Migration vers DataModels et appv2
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311
modules/applications/heritiers-roll-dialog.mjs
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311
modules/applications/heritiers-roll-dialog.mjs
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import { HeritiersUtility } from "../heritiers-utility.js"
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/**
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* Dialogue de jet de dé pour Les Héritiers - Version AppV2
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*/
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export class HeritiersRollDialog {
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/**
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* Create and display the roll dialog
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* @param {HeritiersActor} actor - The actor making the roll
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* @param {Object} rollData - Data for the roll
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* @returns {Promise<Object>} - Returns a dialog-like object for compatibility
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*/
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static async create(actor, rollData) {
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// Préparer le contexte pour le template
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const context = {
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...rollData,
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img: actor.img,
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name: actor.name,
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config: game.system.lesheritiers.config,
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}
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// Rendre le template en HTML
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-les-heritiers/templates/roll-dialog-generic.hbs",
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context
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)
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// Préparer les boutons selon le mode et le niveau
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const buttons = this._prepareButtons(rollData)
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// Lancer le dialog de manière asynchrone (sans attendre)
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setTimeout(() => {
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foundry.applications.api.DialogV2.wait({
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window: { title: "Test de Capacité", icon: "fa-solid fa-dice" },
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classes: ["heritiers-roll-dialog"],
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position: { width: 420, height: 'fit-content' },
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modal: false,
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content,
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buttons,
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rejectClose: false,
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render: (event, html) => {
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this._activateListeners(html, rollData)
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}
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})
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}, 0)
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// Retourner un objet avec une méthode render() vide pour compatibilité
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return {
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render: () => {} // No-op for compatibility with old code
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}
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}
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/**
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* Préparer les boutons selon le mode et le niveau de compétence
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* @param {Object} rollData - Data for the roll
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* @returns {Array} - Array of button configurations
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* @private
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*/
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static _prepareButtons(rollData) {
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const buttons = []
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// Bouton d8 toujours disponible
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buttons.push({
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action: "rolld8",
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label: "Lancer 1d8",
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icon: "fa-solid fa-dice-d8",
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default: true,
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callback: (event, button, dialog) => {
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this._updateRollDataFromForm(rollData, button.form.elements)
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this._executeRoll(rollData, "d8")
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}
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})
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// Bouton d10 si niveau > 0 ou pouvoir
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const enableD10 = rollData.mode === "pouvoir" || rollData.competence?.system.niveau > 0
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if (enableD10) {
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buttons.push({
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action: "rolld10",
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label: "Lancer 1d10",
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icon: "fa-solid fa-dice-d10",
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callback: (event, button, dialog) => {
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this._updateRollDataFromForm(rollData, button.form.elements)
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this._executeRoll(rollData, "d10")
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}
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})
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}
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// Bouton d12 si niveau > 1 ou pouvoir
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const enableD12 = rollData.mode === "pouvoir" || rollData.competence?.system.niveau > 1
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if (enableD12) {
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buttons.push({
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action: "rolld12",
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label: "Lancer 1d12",
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icon: "fa-solid fa-dice-d12",
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callback: (event, button, dialog) => {
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this._updateRollDataFromForm(rollData, button.form.elements)
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this._executeRoll(rollData, "d12")
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}
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})
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}
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// Bouton Tricherie si disponible
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if (rollData.tricherie) {
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buttons.push({
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action: "rollTricherie",
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label: "Lancer avec 1 Point de Tricherie",
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icon: "fa-solid fa-mask",
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callback: (event, button, dialog) => {
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this._updateRollDataFromForm(rollData, button.form.elements)
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this._executeRoll(rollData, "tricherie")
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}
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})
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}
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// Bouton Héritage si disponible
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if (rollData.heritage) {
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buttons.push({
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action: "rollHeritage",
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label: "Lancer avec 1 Point d'Héritage",
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icon: "fa-solid fa-crown",
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callback: (event, button, dialog) => {
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this._updateRollDataFromForm(rollData, button.form.elements)
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this._executeRoll(rollData, "heritage")
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}
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})
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}
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// Si mode carac uniquement, on ne garde que d8
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if (rollData.mode === "carac") {
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return [
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{
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action: "rolld8",
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label: "Lancer 1d8",
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icon: "fa-solid fa-dice-d8",
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default: true,
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callback: (event, button, dialog) => {
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this._updateRollDataFromForm(rollData, button.form.elements)
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this._executeRoll(rollData, "d8")
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}
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}
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]
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}
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return buttons
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}
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/**
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* Activer les listeners sur le formulaire
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* @param {HTMLElement} html - L'élément HTML du dialog
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* @param {Object} rollData - Data for the roll
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* @private
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*/
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static _activateListeners(html, rollData) {
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// Seuil de Difficulté
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const sdValue = html.querySelector('#sdValue')
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if (sdValue) {
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sdValue.addEventListener('change', (event) => {
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rollData.sdValue = Number(event.currentTarget.value)
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})
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}
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// Caractéristique
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const caracKey = html.querySelector('#caracKey')
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if (caracKey) {
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caracKey.addEventListener('change', (event) => {
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rollData.caracKey = String(event.currentTarget.value)
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})
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}
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// Bonus/Malus contextuel
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const bonusMalusContext = html.querySelector('#bonus-malus-context')
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if (bonusMalusContext) {
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bonusMalusContext.addEventListener('change', (event) => {
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rollData.bonusMalusContext = Number(event.currentTarget.value)
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})
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}
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// Attaque à plusieurs
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const bonusAttaquePlusieurs = html.querySelector('#bonus-attaque-plusieurs')
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if (bonusAttaquePlusieurs) {
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bonusAttaquePlusieurs.addEventListener('change', (event) => {
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rollData.bonusAttaquePlusieurs = Number(event.currentTarget.value)
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})
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}
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// Spécialité
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const useSpecialite = html.querySelector('#useSpecialite')
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if (useSpecialite) {
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useSpecialite.addEventListener('change', (event) => {
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rollData.useSpecialite = event.currentTarget.checked
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})
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}
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// Points d'usage du pouvoir
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const pouvoirPointsUsage = html.querySelector('#pouvoirPointsUsage')
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if (pouvoirPointsUsage) {
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pouvoirPointsUsage.addEventListener('change', (event) => {
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rollData.pouvoirPointsUsage = Number(event.currentTarget.value)
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})
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}
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// Attaque dans le dos
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const attaqueDos = html.querySelector('#attaqueDos')
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if (attaqueDos) {
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attaqueDos.addEventListener('change', (event) => {
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rollData.attaqueDos = event.currentTarget.checked
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})
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}
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// Seconde arme
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const secondeArme = html.querySelector('#bonus-attaque-seconde-arme')
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if (secondeArme) {
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secondeArme.addEventListener('change', (event) => {
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rollData.secondeArme = String(event.currentTarget.value)
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})
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}
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// Attaque ciblée
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const attaqueCible = html.querySelector('#attaque-cible')
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if (attaqueCible) {
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attaqueCible.addEventListener('change', (event) => {
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rollData.attaqueCible = String(event.currentTarget.value)
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})
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}
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// Attaque à deux armes
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const attaqueDeuxArmes = html.querySelector('#bonus-attaque-deux-armes')
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if (attaqueDeuxArmes) {
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attaqueDeuxArmes.addEventListener('change', (event) => {
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rollData.attaqueDeuxArmes = Number(event.currentTarget.value)
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})
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}
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}
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/**
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* Mettre à jour rollData avec les valeurs du formulaire
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* @param {Object} rollData - L'objet rollData à mettre à jour
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* @param {HTMLFormControlsCollection} formElements - Les éléments du formulaire
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* @private
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*/
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static _updateRollDataFromForm(rollData, formElements) {
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// Seuil de Difficulté
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if (formElements.sdValue) {
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rollData.sdValue = Number(formElements.sdValue.value)
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}
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// Caractéristique
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if (formElements.caracKey) {
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rollData.caracKey = String(formElements.caracKey.value)
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}
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// Bonus/Malus contextuel
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if (formElements['bonus-malus-context']) {
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rollData.bonusMalusContext = Number(formElements['bonus-malus-context'].value)
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}
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// Attaque à plusieurs
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if (formElements['bonus-attaque-plusieurs']) {
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rollData.bonusAttaquePlusieurs = Number(formElements['bonus-attaque-plusieurs'].value)
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}
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// Spécialité
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if (formElements.useSpecialite !== undefined) {
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rollData.useSpecialite = formElements.useSpecialite.checked
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}
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// Points d'usage du pouvoir
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if (formElements.pouvoirPointsUsage) {
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rollData.pouvoirPointsUsage = Number(formElements.pouvoirPointsUsage.value)
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}
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// Attaque dans le dos
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if (formElements.attaqueDos !== undefined) {
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rollData.attaqueDos = formElements.attaqueDos.checked
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}
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// Seconde arme
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if (formElements['bonus-attaque-seconde-arme']) {
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rollData.secondeArme = String(formElements['bonus-attaque-seconde-arme'].value)
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}
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// Attaque ciblée
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if (formElements['attaque-cible']) {
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rollData.attaqueCible = String(formElements['attaque-cible'].value)
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}
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// Attaque à deux armes
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if (formElements['bonus-attaque-deux-armes']) {
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rollData.attaqueDeuxArmes = Number(formElements['bonus-attaque-deux-armes'].value)
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}
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}
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/**
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* Exécuter le jet de dés
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* @param {Object} rollData - Data for the roll
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* @param {String} dice - Type de dé (d8, d10, d12, tricherie, heritage)
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* @private
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*/
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static _executeRoll(rollData, dice) {
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if (dice === "heritage") {
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rollData.useHeritage = true
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} else if (dice === "tricherie") {
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rollData.useTricherie = true
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} else {
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rollData.mainDice = dice
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}
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HeritiersUtility.rollHeritiers(rollData)
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}
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}
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