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* Added ability to transform linked actors * Updated to use the utils getWorldActor function * Animate change and fix error when converting to unlinked --------- Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
114 lines
4.2 KiB
JavaScript
114 lines
4.2 KiB
JavaScript
import { getWorldActor } from '../../../helpers/utils.mjs';
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const fields = foundry.data.fields;
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/**
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* @import DHSummonAction from '../../action/summonAction.mjs'
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*/
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export default class DHSummonField extends fields.SchemaField {
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/**
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* Action Workflow order
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*/
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static order = 130;
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constructor(options = {}, context = {}) {
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const transformFields = {
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actorUUID: new fields.DocumentUUIDField({
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type: 'Actor',
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required: true
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}),
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resourceRefresh: new fields.SchemaField({
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hitPoints: new fields.BooleanField({ initial: true }),
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stress: new fields.BooleanField({ initial: true })
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})
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};
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super(transformFields, options, context);
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}
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/**
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* Runs the execute. This is run on behalf of DHSummonAction.
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* @todo move this function to be on the summon action.
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* @this DHSummonAction
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*/
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static async execute() {
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if (!this.transform.actorUUID) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.noTransformActor'));
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return false;
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}
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const baseActor = await foundry.utils.fromUuid(this.transform.actorUUID);
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if (!baseActor) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.transformActorMissing'));
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return false;
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}
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if (!canvas.scene) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.canvasError'));
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return false;
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}
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const activeTokens = this.actor.getActiveTokens(false, true);
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const controlledMatchingTokens = canvas.tokens.controlled
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.filter(x => x.actor && x.actor.uuid === this.actor.uuid)
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.map(x => x.document);
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/** @type {typeof game.system.api.documents.DhToken | null} */
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const token = this.actor.token ?? (
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activeTokens.length === 1 ? activeTokens[0] :
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(controlledMatchingTokens.length === 1 ? controlledMatchingTokens[0] : null)
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);
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if (!this.actor.token && !token) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.linkedSelectedError'));
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return false;
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}
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if (!token) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.prototypeError'));
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return false;
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}
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const actor = await getWorldActor(baseActor);
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const tokenSizes = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).tokenSizes;
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const tokenSize = actor?.system.metadata.usesSize ? tokenSizes[actor.system.size] : actor.prototypeToken.width;
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// Update token. Avoid using recursive: false, since that prevents animations
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await token.update(
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{ ...actor.prototypeToken.toObject(), actorId: actor.id, width: tokenSize, height: tokenSize },
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{ diff: false, noHook: true }
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);
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if (token.combatant) {
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this.actor.token.combatant.update({ actorId: actor.id, img: actor.prototypeToken.texture.src });
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}
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const marks = { hitPoints: 0, stress: 0 };
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if (!this.transform.resourceRefresh.hitPoints) {
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marks.hitPoints = Math.min(
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this.actor.system.resources.hitPoints.value,
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token.actor.system.resources.hitPoints.max - 1
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);
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}
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if (!this.transform.resourceRefresh.stress) {
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marks.stress = Math.min(
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this.actor.system.resources.stress.value,
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token.actor.system.resources.stress.max - 1
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);
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}
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if (marks.hitPoints || marks.stress) {
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token.actor.update({
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'system.resources': {
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hitPoints: { value: marks.hitPoints },
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stress: { value: marks.stress }
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}
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});
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}
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const prevPosition = { ...this.actor.sheet.position };
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this.actor.sheet.close();
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token.actor.sheet.render({ force: true, position: prevPosition });
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if (token.object.controlled) {
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ui.effectsDisplay.refresh();
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}
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}
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}
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