mirror of
https://github.com/Foundryborne/daggerheart.git
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* Added transform action to handle phased adversaries * Added support for keeping currently marked hitPoints/stress when transforming * Minor fixes * Compendium update * Added consideration for an active combatant
101 lines
3.9 KiB
JavaScript
101 lines
3.9 KiB
JavaScript
const fields = foundry.data.fields;
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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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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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if (this.actor.prototypeToken.actorLink) {
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ui.notifications.warn(game.i18n.localize('DAGGERHEART.ACTIONS.TYPES.transform.actorLinkError'));
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return false;
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}
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if (!this.actor.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 DHSummonField.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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await this.actor.token.update(
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{ ...actor.prototypeToken.toJSON(), actorId: actor.id, width: tokenSize, height: tokenSize },
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{ diff: false, recursive: false, noHook: true }
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);
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if (this.actor.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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this.actor.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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this.actor.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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this.actor.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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this.actor.token.actor.sheet.render({ force: true, position: prevPosition });
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}
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/* Check for any available instances of the actor present in the world, or create a world actor based on compendium */
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static async getWorldActor(baseActor) {
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const dataType = game.system.api.data.actors[`Dh${baseActor.type.capitalize()}`];
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if (baseActor.inCompendium && dataType && baseActor.img === dataType.DEFAULT_ICON) {
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const worldActorCopy = game.actors.find(x => x.name === baseActor.name);
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if (worldActorCopy) return worldActorCopy;
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}
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const worldActor = await game.system.api.documents.DhpActor.create(baseActor.toObject());
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return worldActor;
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}
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}
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