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264 - Action Feature Swap (#265)
* Removed action fields on Adversary/Environment in favor of using Feature Items * Added drag/drop for features onto adversary/environment settings * Added Drag of features from Adversary/Environment settings to anywhere in Foundry * Updated all item types except Class/Subclass * Added for Class/Subclass * Items now copy over their features to Character * Corrected back to actions for right items * Fixed adversary/environment features display * PR Fixes
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58 changed files with 1146 additions and 1114 deletions
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@ -1,4 +1,5 @@
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import BaseDataItem from './base.mjs';
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import { actionsTypes } from '../action/_module.mjs';
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import ActionField from '../fields/actionField.mjs';
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export default class DHWeapon extends BaseDataItem {
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@ -56,20 +57,20 @@ export default class DHWeapon extends BaseDataItem {
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const allowed = await super._preUpdate(changes, options, user);
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if (allowed === false) return false;
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if (changes.system.features) {
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if (changes.system?.features) {
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const removed = this.features.filter(x => !changes.system.features.includes(x));
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const added = changes.system.features.filter(x => !this.features.includes(x));
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for (var feature of removed) {
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for (var effectId of feature.effectIds) {
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for (let weaponFeature of removed) {
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for (var effectId of weaponFeature.effectIds) {
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await this.parent.effects.get(effectId).delete();
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}
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changes.system.actions = this.actions.filter(x => !feature.actionIds.includes(x._id));
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changes.system.actions = this.actions.filter(x => !weaponFeature.actionIds.includes(x._id));
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}
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for (var feature of added) {
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const featureData = CONFIG.DH.ITEM.weaponFeatures[feature.value];
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for (let weaponFeature of added) {
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const featureData = CONFIG.DH.ITEM.weaponFeatures[weaponFeature.value];
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if (featureData.effects?.length > 0) {
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const embeddedItems = await this.parent.createEmbeddedDocuments('ActiveEffect', [
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{
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@ -78,18 +79,18 @@ export default class DHWeapon extends BaseDataItem {
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changes: featureData.effects.flatMap(x => x.changes)
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}
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]);
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feature.effectIds = embeddedItems.map(x => x.id);
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weaponFeature.effectIds = embeddedItems.map(x => x.id);
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}
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if (featureData.actions?.length > 0) {
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const newActions = featureData.actions.map(action => {
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const cls = CONFIG.DH.ACTIONS.actionsTypes[action.type];
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const cls = actionsTypes[action.type];
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return new cls(
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{ ...action, _id: foundry.utils.randomID(), name: game.i18n.localize(action.name) },
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{ parent: this }
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);
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});
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changes.system.actions = [...this.actions, ...newActions];
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feature.actionIds = newActions.map(x => x._id);
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weaponFeature.actionIds = newActions.map(x => x._id);
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}
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}
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}
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