Combat/automation enhancements !
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@@ -66,9 +66,10 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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* @param {string} actionId The actionId
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*/
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async #handleAction(event, actor, token, actionTypeId, actionId) {
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console.log('Handling action', actionId, 'of type', actionTypeId, 'for actor', actor.name)
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switch (actionTypeId) {
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case 'attributes':
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await this.#handleAttributesAction(event, actor, actionId)
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case 'characteristics':
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await this.#handleCharacteristicsAction(event, actor, actionId)
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break
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case 'skills':
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await this.#handleSkillsAction(event, actor, actionId)
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@@ -92,18 +93,20 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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}
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/**
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* Handle Attribute action
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* Handle Characteristic action
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* @private
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* @param {object} event The event
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* @param {object} actor The actor
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* @param {string} actionId The action id
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*/
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async #handleAttributesAction(event, actor, actionId) {
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async #handleCharacteristicsAction(event, actor, actionId) {
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let rollType
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if (actionId === 'wp' || actionId === 'health') return
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if (actionId === 'wp' || actionId === 'hp') return
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if (actionId.includes('_add') || actionId.includes('_subtract')) {
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const attr = actionId.split('_')[0]
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const action = actionId.split('_')[1]
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console.log('Updating', attr, 'with action', action)
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const update = {}
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update.system = {}
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update.system[attr] = {}
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@@ -111,21 +114,23 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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if (update.system[attr].value > this.actor.system[attr].max || update.system[attr].value < this.actor.system[attr].min) return
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return await this.actor.update(update)
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}
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if (actionId === 'sanity') {
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rollType = actionId
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if (actionId === 'san') {
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let item = foundry.utils.duplicate(actor.system.san)
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item.name = game.i18n.localize("CTHULHUETERNAL.Label.SAN")
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item.targetScore = item.value
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await actor.system.roll('san', item)
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} else if (actionId === 'luck') {
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rollType = actionId
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let item = foundry.utils.duplicate(actor.system.characteristics.int)
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item.name = game.i18n.localize("CTHULHUETERNAL.Label.Luck")
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item.value = 10
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item.targetScore = 50
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await actor.system.roll('luck', item)
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} else {
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rollType = 'stat'
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let item = foundry.utils.duplicate(actor.system.characteristics[actionId])
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item.name = game.i18n.localize(`CTHULHUETERNAL.Label.${actionId}Long`)
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item.targetScore = item.value * 5
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await actor.system.roll('char', item)
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}
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const options = {
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actor: this.actor,
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rollType,
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key: actionId
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}
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/*const roll = new DGPercentileRoll('1D100', {}, options)
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return await this.actor.sheet.processRoll(event, roll)*/
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}
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/**
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@@ -136,18 +141,9 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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* @param {string} actionId The action id
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*/
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async #handleSkillsAction(event, actor, actionId) {
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const options = {
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actor: this.actor,
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rollType: 'skill',
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key: actionId
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}
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const skill = this.actor.items.find(i => i.type === 'skill' && i.id === actionId)
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if (!skill) return ui.notifications.warn('Bad skill name in HUD.')
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/** TO FIX
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const roll = new DGPercentileRoll('1D100', {}, options)
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await this.actor.sheet.processRoll(event, roll)*/
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const skill = actor.items.find(i => i.type === 'skill' && i.id === actionId)
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if (!skill) return ui.notifications.warn(`Skill not found for action id '${actionId}'`)
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await actor.system.roll('skill', skill)
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}
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@@ -159,16 +155,10 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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* @param {string} actionId The action id
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*/
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async #handleWeaponsAction(event, actor, actionId) {
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const item = this.actor.items.get(actionId)
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const options = {
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actor: this.actor,
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rollType: 'weapon',
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key: item.system.skill,
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item
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}
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/* TO FIX
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const roll = new DGPercentileRoll('1D100', {}, options)
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await this.actor.sheet.processRoll(event, roll)*/
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let weapon = actor.items.find(i => i.type === 'weapon' && i.id === actionId)
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weapon.damageFormula = weapon.system.damage
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weapon.damageBonus = actor.system.damageBonus
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await actor.system.roll('weapon', weapon)
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}
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/**
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@@ -179,22 +169,10 @@ Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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* @param {string} actionId The action id
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*/
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async #handleDamageAction(event, actor, actionId) {
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const item = this.actor.items.get(actionId)
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if (item.system.lethality > 0 && event.ctrlKey) {
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// Toggle on/off lethality
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const isLethal = !item.system.isLethal
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await item.update({ 'system.isLethal': isLethal })
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} else {
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const options = {
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actor: this.actor,
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rollType: 'damage',
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key: item.system.damage,
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item
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}
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/* TOFIX
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const roll = new DGDamageRoll(item.system.damage, {}, options)
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await this.actor.sheet.processRoll(event, roll)*/
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}
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let weapon = actor.items.find(i => i.type === 'weapon' && i.id === actionId)
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weapon.damageFormula = weapon.system.damage
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weapon.damageBonus = actor.system.damageBonus
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await actor.system.roll('damage', weapon)
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}
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/**
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