Various fixes and enhancents
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@@ -175,6 +175,56 @@ export class Hero6Combat extends Combat {
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}
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}
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/* -------------------------------------------- */
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async previousRound() {
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let hasCombatants = false
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let nextRound = this.round
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let advanceTime = 0
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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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let turnData = this.getFlag("world", "turnData")
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//console.log("Next round called....", nextRound, turnData)
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while (!hasCombatants) {
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if (this.settings.skipDefeated && (turn !== null)) {
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turn = this.turns.findIndex(t => !t.isDefeated);
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if (turn === -1) {
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ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
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turn = 0;
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}
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}
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advanceTime = -1 * (Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime);
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advanceTime -= CONFIG.time.roundTime;
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nextRound = nextRound -1
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//console.log("Next round called....2", nextRound, turnData)
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turnData = this.getFlag("world", "turnData")
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if (!turnData) {
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turnData = { turnNumber: 0, segmentNumber: 12 }
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this.setFlag("world", "turnData", turnData)
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}
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turnData = duplicate(turnData)
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turnData.segmentNumber -= 1
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if (turnData.segmentNumber <= 0) {
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turnData.segmentNumber = 12
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turnData.turnNumber--
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}
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await this.setFlag("world", "turnData", turnData)
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this.turnNumber = turnData.turnNumber;
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this.segmentNumber = turnData.segmentNumber;
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//console.log("Next round called....3", nextRound, turnData)
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// Re-compute init of actors
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hasCombatants = await this.rebuildInitiative()
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//console.log("Going round....", nextRound, hasCombatants)
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}
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// Update the document, passing data through a hook first
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const updateData = { round: nextRound, turn };
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const updateOptions = { advanceTime, direction: -1 };
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Hooks.callAll("combatRound", this, updateData, updateOptions);
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console.log(this)
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return this.update(updateData, updateOptions);
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}
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/* -------------------------------------------- */
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async nextRound() {
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let hasCombatants = false
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