Files
fvtt-mournblade/modules/applications/mournblade-invocation-dialog.mjs
T
2026-05-02 23:16:10 +02:00

155 lines
5.7 KiB
JavaScript

import { MournbladeUtility } from "../mournblade-utility.js"
export default class MournbladeInvocationDialog {
/**
* Normalize a string for fuzzy matching: lowercase, remove diacritics,
* replace œ/æ ligatures, collapse whitespace and punctuation.
*/
static _normalize(str) {
return (str ?? "")
.toLowerCase()
.replace(/œ/g, "oe")
.replace(/æ/g, "ae")
.normalize("NFD")
.replace(/[\u0300-\u036f]/g, "")
.replace(/[^a-z0-9]+/g, " ")
.trim()
}
/**
* Returns the first competence item whose name contains all of the given keywords.
*/
static _findCompetence(actor, ...keywords) {
const normKeys = keywords.map(k => MournbladeInvocationDialog._normalize(k))
return actor.items.find(item => {
if (item.type !== "competence") return false
const norm = MournbladeInvocationDialog._normalize(item.name)
return normKeys.every(k => norm.includes(k))
}) ?? null
}
static async create(actor, rollData) {
const ameDisponible = Math.max(0, (actor.system.ame.currentmax - actor.system.ame.value))
const maxExtra = Math.max(0, ameDisponible - 15)
// Detect elemental pacte bonus — the bonus is always available,
// but we display it dynamically based on chosen element.
// We pass the pactes to let JS listeners detect the match.
const pactes = actor.getPactes().map(p => ({
name: p.name,
allegeance: (p.system.allegeance || "").toLowerCase()
}))
// Robust skill detection: partial keyword matching, diacritic-insensitive
const hautParlerComp = MournbladeInvocationDialog._findCompetence(actor, "haut", "parler")
const seigneursElemComp = MournbladeInvocationDialog._findCompetence(actor, "seigneurs", "elementaires")
const context = {
...rollData,
img: actor.img,
name: actor.name,
ameDisponible,
ameExtraOptions: Array.from({ length: maxExtra + 1 }, (_, i) => i),
modOptions: Array.from({ length: 21 }, (_, i) => i - 10),
hautParlerNiveau: hautParlerComp ? hautParlerComp.system.niveau : null,
seigneursElemNiveau: seigneursElemComp ? seigneursElemComp.system.niveau : null,
bonusPacte: false,
pactes,
}
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-mournblade/templates/dialog-invocation-elementaire.hbs",
context
)
Hooks.once("renderDialogV2", (_app, html) => {
const form = html.querySelector ? html : html[0]
MournbladeInvocationDialog._attachListeners(form, pactes)
})
return foundry.applications.api.DialogV2.wait({
window: { title: "Invoquer un Élémentaire", icon: "fa-solid fa-wind" },
classes: ["mournblade-roll-dialog"],
position: { width: 480 },
modal: false,
content,
buttons: [
{
action: "invoquer",
label: "Invoquer",
icon: "fa-solid fa-wind",
default: true,
callback: (event, button, dialog) => {
MournbladeInvocationDialog._updateRollData(rollData, button.form.elements, actor, pactes)
MournbladeUtility.rollInvocationElementaire(rollData)
}
},
],
rejectClose: false,
})
}
static _elementKeywords = {
air: ["air", "vent", "sylphe", "seigneur de l'air"],
terre: ["terre", "gnome", "seigneur de la terre"],
feu: ["feu", "flamme", "salamandre", "seigneur du feu"],
eau: ["eau", "ondine", "seigneur de l'eau"],
}
static _hasPacteBonus(element, pactes) {
const keywords = MournbladeInvocationDialog._elementKeywords[element] || []
return pactes.some(p => keywords.some(kw => p.allegeance.includes(kw)))
}
static _attachListeners(html, pactes) {
const tierSeuils = { mineur: 15, median: 20, majeur: 25 }
const tierTemps = { mineur: "1 tour", median: "1 minute", majeur: "1 heure" }
const recalculate = () => {
const element = html.querySelector('[name="element"]')?.value ?? "air"
const tier = html.querySelector('[name="tier"]')?.value ?? "mineur"
const ameExtra = parseInt(html.querySelector('[name="ameExtra"]')?.value ?? 0)
const seuilBase = tierSeuils[tier] ?? 15
const seuil = seuilBase + ameExtra
const hasPacte = MournbladeInvocationDialog._hasPacteBonus(element, pactes)
const seuilEl = html.querySelector('#invoc-seuil')
const coutEl = html.querySelector('#invoc-cout')
const tempsEl = html.querySelector('#invoc-temps')
const pacteBanner = html.querySelector('.invoc-bonus-pacte')
if (seuilEl) seuilEl.textContent = seuil + (hasPacte ? " (-5 avec bonus Pacte)" : "")
if (coutEl) coutEl.textContent = seuil
if (tempsEl) tempsEl.textContent = tierTemps[tier] ?? "1 tour"
if (pacteBanner) pacteBanner.style.display = hasPacte ? "" : "none"
}
html.querySelectorAll('[name="element"], [name="tier"], [name="ameExtra"]').forEach(el => {
el.addEventListener('change', recalculate)
})
recalculate()
}
static _updateRollData(rollData, formElements, actor, pactes) {
const element = formElements['element']?.value ?? "air"
const tier = formElements['tier']?.value ?? "mineur"
const ameExtra = parseInt(formElements['ameExtra']?.value ?? 0)
const modificateur = parseInt(formElements['modificateur']?.value ?? 0)
const tierSeuils = { mineur: 15, median: 20, majeur: 25 }
const seuilBase = tierSeuils[tier] ?? 15
const seuil = seuilBase + ameExtra
rollData.invocationElement = element
rollData.invocationTier = tier
rollData.invocationSeuil = seuil
rollData.invocationAmeExtra = ameExtra
rollData.invocationSoulCost = seuil
rollData.difficulte = seuil
rollData.modificateur = modificateur
rollData.bonusPacte = MournbladeInvocationDialog._hasPacteBonus(element, pactes) ? 5 : 0
}
}