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

139 lines
5.2 KiB
JavaScript

import { MournbladeUtility } from "../mournblade-utility.js"
export default class MournbladeInvocationEspritDialog {
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()
}
static _findCompetence(actor, ...keywords) {
const normKeys = keywords.map(k => MournbladeInvocationEspritDialog._normalize(k))
return actor.items.find(item => {
if (item.type !== "competence") return false
const norm = MournbladeInvocationEspritDialog._normalize(item.name)
return normKeys.every(k => norm.includes(k))
}) ?? null
}
/** Seuil and soul cost per puissance */
static SEUILS = { mineur: 15, median: 20, majeur: 25 }
static async create(actor, rollData) {
const ameDisponible = Math.max(0, actor.system.ame.currentmax - actor.system.ame.value)
const persuasionComp = MournbladeInvocationEspritDialog._findCompetence(actor, "persuasion")
const hautParlerComp = MournbladeInvocationEspritDialog._findCompetence(actor, "haut", "parler")
const loiChaosComp = MournbladeInvocationEspritDialog._findCompetence(actor, "loi", "chaos")
const isLoyal = actor.system.balance.loi > actor.system.balance.chaos
const hasRuneLoi = actor.items.some(i =>
i.type === "rune" && MournbladeInvocationEspritDialog._normalize(i.name).includes("loi")
)
const prerequisOk = isLoyal && hasRuneLoi
const automatonTypes = {
combat: "Combat",
voyage: "Voyage",
perception: "Perception",
restauration:"Restauration",
reparateur: "Réparateur",
}
const context = {
...rollData,
img: actor.img,
name: actor.name,
ameDisponible,
treValeur: actor.system.attributs?.tre?.value ?? 0,
persuasionNiveau: persuasionComp?.system?.niveau ?? null,
hautParlerNiveau: hautParlerComp?.system?.niveau ?? null,
loiChaosNiveau: loiChaosComp?.system?.niveau ?? null,
isLoyal,
hasRuneLoi,
prerequisOk,
automatonTypes,
seuils: MournbladeInvocationEspritDialog.SEUILS,
modOptions: Array.from({ length: 21 }, (_, i) => i - 10),
}
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-mournblade/templates/dialog-invocation-esprit.hbs",
context
)
Hooks.once("renderDialogV2", (_app, html) => {
const form = html.querySelector ? html : html[0]
MournbladeInvocationEspritDialog._attachListeners(form, ameDisponible, prerequisOk)
})
return foundry.applications.api.DialogV2.wait({
window: { title: "Invoquer un Esprit de la Loi", icon: "fa-solid fa-star" },
classes: ["mournblade-roll-dialog"],
position: { width: 520 },
modal: false,
content,
buttons: [
{
action: "invoquer",
label: "Invoquer",
icon: "fa-solid fa-star",
default: true,
callback: (event, button, dialog) => {
MournbladeInvocationEspritDialog._updateRollData(rollData, button.form.elements, actor, {
persuasionComp, hautParlerComp, loiChaosComp
})
MournbladeUtility.rollInvocationEsprit(rollData)
}
},
],
rejectClose: false,
})
}
static _attachListeners(html, ameDisponible, prerequisOk = true) {
const invoquerBtn = html.querySelector('button[data-action="invoquer"]')
if (invoquerBtn) invoquerBtn.disabled = !prerequisOk
const puissanceEl = html.querySelector('[name="puissance"]')
const seuilEl = html.querySelector('#esprit-seuil-total')
const coutEl = html.querySelector('#esprit-cout-ame')
const hiddenEl = html.querySelector('#esprit-seuil-hidden')
const warnEl = html.querySelector('#esprit-ame-warn')
const dureeEl = html.querySelector('#esprit-duree')
const DUREE = { mineur: "1 heure", median: "1 jour", majeur: "1 semaine" }
const recalculate = () => {
const puissance = puissanceEl?.value ?? "mineur"
const seuil = MournbladeInvocationEspritDialog.SEUILS[puissance] ?? 15
if (seuilEl) seuilEl.textContent = seuil
if (coutEl) coutEl.textContent = seuil
if (hiddenEl) hiddenEl.value = seuil
if (dureeEl) dureeEl.textContent = DUREE[puissance] ?? "1 heure"
if (warnEl) warnEl.style.display = seuil > ameDisponible ? "" : "none"
}
if (puissanceEl) puissanceEl.addEventListener("change", recalculate)
recalculate()
}
static _updateRollData(rollData, formElements, actor, { persuasionComp }) {
const seuil = parseInt(formElements["seuil"]?.value ?? 15)
const modificateur = parseInt(formElements["modificateur"]?.value ?? 0)
const automatonType = formElements["automatonType"]?.value ?? "combat"
const puissance = formElements["puissance"]?.value ?? "mineur"
rollData.invocationSeuil = seuil
rollData.invocationSoulCost = seuil
rollData.difficulte = seuil
rollData.modificateur = modificateur
rollData.competence = persuasionComp ?? null
rollData.automatonType = automatonType
rollData.automatonPuissance = puissance
}
}