Fixes from 29th of june
This commit is contained in:
@@ -16,47 +16,33 @@ export class Hero6CombatTracker extends CombatTracker {
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export class Hero6Combat extends Combat {
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/* -------------------------------------------- */
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static init() {
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static ready() {
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Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); });
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game.combat.settings.resource = "characteristics.spd.value";
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}
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/* -------------------------------------------- */
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static pushMenuOptions(html, options) {
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console.log(">>>>>>>>>>>>>>>>>>>>>>>< MENU OPTIONS!!!!!")
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let newOpt
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for (let i = 0; i < options.length; i++) {
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let option = options[i];
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if (option.name == 'COMBAT.CombatantReroll') { // Replace !
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option.name = "Hold action";
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option.name = "Hold/Unhold action";
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option.condition = true;
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option.icon = '<i class="far fa-question-circle"></i>';
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option.callback = target => {
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Hero6Combat.holdAction(target.data('combatant-id'));
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}
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newOpt = duplicate(option)
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//newOpt = duplicate(option)
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}
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}
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newOpt.name = "Abort action"
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newOpt.callback = target => {
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Hero6Combat.abortAction(target.data('combatant-id'));
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}
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options.push( newOpt)
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//options.push(newOpt)
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}
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/* -------------------------------------------- */
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static holdAction(combatantId) {
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console.log("Combatant HOLD : ", combatantId)
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const combatant = game.combat.combatants.get(combatantId)
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combatant.setFlag("world", "hero6-hold-action", true)
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combatant.update({name: combatant.name + " (H)"})
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console.log("HOLD", combatant)
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}
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/* -------------------------------------------- */
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static abortAction(html, combatantId) {
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console.log("Combatant ABORT : ", combatantId);
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const combatant = game.combat.combatants.get(combatantId);
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combatant.setFlag("world", "hero6-abort-action", true)
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combatant.update({name: combatant.name + " (A)"})
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console.log("ABORT", combatant)
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combatant.actor.holdAction()
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}
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/* -------------------------------------------- */
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@@ -68,27 +54,69 @@ export class Hero6Combat extends Combat {
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}
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/* -------------------------------------------- */
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async computeInitiative(c) {
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let id = c._id || c.id
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if (c.actor.hasPhase(this.segmentNumber)) {
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let baseInit = c.actor ? c.actor.getBaseInit() : - 1;
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await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: baseInit }]);
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} else {
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await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: -1, visible: false, active: false }]);
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async startCombat() {
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game.combat.settings.resource = "characteristics.spd.value";
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let updList = []
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for (let c of this.combatants) {
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this.computeInitiative(c, updList)
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await c.actor.cleanCombat()
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}
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console.log("Combatant", c)
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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}
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super.startCombat();
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}
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/* -------------------------------------------- */
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computeInitiative(c, updList) {
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let id = c._id || c.id
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if (c.actor.hasPhase(this.segmentNumber) || c.actor.getHoldAction()) {
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let baseInit = c.actor ? c.actor.getBaseInit() : 0;
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let name = c.actor.name
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if (c.actor.getHoldAction()) {
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name = c.actor.name + " (H)"
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}
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if (c.actor.getAbortAction()) {
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name = c.actor.name + " (A)"
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}
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updList.push({ _id: id, name: name, initiative: baseInit, holdAction: c.holdAction })
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} else {
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updList.push({ _id: id, name: name, initiative: 0, holdAction: c.holdAction })
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}
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}
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/* -------------------------------------------- */
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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ids = typeof ids === "string" ? [ids] : ids;
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console.log("Roll INIT")
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let updList = []
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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.combatants.get(ids[cId])
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await this.computeInitiative(c)
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this.computeInitiative(c, updList)
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}
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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}
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return this;
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}
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/* -------------------------------------------- */
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async rebuildInitiative() {
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let updList = []
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for (let c of this.combatants) {
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this.computeInitiative(c, updList)
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}
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console.log(this.combatants, updList)
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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}
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}
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/* -------------------------------------------- */
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nextRound() {
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let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
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@@ -119,9 +147,7 @@ export class Hero6Combat extends Combat {
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this.segmentNumber = turnData.segmentNumber;
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// Re-compute init of actors
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for (let c of this.combatants) {
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this.computeInitiative(c)
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}
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this.rebuildInitiative()
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// Update the document, passing data through a hook first
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const updateData = { round: nextRound, turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
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@@ -133,7 +159,6 @@ export class Hero6Combat extends Combat {
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/* -------------------------------------------- */
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async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
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console.log(">>>>", documents)
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super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
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}
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