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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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@ -1,4 +1,5 @@
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import { triggerChatRollFx } from '../../helpers/utils.mjs';
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import { ChatDamageData } from './chatDamageData.mjs';
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const fields = foundry.data.fields;
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@ -49,7 +50,7 @@ export default class DHActorRoll extends foundry.abstract.TypeDataModel {
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originItem: originItemField(),
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action: new fields.StringField()
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}),
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damage: new fields.ObjectField(),
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damage: new fields.EmbeddedDataField(ChatDamageData),
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damageOptions: new fields.ObjectField(),
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costs: new fields.ArrayField(new fields.ObjectField()),
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successConsumed: new fields.BooleanField({ initial: false })
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@ -132,28 +133,21 @@ export default class DHActorRoll extends foundry.abstract.TypeDataModel {
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});
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}
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/* TODO: Change how damage data is stored somehow to enable better rerolling */
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async getRerolledDamage() {
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if (!this.damage) return;
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if (!this.damage.active) return;
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const rerolls = [];
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const update = { system: { damage: {} } };
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for (const partKey in this.damage) {
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const part = this.damage[partKey];
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const testRoll = Roll.fromData(part.parts[0].roll);
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const rerolled = await testRoll.reroll();
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rerolls.push(rerolled);
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const update = { system: { damage: { main: null, resources: _replace({}) } } };
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if (this.damage.main) {
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const reroll = await this.damage.main.reroll();
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rerolls.push(reroll);
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update.system.damage.main = reroll.toJSON();
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}
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if (!update.system.damage[partKey]) update.system.damage[partKey] = { parts: [part.parts[0]] };
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const partData = update.system.damage[partKey].parts[0];
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update.system.damage[partKey].total = rerolled.total;
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partData.modifierTotal = rerolled.terms.reduce((acc, x) => {
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if (x.isDeterministic && !x.operator) acc += x.total;
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return acc;
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}, 0);
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partData.dice = rerolled.dice.map(d => ({ ...d.toJSON(), dice: d.denomination }));
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partData.total = rerolled.total;
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partData.roll = rerolled.toJSON();
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for (const key of Object.keys(this.damage.resources)) {
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const reroll = await this.damage.resources[key].reroll();
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rerolls.push(reroll);
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update.system.damage.resources[key] = reroll.toJSON();
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}
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await triggerChatRollFx(rerolls);
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@ -198,6 +192,43 @@ export default class DHActorRoll extends foundry.abstract.TypeDataModel {
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this.isGM = game.user.isGM; //temp
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}
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static migrateData(source) {
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const { main, resources, ...flatDamageKeys } = source.damage ?? {};
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if (source.damage && !main && !resources) {
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source.damage.main = null;
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source.damage.resources = {};
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const getRoll = key => {
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const damageData = source.damage[key];
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const oldRoll = damageData.parts[0]?.roll;
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return oldRoll ? JSON.stringify({
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...oldRoll,
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class: 'BaseRoll',
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options: {
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...oldRoll.options,
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damageTypes: damageData.parts[0].damageTypes ?? []
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}
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}) : null;
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};
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for (const key of Object.keys(flatDamageKeys)) {
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if (key === 'hitPoints' && source.hasDamage && !source.hasHealing) {
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source.damage.main = getRoll('hitPoints');
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}
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else {
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source.damage.resources[key] = getRoll(key);
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}
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}
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}
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for (const key of Object.keys(flatDamageKeys)) {
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delete source.damage[key];
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}
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return source;
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}
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getTargetList() {
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const targets =
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this.targetMode && this.parent.isAuthor
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