const { CombatTracker } = foundry.applications.sidebar.tabs; export class RipCryptCombatTracker extends CombatTracker { /** * Changes the way the combat tracker renders combatant rows to account for * multiple combatants being in the same combat "group", thus all going at the * same time. * * @override */ async _prepareTurnContext(combat, combatant, index) { const turn = await super._prepareTurnContext(combat, combatant, index); turn.hasDecimals = true; turn.initiative = combatant.dynamicInitiative; const groupKey = combatant?.groupKey; if (groupKey && combat.started) { turn.active ||= combat.combatant?.groupKey === groupKey; if (turn.active && !turn.css.includes(`active`)) { turn.css += ` active`; }; }; return turn; }; async _onRender(...args) { await super._onRender(...args); // Purge the combat controls that I don't want to exist because they don't // make sense in the system. this.element?.querySelector(`[data-action="resetAll"]`)?.remove(); this.element?.querySelector(`[data-action="rollNPC"]`)?.remove(); this.element?.querySelector(`[data-action="rollAll"]`)?.remove(); }; };