Fix: deprecation effects flags.core.statusId
Remplacement de la logique basée sur les flags par le set de "statuses"
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@ -1,13 +1,13 @@
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import { SYSTEM_RDD } from "../constants.js";
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export const STATUSES = {
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StatusStunned : 'stun',
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StatusStunned: 'stun',
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StatusBleeding: 'bleeding',
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StatusProne: 'prone',
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StatusGrappling: 'grappling',
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StatusGrappled: 'grappled',
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StatusRestrained: 'restrain',
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StatusUnconscious: 'unconscious',
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StatusUnconscious: 'unconscious',
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StatusBlind: 'blind',
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StatusComma: 'comma',
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StatusDead: 'dead',
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@ -29,13 +29,16 @@ const rddStatusEffects = [
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];
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const demiReveStatusEffect = rddStatusEffects.find(it => it.id == STATUSES.StatusDemiReve);
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const statusDemiSurprise = [STATUSES.StatusStunned, STATUSES.StatusProne, STATUSES.StatusRestrained];
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const statusSurpriseTotale = [STATUSES.StatusUnconscious, STATUSES.StatusBlind, STATUSES.StatusComma];
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const statusDemiSurprise = new Set([STATUSES.StatusStunned, STATUSES.StatusProne, STATUSES.StatusRestrained])
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const statusSurpriseTotale = new Set([STATUSES.StatusUnconscious, STATUSES.StatusBlind, STATUSES.StatusComma])
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export class StatusEffects extends FormApplication {
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static onReady() {
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const rddStatusIds = rddStatusEffects.map(it => it.id);
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rddStatusEffects.forEach(it => it.flags = { core: { statusId: it.id } });
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const rddEffectIds = rddStatusEffects.map(it => it.id);
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rddStatusEffects.forEach(it => {
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it.statuses = new Set()
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it.statuses.add(it.id)
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})
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const defaultStatusEffectIds = CONFIG.statusEffects.map(it => it.id);
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game.settings.register(SYSTEM_RDD, "use-status-effects", {
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name: "use-status-effects",
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@ -54,37 +57,47 @@ export class StatusEffects extends FormApplication {
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restricted: true
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});
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CONFIG.RDD.allEffects = rddStatusEffects.concat(CONFIG.statusEffects.filter(it => !rddStatusIds.includes(it.id)));
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CONFIG.RDD.allEffects = rddStatusEffects.concat(CONFIG.statusEffects.filter(it => !rddEffectIds.includes(it.id)));
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StatusEffects._setUseStatusEffects(StatusEffects._getUseStatusEffects());
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console.log('statusEffects', CONFIG.statusEffects);
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}
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static valeurSurprise(effect, isCombat) {
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// const id = StatusEffects.statusId(effect);
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if (statusSurpriseTotale.includes(effect.flags?.core?.statusId)) {
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if (statusSurpriseTotale.intersects(effect.statuses)) {
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return 2;
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}
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return statusDemiSurprise.includes(effect.flags?.core?.statusId) || (isCombat && effect.flags?.core?.statusId == STATUSES.StatusDemiReve) ? 1 : 0;
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if (statusDemiSurprise.intersects(effect.statuses)) {
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return 1
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}
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if (isCombat && effect.statuses.includes(STATUSES.StatusDemiReve)) {
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return 1
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}
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return 0
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}
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static _getUseStatusEffects() {
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return game.settings.get(SYSTEM_RDD, "use-status-effects")?.split(',') ?? [];
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return game.settings.get(SYSTEM_RDD, "use-status-effects")?.split(',') ?? [];
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}
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static _setUseStatusEffects(statusIds) {
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static _setUseStatusEffects(effectIds) {
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if (game.user.isGM) {
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game.settings.set(SYSTEM_RDD, "use-status-effects", statusIds.join());
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game.settings.set(SYSTEM_RDD, "use-status-effects", effectIds.join());
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}
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for (let effect of CONFIG.RDD.allEffects) {
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effect.active = effect.rdd || statusIds.includes(effect.flags?.core?.statusId);
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effect.active = effect.rdd || effectIds.includes(effect.id);
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}
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CONFIG.statusEffects = CONFIG.RDD.allEffects.filter(it => it.active);
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}
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static status(statusId) {
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return rddStatusEffects.find(it => it.flags?.core?.statusId == statusId);
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static prepareActiveEffect(effectId) {
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let status = rddStatusEffects.find(it => it.id == effectId)
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if (status) {
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status = duplicate(status)
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status.statuses = [effectId]
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}
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return status;
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}
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static demiReve() {
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