Added custom sheet events
Made rest buttons optional
This commit is contained in:
@@ -49,7 +49,7 @@ const restCreature = new ValidatedMethod({
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applyTriggers(afterTriggers, null, actionContext);
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// Insert log
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actionContext.writeLog();
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actionContext.writeLog();
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},
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});
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@@ -57,88 +57,123 @@ function doRestWork(restType, actionContext) {
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const creatureId = actionContext.creature._id;
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// Long rests reset short rest properties as well
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let resetFilter;
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if (restType === 'shortRest'){
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if (restType === 'shortRest') {
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resetFilter = 'shortRest'
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} else {
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resetFilter = {$in: ['shortRest', 'longRest']}
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resetFilter = { $in: ['shortRest', 'longRest'] }
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}
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resetProperties(creatureId, resetFilter, actionContext);
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// Reset half hit dice on a long rest, starting with the highest dice
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if (restType === 'longRest') {
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resetHitDice(creatureId, actionContext);
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}
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}
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export function resetProperties(creatureId, resetFilter, actionContext) {
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// Only apply to active properties
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let filter = {
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const filter = {
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'ancestors.id': creatureId,
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reset: resetFilter,
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removed: { $ne: true },
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inactive: { $ne: true },
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};
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// update all attribute's damage
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filter.type = 'attribute';
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CreatureProperties.update(filter, {
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const attributeFilter = {
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...filter,
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type: 'attribute',
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damage: { $ne: 0 },
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}
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CreatureProperties.find(attributeFilter, {
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fields: { name: 1, damage: 1 }
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}).forEach(prop => {
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actionContext.addLog({
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name: prop.name,
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value: prop.damage >= 0 ? `Restored ${prop.damage}` : `Removed ${-prop.damage}`
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});
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});
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CreatureProperties.update(attributeFilter, {
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$set: {
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damage: 0,
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dirty: true,
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}
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}, {
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selector: {type: 'attribute'},
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selector: { type: 'attribute' },
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multi: true,
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});
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// Update all action-like properties' usesUsed
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filter.type = {$in: [
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'action',
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'attack',
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'spell'
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]};
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CreatureProperties.update(filter, {
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const actionFilter = {
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...filter,
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type: {
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$in: ['action', 'spell']
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},
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usesUsed: { $ne: 0 },
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};
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CreatureProperties.find(actionFilter, {
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fields: { name: 1, usesUsed: 1 }
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}).forEach(prop => {
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actionContext.addLog({
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name: prop.name,
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value: prop.usesUsed >= 0 ? `Restored ${prop.usesUsed} uses` : `Removed ${-prop.usesUsed} uses`
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});
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});
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CreatureProperties.update(actionFilter, {
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$set: {
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usesUsed: 0,
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dirty: true,
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}
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}, {
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selector: {type: 'action'},
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selector: { type: 'action' },
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multi: true,
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});
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// Reset half hit dice on a long rest, starting with the highest dice
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if (restType === 'longRest'){
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let hitDice = CreatureProperties.find({
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'ancestors.id': creatureId,
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type: 'attribute',
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attributeType: 'hitDice',
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removed: {$ne: true},
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inactive: {$ne: true},
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}, {
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fields: {
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hitDiceSize: 1,
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damage: 1,
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total: 1,
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}
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function resetHitDice(creatureId, actionContext) {
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let hitDice = CreatureProperties.find({
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'ancestors.id': creatureId,
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type: 'attribute',
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attributeType: 'hitDice',
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removed: { $ne: true },
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inactive: { $ne: true },
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}, {
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fields: {
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hitDiceSize: 1,
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damage: 1,
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total: 1,
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}
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}).fetch();
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// Use a collator to do sorting in natural order
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let collator = new Intl.Collator('en', {
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numeric: true, sensitivity: 'base'
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});
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// Get the hit dice in decending order of hitDiceSize
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let compare = (a, b) => collator.compare(b.hitDiceSize, a.hitDiceSize)
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hitDice.sort(compare);
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// Get the total number of hit dice that can be recovered this rest
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let totalHd = hitDice.reduce((sum, hd) => sum + (hd.total || 0), 0);
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let resetMultiplier = actionContext.creature.settings.hitDiceResetMultiplier || 0.5;
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let recoverableHd = Math.max(Math.floor(totalHd * resetMultiplier), 1);
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// recover each hit dice in turn until the recoverable amount is used up
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let amountToRecover, resultingDamage;
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hitDice.forEach(hd => {
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if (!recoverableHd) return;
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amountToRecover = Math.min(recoverableHd, hd.damage || 0);
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if (!amountToRecover) return;
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recoverableHd -= amountToRecover;
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resultingDamage = hd.damage - amountToRecover;
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actionContext.addLog({
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name: hd.name,
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value: amountToRecover >= 0 ? `Restored ${amountToRecover} hit dice` : `Removed ${-amountToRecover} hit dice`
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});
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CreatureProperties.update(hd._id, {
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$set: {
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damage: resultingDamage,
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dirty: true,
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}
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}).fetch();
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// Use a collator to do sorting in natural order
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let collator = new Intl.Collator('en', {
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numeric: true, sensitivity: 'base'
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}, {
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selector: { type: 'attribute' },
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});
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// Get the hit dice in decending order of hitDiceSize
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let compare = (a, b) => collator.compare(b.hitDiceSize, a.hitDiceSize)
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hitDice.sort(compare);
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// Get the total number of hit dice that can be recovered this rest
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let totalHd = hitDice.reduce((sum, hd) => sum + (hd.total || 0), 0);
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let resetMultiplier = actionContext.creature.settings.hitDiceResetMultiplier || 0.5;
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let recoverableHd = Math.max(Math.floor(totalHd*resetMultiplier), 1);
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// recover each hit dice in turn until the recoverable amount is used up
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let amountToRecover, resultingDamage;
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hitDice.forEach(hd => {
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if (!recoverableHd) return;
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amountToRecover = Math.min(recoverableHd, hd.damage || 0);
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if (!amountToRecover) return;
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recoverableHd -= amountToRecover;
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resultingDamage = hd.damage - amountToRecover;
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CreatureProperties.update(hd._id, {
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$set: {
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damage: resultingDamage,
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dirty: true,
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}
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}, {
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selector: {type: 'attribute'},
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});
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});
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}
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});
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}
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export default restCreature;
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