Added props in actor object : isCharacter, isAdversary, isMinion, isArmy, canDoInitiativeRoll
Minion ignore now the DP in init roll
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@@ -44,7 +44,7 @@ export class CombatL5r5e extends Combat {
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}
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// Skip non character types (army)
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if (!combatant.actor.isCharacter) {
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if (!combatant.actor.isCharacterType) {
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updatedCombatants.push({
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_id: combatant.id,
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initiative: 0,
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@@ -53,7 +53,7 @@ export class CombatL5r5e extends Combat {
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}
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// Prepared is a boolean or if null we get the info in the actor sheet
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const isPc = combatant.actor.type === "character";
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const isPc = combatant.actor.isCharacter;
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const isPrepared = combatant.actor.isPrepared;
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const actorSystem = combatant.actor.system;
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@@ -65,7 +65,7 @@ export class CombatL5r5e extends Combat {
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isPrepared === "true" ? actorSystem.focus : actorSystem.is_compromised ? 1 : actorSystem.vigilance;
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// Roll only for PC and Adversary
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if (isPc || actorSystem.type === "adversary") {
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if (isPc || combatant.actor.isAdversary) {
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// DicePicker management
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// formula is empty on the fist call (combat tab buttons)
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if (!formula && !combatant.initiative) {
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@@ -174,14 +174,14 @@ export class CombatL5r5e extends Combat {
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/**
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* Define how the array of Combatants is sorted in the displayed list of the tracker.
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* This method can be overridden by a system or module which needs to display combatants in an alternative order.
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* By default sort by initiative, falling back to name
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* By default, sort by initiative, falling back to name
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* @private
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*/
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_sortCombatants(a, b) {
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// if tie : sort by honor, less honorable first
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if (a.initiative === b.initiative) {
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// skip if no actor or if armies
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if (!a.actor || !b.actor || a.actor.type === "army" || b.actor.type === "army") {
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if (!a.actor || !b.actor || a.actor.isArmy || b.actor.isArmy) {
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return 0;
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}
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