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* Fixed so minimum damage taken is 1, 0 was in playtest rules. Fixed so useDowntime isn't triggered on clicking enter * . * .
58 lines
1.9 KiB
JavaScript
58 lines
1.9 KiB
JavaScript
import { itemAbleRollParse } from './utils.mjs';
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export default class RegisterHandlebarsHelpers {
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static registerHelpers() {
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Handlebars.registerHelper({
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add: this.add,
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includes: this.includes,
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times: this.times,
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damageFormula: this.damageFormula,
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damageSymbols: this.damageSymbols,
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rollParsed: this.rollParsed,
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hasProperty: foundry.utils.hasProperty,
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setVar: this.setVar
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});
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}
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static add(a, b) {
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const aNum = Number.parseInt(a);
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const bNum = Number.parseInt(b);
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return (Number.isNaN(aNum) ? 0 : aNum) + (Number.isNaN(bNum) ? 0 : bNum);
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}
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static includes(list, item) {
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return list.includes(item);
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}
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static times(nr, block) {
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var accum = '';
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for (var i = 0; i < nr; ++i) accum += block.fn(i);
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return accum;
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}
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static damageFormula(attack, actor) {
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const traitTotal = actor.system.traits?.[attack.roll.trait]?.value;
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const instances = [
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attack.damage.parts.map(x => Roll.replaceFormulaData(x.value.getFormula(), actor)).join(' + '),
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traitTotal
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].filter(x => x);
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return instances.join(traitTotal > 0 ? ' + ' : ' - ');
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}
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static damageSymbols(damageParts) {
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const symbols = [...new Set(damageParts.reduce((a, c) => a.concat([...c.type]), []))].map(
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p => CONFIG.DH.GENERAL.damageTypes[p].icon
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);
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return new Handlebars.SafeString(Array.from(symbols).map(symbol => `<i class="fa-solid ${symbol}"></i>`));
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}
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static rollParsed(value, actor, item, numerical) {
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const isNumerical = typeof numerical === 'boolean' ? numerical : false;
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const result = itemAbleRollParse(value, actor.getRollData(), item);
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return isNumerical ? (!result ? 0 : Number(result)) : result;
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}
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static setVar(name, value, context) {
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this[name] = value;
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}
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}
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