ATtempt to fix init rolls
This commit is contained in:
@@ -153,7 +153,7 @@ export default class LethalFantasyActor extends Actor {
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}
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/* *************************************************/
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async prepareRoll(rollType, rollKey, rollDice, defenderId) {
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async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId) {
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console.log("Preparing roll", rollType, rollKey, rollDice, defenderId)
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let rollTarget
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switch (rollType) {
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@@ -268,7 +268,7 @@ export default class LethalFantasyActor extends Actor {
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rollTarget.magicUser = this.system.biodata.magicUser
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rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
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rollTarget.actorLevel = this.system.biodata.level
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await this.system.roll(rollType, rollTarget, defenderId)
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await this.system.roll(rollType, rollTarget, defenderId, defenderTokenId)
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}
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}
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@@ -620,6 +620,7 @@ export default class LethalFantasyRoll extends Roll {
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rollBase.options.badResult = badResult
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rollBase.options.rollData = foundry.utils.duplicate(rollData)
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rollBase.options.defenderId = options.defenderId
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rollBase.options.defenderTokenId = options.defenderTokenId
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/**
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* A hook event that fires after the roll has been made.
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@@ -698,7 +699,7 @@ export default class LethalFantasyRoll extends Roll {
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if (options.combatId && options.combatantId) {
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let combat = game.combats.get(options.combatId)
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await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0 }])
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await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0, [`flags.${SYSTEM.id}.firstActionTaken`]: false }])
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}
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}
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@@ -835,7 +836,11 @@ export default class LethalFantasyRoll extends Roll {
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let selectedItem = combatant.actor.items.find(i => i.id === selectedChoice)
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// Setup flag for combat action usage
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let actionItem = foundry.utils.duplicate(selectedItem)
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actionItem.progressionCount = 1
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// First action of this combat: use the class-based starting threshold;
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// all subsequent actions reset to 1 (normal progression).
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const firstActionTaken = combatant.getFlag(SYSTEM.id, "firstActionTaken")
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actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
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if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
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actionItem.rangedMode = rangedMode
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actionItem.castingTime = 1
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actionItem.spellStatus = "castingTime"
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@@ -155,6 +155,7 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
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defenseBonus: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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armorHitPoints: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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combatProgressionStart: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }),
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})
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const moneyField = (label) => {
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@@ -273,7 +274,7 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
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* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
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*/
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async roll(rollType, rollTarget, defenderId) {
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async roll(rollType, rollTarget, defenderId, defenderTokenId) {
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const hasTarget = false
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let roll = await LethalFantasyRoll.prompt({
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rollType,
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@@ -283,7 +284,8 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
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actorImage: this.parent.img,
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hasTarget,
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target: false,
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defenderId
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defenderId,
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defenderTokenId
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})
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if (!roll) return null
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@@ -141,7 +141,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
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* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
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*/
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async roll(rollType, rollTarget, defenderId = undefined) {
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async roll(rollType, rollTarget, defenderId = undefined, defenderTokenId = undefined) {
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const hasTarget = false
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let roll = await LethalFantasyRoll.prompt({
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rollType,
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@@ -151,14 +151,15 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
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actorImage: this.parent.img,
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hasTarget,
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target: false,
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defenderId
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defenderId,
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defenderTokenId
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})
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if (!roll) return null
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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async prepareMonsterRoll(rollType, rollKey, rollDice = undefined, tokenId = undefined, damageModifier = undefined, defenderId = undefined) {
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async prepareMonsterRoll(rollType, rollKey, rollDice = undefined, tokenId = undefined, damageModifier = undefined, defenderId = undefined, defenderTokenId = undefined) {
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let rollTarget
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switch (rollType) {
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case "monster-attack":
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@@ -254,7 +255,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
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if (rollTarget) {
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rollTarget.tokenId = tokenId
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console.log(rollTarget)
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await this.roll(rollType, rollTarget, defenderId)
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await this.roll(rollType, rollTarget, defenderId, defenderTokenId)
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}
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}
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@@ -216,6 +216,18 @@ export default class LethalFantasyUtils {
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return
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}
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// Resolve the specific token ID now while we still have combatant/token context.
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// This is passed through to the damage roll so the GM-side socket handler can find the
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// correct synthetic actor for unlinked tokens (avoids wrong-instance damage with multiple
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// unlinked copies of the same monster).
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const defenderTokenId = (() => {
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if (game.combat && combatantId) {
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const cbt = game.combat.combatants.get(combatantId)
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if (cbt?.token?.id) return cbt.token.id
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}
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return tokenId ?? canvas.tokens?.placeables?.find(t => t.actor?.id === defender.id)?.id ?? null
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})()
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const isMonster = defender.type === "monster"
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// Pour les monstres, récupérer les attaques activées
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@@ -277,11 +289,10 @@ export default class LethalFantasyUtils {
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attackWeaponId,
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attackRollType,
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attackRollKey,
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defenderId: defender.id
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defenderId: defender.id,
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defenderTokenId
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}
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console.log("Storing defense data for monster:", defender.id)
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defender.system.prepareMonsterRoll("monster-defense", result)
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}
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return
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@@ -347,7 +358,8 @@ export default class LethalFantasyUtils {
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attackWeaponId,
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attackRollType,
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attackRollKey,
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defenderId: defender.id
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defenderId: defender.id,
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defenderTokenId
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}
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console.log("Storing defense data for character:", defender.id)
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@@ -536,10 +548,10 @@ export default class LethalFantasyUtils {
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if (data.attackRollType === "weapon-attack") {
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damageButton = `
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<div class="attack-result-damage">
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<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-weapon-id="${data.attackWeaponId}" data-damage-type="small">
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<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-weapon-id="${data.attackWeaponId}" data-damage-type="small">
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<i class="fa-solid fa-dice-d6"></i> Damage (Small)
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</button>
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<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-weapon-id="${data.attackWeaponId}" data-damage-type="medium">
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<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-weapon-id="${data.attackWeaponId}" data-damage-type="medium">
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<i class="fa-solid fa-dice-d20"></i> Damage (Medium)
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</button>
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</div>
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@@ -547,7 +559,7 @@ export default class LethalFantasyUtils {
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} else if (data.attackRollType === "monster-attack") {
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damageButton = `
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<div class="attack-result-damage">
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<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-attack-key="${data.attackRollKey}" data-damage-type="monster">
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<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-attack-key="${data.attackRollKey}" data-damage-type="monster">
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<i class="fa-solid fa-burst"></i> Damage
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</button>
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</div>
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