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[V14] Message Rolls Rework (#1757)
* Basic rework to the roll data in messages * . * Fixed advantage/disadvantage * . * . * Fixed TagTeamDialog * Reuse getter in faces setter * Simplify fate roll type css class * Add more caution to the dualityRoll fromData function * Apply suggestion from @CarlosFdez * Compute modifiers using deterministic terms (#1758) --------- Co-authored-by: Carlos Fernandez <cfern1990@gmail.com> Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
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module/dice/die/dualityDie.mjs
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62
module/dice/die/dualityDie.mjs
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import { ResourceUpdateMap } from '../../data/action/baseAction.mjs';
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export default class DualityDie extends foundry.dice.terms.Die {
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constructor(options) {
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super(options);
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this.modifiers = [];
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}
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#getDualityState(roll) {
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if (!roll) return null;
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return roll.withHope ? 1 : roll.withFear ? -1 : 0;
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}
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#updateResources(oldDuality, newDuality, actor) {
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const { hopeFear } = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation);
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if (game.user.isGM ? !hopeFear.gm : !hopeFear.players) return;
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const updates = [];
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const hope = (newDuality >= 0 ? 1 : 0) - (oldDuality >= 0 ? 1 : 0);
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const stress = (newDuality === 0 ? 1 : 0) - (oldDuality === 0 ? 1 : 0);
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const fear = (newDuality === -1 ? 1 : 0) - (oldDuality === -1 ? 1 : 0);
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if (hope !== 0) updates.push({ key: 'hope', value: hope, total: -1 * hope, enabled: true });
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if (stress !== 0) updates.push({ key: 'stress', value: -1 * stress, total: stress, enabled: true });
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if (fear !== 0) updates.push({ key: 'fear', value: fear, total: -1 * fear, enabled: true });
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const resourceUpdates = new ResourceUpdateMap(actor);
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resourceUpdates.addResources(updates);
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resourceUpdates.updateResources();
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}
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async reroll(modifier, options) {
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const oldDuality = this.#getDualityState(options.liveRoll.roll);
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await super.reroll(modifier, options);
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if (options?.liveRoll) {
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/* Can't currently test since DiceSoNice is not v14. Might need to set the appearance earlier if a roll is triggered by super.reroll */
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if (game.modules.get('dice-so-nice')?.active) {
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const diceSoNiceRoll = {
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_evaluated: true,
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dice: [this],
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options: { appearance: {} }
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};
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const preset = await getDiceSoNicePreset(diceSoNice[key], faces);
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diceSoNiceRoll.dice[0].options.appearance = preset.appearance;
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diceSoNiceRoll.dice[0].options.modelFile = preset.modelFile;
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await game.dice3d.showForRoll(diceSoNiceRoll, game.user, true);
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} else {
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foundry.audio.AudioHelper.play({ src: CONFIG.sounds.dice });
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}
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await options.liveRoll.roll._evaluate();
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if (options.liveRoll.isReaction) return;
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const newDuality = this.#getDualityState(options.liveRoll.roll);
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this.#updateResources(oldDuality, newDuality, options.liveRoll.actor);
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}
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}
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}
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