This commit is contained in:
centron\schwoerer
2025-11-21 09:16:21 +01:00
parent faef3badfe
commit ea2070598f
2 changed files with 373 additions and 0 deletions

View File

@@ -0,0 +1,265 @@
# PF1 System Damage Application Analysis
## 1. WHERE `applyDamage` IS DEFINED
### Primary Definition
- **File**: `c:\DEV\Foundry2\Foundry_VTT\src\foundryvtt-pathfinder1-v10.8\module\documents\actor\actor-pf.mjs`
- **Line**: 3780 (instance method) and 3809 (static method)
### Instance Method
```javascript
// Line 3780
async applyDamage(value, options = {}) {
return this.constructor.applyDamage(
value,
foundry.utils.mergeObject(options, {
targets: [this],
})
);
}
```
### Static Method
```javascript
// Line 3809
static async applyDamage(
value = 0,
{
forceDialog = false,
reductionDefault = "",
asNonlethal = false,
targets = null,
critMult = 0,
dualHeal = false,
asWounds = false,
instances = [],
event,
element,
message = null,
} = {}
)
```
## 2. METHOD PARAMETERS & OPTIONS STRUCTURE
### Method Signature
```javascript
static async applyDamage(value = 0, options = {})
```
### Parameters
- **value** (number): The damage amount to apply
- Positive = damage
- Negative = healing
- Returns warning if 0 or not finite
### Options Object Structure
```javascript
{
forceDialog: false, // Forces dialog even if Shift not pressed
reductionDefault: "", // Default damage reduction value
asNonlethal: false, // Marks damage as nonlethal
targets: null, // Array of Token|Actor to apply damage to
critMult: 0, // Critical multiplier (for Wounds & Vigor variant)
dualHeal: false, // If healing, also heals nonlethal damage
asWounds: false, // Apply to wounds directly (Wounds & Vigor variant)
instances: [], // Individual damage instances (not currently processed)
event, // Triggering event object
element, // Triggering HTML element
message: null, // ChatMessage reference (for modules)
}
```
### Return Value
```javascript
Promise<false|Actor[]> // False if cancelled, array of updated actors if successful
```
## 3. HOW DAMAGE IS APPLIED FROM CHAT CARDS
### Chat Card Button Flow
**Template Files**:
- `simple-damage.hbs` (line 19-20): Simple damage/healing cards
- `attack-roll.hbs`: Attack roll cards with damage buttons
**Button HTML**:
```handlebars
<button type="button" data-action="applyDamage" data-value="{{value.total}}">Apply</button>
<button type="button" data-action="applyDamage" data-value="{{value.half}}">Apply Half</button>
```
Or inline actions:
```handlebars
<a class="inline-action" data-action="applyDamage" data-type="{{type}}" data-value="...">Apply</a>
```
### Click Handler Chain
1. **Item Chat Handler** (`item-pf.mjs`, line 1637):
```javascript
html.on("click", ".card-buttons button, .inline-action", this._onChatCardButton.bind(this));
```
2. **_onChatCardButton** (`item-pf.mjs`, line 1643):
- Extracts button data and message
- Checks permissions
- Routes to `_onChatCardAction` if action is "applyDamage"
3. **_onChatCardAction** (`item-pf.mjs`, line 1688):
- Extracts damage value from `button.dataset.value`
- Gets attack data from `message.systemRolls.attacks`
- Builds damage instances array
- **Calls**: `pf1.documents.actor.ActorPF.applyDamage(value, options)`
### Extracted Data at Application Point
```javascript
// From item-pf.mjs line 1723-1731
pf1.documents.actor.ActorPF.applyDamage(value, {
asNonlethal, // from button.dataset.tags
event, // click event
element: button, // button element
message, // ChatMessage object
isCritical, // attack type === "critical"
critMult: isCritical ? metadata.config.critMult ?? 0 : 0,
instances, // damage roll instances
});
```
### Alternative Entry Point: Text Enrichers
**File**: `text-enrichers.mjs`, line 480
```javascript
actor.applyDamage(value, { ...options, event, element: target });
```
- Used for inline damage/heal links in chat
- Creates damage instances from formula evaluation
## 4. CHAT MESSAGE FLAGS STRUCTURE
### Message Flags
```javascript
message.flags.pf1.metadata = {
action: itemActionId, // Line 36: ItemAction UUID
item: itemId, // Line 46: ItemPF ID
template: templateId, // Line 67: MeasuredTemplate ID
targets: [uuid, uuid, ...], // Line 78: Target actor/token UUIDs
rolls: { // Line 97: Rolls data
attacks: [
{
damage: [ { total: 10, damageType: "slashing" } ],
critDamage: [ { total: 20, damageType: "slashing" } ],
}
]
},
config: {
critMult: 2, // Critical multiplier
}
}
message.flags.pf1.subject = {
health: "damage" | "healing" // Line 152: Type of application
}
message.flags.pf1.ammoRecovery = {
[attackIndex]: {
[ammoId]: { recovered: count }
}
}
```
### Relevant Message Properties
```javascript
message.systemRolls // Chat message rolls (init'd from flags.pf1.metadata.rolls)
message.targets // Property getter that extracts targets from flags (line 77)
```
## 5. ALTERNATIVE DAMAGE APPLICATION PATHS
### Instance Method Wrapper
**File**: `actor-pf.mjs`, line 3780
```javascript
async applyDamage(value, options = {}) {
return this.constructor.applyDamage(value, { targets: [this], ...options });
}
```
- Used to apply damage to specific actor instance
- Automatically sets targets to self
- All options passed through
### Direct Actor Update Alternative
Not a separate method, but damage internally calls:
```javascript
a.update({
"system.attributes.hp.value": newHP,
"system.attributes.hp.nonlethal": newNL,
"system.attributes.hp.temp": newTemp,
// Or for Wounds & Vigor:
"system.attributes.vigor.value": newHP,
"system.attributes.wounds.value": newWounds,
})
```
### No Hook Integration
- **Hooks searched**: None found in applyDamage
- **Pre-hooks**: None (could wrap to intercept)
- **Post-hooks**: None (could call custom hook after update)
## 6. KEY IMPLEMENTATION DETAILS
### Health System Support
- **Normal HP Mode**: Uses `system.attributes.hp`
- **Wounds & Vigor Mode**: Uses `system.attributes.vigor` + `system.attributes.wounds`
- Determined by: `healthConfig.variants[actorType].useWoundsAndVigor`
### Damage Flow (Normal Mode)
1. Nonlethal damage applied first
2. Temp HP reduced before actual HP
3. Remaining damage reduces actual HP
4. Cannot go below 0
### Damage Flow (Wounds & Vigor Mode)
1. Vigor (temp health) reduced first
2. Wounds (permanent damage) calculated
3. Critical multiplier applied if applicable
4. Wounds clamped to [0, max]
### Dialog Display
- Only shown if `forceDialog` is true OR Shift key pressed
- Allows user to:
- Select target tokens
- Enter custom damage reduction
- Choose damage multiplier (normal/half)
- Apply to specific targets
### Permissions Check
```javascript
if (!a.isOwner) {
ui.notifications.warn(`No permission for ${actor.name}`);
continue; // Skip this actor
}
```
## 7. WRAPPING POINTS FOR INTERCEPTION
### Recommended Hooks to Add
1. **Pre-damage hook**: Before `actor.update()` calls
```javascript
Hooks.call("pf1.preDamageApplied", actor, updateData, options)
```
2. **Post-damage hook**: After all updates complete
```javascript
Hooks.call("pf1.damageApplied", updatedActors, options)
```
### Intercept Location
- Line 3950 in actor-pf.mjs: `promises.push(a.update(updateData))`
- Could wrap this to modify updateData or add custom logging
### For Gowler's Tracking Ledger
- **Best approach**: Add post-damage hook
- Call `actor.getFlag("pf1", "gowlers-tracking")` to get ledger
- Log damage with timestamp and source
- Store in actor flags or external system