
|
||||
? {
|
||||
...multiclassItem.toObject(),
|
||||
domain: checkbox.secondaryData.domain
|
||||
? game.i18n.localize(domains[checkbox.secondaryData.domain].label)
|
||||
: null,
|
||||
subclass: subclass ? subclass.name : null
|
||||
}
|
||||
: {};
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
context.advancements = {
|
||||
statistics: {
|
||||
proficiency: {
|
||||
old: context.achievements.proficiency.new,
|
||||
new: context.achievements.proficiency.new + (advancement.proficiency ?? 0)
|
||||
},
|
||||
hitPoints: {
|
||||
old: this.actor.system.resources.hitPoints.maxTotal,
|
||||
new: this.actor.system.resources.hitPoints.maxTotal + (advancement.hitPoint ?? 0)
|
||||
},
|
||||
stress: {
|
||||
old: this.actor.system.resources.stress.maxTotal,
|
||||
new: this.actor.system.resources.stress.maxTotal + (advancement.stress ?? 0)
|
||||
},
|
||||
evasion: {
|
||||
old: this.actor.system.evasion.total,
|
||||
new: this.actor.system.evasion.total + (advancement.evasion ?? 0)
|
||||
}
|
||||
},
|
||||
traits: Object.keys(this.actor.system.traits).reduce((acc, traitKey) => {
|
||||
if (advancement.trait?.[traitKey]) {
|
||||
if (!acc) acc = {};
|
||||
acc[traitKey] = {
|
||||
label: game.i18n.localize(abilities[traitKey].label),
|
||||
old: this.actor.system.traits[traitKey].total,
|
||||
new: this.actor.system.traits[traitKey].total + advancement.trait[traitKey]
|
||||
};
|
||||
}
|
||||
return acc;
|
||||
}, null),
|
||||
domainCards: advancement.domainCard ?? [],
|
||||
experiences:
|
||||
advancement.experience?.flatMap(x => x.data.map(data => ({ name: data, modifier: x.value }))) ??
|
||||
[],
|
||||
multiclass: advancement.multiclass,
|
||||
subclass: advancement.subclass
|
||||
};
|
||||
|
||||
context.advancements.statistics.proficiency.shown =
|
||||
context.advancements.statistics.proficiency.new > context.advancements.statistics.proficiency.old;
|
||||
context.advancements.statistics.hitPoints.shown =
|
||||
context.advancements.statistics.hitPoints.new > context.advancements.statistics.hitPoints.old;
|
||||
context.advancements.statistics.stress.shown =
|
||||
context.advancements.statistics.stress.new > context.advancements.statistics.stress.old;
|
||||
context.advancements.statistics.evasion.shown =
|
||||
context.advancements.statistics.evasion.new > context.advancements.statistics.evasion.old;
|
||||
context.advancements.statistics.shown =
|
||||
context.advancements.statistics.proficiency.shown ||
|
||||
context.advancements.statistics.hitPoints.shown ||
|
||||
context.advancements.statistics.stress.shown ||
|
||||
context.advancements.statistics.evasion.shown;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
return context;
|
||||
}
|
||||
|
||||
_getTabs(tabs) {
|
||||
for (const v of Object.values(tabs)) {
|
||||
v.active = this.tabGroups[v.group] ? this.tabGroups[v.group] === v.id : v.active;
|
||||
v.cssClass = v.active ? 'active' : '';
|
||||
}
|
||||
|
||||
return tabs;
|
||||
}
|
||||
|
||||
_createDragDropHandlers() {
|
||||
return this.options.dragDrop.map(d => {
|
||||
d.callbacks = {
|
||||
drop: this._onDrop.bind(this)
|
||||
};
|
||||
return new foundry.applications.ux.DragDrop.implementation(d);
|
||||
});
|
||||
}
|
||||
|
||||
_attachPartListeners(partId, htmlElement, options) {
|
||||
super._attachPartListeners(partId, htmlElement, options);
|
||||
htmlElement
|
||||
.querySelectorAll('.selection-checkbox')
|
||||
.forEach(element => element.addEventListener('change', this.selectionClick.bind(this)));
|
||||
|
||||
const traitsTagify = htmlElement.querySelector('.levelup-trait-increases');
|
||||
if (traitsTagify) {
|
||||
tagifyElement(traitsTagify, this.levelup.unmarkedTraits, this.tagifyUpdate('trait').bind(this));
|
||||
}
|
||||
|
||||
const experienceIncreaseTagify = htmlElement.querySelector('.levelup-experience-increases');
|
||||
if (experienceIncreaseTagify) {
|
||||
tagifyElement(
|
||||
experienceIncreaseTagify,
|
||||
Object.keys(this.actor.system.experiences).reduce((acc, id) => {
|
||||
const experience = this.actor.system.experiences[id];
|
||||
acc[id] = { label: experience.name };
|
||||
|
||||
return acc;
|
||||
}, {}),
|
||||
this.tagifyUpdate('experience').bind(this)
|
||||
);
|
||||
}
|
||||
|
||||
this._dragDrop.forEach(d => d.bind(htmlElement));
|
||||
}
|
||||
|
||||
tagifyUpdate =
|
||||
type =>
|
||||
async (_, { option, removed }) => {
|
||||
const updatePath = Object.keys(this.levelup.levels[this.levelup.currentLevel].choices).reduce(
|
||||
(acc, choiceKey) => {
|
||||
const choice = this.levelup.levels[this.levelup.currentLevel].choices[choiceKey];
|
||||
Object.keys(choice).forEach(checkboxNr => {
|
||||
const checkbox = choice[checkboxNr];
|
||||
if (
|
||||
choiceKey === type &&
|
||||
(removed ? checkbox.data.includes(option) : checkbox.data.length < checkbox.amount)
|
||||
) {
|
||||
acc = `levels.${this.levelup.currentLevel}.choices.${choiceKey}.${checkboxNr}.data`;
|
||||
}
|
||||
});
|
||||
|
||||
return acc;
|
||||
},
|
||||
null
|
||||
);
|
||||
|
||||
if (!updatePath) {
|
||||
ui.notifications.error(
|
||||
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.noSelectionsLeft')
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
const currentData = foundry.utils.getProperty(this.levelup, updatePath);
|
||||
const updatedData = removed ? currentData.filter(x => x !== option) : [...currentData, option];
|
||||
await this.levelup.updateSource({ [updatePath]: updatedData });
|
||||
this.render();
|
||||
};
|
||||
|
||||
static async updateForm(event, _, formData) {
|
||||
const { levelup } = foundry.utils.expandObject(formData.object);
|
||||
await this.levelup.updateSource(levelup);
|
||||
this.render();
|
||||
}
|
||||
|
||||
async _onDrop(event) {
|
||||
const data = foundry.applications.ux.TextEditor.getDragEventData(event);
|
||||
const item = await fromUuid(data.uuid);
|
||||
if (event.target.closest('.domain-cards')) {
|
||||
const target = event.target.closest('.card-preview-container');
|
||||
if (item.type === 'domainCard') {
|
||||
const { multiclass } = this.levelup.classUpgradeChoices;
|
||||
const isMulticlass = !multiclass ? false : item.system.domain === multiclass.domain;
|
||||
if (
|
||||
!this.actor.system.domains.includes(item.system.domain) &&
|
||||
this.levelup.classUpgradeChoices?.multiclass?.domain !== item.system.domain
|
||||
) {
|
||||
ui.notifications.error(
|
||||
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.domainCardWrongDomain')
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
const levelBase = isMulticlass ? Math.ceil(this.levelup.currentLevel / 2) : this.levelup.currentLevel;
|
||||
const levelMax = target.dataset.limit ? Math.min(Number(target.dataset.limit), levelBase) : levelBase;
|
||||
if (levelMax < item.system.level) {
|
||||
ui.notifications.error(
|
||||
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.domainCardToHighLevel')
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
const cardExistsInCharacter = this.actor.items.find(x => x.name === item.name); // Any other way to check? The item is a copy so different ids
|
||||
const cardExistsInLevelup = Object.values(this.levelup.levels).some(level => {
|
||||
const achievementExists = Object.values(level.achievements.domainCards).some(
|
||||
card => card.uuid === item.uuid
|
||||
);
|
||||
const advancementExists = Object.keys(level.choices).some(choiceKey => {
|
||||
if (choiceKey !== 'domainCard') return false;
|
||||
const choice = level.choices[choiceKey];
|
||||
return Object.values(choice).some(checkbox => checkbox.data.includes(item.uuid));
|
||||
});
|
||||
|
||||
return achievementExists || advancementExists;
|
||||
});
|
||||
if (cardExistsInCharacter || cardExistsInLevelup) {
|
||||
ui.notifications.error(
|
||||
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.domainCardDuplicate')
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
await this.levelup.updateSource({ [target.dataset.path]: item.uuid });
|
||||
this.render();
|
||||
}
|
||||
} else if (event.target.closest('.multiclass-cards')) {
|
||||
const target = event.target.closest('.multiclass-cards');
|
||||
if (item.type === 'class') {
|
||||
if (item.name === this.actor.system.class.value.name) {
|
||||
ui.notifications.error(
|
||||
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.error.alreadySelectedClass')
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
await this.levelup.updateSource({
|
||||
multiclass: {
|
||||
class: item.uuid,
|
||||
level: this.levelup.currentLevel,
|
||||
tier: Number(target.dataset.tier)
|
||||
},
|
||||
[target.dataset.path]: {
|
||||
tier: Number(target.dataset.tier),
|
||||
minCost: Number(target.dataset.minCost),
|
||||
amount: target.dataset.amount ? Number(target.dataset.amount) : null,
|
||||
value: target.dataset.value,
|
||||
type: target.dataset.type,
|
||||
data: item.uuid
|
||||
}
|
||||
});
|
||||
this.render();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
async selectionClick(event) {
|
||||
event.stopPropagation();
|
||||
const button = event.currentTarget;
|
||||
|
||||
const update = {};
|
||||
if (!button.checked) {
|
||||
const basePath = `levels.${this.levelup.currentLevel}.choices`;
|
||||
const current = foundry.utils.getProperty(this.levelup, `${basePath}.${button.dataset.option}`);
|
||||
if (Number(button.dataset.cost) > 1 || Object.keys(current).length === 1) {
|
||||
// Simple handling that doesn't cover potential Custom LevelTiers.
|
||||
update[`${basePath}.-=${button.dataset.option}`] = null;
|
||||
} else {
|
||||
update[`${basePath}.${button.dataset.option}.-=${button.dataset.checkboxNr}`] = null;
|
||||
}
|
||||
} else {
|
||||
if (this.levelup.levels[this.levelup.currentLevel].nrSelections.available < Number(button.dataset.cost)) {
|
||||
ui.notifications.info(
|
||||
game.i18n.localize('DAGGERHEART.Application.LevelUp.notifications.info.insufficentAdvancements')
|
||||
);
|
||||
this.render();
|
||||
return;
|
||||
}
|
||||
|
||||
const updateData = {
|
||||
tier: Number(button.dataset.tier),
|
||||
minCost: Number(button.dataset.cost),
|
||||
amount: button.dataset.amount ? Number(button.dataset.amount) : null,
|
||||
value: button.dataset.value,
|
||||
type: button.dataset.type
|
||||
};
|
||||
|
||||
if (button.dataset.type === 'domainCard') {
|
||||
updateData.secondaryData = {
|
||||
limit: Math.max(...this.levelup.tiers[button.dataset.tier].belongingLevels)
|
||||
};
|
||||
}
|
||||
|
||||
update[
|
||||
`levels.${this.levelup.currentLevel}.choices.${button.dataset.option}.${button.dataset.checkboxNr}`
|
||||
] = updateData;
|
||||
}
|
||||
|
||||
await this.levelup.updateSource(update);
|
||||
this.render();
|
||||
}
|
||||
|
||||
static async viewCompendium(_, button) {
|
||||
(await game.packs.get(`daggerheart.${button.dataset.compendium}`))?.render(true);
|
||||
}
|
||||
|
||||
static async selectPreview(_, button) {
|
||||
const remove = button.dataset.selected;
|
||||
await this.levelup.updateSource({
|
||||
[`${button.dataset.path}`]: {
|
||||
data: remove ? [] : [button.dataset.uuid],
|
||||
secondaryData: {
|
||||
featureState: button.dataset.featureState,
|
||||
isMulticlass: button.dataset.isMulticlass
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
this.render();
|
||||
}
|
||||
|
||||
static async selectDomain(_, button) {
|
||||
const option = foundry.utils.getProperty(this.levelup, button.dataset.path);
|
||||
const domain = option.secondaryData.domain ? null : button.dataset.domain;
|
||||
|
||||
await this.levelup.updateSource({
|
||||
[`${button.dataset.path}.secondaryData.domain`]: domain
|
||||
});
|
||||
this.render();
|
||||
}
|
||||
|
||||
static async selectSubclass(_, button) {
|
||||
const option = foundry.utils.getProperty(this.levelup, button.dataset.path);
|
||||
const subclass = option.secondaryData.subclass ? null : button.dataset.subclass;
|
||||
|
||||
await this.levelup.updateSource({
|
||||
[`${button.dataset.path}.secondaryData.subclass`]: subclass
|
||||
});
|
||||
this.render();
|
||||
}
|
||||
|
||||
static async updateCurrentLevel(_, button) {
|
||||
if (!button.dataset.forward) {
|
||||
const confirmed = await foundry.applications.api.DialogV2.confirm({
|
||||
window: {
|
||||
title: game.i18n.localize('DAGGERHEART.Application.LevelUp.Delevel.title')
|
||||
},
|
||||
content: game.i18n.format('DAGGERHEART.Application.LevelUp.Delevel.content')
|
||||
});
|
||||
|
||||
if (!confirmed) return;
|
||||
|
||||
await this.levelup.updateSource({
|
||||
currentLevel: Math.min(this.levelup.currentLevel - 1, this.levelup.startLevel),
|
||||
levels: Object.keys(this.levelup.levels).reduce((acc, key) => {
|
||||
const level = this.levelup.levels[key];
|
||||
if (Number(key) === this.levelup.currentLevel) {
|
||||
acc[key] = {
|
||||
achievements: {
|
||||
experiences: getDeleteKeys(level.achievements.experiences, 'name', ''),
|
||||
domainCards: getDeleteKeys(level.achievements.domainCards, 'uuid', null)
|
||||
},
|
||||
choices: getDeleteKeys(level.choices)
|
||||
};
|
||||
}
|
||||
return acc;
|
||||
}, {})
|
||||
});
|
||||
} else {
|
||||
await this.levelup.updateSource({
|
||||
currentLevel: Math.min(this.levelup.currentLevel + 1, this.levelup.endLevel)
|
||||
});
|
||||
}
|
||||
|
||||
this.tabGroups.primary = 'advancements';
|
||||
this.render();
|
||||
}
|
||||
|
||||
static activatePart(_, button) {
|
||||
this.tabGroups.primary = button.dataset.part;
|
||||
this.render();
|
||||
}
|
||||
|
||||
static async save() {
|
||||
const levelupData = Object.keys(this.levelup.levels).reduce((acc, level) => {
|
||||
if (level >= this.levelup.startLevel) {
|
||||
acc[level] = this.levelup.levels[level].toObject();
|
||||
}
|
||||
|
||||
return acc;
|
||||
}, {});
|
||||
|
||||
await this.actor.levelUp(levelupData);
|
||||
this.close();
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue