Merge branch 'fix-application-of-effects-to-items' into 'main'
fix: apply effects to embedded items after all embedded items have been prepared See merge request dungeonslayers/ds4!216
This commit is contained in:
commit
bc35fca4df
2 changed files with 27 additions and 22 deletions
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@ -28,13 +28,11 @@ declare global {
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* The Actor class for DS4
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* The Actor class for DS4
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*/
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*/
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export class DS4Actor extends Actor {
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export class DS4Actor extends Actor {
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initialized: boolean | undefined;
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override prepareData(): void {
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override prepareData(): void {
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this.initialized = true;
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this.data.reset();
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this.data.reset();
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this.prepareBaseData();
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this.prepareBaseData();
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this.prepareEmbeddedDocuments();
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this.prepareEmbeddedDocuments();
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this.applyActiveEffectsToItems();
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this.applyActiveEffectsToBaseData();
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this.applyActiveEffectsToBaseData();
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this.prepareDerivedData();
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this.prepareDerivedData();
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this.applyActiveEffectsToDerivedData();
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this.applyActiveEffectsToDerivedData();
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@ -118,8 +116,33 @@ export class DS4Actor extends Actor {
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return;
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return;
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}
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}
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/**
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* Apply active effects to items.
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*
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* @remarks
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* Talents are handled before all other item types, because if the total rank of a talent is affected by any
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* effects, that affects how many times effects provided by this talent need to be applied. At the moment, there is
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* no special ordering among talents. This means that having a talents that provide effects that adjust the total
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* rank of talents can lead to nondeterministic behavior and thus must be avoided.
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*/
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applyActiveEffectsToItems(): void {
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/* Handle talents before all other item types, because their rank might be affected, which in turn affects how
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many times effects provided by that talent are applied */
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for (const item of this.itemTypes.talent) {
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this.applyActiveEffectsToItem(item);
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}
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for (const item of this.items) {
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if (item.type === "talent") continue;
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this.applyActiveEffectsToItem(item);
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}
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}
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protected applyActiveEffectsToItem(item: DS4Item) {
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item.overrides = {};
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DS4ActiveEffect.applyEffetcs(item, this.itemEffects(item));
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}
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applyActiveEffectsToBaseData(): void {
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applyActiveEffectsToBaseData(): void {
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// reset overrides because our variant of applying active effects does not set them, it only adds overrides
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this.overrides = {};
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this.overrides = {};
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DS4ActiveEffect.applyEffetcs(
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DS4ActiveEffect.applyEffetcs(
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this,
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this,
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@ -4,7 +4,6 @@
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// SPDX-License-Identifier: MIT
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// SPDX-License-Identifier: MIT
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import { getGame } from "../../utils/utils";
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import { getGame } from "../../utils/utils";
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import { DS4ActiveEffect } from "../active-effect";
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import type { ItemType } from "./item-data-source";
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import type { ItemType } from "./item-data-source";
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@ -28,23 +27,6 @@ export class DS4Item extends Item {
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/** An object that tracks the changes to the data model which were applied by active effects */
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/** An object that tracks the changes to the data model which were applied by active effects */
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overrides: Record<string, unknown> = {};
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overrides: Record<string, unknown> = {};
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override prepareData() {
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this.data.reset();
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this.prepareBaseData();
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this.prepareEmbeddedDocuments();
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this.prepareDerivedData();
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this.applyActiveEffects();
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}
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applyActiveEffects(): void {
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if (!this.actor?.initialized) {
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return;
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}
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this.overrides = {};
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DS4ActiveEffect.applyEffetcs(this, this.actor.itemEffects(this));
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}
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override prepareDerivedData(): void {
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override prepareDerivedData(): void {
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this.data.data.rollable = false;
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this.data.data.rollable = false;
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}
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}
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