Inital
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87
scripts/combat/Combat2d20.js
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87
scripts/combat/Combat2d20.js
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const KEY = "dune";
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export default class Combat2d20 extends Combat {
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get combatantsTurnDone() {
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return this.getFlag(KEY, "combatantsTurnDone") ?? [];
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}
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get combatantsTurnsDoneThisRound() {
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const combatantsTurnDone = this.combatantsTurnDone;
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return combatantsTurnDone[this.round] ?? {};
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}
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async rollInitiative() {
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return this;
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}
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async setTurn(newTurn) {
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this.turn = newTurn;
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// Update the document, passing data through a hook first
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const updateData = {round: this.round, turn: newTurn};
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const updateOptions = {advanceTime: CONFIG.time.turnTime, direction: 1};
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Hooks.callAll("combatTurn", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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}
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setupTurns() {
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// Determine the turn order and the current turn
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const turns = this.combatants.contents;
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// Sort alphabetically by name first
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turns.sort((a, b) => {
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if (a.name < b.name) {
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return -1;
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}
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if (a.name > b.name) {
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return 1;
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}
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return 0;
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});
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// Then make sure the player characters are first
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turns.sort(
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(a, b) => Number(b.hasPlayerOwner) - Number(a.hasPlayerOwner)
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);
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if (this.turn !== null) this.turn =
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Math.clamp(this.turn, 0, turns.length - 1);
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// Update state tracking
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let c = turns[this.turn];
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this.current = {
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round: this.round,
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turn: this.turn,
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combatantId: c ? c.id : null,
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tokenId: c ? c.tokenId : null,
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};
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// One-time initialization of the previous state
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if (!this.previous) this.previous = this.current;
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// Return the array of prepared turns
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return this.turns = turns;
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}
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async toggleTurnDone(combatantId) {
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if (!game.user.isGM) return;
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if (!this.started) return;
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const combatantsTurnsDoneThisRound = this.combatantsTurnsDoneThisRound;
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const turnDone = !(combatantsTurnsDoneThisRound[combatantId] ?? false);
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combatantsTurnsDoneThisRound[combatantId] = turnDone;
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const combatantsTurnDone = this.combatantsTurnDone;
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combatantsTurnDone[this.round] = combatantsTurnsDoneThisRound;
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this.setFlag(KEY, "combatantsTurnDone", combatantsTurnDone);
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}
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}
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