More progress
* Make it so that the initiative isn't actually saved to the database * Add .25 for unknown disposition entities * Add .5 for entities that lose the coinflip
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parent
e302b56a4e
commit
c549a59c13
6 changed files with 146 additions and 23 deletions
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@ -1,5 +1,3 @@
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import { Logger } from "../../utils/Logger.mjs";
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const { CombatTracker } = foundry.applications.sidebar.tabs;
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export class RipCryptCombatTracker extends CombatTracker {
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@ -7,15 +5,13 @@ export class RipCryptCombatTracker extends CombatTracker {
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* @override
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*/
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async _prepareTurnContext(combat, combatant, index) {
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Logger.debug(`_prepareTurnContext`);
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const turn = await super._prepareTurnContext(combat, combatant, index);
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// if ( !this.viewed ) return;
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turn.hasDecimals = true;
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turn.initiative = combatant.dynamicInitiative;
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// ! TODO: This is causing an error while the combat is not active, but is fine when it's active, this needs to be fixed
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Logger.debug(turn, combatant);
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const groupKey = combatant.groupKey;
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if (groupKey) {
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if (groupKey && combat.started) {
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turn.active ||= combat.combatant.groupKey === groupKey;
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if (turn.active && !turn.css.includes(`active`)) {
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turn.css += `active`;
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@ -23,5 +19,15 @@ export class RipCryptCombatTracker extends CombatTracker {
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};
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return turn;
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}
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};
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async _onRender(...args) {
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await super._onRender(...args);
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// Purge the combat controls that I don't want to exist because they don't
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// make sense in the system.
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this.element.querySelector(`[data-action="resetAll"]`)?.remove();
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this.element.querySelector(`[data-action="rollNPC"]`)?.remove();
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this.element.querySelector(`[data-action="rollAll"]`)?.remove();
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};
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};
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