daggerheart/module/documents/actor.mjs

908 lines
36 KiB
JavaScript

import { emitAsGM, GMUpdateEvent } from '../systemRegistration/socket.mjs';
import { LevelOptionType } from '../data/levelTier.mjs';
import DHFeature from '../data/item/feature.mjs';
import { createScrollText, damageKeyToNumber } from '../helpers/utils.mjs';
import DhCompanionLevelUp from '../applications/levelup/companionLevelup.mjs';
export default class DhpActor extends Actor {
parties = new Set();
#scrollTextQueue = [];
#scrollTextInterval;
/**
* Return the first Actor active owner.
*/
get owner() {
const user =
this.hasPlayerOwner && game.users.players.find(u => this.testUserPermission(u, 'OWNER') && u.active);
if (!user) return game.users.activeGM;
return user;
}
/**
* Whether this actor is an NPC.
* @returns {boolean}
*/
get isNPC() {
return this.system.metadata.isNPC;
}
/* -------------------------------------------- */
/** @inheritDoc */
static migrateData(source) {
if (source.system?.attack && !source.system.attack.type) source.system.attack.type = 'attack';
return super.migrateData(source);
}
/* -------------------------------------------- */
/**@inheritdoc */
static getDefaultArtwork(actorData) {
const { type } = actorData;
const Model = CONFIG.Actor.dataModels[type];
const img = Model.DEFAULT_ICON ?? this.DEFAULT_ICON;
return {
img,
texture: {
src: img
}
};
}
/* -------------------------------------------- */
/** @inheritDoc */
getEmbeddedDocument(embeddedName, id, options) {
let doc;
switch (embeddedName) {
case 'Action':
doc = this.system.actions?.get(id);
if (!doc && this.system.attack?.id === id) doc = this.system.attack;
break;
default:
return super.getEmbeddedDocument(embeddedName, id, options);
}
if (options?.strict && !doc) {
throw new Error(`The key ${id} does not exist in the ${embeddedName} Collection`);
}
return doc;
}
/**@inheritdoc */
async _preCreate(data, options, user) {
if ((await super._preCreate(data, options, user)) === false) return false;
// Configure prototype token settings
const prototypeToken = {};
if (['character', 'companion', 'party'].includes(this.type))
Object.assign(prototypeToken, {
sight: { enabled: true },
actorLink: true,
disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
});
this.updateSource({ prototypeToken });
}
_onUpdate(changes, options, userId) {
super._onUpdate(changes, options, userId);
for (const party of this.parties) {
party.render();
}
}
_onDelete(options, userId) {
super._onDelete(options, userId);
for (const party of this.parties) {
party.render();
}
}
async updateLevel(newLevel) {
if (!['character', 'companion'].includes(this.type) || newLevel === this.system.levelData.level.changed) return;
if (newLevel > this.system.levelData.level.current) {
const maxLevel = Object.values(
game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LevelTiers).tiers
).reduce((acc, tier) => Math.max(acc, tier.levels.end), 0);
if (newLevel > maxLevel) {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.UI.Notifications.tooHighLevel'));
}
await this.update({ 'system.levelData.level.changed': Math.min(newLevel, maxLevel) });
} else {
const levelupAuto = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).levelupAuto;
const usedLevel = Math.max(newLevel, 1);
if (newLevel < 1) {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.UI.Notifications.tooLowLevel'));
}
const updatedLevelups = Object.keys(this.system.levelData.levelups).reduce((acc, level) => {
if (Number(level) > usedLevel) acc[`-=${level}`] = null;
return acc;
}, {});
if (levelupAuto) {
const features = [];
const domainCards = [];
const experiences = [];
const subclassFeatureState = { class: null, multiclass: null };
let multiclass = null;
Object.keys(this.system.levelData.levelups)
.filter(x => x > usedLevel)
.forEach(levelKey => {
const level = this.system.levelData.levelups[levelKey];
const achievementCards = level.achievements.domainCards.map(x => x.itemUuid);
const advancementCards = level.selections
.filter(x => x.type === 'domainCard')
.map(x => x.itemUuid);
domainCards.push(...achievementCards, ...advancementCards);
experiences.push(...Object.keys(level.achievements.experiences));
features.push(...level.selections.flatMap(x => x.features));
const subclass = level.selections.find(x => x.type === 'subclass');
if (subclass) {
const path = subclass.secondaryData.isMulticlass === 'true' ? 'multiclass' : 'class';
const subclassState = Number(subclass.secondaryData.featureState) - 1;
subclassFeatureState[path] = subclassFeatureState[path]
? Math.min(subclassState, subclassFeatureState[path])
: subclassState;
}
multiclass = level.selections.find(x => x.type === 'multiclass');
});
for (let feature of features) {
if (feature.onPartner && !this.system.partner) continue;
const document = feature.onPartner ? this.system.partner : this;
document.items.get(feature.id)?.delete();
}
if (experiences.length > 0) {
const getUpdate = () => ({
'system.experiences': experiences.reduce((acc, key) => {
acc[`-=${key}`] = null;
return acc;
}, {})
});
this.update(getUpdate());
}
if (subclassFeatureState.class) {
this.system.class.subclass.update({ 'system.featureState': subclassFeatureState.class });
}
if (subclassFeatureState.multiclass) {
this.system.multiclass.subclass.update({ 'system.featureState': subclassFeatureState.multiclass });
}
if (multiclass) {
const multiclassItem = this.items.find(x => x.uuid === multiclass.itemUuid);
const multiclassFeatures = this.items.filter(
x => x.system.originItemType === 'class' && x.system.multiclassOrigin
);
const subclassFeatures = this.items.filter(
x => x.system.originItemType === 'subclass' && x.system.multiclassOrigin
);
this.deleteEmbeddedDocuments(
'Item',
[multiclassItem, ...multiclassFeatures, ...subclassFeatures].map(x => x.id)
);
this.update({
'system.multiclass': {
value: null,
subclass: null
}
});
}
for (let domainCard of domainCards) {
const itemCard = this.items.find(x => x.uuid === domainCard);
itemCard?.delete();
}
}
await this.update({
system: {
levelData: {
level: {
current: usedLevel,
changed: usedLevel
},
levelups: updatedLevelups
}
}
});
this.sheet.render();
}
}
async levelUp(levelupData) {
const levelupAuto = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).levelupAuto;
const levelups = {};
for (var levelKey of Object.keys(levelupData)) {
const level = levelupData[levelKey];
if (levelupAuto) {
for (var experienceKey in level.achievements.experiences) {
const experience = level.achievements.experiences[experienceKey];
await this.update({
[`system.experiences.${experienceKey}`]: {
name: experience.name,
value: experience.modifier,
core: true
}
});
}
}
let multiclass = null;
const featureAdditions = [];
const domainCards = [];
const subclassFeatureState = { class: null, multiclass: null };
const selections = [];
for (var optionKey of Object.keys(level.choices)) {
const selection = level.choices[optionKey];
for (var checkboxNr of Object.keys(selection)) {
const checkbox = selection[checkboxNr];
const tierOption = LevelOptionType[checkbox.type];
if (tierOption.features?.length > 0) {
featureAdditions.push({
checkbox: {
...checkbox,
level: Number(levelKey),
optionKey: optionKey,
checkboxNr: Number(checkboxNr)
},
features: tierOption.features
});
} else if (checkbox.type === 'multiclass') {
multiclass = {
...checkbox,
level: Number(levelKey),
optionKey: optionKey,
checkboxNr: Number(checkboxNr)
};
} else if (checkbox.type === 'domainCard') {
domainCards.push({
...checkbox,
level: Number(levelKey),
optionKey: optionKey,
checkboxNr: Number(checkboxNr)
});
} else {
if (checkbox.type === 'subclass') {
const path = checkbox.secondaryData.isMulticlass === 'true' ? 'multiclass' : 'class';
subclassFeatureState[path] = Math.max(
Number(checkbox.secondaryData.featureState),
subclassFeatureState[path]
);
}
selections.push({
...checkbox,
level: Number(levelKey),
optionKey: optionKey,
checkboxNr: Number(checkboxNr)
});
}
}
}
for (var addition of featureAdditions) {
if (levelupAuto) {
for (var featureData of addition.features) {
const feature = new DHFeature({
...featureData,
description: game.i18n.localize(featureData.description)
});
const document = featureData.toPartner && this.system.partner ? this.system.partner : this;
const embeddedItem = await document.createEmbeddedDocuments('Item', [
{
...featureData,
name: game.i18n.localize(featureData.name),
type: 'feature',
system: feature
}
]);
const newFeature = {
onPartner: Boolean(featureData.toPartner && this.system.partner),
id: embeddedItem[0].id
};
addition.checkbox.features = !addition.checkbox.features
? [newFeature]
: [...addition.checkbox.features, newFeature];
}
}
selections.push(addition.checkbox);
}
if (multiclass) {
if (levelupAuto) {
const subclassItem = await foundry.utils.fromUuid(multiclass.secondaryData.subclass);
const subclassData = subclassItem.toObject();
const multiclassItem = await foundry.utils.fromUuid(multiclass.data[0]);
const multiclassData = multiclassItem.toObject();
const embeddedItem = await this.createEmbeddedDocuments('Item', [
{
...multiclassData,
uuid: multiclassItem.uuid,
_stats: multiclassItem._stats,
system: {
...multiclassData.system,
features: multiclassData.system.features.filter(x => x.type !== 'hope'),
domains: [multiclass.secondaryData.domain],
isMulticlass: true
}
}
]);
await this.createEmbeddedDocuments('Item', [
{
...subclassData,
uuid: subclassItem.uuid,
_stats: subclassItem._stats,
system: {
...subclassData.system,
isMulticlass: true
}
}
]);
selections.push({ ...multiclass, itemUuid: embeddedItem[0].uuid });
} else {
selections.push({ ...multiclass });
}
}
for (var domainCard of domainCards) {
if (levelupAuto) {
const cardItem = await foundry.utils.fromUuid(domainCard.data[0]);
const cardData = cardItem.toObject();
const embeddedItem = await this.createEmbeddedDocuments('Item', [
{
...cardData,
uuid: cardItem.uuid,
_stats: cardItem._stats,
system: {
...cardData.system,
inVault: true
}
}
]);
selections.push({ ...domainCard, itemUuid: embeddedItem[0].uuid });
} else {
selections.push({ ...domainCard });
}
}
const achievementDomainCards = [];
if (levelupAuto) {
for (var card of Object.values(level.achievements.domainCards)) {
const cardItem = await foundry.utils.fromUuid(card.uuid);
const cardData = cardItem.toObject();
const embeddedItem = await this.createEmbeddedDocuments('Item', [
{
...cardData,
uuid: cardItem.uuid,
_stats: cardItem._stats,
system: {
...cardData.system,
inVault: true
}
}
]);
card.itemUuid = embeddedItem[0].uuid;
achievementDomainCards.push(card);
}
}
if (subclassFeatureState.class) {
await this.system.class.subclass.update({ 'system.featureState': subclassFeatureState.class });
}
if (subclassFeatureState.multiclass) {
await this.system.multiclass.subclass.update({
'system.featureState': subclassFeatureState.multiclass
});
}
levelups[levelKey] = {
achievements: {
...level.achievements,
domainCards: achievementDomainCards
},
selections: selections
};
}
const levelChange = this.system.levelData.level.changed - this.system.levelData.level.current;
await this.update({
system: {
levelData: {
level: {
current: this.system.levelData.level.changed
},
levelups: levelups
}
}
});
this.sheet.render();
if (this.system.companion && !this.system.companion.system.levelData.canLevelUp) {
const confirmed = await foundry.applications.api.DialogV2.confirm({
window: {
title: game.i18n.localize('DAGGERHEART.ACTORS.Character.companionLevelup.confirmTitle')
},
content: game.i18n.format('DAGGERHEART.ACTORS.Character.companionLevelup.confirmText', {
name: this.system.companion.name,
levelChange: levelChange
})
});
if (!confirmed) return;
await this.system.companion.updateLevel(this.system.companion.system.levelData.level.current + levelChange);
new DhCompanionLevelUp(this.system.companion).render({ force: true });
}
}
/**
* @param {object} config
* @param {Event} config.event
* @param {string} config.title
* @param {object} config.roll
* @param {number} config.roll.modifier
* @param {boolean} [config.roll.simple=false]
* @param {string} [config.roll.type]
* @param {number} [config.roll.difficulty]
* @param {boolean} [config.hasDamage]
* @param {boolean} [config.hasEffect]
* @param {object} [config.chatMessage]
* @param {string} config.chatMessage.template
* @param {boolean} [config.chatMessage.mute]
* @param {object} [config.targets]
* @param {object} [config.costs]
*/
async diceRoll(config) {
config.source = { ...(config.source ?? {}), actor: this.uuid };
config.data = this.getRollData();
const rollClass = config.roll.lite ? CONFIG.Dice.daggerheart['DHRoll'] : this.rollClass;
return await rollClass.build(config);
}
get rollClass() {
return CONFIG.Dice.daggerheart[['character', 'companion'].includes(this.type) ? 'DualityRoll' : 'D20Roll'];
}
get baseSaveDifficulty() {
return this.system.difficulty ?? 10;
}
/** @inheritDoc */
async toggleStatusEffect(statusId, { active, overlay = false } = {}) {
const status = CONFIG.statusEffects.find(e => e.id === statusId);
if (!status) throw new Error(`Invalid status ID "${statusId}" provided to Actor#toggleStatusEffect`);
const existing = [];
// Find the effect with the static _id of the status effect
if (status._id) {
const effect = this.effects.get(status._id);
if (effect) existing.push(effect.id);
}
// If no static _id, find all effects that have this status
else {
for (const effect of this.effects) {
if (effect.statuses.has(status.id)) existing.push(effect.id);
}
}
// Remove the existing effects unless the status effect is forced active
if (existing.length) {
if (active) return true;
await this.deleteEmbeddedDocuments('ActiveEffect', existing);
return false;
}
// Create a new effect unless the status effect is forced inactive
if (!active && active !== undefined) return;
const ActiveEffect = getDocumentClass('ActiveEffect');
const effect = await ActiveEffect.fromStatusEffect(statusId);
if (overlay) effect.updateSource({ 'flags.core.overlay': true });
return ActiveEffect.implementation.create(effect, { parent: this, keepId: true });
}
/**@inheritdoc */
getRollData() {
const rollData = super.getRollData();
rollData.name = this.name;
rollData.system = this.system.getRollData();
rollData.prof = this.system.proficiency ?? 1;
rollData.cast = this.system.spellcastModifier ?? 1;
return rollData;
}
#canReduceDamage(hpDamage, type) {
const { stressDamageReduction, disabledArmor } = this.system.rules.damageReduction;
if (disabledArmor) return false;
const availableStress = this.system.resources.stress.max - this.system.resources.stress.value;
const canUseArmor =
this.system.armor &&
this.system.armor.system.marks.value < this.system.armorScore &&
type.every(t => this.system.armorApplicableDamageTypes[t] === true);
const canUseStress = Object.keys(stressDamageReduction).reduce((acc, x) => {
const rule = stressDamageReduction[x];
if (damageKeyToNumber(x) <= hpDamage) return acc || (rule.enabled && availableStress >= rule.cost);
return acc;
}, false);
return canUseArmor || canUseStress;
}
async takeDamage(damages, isDirect = false) {
if (Hooks.call(`${CONFIG.DH.id}.preTakeDamage`, this, damages) === false) return null;
if (this.type === 'companion') {
await this.modifyResource([{ value: 1, key: 'stress' }]);
return;
}
const updates = [];
Object.entries(damages).forEach(([key, damage]) => {
damage.parts.forEach(part => {
if (part.applyTo === CONFIG.DH.GENERAL.healingTypes.hitPoints.id)
part.total = this.calculateDamage(part.total, part.damageTypes);
const update = updates.find(u => u.key === key);
if (update) {
update.value += part.total;
update.damageTypes.add(...new Set(part.damageTypes));
} else updates.push({ value: part.total, key, damageTypes: new Set(part.damageTypes) });
});
});
if (Hooks.call(`${CONFIG.DH.id}.postCalculateDamage`, this, damages) === false) return null;
if (!updates.length) return;
const hpDamage = updates.find(u => u.key === CONFIG.DH.GENERAL.healingTypes.hitPoints.id);
if (hpDamage) {
hpDamage.value = this.convertDamageToThreshold(hpDamage.value);
if (
this.type === 'character' &&
!isDirect &&
this.system.armor &&
this.#canReduceDamage(hpDamage.value, hpDamage.damageTypes)
) {
const armorSlotResult = await this.owner.query(
'armorSlot',
{
actorId: this.uuid,
damage: hpDamage.value,
type: [...hpDamage.damageTypes]
},
{
timeout: 30000
}
);
if (armorSlotResult) {
const { modifiedDamage, armorSpent, stressSpent } = armorSlotResult;
updates.find(u => u.key === 'hitPoints').value = modifiedDamage;
if (armorSpent) {
const armorUpdate = updates.find(u => u.key === 'armor');
if (armorUpdate) armorUpdate.value += armorSpent;
else updates.push({ value: armorSpent, key: 'armor' });
}
if (stressSpent) {
const stressUpdate = updates.find(u => u.key === 'stress');
if (stressUpdate) stressUpdate.value += stressSpent;
else updates.push({ value: stressSpent, key: 'stress' });
}
}
}
}
updates.forEach(
u =>
(u.value =
u.key === 'fear' || this.system?.resources?.[u.key]?.isReversed === false ? u.value * -1 : u.value)
);
await this.modifyResource(updates);
if (Hooks.call(`${CONFIG.DH.id}.postTakeDamage`, this, updates) === false) return null;
return updates;
}
calculateDamage(baseDamage, type) {
if (this.canResist(type, 'immunity')) return 0;
if (this.canResist(type, 'resistance')) baseDamage = Math.ceil(baseDamage / 2);
const flatReduction = this.getDamageTypeReduction(type);
const damage = Math.max(baseDamage - (flatReduction ?? 0), 0);
return damage;
}
canResist(type, resistance) {
if (!type?.length) return false;
return type.every(t => this.system.resistance[t]?.[resistance] === true);
}
getDamageTypeReduction(type) {
if (!type?.length) return 0;
const reduction = Object.entries(this.system.resistance).reduce(
(a, [index, value]) => (type.includes(index) ? Math.min(value.reduction, a) : a),
Infinity
);
return reduction === Infinity ? 0 : reduction;
}
async takeHealing(healings) {
if (Hooks.call(`${CONFIG.DH.id}.preTakeHealing`, this, healings) === false) return null;
const updates = [];
Object.entries(healings).forEach(([key, healing]) => {
healing.parts.forEach(part => {
const update = updates.find(u => u.key === key);
if (update) update.value += part.total;
else updates.push({ value: part.total, key });
});
});
updates.forEach(
u =>
(u.value = !(u.key === 'fear' || this.system?.resources?.[u.key]?.isReversed === false)
? u.value * -1
: u.value)
);
await this.modifyResource(updates);
if (Hooks.call(`${CONFIG.DH.id}.postTakeHealing`, this, updates) === false) return null;
return updates;
}
async modifyResource(resources) {
if (!resources?.length) return;
if (resources.find(r => r.key === 'stress')) this.convertStressDamageToHP(resources);
let updates = {
actor: { target: this, resources: {} },
armor: { target: this.system.armor, resources: {} },
items: {}
};
resources.forEach(r => {
if (r.itemId) {
const { path, value } = game.system.api.fields.ActionFields.CostField.getItemIdCostUpdate(r);
if (
r.key === 'quantity' &&
r.target.type === 'consumable' &&
value === 0 &&
r.target.system.destroyOnEmpty
) {
r.target.delete();
} else {
updates.items[r.key] = {
target: r.target,
resources: { [path]: value }
};
}
} else {
switch (r.key) {
case 'fear':
ui.resources.updateFear(
game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear) + r.value
);
break;
case 'armor':
if (this.system.armor?.system?.marks) {
updates.armor.resources['system.marks.value'] = Math.max(
Math.min(this.system.armor.system.marks.value + r.value, this.system.armorScore),
0
);
}
break;
default:
if (this.system.resources?.[r.key]) {
updates.actor.resources[`system.resources.${r.key}.value`] = Math.max(
Math.min(
this.system.resources[r.key].value + r.value,
this.system.resources[r.key].max
),
0
);
}
break;
}
}
});
Object.keys(updates).forEach(async key => {
const u = updates[key];
if (key === 'items') {
Object.values(u).forEach(async item => {
await emitAsGM(
GMUpdateEvent.UpdateDocument,
item.target.update.bind(item.target),
item.resources,
item.target.uuid
);
});
} else {
if (Object.keys(u.resources).length > 0) {
await emitAsGM(
GMUpdateEvent.UpdateDocument,
u.target.update.bind(u.target),
u.resources,
u.target.uuid
);
}
}
});
}
convertDamageToThreshold(damage) {
return damage >= this.system.damageThresholds.severe ? 3 : damage >= this.system.damageThresholds.major ? 2 : 1;
}
convertStressDamageToHP(resources) {
const stressDamage = resources.find(r => r.key === 'stress'),
newValue = this.system.resources.stress.value + stressDamage.value;
if (newValue <= this.system.resources.stress.max) return;
const hpDamage = resources.find(r => r.key === 'hitPoints');
if (hpDamage) hpDamage.value++;
else
resources.push({
key: 'hitPoints',
value: 1
});
}
async toggleDefeated(defeatedState) {
const settings = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).defeated;
const { unconscious, defeated, dead } = CONFIG.DH.GENERAL.conditions();
const defeatedConditions = new Set([unconscious.id, defeated.id, dead.id]);
if (!defeatedState) {
for (let defeatedId of defeatedConditions) {
await this.toggleStatusEffect(defeatedId, { overlay: settings.overlay, active: defeatedState });
}
} else {
const noDefeatedConditions = this.statuses.intersection(defeatedConditions).size === 0;
if (noDefeatedConditions) {
const condition = settings[`${this.type}Default`];
await this.toggleStatusEffect(condition, { overlay: settings.overlay, active: defeatedState });
}
}
}
queueScrollText(scrollingTextData) {
this.#scrollTextQueue.push(...scrollingTextData.map(data => () => createScrollText(this, data)));
if (!this.#scrollTextInterval) {
const scrollFunc = this.#scrollTextQueue.pop();
scrollFunc?.();
const intervalFunc = () => {
const scrollFunc = this.#scrollTextQueue.pop();
scrollFunc?.();
if (this.#scrollTextQueue.length === 0) {
clearInterval(this.#scrollTextInterval);
this.#scrollTextInterval = null;
}
};
this.#scrollTextInterval = setInterval(intervalFunc.bind(this), 600);
}
}
/** @inheritdoc */
async importFromJSON(json) {
if (!this.type === 'character') return await super.importFromJSON(json);
if (!CONST.WORLD_DOCUMENT_TYPES.includes(this.documentName)) {
throw new Error('Only world Documents may be imported');
}
const parsedJSON = JSON.parse(json);
if (foundry.utils.isNewerVersion('1.1.0', parsedJSON._stats.systemVersion)) {
const confirmed = await foundry.applications.api.DialogV2.confirm({
window: {
title: game.i18n.localize('DAGGERHEART.ACTORS.Character.InvalidOldCharacterImportTitle')
},
content: game.i18n.localize('DAGGERHEART.ACTORS.Character.InvalidOldCharacterImportText')
});
if (!confirmed) return;
}
return await super.importFromJSON(json);
}
/**
* Generate an array of localized tag.
* @returns {string[]} An array of localized tag strings.
*/
_getTags() {
const tags = [];
if (this.system._getTags) tags.push(...this.system._getTags());
return tags;
}
/** Get active effects */
getActiveEffects() {
const statusMap = new Map(foundry.CONFIG.statusEffects.map(status => [status.id, status]));
return this.effects
.filter(x => !x.disabled)
.reduce((acc, effect) => {
acc.push(effect);
const currentStatusActiveEffects = acc.filter(
x => x.statuses.size === 1 && x.name === game.i18n.localize(statusMap.get(x.statuses.first())?.name)
);
for (var status of effect.statuses) {
if (!currentStatusActiveEffects.find(x => x.statuses.has(status))) {
const statusData = statusMap.get(status);
if (statusData) {
acc.push({
condition: status,
appliedBy: game.i18n.localize(effect.name),
name: game.i18n.localize(statusData.name),
statuses: new Set([status]),
img: statusData.icon ?? statusData.img,
description: game.i18n.localize(statusData.description),
tint: effect.tint
});
}
}
}
return acc;
}, []);
}
/* Temporarily copying the foundry method to add a fix to a bug with scenes
https://discord.com/channels/170995199584108546/1296292044011995136/1446693077443149856
*/
getDependentTokens({ scenes, linked = false } = {}) {
if (this.isToken && !scenes) return [this.token];
if (scenes) scenes = Array.isArray(scenes) ? scenes : [scenes];
else scenes = Array.from(this._dependentTokens.keys());
/* Code to filter out nonexistant scenes */
scenes = scenes.filter(scene => game.scenes.some(x => x.id === scene.id));
if (this.isToken) {
const parent = this.token.parent;
return scenes.includes(parent) ? [this.token] : [];
}
const allTokens = [];
for (const scene of scenes) {
if (!scene) continue;
const tokens = this._dependentTokens.get(scene);
for (const token of tokens ?? []) {
if (!linked || token.actorLink) allTokens.push(token);
}
}
return allTokens;
}
}