Gestion du rollMode
affecte tous les jets d'un actor sur la table de résolution
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@ -1,3 +1,5 @@
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import { ChatUtility } from "./chat-utility.js";
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export class RdDDice {
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/* -------------------------------------------- */
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@ -9,32 +11,30 @@ export class RdDDice {
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/* -------------------------------------------- */
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static async show(roll, rollMode = "roll") {
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static async show(roll, rollMode = undefined) {
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if (roll.showDice || game.settings.get("foundryvtt-reve-de-dragon", "dice-so-nice") == true) {
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await this.showDiceSoNice(roll, rollMode);
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}
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return roll;
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}
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/* -------------------------------------------- */
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static async showDiceSoNice(roll, rollMode = "roll") {
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static async showDiceSoNice(roll, rollMode = undefined) {
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if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
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let whisper = null;
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let blind = false;
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rollMode = rollMode == undefined ? game.settings.get("core", "rollMode") : rollMode;
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switch (rollMode) {
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case "blindroll": //GM only
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blind = true;
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case "gmroll": //GM + rolling player
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let gmList = game.users.filter(user => user.isGM);
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let gmIDList = [];
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gmList.forEach(gm => gmIDList.push(gm.data._id));
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whisper = gmIDList;
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whisper = ChatUtility.getUsersIds(user => user.isGM);
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break;
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case "roll": //everybody
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let userList = game.users.filter(user => user.active);
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let userIDList = [];
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userList.forEach(user => userIDList.push(user.data._id));
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whisper = userIDList;
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whisper = ChatUtility.getUsersIds(user => user.active);
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break;
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case "selfroll":
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whisper = [game.user._id];
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break;
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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