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[Rework] ChatMessage Damage (#2079)
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* Initial rework * Removed unneeded method * Removed outcommented code * Added migration * Fixed DamageActions * Semi-corrected reroll of one of multiple results on a die * Code improvement * Added aseDie.rerollResult method to specifically reroll a specific result die in a grouping * TagTeamDialog somewhat working * Added migration for TagTeamData * Fix for mean tagTeamDialog.finish * . * Improved migration * Internalised ChatDamageData.prepareRolls to its own constructor * Moved DamageTypes to roll.options * TagTeamDialog fixes to accomodate new flat damage.types structure * Changed so all default rolls become BaseRolls to access convenience functions and getters * . * Fixed so that party.tagTeam now uses a declared damageRollData(ChatDamageData) field. rollData.options.damage is retired. * Critical damage fixes * Corrected TagTeamDialog rerender logic when selecting a roll * Fixed so that DamageTypes are retained and joined together throughout TagTeamDialog * Removed some remaining types.<>.roll references * [Rework] Damage and Damage Resource split (#2094) * Changed the label of ActionSheet damage.resources to Mark Resources * Fix assigning includeBase * Localize add resource * Maybe simplify API * Fix onRollSimple * Handle erroring action update differently --------- Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
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51 changed files with 1007 additions and 788 deletions
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@ -13,18 +13,19 @@ export default class DHAttackAction extends DHDamageAction {
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if (this.damage.includeBase) {
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const baseDamage = this.getParentHitPointDamage();
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if (baseDamage) {
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if (!this.damage.parts.hitPoints) {
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this.damage.parts.hitPoints = baseDamage;
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if (!this.damage.main) {
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this.damage.main = baseDamage;
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} else {
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for (const type of baseDamage.type) this.damage.parts.hitPoints.type.add(type);
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for (const type of baseDamage.type) this.damage.main.type.add(type);
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this.damage.parts.hitPoints.value.custom = {
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this.damage.main.value.custom = {
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enabled: true,
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formula: `${baseDamage.value.getFormula()} + ${this.damage.parts.hitPoints.value.getFormula()}`
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formula: `${baseDamage.value.getFormula()} + ${this.damage.main.value.getFormula()}`
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};
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}
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}
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}
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if (this.roll.useDefault) {
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this.roll.trait = this.item.system.attack.roll.trait;
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this.roll.type = 'attack';
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@ -33,18 +34,18 @@ export default class DHAttackAction extends DHDamageAction {
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}
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getParentHitPointDamage() {
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return this.item?.system?.attack.damage.parts.hitPoints;
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return this.item?.system?.attack.damage.main;
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}
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get damageFormula() {
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const hitPointsPart = this.damage.parts.hitPoints;
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const hitPointsPart = this.damage.main;
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if (!hitPointsPart) return '0';
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return hitPointsPart.value.getFormula();
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}
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get altDamageFormula() {
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const hitPointsPart = this.damage.parts.hitPoints;
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const hitPointsPart = this.damage.main;
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if (!hitPointsPart) return '0';
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return hitPointsPart.valueAlt.getFormula();
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@ -73,7 +74,7 @@ export default class DHAttackAction extends DHDamageAction {
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if (range) labels.push(game.i18n.localize(`DAGGERHEART.CONFIG.Range.${range}.short`));
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const useAltDamage = this.actor?.effects?.find(x => x.type === 'horde')?.active;
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for (const { value, valueAlt, type } of damage.parts) {
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for (const { value, valueAlt, type } of [damage.main, ...damage.resources].filter(d => !!d)) {
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const usedValue = useAltDamage ? valueAlt : value;
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const damageString = Roll.replaceFormulaData(usedValue.getFormula(), this.actor?.getRollData() ?? {});
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const str = damageString
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@ -82,7 +83,7 @@ export default class DHAttackAction extends DHDamageAction {
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x: game.i18n.localize('DAGGERHEART.GENERAL.damage')
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});
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const icons = Array.from(type)
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const icons = Array.from(type ?? [])
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.map(t => CONFIG.DH.GENERAL.damageTypes[t]?.icon)
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.filter(Boolean);
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