import { ChatUtility } from "./chat-utility.js";
import { ENTITE_BLURETTE, HIDE_DICE, renderTemplate, SYSTEM_RDD, SYSTEM_SOCKET_ID } from "./constants.js";
import { Grammar } from "./grammar.js";
import { Misc } from "./misc.js";
import { RdDBonus } from "./rdd-bonus.js";
import { RdDResolutionTable } from "./rdd-resolution-table.js";
import { RdDRoll } from "./rdd-roll.js";
import { RdDRollTables } from "./rdd-rolltables.js";
import { ReglesOptionnelles } from "./settings/regles-optionnelles.js";
import { Targets } from "./targets.js";
import { RdDEmpoignade } from "./rdd-empoignade.js";
import { RdDRollResult } from "./rdd-roll-result.js";
import { EMPOIGNADE, RdDItemArme } from "./item/arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { MAP_PHASE, RdDInitiative } from "./initiative.mjs";
import RollDialog from "./roll/roll-dialog.mjs";
import { PART_DEFENSE } from "./roll/roll-part-defense.mjs";
import { DIFF, ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE } from "./roll/roll-constants.mjs";
import { OptionsAvancees, ROLL_DIALOG_V2 } from "./settings/options-avancees.js";
import { MappingCreatureArme } from "./item/mapping-creature-arme.mjs";
import { RollBasicParts } from "./roll/roll-basic-parts.mjs";
/* -------------------------------------------- */
const premierRoundInit = [
  { pattern: 'hast' },
  { pattern: 'lance' },
  { pattern: 'baton' },
  { pattern: 'doubledragonne' },
  { pattern: 'esparlongue' },
  { pattern: 'epeedragonne' },
  { pattern: 'epeebatarde' },
  { pattern: 'epeecyane' },
  { pattern: 'epeesorde' },
  { pattern: 'grandehache' },
  { pattern: 'bataille' },
  { pattern: 'epeegnome' },
  { pattern: 'masse' },
  { pattern: 'gourdin' },
  { pattern: 'fleau' },
  { pattern: 'dague' },
  { pattern: 'autre' },
];
/* -------------------------------------------- */
export class RdDCombatManager extends Combat {
  static init() {
    /* -------------------------------------------- */
    Hooks.on("getCombatTrackerEntryContext", (html, options) => { RdDCombatManager.pushInitiativeOptions(html, options); });
    Hooks.on("updateCombat", (combat, change, options, userId) => { RdDCombat.onUpdateCombat(combat, change, options, userId) });
    Hooks.on("preDeleteCombat", (combat, html, id) => { combat.onPreDeleteCombat() })
    Hooks.on("deleteCombat", (combat, html, id) => { combat.onDeleteCombat() })
    for (let i = 0.0; i < premierRoundInit.length; i++) {
      premierRoundInit[i].init = 5.99 - i / 100
    }
  }
  /* -------------------------------------------- */
  async nextRound() {
    await this.finDeRound();
    return await super.nextRound();
  }
  /* -------------------------------------------- */
  async onPreDeleteCombat() {
    if (Misc.isFirstConnectedGM()) {
      await this.finDeRound({ terminer: true })
      ChatUtility.removeChatMessageContaining(`
`)
      game.messages.filter(m => ChatUtility.getMessageData(m, 'rollData') != undefined && ChatUtility.getMessageData(m, 'rollData') != undefined)
        .forEach(it => it.delete())
      RdDEmpoignade.deleteAllEmpoignades()
    }
  }
  async onDeleteCombat() {
    if (Misc.isFirstConnectedGM()) {
      if (game.combats.size <= 1) {
        game.actors.forEach(actor => actor.resetItemUse())
      }
    }
  }
  /* -------------------------------------------- */
  async finDeRound(options = { terminer: false }) {
    this.combatants.map(it => RdDCombatManager.getActorCombatant(it, { warning: false }))
      .filter(it => it != undefined)
      .forEach(async actor => {
        await actor.finDeRound(options)
        await actor.resetItemUse()
      })
  }
  static getActorCombatant(combatant, options = { warning: true }) {
    if (!combatant.actor) {
      if (options.warning) {
        ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`)
      }
      return undefined
    }
    else if (!combatant.actor.isActorCombat()) {
      if (options.warning) {
        ui.notifications.warn(`${combatant.name} ne peut pas combattre!`)
      }
      return undefined
    }
    return combatant.actor
  }
  static bonusArme(arme) {
    return (arme?.system.magique) ? arme.system.ecaille_efficacite : 0
  }
  static etatGeneral(actor) {
    return actor.getEtatGeneral() ?? 0;
  }
  /** ***********************************************************************************
   * @override lance l'initiative de plusieurs combattants (tous/ous les PNJs) en une fois
   */
  async rollInitiative(ids, messageOptions = {}) {
    console.log(`${game.system.title} | Combat.rollInitiative()`, ids, messageOptions)
    ids = typeof ids === "string" ? [ids] : ids
    Promise.all(ids.map(id => this.rollInitRdD(id, undefined, messageOptions)))
    return this
  }
  async rollInitRdD(id, formule, messageOptions = {}) {
    const combatant = this.combatants.get(id);
    const actor = RdDCombatManager.getActorCombatant(combatant)
    if (actor) {
      formule = formule ?? RdDCombatManager.getFirstInitRollFormula(actor)
      const init = await RdDInitiative.roll(formule)
      await this.updateEmbeddedDocuments("Combatant", [{
        _id: combatant._id || combatant.id,
        initiative: init.init, 'system.init': init
      }])
      // Send a chat message
      let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
      let messageData = foundry.utils.mergeObject({
        speaker: {
          scene: canvas.scene._id,
          actor: combatant.actor?._id,
          token: combatant.token._id,
          alias: combatant.token?.name,
          sound: CONFIG.sounds.dice,
        },
        flavor: `${combatant.token?.name} a une initiatyive de ${init.value} : ${messageOptions.info}
`
      },
        messageOptions);
      init.roll.toMessage(messageData, { rollMode, create: true });
      RdDCombatManager.processPremierRoundInit();
    }
    return this;
  }
  static getFirstInitRollFormula(actor) {
    const actions = actor.listActions({ isEquipe: true })
    if (actions.length > 0) {
      const action = actions[0]
      const init = RdDCombatManager.getInitData(actor, action)
      const ajustement = RdDCombatManager.bonusArme(action.arme) + RdDCombatManager.etatGeneral(actor)
      return RdDInitiative.formule(init.phase, init.carac, init.niveau, ajustement);
    }
    return RdDInitiative.formule(MAP_PHASE['autre'], 10, 0, actor.getEtatGeneral() ?? 0);
  }
  /* -------------------------------------------- */
  static processPremierRoundInit() {
    // Check if we have the whole init !
    if (Misc.isFirstConnectedGM() && game.combat.current.round == 1) {
      let initMissing = game.combat.combatants.find(it => !it.initiative);
      if (!initMissing) { // Premier round !
        for (let combatant of game.combat.combatants) {
          if (combatant.initiativeData?.arme?.type == "arme") {
            // TODO: get init data premier round
            const action = combatant.initiativeData.arme;
            const fromArme = Grammar.toLowerCaseNoAccentNoSpace(action.system.initpremierround)
            const initData = premierRoundInit.find(it => fromArme.includes(initData.pattern))
            if (initData) {
              let msg = `
L'initiative de ${combatant.actor.getAlias()} a été modifiée !
                      
                      
                        Etant donné son ${action.name}, son initative pour ce premier round est désormais de ${initData.init}.
                      
`
              ChatMessage.create({ content: msg });
              game.combat.setInitiative(combatant._id, initData.init);
            }
          }
        }
      }
    }
  }
  /* -------------------------------------------- */
  static applyInitiativeCommand(combatantId, command, commandValue) {
    switch (command) {
      case 'delta': return RdDCombatManager.incDecInit(combatantId, commandValue);
      case 'autre': return RdDCombatManager.rollInitiativeAction(combatantId,
        { name: "Autre action", action: 'autre', system: { initOnly: true, competence: "Autre action" } });
    }
  }
  static async incDecInit(combatantId, incDecValue) {
    const combatant = game.combat.combatants.get(combatantId)
    if (combatant?.initiative && incDecValue != 0) {
      const value = combatant.system.init.value + incDecValue
      const newInit = combatant.initiative + incDecValue / 100;
      await game.combat.updateEmbeddedDocuments("Combatant", [{
        _id: combatantId,
        initiative: newInit,
        'system.init.value': value,
        'system.init.init': newInit,
      }])
    }
  }
  /* -------------------------------------------- */
  static pushInitiativeOptions(html, options) {
    for (let i = 0; i < options.length; i++) {
      let option = options[i]
      if (option.name == 'COMBAT.CombatantReroll') { // Replace !
        option.name = "Sélectionner l'initiative..."
        option.condition = true
        option.icon = '
'
        option.callback = target => {
          RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id'))
        }
      }
    }
    options = [
      { name: "Incrémenter initiative", condition: true, icon: '
', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +1); } },
      { name: "Décrémenter initiative", condition: true, icon: '
', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -1); } }
    ].concat(options);
  }
  /* -------------------------------------------- */
  static async rollInitiativeAction(combatantId, action) {
    const combatant = game.combat.combatants.get(combatantId)
    const actor = RdDCombatManager.getActorCombatant(combatant)
    if (actor == undefined) { return }
    const init = RdDCombatManager.getInitData(actor, action)
    const ajustement = RdDCombatManager.bonusArme(actor, action.arme) + RdDCombatManager.etatGeneral(actor)
    const formule = RdDInitiative.formule(init.phase, init.carac, init.niveau, ajustement);
    await game.combat.rollInitRdD(combatantId, formule, init);
    combatant.initiativeData = { action, formule } // pour reclasser l'init au round 0
  }
  static getInitData(actor, action) {
    if (actor.getSurprise() == "totale") { return { phase: MAP_PHASE['totale'], info: "Surprise Totale", carac: 0, niveau: 0 } }
    if (actor.getSurprise() == "demi") { return { phase: MAP_PHASE['demi'], info: "Demi Surprise", carac: 0, niveau: 0 } }
    if (action.action == 'autre') { return { phase: MAP_PHASE['autre'], info: "Autre Action", carac: 0, niveau: 0 } }
    if (action.action == 'possession') { return { phase: MAP_PHASE['possession'], info: "Possession", carac: actor.getReveActuel(), niveau: 0 } }
    if (action.action == 'haut-reve') { return { phase: MAP_PHASE['draconic'], info: "Draconic", carac: actor.getReveActuel(), niveau: 0 } }
    const comp = action.comp
    return {
      phase: RdDInitiative.phaseArme(comp?.system.categorie, action.arme),
      info: action.label,
      carac: actor.getCaracInit(comp),
      niveau: comp?.system.niveau ?? (['(lancer)', '(tir)'].includes(action.main) ? -8 : -6)
    }
  }
  /* -------------------------------------------- */
  static displayInitiativeMenu(html, combatantId) {
    const combatant = game.combat.combatants.get(combatantId)
    const actor = RdDCombatManager.getActorCombatant(combatant, { warning: false })
    if (actor) {
      const actions = RdDCombatManager.listActionsActorCombatant(actor)
      // Build the relevant submenu
      const menuItems = actions.map(action => {
        return {
          name: action.system.competence,
          icon: "
",
          callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) }
        }
      })
      if (menuItems.length > 0) {
        new ContextMenu(html, ".directory-list", menuItems).render();
      }
    }
  }
  /* -------------------------------------------- */
  static listActionsActorCombatant(actor) {
    const possessions = actor.listActionsPossessions()
    const actions = possessions.length > 0
      ? possessions
      : actor.listActions({ isEquipe: true })
    return Misc.indexed(actions)
  }
}
/* -------------------------------------------- */
export class RdDCombat {
  /* -------------------------------------------- */
  static onSocketMessage(sockmsg) {
    switch (sockmsg.msg) {
      case "msg_encaisser": return RdDCombat.onMsgEncaisser(sockmsg.data);
      case "msg_defense": return RdDCombat.onMsgDefense(sockmsg.data);
    }
  }
  /* -------------------------------------------- */
  static onUpdateCombat(combat, change, options, userId) {
    if (combat.round != 0 && combat.turns && combat.active) {
      RdDCombat.combatNouveauTour(combat);
    }
  }
  /* -------------------------------------------- */
  static combatNouveauTour(combat) {
    if (Misc.isFirstConnectedGM()) {
      let turn = combat.turns.find(t => t.token?.id == combat.current.tokenId);
      if (turn?.actor) {
        // TODO Playaudio for player??
        RdDCombat.displayActorCombatStatus(combat, turn.actor, turn.token);
      }
    }
  }
  /* -------------------------------------------- */
  static isActive() {
    return true;
  }
  /* -------------------------------------------- */
  static rddCombatTarget(target, attacker, attackerToken) {
    return new RdDCombat(attacker, attackerToken?.id, target?.actor, target?.id, target)
  }
  /* -------------------------------------------- */
  static rddCombatForAttackerAndDefender(attackerId, attackerTokenId, defenderTokenId) {
    const attacker = game.actors.get(attackerId)
    const defenderToken = defenderTokenId ? canvas.tokens.get(defenderTokenId) : undefined
    let defender = defenderToken?.actor;
    let target = undefined
    if (!defenderTokenId || !defender) {
      console.warn(`RdDCombat.rddCombatForAttackerAndDefender: appel avec defenderTokenId ${defenderTokenId} incorrect, ou pas de defender correspondant`);
      target = Targets.getTarget()
      if (!target) {
        return
      }
      defenderTokenId = target.id;
      defender = target.actor;
      if (!defenderTokenId || !defender) {
        return
      }
    }
    return new RdDCombat(attacker, attackerTokenId, defender, defenderTokenId, target)
  }
  /* -------------------------------------------- */
  static onMsgEncaisser(msg) {
    let defender = canvas.tokens.get(msg.defenderToken.id).actor;
    if (Misc.isOwnerPlayer(defender)) {
      let attackerRoll = msg.attackerRoll;
      let attacker = msg.attackerId ? game.actors.get(msg.attackerId) : undefined;
      defender.encaisserDommages(attackerRoll.dmg, attacker, msg.attackerToken);
      const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerToken.id, msg.defenderToken.id);
      rddCombat?.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
    }
  }
  /* -------------------------------------------- */
  static onMsgDefense(msg) {
    let defenderToken = canvas.tokens.get(msg.defenderToken.id)
    if (defenderToken && Misc.isFirstConnectedGM()) {
      const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerToken.id, msg.defenderToken.id)
      rddCombat?.removeChatMessageActionsPasseArme(msg.paramChatDefense.attackerRoll.passeArme)
      if (msg.defenderRoll.v2) {/* TODO: delete roll V1 */
        RollDialog.loadRollData(msg.paramChatDefense)
        rddCombat?._chatMessageDefenseV2(msg.paramChatDefense)
      } else {
        rddCombat?._chatMessageDefense(msg.paramChatDefense, msg.defenderRoll)
      }
    }
  }
  /* -------------------------------------------- */
  static _callJetDeVie(event) {
    let actorId = event.currentTarget.attributes['data-actorId'].value;
    let tokenId = event.currentTarget.attributes['data-tokenId'].value;
    let token = canvas.tokens.get(tokenId)
    const actor = token?.actor ?? game.actors.get(actorId);
    if (actor?.isOwner) {
      actor.jetDeVie();
    }
  }
  /* -------------------------------------------- */
  static registerChatCallbacks(html) {
    for (let button of [
      '.button-defense',
      '.button-parade',
      '.button-esquive',
      '.button-encaisser',
      '.particuliere-attaque',
      '.appel-chance-defense',
      '.appel-destinee-defense',
      '.appel-chance-attaque',
      '.appel-destinee-attaque',
      '.echec-total-attaque',
      // '.appel-chance',
      // '.chat-encaissement',
      // '.resister-recul',
    ]) {
      $(html).on("click", button, event => {
        const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(
          event.currentTarget.attributes['data-attackerId']?.value,
          event.currentTarget.attributes['data-attackerTokenId']?.value,
          event.currentTarget.attributes['data-defenderTokenId']?.value);
        if (rddCombat) {
          rddCombat.onEvent(button, event);
          event.preventDefault();
        }
      });
    }
    $(html).on("click", 'a.chat-jet-vie', event => {
      event.preventDefault();
      RdDCombat._callJetDeVie(event);
    });
  }
  /* -------------------------------------------- */
  constructor(attacker, attackerTokenId, defender, defenderTokenId, target) {
    this.attacker = attacker
    this.defender = defender
    this.target = target
    this.attackerId = this.attacker.id
    this.defenderId = this.defender.id
    this.attackerTokenId = attackerTokenId
    this.defenderTokenId = defenderTokenId
    this.attackerToken = RdDCombat.$extractAttackerTokenData(attacker, attackerTokenId)
    this.defenderToken = RdDCombat.$extractDefenderTokenData(defender, defenderTokenId, target)
  }
  static $extractAttackerTokenData(attacker, attackerTokenId) {
    const token = canvas.tokens.get(attackerTokenId);
    return token ? Targets.extractTokenData(token) : Targets.buildActorTokenData(attackerTokenId, attacker)
  }
  static $extractDefenderTokenData(defender, defenderTokenId, target) {
    if (target) {
      return Targets.extractTokenData(target)
    }
    const token = canvas.tokens.get(defenderTokenId);
    return token ? Targets.extractTokenData(token) : Targets.buildActorTokenData(defenderTokenId, defender)
  }
  /* -------------------------------------------- */
  async onEvent(button, event) {
    const chatMessage = ChatUtility.getChatMessage(event);
    const defenderRoll = ChatUtility.getMessageData(chatMessage, 'rollData');
    const attackerRoll = defenderRoll?.attackerRoll ?? ChatUtility.getMessageData(chatMessage, 'rollData');
    console.log('RdDCombat', attackerRoll, defenderRoll);
    const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
    const competence = event.currentTarget.attributes['data-competence']?.value;
    const compId = event.currentTarget.attributes['data-compid']?.value;
    switch (button) {
      case '.particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
      case '.button-defense': return this.defenseV2(attackerRoll);
      case '.button-parade': return this.parade(attackerRoll, armeParadeId);
      case '.button-esquive': return this.esquive(attackerRoll, compId, competence);
      case '.button-encaisser': return this.encaisser(attackerRoll, defenderRoll);
      case '.echec-total-attaque': return this._onEchecTotal(attackerRoll);
      case '.appel-chance-attaque': return this.attacker.rollAppelChance(
        () => this.attaqueChanceuse(attackerRoll),
        () => this._onEchecTotal(attackerRoll));
      case '.appel-chance-defense': return this.defender.rollAppelChance(
        () => this.defenseChanceuse(attackerRoll, defenderRoll),
        () => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true }));
      case '.appel-destinee-attaque': return this.attacker.appelDestinee(
        () => this.attaqueSignificative(attackerRoll));
      case '.appel-destinee-defense': return this.defender.appelDestinee(
        () => this.defenseDestinee(defenderRoll));
    }
  }
  /* -------------------------------------------- */
  attaqueChanceuse(attackerRoll) {
    ui.notifications.info("L'attaque est rejouée grâce à la chance")
    attackerRoll.essais.attaqueChance = true;
    this.attaque(attackerRoll, attackerRoll.arme);
  }
  /* -------------------------------------------- */
  attaqueDestinee(attackerRoll) {
    ui.notifications.info('Attaque significative grâce à la destinée')
    RdDResolutionTable.significativeRequise(attackerRoll.rolled);
    this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
    this._onAttaqueNormale(attackerRoll);
  }
  /* -------------------------------------------- */
  defenseChanceuse(attackerRoll, defenderRoll) {
    ui.notifications.info("La défense est rejouée grâce à la chance")
    attackerRoll.essais.defenseChance = true;
    attackerRoll.essais.defense = false;
    this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
    this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais);
  }
  /* -------------------------------------------- */
  defenseDestinee(defenderRoll) {
    if (defenderRoll) {
      ui.notifications.info('Défense significative grâce à la destinée')
      RdDResolutionTable.significativeRequise(defenderRoll.rolled);
      this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
      if (defenderRoll.arme) {
        this._onParadeNormale(defenderRoll);
      }
      else {
        this._onEsquiveNormale(defenderRoll);
      }
    }
    else {
      ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!")
    }
  }
  /* -------------------------------------------- */
  afficherOptionsDefense(attackerRoll, defenderRoll, essais) {
    ui.notifications.info("La chance n'est pas avec vous");
    this._sendMessageDefense(attackerRoll, defenderRoll, essais);
  }
  /* -------------------------------------------- */
  removeChatMessageActionsPasseArme(passeArme) {
    if (game.settings.get(SYSTEM_RDD, "supprimer-dialogues-combat-chat")) {
      ChatUtility.removeChatMessageContaining(`
`);
    }
  }
  /* -------------------------------------------- */
  static isEchec(rollData) {
    switch (rollData.ajustements.surprise.used) {
      case 'totale': return true;
      case 'demi': return !rollData.rolled.isSign;
    }
    return rollData.rolled.isEchec;
  }
  /* -------------------------------------------- */
  static isEchecTotal(rollData) {
    if (rollData.v2 /* roll V2*/) {
      // TODO: en cas de demi-surprise à l'attaque, tout échec est un echec total.
      // TODO: en cas de demi-surprise en défense, pas de changement à la règle de base
      return rollData.rolled.isETotal
    }
    if (rollData.mode == ROLL_TYPE_ATTAQUE && rollData.surprise == 'demi') {
      // échec normal à l'attaque en demi surprise
      return rollData.rolled.isEchec && rollData.rolled.code != 'notSign'
    }
    return rollData.rolled.isETotal
  }
  /* -------------------------------------------- */
  static isParticuliere(rollData) {
    if (rollData.v2 /* roll V2*/) {
      return rollData.rolled.isPart
    }
    if (rollData.attackerRoll || !rollData.ajustements.surprise.used) {
      return rollData.rolled.isPart
    }
    return false
  }
  /* -------------------------------------------- */
  static isReussite(rollData) {
    if (rollData.v2 /* roll V2*/) {
      return rollData.rolled.isSuccess
    }
    if (!rollData.ajustements.surprise.used) {
      return rollData.rolled.isSuccess
    }
    switch (rollData.ajustements.surprise.used) {
      case 'totale': return false
      case 'demi': return rollData.rolled.isSign
    }
    return rollData.rolled.isSuccess
  }
  /* -------------------------------------------- */
  async proposerAjustementTirLancer(rollData) {
    if (['tir', 'lancer'].includes(rollData.competence.system.categorie)) {
      if (this.defender.isEntite([ENTITE_BLURETTE])) {
        ChatMessage.create({
          content: `La cible est une blurette, l'arme à distance sera perdue dans le blurêve`,
          whisper: ChatUtility.getGMs()
        })
      }
      else {
        const defenderToken = canvas.tokens.get(this.defenderTokenId)
        const dist = this.distance(_token, defenderToken)
        const isVisible = this.isVisible(_token, defenderToken)
        const portee = this._ajustementPortee(dist, rollData.arme)
        const taille = this._ajustementTaille(this.defender)
        const activite = this._ajustementMouvement(this.defender)
        const total = [portee, taille, activite].map(it => it.diff).filter(d => !Number.isNaN(d)).reduce(Misc.sum(), 0)
        ChatMessage.create({
          content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-info-distance.hbs', {
            rollData: rollData,
            attacker: _token,
            isVisible: isVisible,
            defender: defenderToken,
            distance: dist,
            portee: portee,
            taille: taille,
            activite: activite,
            total: total
          }),
          whisper: ChatUtility.getGMs()
        })
      }
    }
  }
  isVisible(token, defenderToken) {
    return canvas.effects.visibility.testVisibility(defenderToken.center, { object: token })
  }
  distance(token, defenderToken) {
    return Number(canvas.grid.measureDistances([{ ray: new Ray(token.center, defenderToken.center) }], { gridSpaces: false })).toFixed(1);
  }
  _ajustementPortee(dist, arme) {
    if (dist <= arme.system.portee_courte) return { msg: "courte", diff: 0 };
    if (dist <= arme.system.portee_moyenne) return { msg: "moyenne", diff: -3 };
    if (dist <= arme.system.portee_extreme) return { msg: "extrême", diff: -5 };
    return { msg: "inatteignable", diff: -10 };
  }
  _ajustementTaille(actor) {
    if (actor.isVehicule()) return { msg: "véhicule", diff: 0 }
    const taille = actor.getCaracByName('TAILLE')?.value ?? 1;
    if (taille <= 1) return { msg: "souris", diff: -8 };
    if (taille <= 3) return { msg: "chat", diff: -4 };
    if (taille <= 5) return { msg: "chien", diff: -2 };
    if (taille <= 15) return { msg: "humanoïde", diff: 0 };
    if (taille <= 20) return { msg: "ogre", diff: 2 };
    return { msg: "gigantesque", diff: 4 };
  }
  _ajustementMouvement(defender) {
    if (defender.getSurprise(true) != '') return { msg: "immobile (surprise)", diff: 0 };
    if (game.combat?.combatants.find(it => it.actorId == defender.id)) return { msg: "en mouvement (combat)", diff: -4 };
    return { msg: "à déterminer (0 immobile, -3 actif, -4 en mouvement, -5 en zig-zag)", diff: -3 };
  }
  async attaqueV2() {
    if (!await this.attacker.accorder(this.defender, 'avant-attaque')) {
      return
    }
    await this.doRollAttaque({
      ids: {
        actorId: this.attackerId,
        actorTokenId: this.attackerTokenId,
        opponentId: this.defender.id,
        opponentTokenId: this.defenderTokenId,
      },
      type: { allowed: ['attaque'], current: 'attaque' },
      passeArme: foundry.utils.randomID(16),
    })
  }
  async doRollAttaque(rollData, callbacks = []) {
    // TODO V2 await this.proposerAjustementTirLancer(rollData)
    await RollDialog.create(rollData, {
      onRollDone: RollDialog.onRollDoneClose,
      callbacks: [
        async (roll) => await this.onAttaqueV2(roll),
        ...callbacks
      ]
    })
  }
  async onAttaqueV2(attackerRoll) {
    if (!this.defender || !attackerRoll.rolled.isSuccess || attackerRoll.particulieres?.length > 1) {
      return
    }
    if (!await this.attacker.accorder(this.defender, 'avant-defense')) {
      return;
    }
    RollDialog.loadRollData(attackerRoll)
    const surpriseDefender = this.defender.getSurprise(true);
    const paramChatDefense = {
      attackerRoll: attackerRoll,
      isPossession: this.isPossession(attackerRoll),
      defender: this.defender,
      attacker: this.attacker,
      attackerId: this.attackerId,
      attackerToken: this.attackerToken,
      defenderToken: this.defenderToken,
      surprise: surpriseDefender,
    }
    if (Misc.isFirstConnectedGM()) {
      await this._chatMessageDefenseV2(paramChatDefense);
    }
    else {
      this._socketSendMessageDefense(paramChatDefense, {});
    }
  }
  async _chatMessageDefenseV2(paramDemandeDefense) {
    const attackerRoll = paramDemandeDefense.attackerRoll;
    RollBasicParts.loadSurprises(attackerRoll)
    attackerRoll.passeArme = attackerRoll.passeArme ?? foundry.utils.randomID(16)
    attackerRoll.dmg = RdDBonus.dmgRollV2(attackerRoll, attackerRoll.current.attaque)
    const attaque = RollDialog.saveParts(attackerRoll)
    const defense = {
      attackerRoll: attaque,
      ids: RollBasicParts.reverseIds(attaque),
      passeArme: attaque.passeArme ?? foundry.utils.randomID(16)
    }
    const choixDefense = await ChatMessage.create({
      // message privé: du défenseur à lui même (et aux GMs)
      speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
      alias: this.attacker?.getAlias(),
      whisper: ChatUtility.getOwners(this.defender),
      content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.hbs', attackerRoll)
    });
    // flag pour garder les jets d'attaque/defense
    ChatUtility.setMessageData(choixDefense, 'rollData', defense)
  }
  /* -------------------------------------------- */
  async attaque(competence, arme) {
    if (!await this.attacker.accorder(this.defender, 'avant-attaque')) {
      return
    }
    if (OptionsAvancees.isUsing(ROLL_DIALOG_V2)) {
      return this.attacker.rollCompetence(competence.name, { arme: arme })
    }
    if (arme.system.cac == EMPOIGNADE) {
      RdDEmpoignade.onAttaqueEmpoignade(this.attacker, this.defender)
      return
    }
    RdDEmpoignade.checkEmpoignadeEnCours(this.attacker)
    let rollData = this._prepareAttaque(competence, arme)
    console.log("RdDCombat.attaque >>>", rollData);
    if (arme) {
      this.attacker.verifierForceMin(arme);
    }
    await this.proposerAjustementTirLancer(rollData)
    const dialog = await RdDRoll.create(this.attacker, rollData,
      { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.hbs' },
      {
        name: 'jet-attaque',
        label: 'Attaque: ' + (arme?.name ?? competence.name),
        callbacks: [
          this.attacker.createCallbackExperience(),
          this.attacker.createCallbackAppelAuMoral(),
          { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
          { action: async r => await this.attacker.incDecItemUse(arme._id, arme && !RdDCombat.isParticuliere(r)) },
          { action: r => this._onAttaque(r) },
        ]
      });
    dialog.render(true);
  }
  /* -------------------------------------------- */
  _prepareAttaque(competence, arme) {
    let rollData = {
      mode: ROLL_TYPE_ATTAQUE,
      alias: this.attacker?.getAlias(),
      passeArme: foundry.utils.randomID(16),
      mortalite: arme?.system.mortalite,
      competence: competence,
      surprise: this.attacker.getSurprise(true),
      surpriseDefenseur: this.defender.getSurprise(true),
      sourceToken: this.attackerToken,
      targetToken: this.defenderToken,
      essais: {}
    };
    if (this.attacker.isCreatureEntite()) {
      MappingCreatureArme.setRollDataCreature(rollData);
    }
    else if (arme) {
      // Usual competence
      rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
    }
    else {
      // sans armes: à mains nues
      rollData.arme = RdDItemArme.pugilat(this.attacker)
      rollData.arme.system.niveau = competence.system.niveau
      rollData.arme.system.initiative = RdDInitiative.getRollInitiative(this.attacker.system.carac['melee'].value, competence.system.niveau);
    }
    return rollData;
  }
  async _onAttaque(attackerRoll) {
    if (RdDCombat.isParticuliere(attackerRoll)) {
      return await this._onAttaqueParticuliere(attackerRoll)
    }
    if (RdDCombat.isReussite(attackerRoll)) {
      return await this._onAttaqueNormale(attackerRoll)
    }
    if (RdDCombat.isEchecTotal(attackerRoll)) {
      return await this._onAttaqueEchecTotal(attackerRoll)
    }
    return await this._onAttaqueEchec(attackerRoll)
  }
  /* -------------------------------------------- */
  async _onAttaqueParticuliere(rollData) {
    const isMeleeDiffNegative = (rollData.competence.type == 'competencecreature' || rollData.selectedCarac.label == "Mêlée") && rollData.diffLibre < 0;
    // force toujours, sauf empoignade
    // finesse seulement en mélée, pour l'empoignade, ou si la difficulté libre est de -1 minimum
    // rapidité seulement en mêlée, si l'arme le permet, et si la difficulté libre est de -1 minimum
    const isForce = !rollData.arme.system.empoignade;
    const isFinesse = rollData.tactique != 'charge' && (rollData.arme.system.empoignade || isMeleeDiffNegative);
    const isRapide = rollData.tactique != 'charge' && !rollData.arme.system.empoignade && isMeleeDiffNegative && rollData.arme.system.rapide;
    // si un seul choix possible, le prendre
    if (isForce && !isFinesse && !isRapide) {
      return await this.choixParticuliere(rollData, "force");
    }
    else if (!isForce && isFinesse && !isRapide) {
      return await this.choixParticuliere(rollData, "finesse");
    }
    else if (!isForce && !isFinesse && isRapide) {
      return await this.choixParticuliere(rollData, "rapidite");
    }
    const choixParticuliere = await ChatMessage.create({
      alias: this.attacker.getAlias(),
      whisper: ChatUtility.getOwners(this.attacker),
      content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.hbs', {
        alias: this.attacker.getAlias(),
        attackerId: this.attackerId,
        attackerToken: this.attackerToken,
        defenderToken: this.defenderToken,
        isForce: isForce,
        isFinesse: isFinesse,
        isRapide: isRapide,
        passeArme: rollData.passeArme
      })
    });
    ChatUtility.setMessageData(choixParticuliere, 'rollData', rollData);
  }
  /* -------------------------------------------- */
  async _onAttaqueNormale(attackerRoll) {
    console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
    attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker, this.defender.isEntite());
    let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
    attackerRoll.show = {
      cible: this.defender?.getAlias() ?? 'la cible',
      isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
    }
    await RdDRollResult.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.hbs');
    if (!await this.attacker.accorder(this.defender, 'avant-defense')) {
      return;
    }
    if (this.defender) {
      await this._sendMessageDefense(attackerRoll, defenderRoll);
    }
  }
  /* -------------------------------------------- */
  isPossession(attackerRoll) {
    const carac = attackerRoll.v2
      ? attackerRoll.current.carac?.label
      : attackerRoll.selectedCarac.label
    return carac?.toLowerCase() == 'possession';
  }
  /* -------------------------------------------- */
  async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) {
    this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
    if (essaisPrecedents) {
      foundry.utils.mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true });
    }
    // # utilisation esquive
    const corpsACorps = this.defender.getCompetenceCorpsACorps({ onMessage: it => console.info(it, this.defender) });
    const esquives = foundry.utils.duplicate(this.defender.getCompetencesEsquive())
    esquives.forEach(e => e.nbUsage = e?._id ? this.defender.getItemUse(e._id) : 0);
    const paramChatDefense = {
      passeArme: attackerRoll.passeArme,
      essais: attackerRoll.essais,
      isPossession: this.isPossession(attackerRoll),
      defender: this.defender,
      attacker: this.attacker,
      attackerId: this.attackerId,
      esquives: esquives,
      attackerToken: this.attackerToken,
      defenderToken: this.defenderToken,
      mainsNues: attackerRoll.dmg.mortalite != 'mortel' && corpsACorps,
      armes: this._filterArmesParade(this.defender, attackerRoll.competence, attackerRoll.arme),
      diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
      attaqueParticuliere: attackerRoll.particuliere,
      attaqueCategorie: attackerRoll.competence.system.categorie,
      attaqueArme: attackerRoll.arme,
      surprise: this.defender.getSurprise(true),
      dmg: attackerRoll.dmg,
    };
    if (Misc.isFirstConnectedGM()) {
      await this._chatMessageDefense(paramChatDefense, defenderRoll);
    }
    else {
      this._socketSendMessageDefense(paramChatDefense, defenderRoll);
    }
  }
  /* -------------------------------------------- */
  async _chatMessageDefense(paramDemandeDefense, defenderRoll) {
    const choixDefense = await ChatMessage.create({
      // message privé: du défenseur à lui même (et aux GMs)
      speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
      alias: this.attacker?.getAlias(),
      whisper: ChatUtility.getOwners(this.defender),
      content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense-v1.hbs', paramDemandeDefense),
    });
    // flag pour garder les jets d'attaque/defense
    ChatUtility.setMessageData(choixDefense, 'rollData', defenderRoll);
  }
  /* -------------------------------------------- */
  _socketSendMessageDefense(paramChatDefense, defenderRoll) {
    // envoyer le message au destinataire
    game.socket.emit(SYSTEM_SOCKET_ID, {
      msg: "msg_defense", data: {
        attackerId: this.attacker?.id,
        attackerToken: this.attackerToken,
        defenderId: this.defender?.id,
        defenderToken: this.defenderToken,
        defenderRoll: defenderRoll,
        paramChatDefense: paramChatDefense,
        rollMode: true,
      }
    });
  }
  /* -------------------------------------------- */
  _filterArmesParade(defender, competence, armeAttaque) {
    let defenses = defender.items.filter(it => it.isParade())
    defenses = foundry.utils.duplicate(defenses)
    defenses.forEach(armeDefense => {
      // Ajout du # d'utilisation ce round
      armeDefense.nbUsage = defender.getItemUse(armeDefense.id)
      armeDefense.typeParade = RdDItemArme.defenseArmeParade(armeAttaque, armeDefense)
    })
    switch (competence.system.categorie) {
      case 'tir':
      case 'lancer':
        return defenses.filter(armeDefense => RdDItemArme.getCategorieParade(armeDefense) == 'boucliers')
      default:
        return defenses.filter(armeDefense => armeDefense.typeParade != '')
    }
  }
  /* -------------------------------------------- */
  async _onAttaqueEchecTotal(attackerRoll) {
    const choixEchecTotal = await ChatMessage.create({
      whisper: ChatUtility.getOwners(this.attacker),
      content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.hbs', {
        rolled: attackerRoll.rolled,
        attackerId: this.attackerId,
        attacker: this.attacker,
        attackerToken: this.attackerToken,
        defenderToken: this.defenderToken,
        essais: attackerRoll.essais
      })
    });
    ChatUtility.setMessageData(choixEchecTotal, 'rollData', attackerRoll);
  }
  /* -------------------------------------------- */
  async _onEchecTotal(rollData) {
    console.log("RdDCombat._onEchecTotal >>>", rollData);
    const arme = rollData.arme;
    const avecArme = !['', 'sans-armes', 'armes-naturelles'].includes(arme?.system.categorie_parade ?? '');
    const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque");
    ChatUtility.createChatWithRollMode(
      { content: `Maladresse à ${action}! ` + await RdDRollTables.getMaladresse({ arme: avecArme }) },
      this.defender)
  }
  /* -------------------------------------------- */
  async _onAttaqueEchec(attackerRoll) {
    console.log("RdDCombat.onAttaqueEchec >>>", attackerRoll);
    await RdDRollResult.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.hbs');
  }
  /* -------------------------------------------- */
  async choixParticuliere(rollData, choix) {
    console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
    await this.attacker.incDecItemUse(rollData.arme.id, choix != "rapidite")
    this.removeChatMessageActionsPasseArme(rollData.passeArme);
    rollData.particuliere = choix;
    await this._onAttaqueNormale(rollData)
  }
  /* -------------------------------------------- */
  async parade(attackerRoll, armeParadeId) {
    const arme = this.defender.getArmeParade(armeParadeId);
    console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
    const competence = arme?.system?.competence;
    if (competence == undefined) {
      console.error("Pas de compétence de parade associée à ", arme?.name, armeParadeId);
      return;
    }
    let rollData = this._prepareParade(attackerRoll, arme, competence);
    const dialog = await RdDRoll.create(this.defender, rollData,
      { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.hbs' },
      {
        name: 'jet-parade',
        label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
        callbacks: [
          this.defender.createCallbackExperience(),
          this.defender.createCallbackAppelAuMoral(),
          { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
          { action: async r => await this.defender.incDecItemUse(armeParadeId, !RdDCombat.isParticuliere(r)) },
          { action: r => this._onParade(r) },
        ]
      });
    dialog.render(true);
  }
  async defenseV2(attackerRoll) {
    // this._prepareParade(attackerRoll, arme, competence);
    RollDialog.loadRollData(attackerRoll)
    await this.doRollDefense({
      ids: {
        actorId: this.defender.id,
        actorTokenId: this.defenderTokenId,
        opponentTokenId: this.attackerTokenId,
        opponentId: this.attackerId,
      },
      type: { allowed: [ROLL_TYPE_DEFENSE], current: ROLL_TYPE_DEFENSE },
      attackerRoll: attackerRoll,
      passeArme: attackerRoll.passeArme,
    })
  }
  async doRollDefense(rollData, callbacks = []) {
    await RollDialog.create(rollData, {
      onRollDone: RollDialog.onRollDoneClose,
      callbacks: [
        async (roll) => {
          this.removeChatMessageActionsPasseArme(roll.passeArme);
          // defense:  esquive / arme de parade / competence de défense
          if (!RdDCombat.isParticuliere(roll)) {
            await roll.active.actor.incDecItemUse(roll.current[PART_DEFENSE].defense?.id);
          }
          await this._onDefense(roll);
        },
        ...callbacks
      ]
    })
  }
  /* -------------------------------------------- */
  _prepareParade(attackerRoll, armeParade, competenceParade) {
    let defenderRoll = {
      mode: ROLL_TYPE_DEFENSE,
      alias: this.defender?.getAlias(),
      passeArme: attackerRoll.passeArme,
      diffLibre: attackerRoll.diffLibre,
      attackerToken: this.attackerToken,
      defenderToken: this.defenderToken,
      attackerRoll: attackerRoll,
      competence: this.defender.getCompetence(competenceParade),
      arme: armeParade,
      surprise: this.defender.getSurprise(true),
      needParadeSignificative: ReglesOptionnelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(attackerRoll.arme, armeParade),
      needResist: RdDItemArme.needArmeResist(attackerRoll.arme, armeParade),
      carac: this.defender.system.carac,
      show: {}
    };
    if (this.defender.isCreatureEntite()) {
      MappingCreatureArme.setRollDataCreature(defenderRoll);
    }
    return defenderRoll;
  }
  async _onDefense(rollData) {
    const isEsquive = rollData.current[PART_DEFENSE].isEsquive
    const isParade = !isEsquive
    if (RdDCombat.isReussite(rollData)) {
      if (isParade) {
        await this.computeDeteriorationArme(rollData)
        if (RdDCombat.isParticuliere(rollData)) {
          await this.infoAttaquantDesarme(rollData)
        }
      }
    }
    this.removeChatMessageActionsPasseArme(rollData.passeArme)
  }
  async infoAttaquantDesarme(rollData) {
    if (/*TODO: parade?*/!rollData.attackerRoll?.particuliere) {
      // TODO: attaquant doit jouer résistance et peut être désarmé p132
      ChatUtility.createChatWithRollMode(
        { content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)` },
        this.defender)
    }
  }
  async _onDefenseNormale(rollData) {
    console.log("RdDCombat._onDefenseNormale >>>", rollData);
    await this.computeRecul(rollData);
    await this.computeDeteriorationArme(rollData);
    await RdDRollResult.displayRollData(rollData, this.defender, 'chat-resultat-parade.hbs');
    this.removeChatMessageActionsPasseArme(rollData.passeArme);
  }
  async _onParade(defenderRoll) {
    if (RdDCombat.isReussite(defenderRoll)) {
      await this._onParadeNormale(defenderRoll)
      if (RdDCombat.isParticuliere(defenderRoll)) {
        await this._onParadeParticuliere(defenderRoll)
      }
      return
    }
    await this._onParadeEchec(defenderRoll)
  }
  /* -------------------------------------------- */
  async _onParadeParticuliere(defenderRoll) {
    console.log("RdDCombat._onParadeParticuliere >>>", defenderRoll);
    if (!defenderRoll.attackerRoll.isPart) {
      // TODO: attaquant doit jouer résistance et peut être désarmé p132
      ChatUtility.createChatWithRollMode(
        { content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)` },
        this.defender)
    }
  }
  /* -------------------------------------------- */
  async _onParadeNormale(defenderRoll) {
    console.log("RdDCombat._onParadeNormale >>>", defenderRoll);
    await this.computeRecul(defenderRoll);
    await this.computeDeteriorationArme(defenderRoll);
    await RdDRollResult.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.hbs');
    this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
  }
  /* -------------------------------------------- */
  async _onParadeEchec(defenderRoll) {
    console.log("RdDCombat._onParadeEchec >>>", defenderRoll);
    await RdDRollResult.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.hbs');
    this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
    this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true });
  }
  /* -------------------------------------------- */
  async esquive(attackerRoll, compId, compName) {
    const esquive = this.defender.getCompetence(compId) ?? this.defender.getCompetence(compName)
    if (esquive == undefined) {
      ui.notifications.error(this.defender.getAlias() + " n'a pas de compétence " + compName);
      return;
    }
    console.log("RdDCombat.esquive >>>", attackerRoll, esquive);
    let rollData = this._prepareEsquive(attackerRoll, esquive);
    const dialog = await RdDRoll.create(this.defender, rollData,
      { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.hbs' },
      {
        name: 'jet-esquive',
        label: 'Esquiver',
        callbacks: [
          this.defender.createCallbackExperience(),
          this.defender.createCallbackAppelAuMoral(),
          { action: async r => await this.defender.incDecItemUse(esquive._id, !RdDCombat.isParticuliere(r)) },
          { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
          { action: r => this._onEsquive(r) },
        ]
      });
    dialog.render(true);
  }
  /* -------------------------------------------- */
  _prepareEsquive(attackerRoll, competence) {
    let rollData = {
      mode: ROLL_TYPE_DEFENSE,
      alias: this.defender.getAlias(),
      passeArme: attackerRoll.passeArme,
      diffLibre: attackerRoll.diffLibre,
      attackerToken: this.attackerToken,
      defenderToken: this.defenderToken,
      attackerRoll: attackerRoll,
      competence: competence,
      surprise: this.defender.getSurprise(true),
      surpriseDefenseur: this.defender.getSurprise(true),
      carac: this.defender.system.carac,
      show: {}
    };
    if (this.defender.isCreatureEntite()) {
      MappingCreatureArme.setRollDataCreature(rollData);
    }
    return rollData;
  }
  async _onEsquive(defenderRoll) {
    if (RdDCombat.isReussite(defenderRoll)) {
      await this._onEsquiveNormale(defenderRoll)
      if (RdDCombat.isParticuliere(defenderRoll)) {
        await this._onEsquiveParticuliere(defenderRoll)
      }
      return
    }
    return await this._onEsquiveEchec(defenderRoll)
  }
  /* -------------------------------------------- */
  async _onEsquiveParticuliere(defenderRoll) {
    console.log("RdDCombat._onEsquiveParticuliere >>>", defenderRoll);
    ChatUtility.createChatWithRollMode(
      { content: "Vous pouvez esquiver une deuxième fois!" },
      this.defender);
  }
  /* -------------------------------------------- */
  async _onEsquiveNormale(defenderRoll) {
    console.log("RdDCombat._onEsquiveNormal >>>", defenderRoll);
    await RdDRollResult.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.hbs');
    this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
  }
  /* -------------------------------------------- */
  async _onEsquiveEchec(defenderRoll) {
    console.log("RdDCombat._onEsquiveEchec >>>", defenderRoll);
    await RdDRollResult.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.hbs');
    this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
    this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true })
  }
  /* -------------------------------------------- */
  async computeDeteriorationArme(defenderRoll) {
    if (!ReglesOptionnelles.isUsing('resistanceArmeParade')) {
      return;
    }
    const attackerRoll = defenderRoll.attackerRoll;
    // Est-ce une parade normale?
    if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) {
      // Est-ce que l'attaque est une particulière en force ou une charge
      if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll, defenderRoll.v2)) {
        defenderRoll.show = defenderRoll.show || {}
        const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
        let arme = defenderRoll.arme;
        let resistance = Misc.toInt(arme.system.resistance);
        if (arme.system.magique) {
          defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut
          if (arme.system.resistance_magique == undefined) arme.system.resistance_magique = 0; // Quick fix
          if (dmg > arme.system.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274)
            // Jet de résistance de l'arme de parade (p.132)
            let resistRoll = await RdDResolutionTable.rollData({
              caracValue: resistance,
              finalLevel: - dmg,
              showDice: HIDE_DICE
            });
            if (!resistRoll.rolled.isSuccess) {
              let perteResistance = (dmg - arme.system.resistance_magique)
              resistance -= perteResistance;
              defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
              defenderRoll.show.perteResistance = perteResistance;
              this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'system.resistance': resistance }]);
            }
          }
        } else {
          // Jet de résistance de l'arme de parade (p.132)
          let resistRoll = await RdDResolutionTable.rollData({
            caracValue: resistance,
            finalLevel: - dmg,
            showDice: HIDE_DICE
          });
          if (resistRoll.rolled.isSuccess) { // Perte de résistance
            defenderRoll.show.deteriorationArme = 'resiste';
          } else {
            resistance -= dmg;
            defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
            defenderRoll.show.perteResistance = dmg;
            this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'system.resistance': resistance }]);
          }
        }
        // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
        if (ReglesOptionnelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.arme) != 'boucliers') {
          let desarme = await RdDResolutionTable.rollData({
            caracValue: this.defender.getForce(),
            finalLevel: Misc.toInt(defenderRoll.competence.system.niveau) - dmg,
            showDice: HIDE_DICE
          });
          defenderRoll.show.desarme = desarme.rolled.isEchec
        }
      }
    }
  }
  /* -------------------------------------------- */
  async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
    if (!ReglesOptionnelles.isUsing('recul')) {
      return
    }
    const attackerRoll = defenderRoll.attackerRoll;
    if (this._isForceOuCharge(attackerRoll, defenderRoll.v2)) {
      defenderRoll.show.recul = this.defender.encaisserRecul(this.attacker.getForce(), attackerRoll.dmg.dmgArme)
    }
  }
  _isForceOuCharge(attaque, isRollV2 = false /* TODO: delete roll V1 */) {
    return attaque.particuliere == 'force' || 'charge' == (isRollV2 ? attaque.tactique?.key : attaque.tactique)
  }
  /* -------------------------------------------- */
  async encaisser(attackerRoll, defenderRoll) {
    console.log("RdDCombat.encaisser >>>", attackerRoll, defenderRoll);
    if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) {
      this._onEchecTotal(defenderRoll);
    }
    await this.doRollEncaissement(attackerRoll, defenderRoll);
    this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
  }
  async doRollEncaissement(attackerRoll, defenderRoll) {
    if (Misc.isOwnerPlayer(this.defender)) {
      attackerRoll.attackerId = this.attackerId;
      attackerRoll.defenderTokenId = this.defenderToken.id;
      await this.computeRecul(defenderRoll);
      await this.defender.encaisserDommages(attackerRoll.dmg, this.attacker, defenderRoll?.show, this.attackerToken, this.defenderToken);
    }
    else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas
      game.socket.emit(SYSTEM_SOCKET_ID, {
        msg: "msg_encaisser",
        data: {
          attackerId: this.attackerId,
          attackerRoll: attackerRoll,
          attackerToken: this.attackerToken,
          defenderToken: this.defenderToken
        }
      })
    }
  }
  /* -------------------------------------------- */
  static async displayActorCombatStatus(combat, actor, token) {
    if (!actor?.isActorCombat()) {
      return
    }
    const alias = token?.name ?? actor.getAlias();
    const formData = {
      combatId: combat._id,
      alias: alias,
      etatGeneral: actor.getEtatGeneral(),
      isSonne: actor.isSonne(),
      blessuresStatus: actor.computeResumeBlessure(),
      SConst: actor.getSConst(),
      actorId: actor.id,
      actor: actor,
      tokenId: token.id,
      isGrave: actor.countBlessures(it => it.isGrave()) > 0,
      isCritique: actor.countBlessures(it => it.isCritique()) > 0
    }
    await ChatMessage.create({
      content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-acteur.hbs`, formData),
      alias: alias
    })
    await ChatMessage.create({
      content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-sante.hbs`, formData),
      whisper: ChatUtility.getOwners(actor),
      alias: alias
    })
  }
}