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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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@ -1,8 +1,9 @@
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/**
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* @import DHItem from "../../documents/item.mjs";
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* @import DhActor from "../../documents/actor.mjs";
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*/
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/**
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* The base class of an async migration.
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* These are generally run between versions for things that require compendiums or must be done in post.
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* The migrate() functions calls the various updateXSource() functions.
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@ -22,6 +23,16 @@ export class MigrationHandlerBase {
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return null;
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}
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/**
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* Update a world actor
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* @param {DhActor} actor
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* @returns {Promise<object>}
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* @protected
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*/
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async updateActorSource(actor) {
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return null;
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}
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async migrate() {
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// todo: handle more than just migrating effects. Right now this can only migrate effects
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// NOTE: the preload is hardcoded, we should not hardcode it
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@ -60,10 +71,39 @@ export class MigrationHandlerBase {
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}
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};
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for (const actor of game.actors) {
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const updateActor = async actor => {
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const actorUpdate = await this.updateActorSource(actor);
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if (actorUpdate) {
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batch.push({
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action: 'update',
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documentName: 'Actor',
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updates: [actorUpdate]
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});
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}
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const aeUpdates = [];
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for (const item of actor.items) {
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await updateItem(item);
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}
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for (const effect of actor.effects) {
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const changes = await this.updateActiveEffectSource(effect.toObject(), { parent: actor });
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if (changes) aeUpdates.push(changes);
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}
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if (aeUpdates.length) {
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batch.push({
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action: 'update',
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documentName: 'ActiveEffect',
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updates: aeUpdates,
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parent: actor
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});
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}
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}
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for (const actor of game.actors) {
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await updateActor(actor);
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progress.advance();
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}
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for (const item of game.items) {
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