Migration datamodels !
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156
modules/applications/wasteland-roll-dialog.mjs
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156
modules/applications/wasteland-roll-dialog.mjs
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import { WastelandUtility } from "../wasteland-utility.js"
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/**
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* Dialogue de jet de dé pour Wasteland - Version DialogV2
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*/
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export class WastelandRollDialog {
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/**
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* Create and display the roll dialog
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* @param {WastelandActor} actor - The actor making the roll
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* @param {Object} rollData - Data for the roll
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* @returns {Promise<WastelandRollDialog>}
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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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difficulte: String(rollData.difficulte || 0),
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img: actor.img,
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name: actor.name,
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config: game.system.wasteland.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-wasteland/templates/roll-dialog-v2.hbs",
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context
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)
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// Utiliser DialogV2.wait avec le HTML rendu
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return foundry.applications.api.DialogV2.wait({
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window: { title: "Test de Capacité", icon: "fa-solid fa-dice-d20" },
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classes: ["wasteland-roll-dialog"],
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position: { width: 500 },
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modal: false,
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content,
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buttons: rollData.charme ? [
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{
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action: "roll",
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label: "Lancer",
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icon: "fa-solid fa-dice-d20",
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default: true,
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callback: (event, button, dialog) => {
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this._updateRollDataFromForm(rollData, button.form.elements, actor)
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WastelandUtility.rollWasteland(rollData)
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}
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}
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] : [
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{
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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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default: true,
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callback: (event, button, dialog) => {
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this._updateRollDataFromForm(rollData, button.form.elements, actor)
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rollData.mainDice = "1d10"
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WastelandUtility.rollWasteland(rollData)
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}
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},
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{
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action: "rolld20",
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label: "Lancer 1d20",
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icon: "fa-solid fa-dice-d20",
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callback: (event, button, dialog) => {
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this._updateRollDataFromForm(rollData, button.form.elements, actor)
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rollData.mainDice = "1d20"
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WastelandUtility.rollWasteland(rollData)
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}
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},
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],
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rejectClose: false,
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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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* @param {WastelandActor} actor - L'acteur pour récupérer les attributs
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* @private
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*/
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static _updateRollDataFromForm(rollData, formElements, actor) {
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// Attributs
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if (formElements.attrKey) {
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rollData.attrKey = formElements.attrKey.value
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if (rollData.attrKey !== "tochoose" && actor) {
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rollData.attr = foundry.utils.duplicate(actor.system.attributs[rollData.attrKey])
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}
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}
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// Modificateurs de base
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if (formElements.difficulte) {
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rollData.difficulte = Number(formElements.difficulte.value)
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}
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if (formElements.modificateur) {
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rollData.modificateur = Number(formElements.modificateur.value)
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}
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// Charme
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if (formElements.charmeDice) {
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rollData.charmeDice = String(formElements.charmeDice.value)
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}
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// Combat mêlée
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if (formElements.typeAttaque) {
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rollData.typeAttaque = String(formElements.typeAttaque.value)
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rollData.typeAttaqueLabel = rollData.config.attaques[rollData.typeAttaque]
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}
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if (formElements.isMonte !== undefined) {
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rollData.isMonte = formElements.isMonte.checked
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}
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// Combat distance
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if (formElements.visee !== undefined) {
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rollData.visee = formElements.visee.checked
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}
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if (formElements.cibleconsciente !== undefined) {
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rollData.cibleconsciente = formElements.cibleconsciente.checked
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}
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if (formElements.ciblecourt !== undefined) {
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rollData.ciblecourt = formElements.ciblecourt.checked
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}
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if (formElements.typeCouvert) {
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rollData.typeCouvert = String(formElements.typeCouvert.value)
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const couvert = rollData.config.couverts[rollData.typeCouvert]
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if (rollData.typeCouvert !== "aucun" && couvert) {
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rollData.typeCouvertLabel = couvert.name
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rollData.typeCouvertValue = couvert.value
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}
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}
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// Désavantages (avantages tactiques)
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if (!rollData.desavantages) rollData.desavantages = {}
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if (formElements.cibleausol !== undefined) {
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rollData.desavantages.cibleausol = formElements.cibleausol.checked
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}
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if (formElements.cibledesarmee !== undefined) {
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rollData.desavantages.cibledesarmee = formElements.cibledesarmee.checked
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}
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if (formElements.ciblerestreint !== undefined) {
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rollData.desavantages.ciblerestreint = formElements.ciblerestreint.checked
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}
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if (formElements.cibleimmobilisée !== undefined) {
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rollData.desavantages.cibleimmobilisée = formElements.cibleimmobilisée.checked
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}
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if (formElements.ciblesurplomb !== undefined) {
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rollData.desavantages.ciblesurplomb = formElements.ciblesurplomb.checked
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}
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// Double D20
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if (formElements.doubleD20 !== undefined) {
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rollData.doubleD20 = formElements.doubleD20.checked
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}
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}
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}
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