Migration datamodels !

This commit is contained in:
2026-01-10 16:05:56 +01:00
parent 627ccc707b
commit 438caf3b1c
3946 changed files with 318813 additions and 3453 deletions

View File

@@ -23,6 +23,7 @@ export class WastelandUtility {
/* -------------------------------------------- */
static async init() {
Hooks.on('renderChatLog', (log, html, data) => WastelandUtility.chatListeners(html))
Hooks.on('renderChatMessageHTML', (message, html, data) => WastelandUtility.chatListeners(html))
Hooks.on("getChatMessageContextOptions", (html, options) => WastelandUtility.chatRollMenu(html, options))
Hooks.on("getCombatTrackerEntryContext", (html, options) => {
@@ -112,11 +113,8 @@ export class WastelandUtility {
const skills = await WastelandUtility.loadCompendium("fvtt-wasteland.skills")
this.skills = skills.map(i => i.toObject())
game.system.wasteland.config.listeNiveauSkill = WastelandUtility.createDirectOptionList(0, 10)
game.system.wasteland.config.listeNiveauCreature = WastelandUtility.createDirectOptionList(0, 35)
game.system.wasteland.config.modificateurOptions = WastelandUtility.createArrayOptionList(-15, 15)
game.system.wasteland.config.pointsAmeOptions = WastelandUtility.createDirectOptionList(0, 20)
// Note: listeNiveauSkill, listeNiveauCreature, etc. are now created in init hook
// to be available immediately when sheets are opened
}
/* -------------------------------------------- */
@@ -160,9 +158,35 @@ export class WastelandUtility {
let message = game.messages.get(messageId)
let rollData = message.getFlag("world", "wasteland-roll")
let actor = WastelandUtility.getActorFromRollData(rollData)
// Sauvegarder le résultat précédent
let previousResult = {
diceResult: rollData.diceResult,
finalResult: rollData.finalResult,
diceFormula: rollData.diceFormula
}
// Récupérer la prédilection utilisée
let predilectionUsed = foundry.utils.duplicate(rollData.competence.system.predilections[predIdx])
// Marquer la prédilection comme utilisée
await actor.setPredilectionUsed(rollData.competence._id, predIdx)
// Mettre à jour la compétence dans rollData
rollData.competence = foundry.utils.duplicate(actor.getCompetence(rollData.competence._id))
await WastelandUtility.rollWasteland(rollData)
// Lancer le reroll avec prédilection
await WastelandUtility.rollWastelandPredilection(rollData, predilectionUsed, previousResult)
})
$(html).on("click", '.arme-roll-degats', async event => {
let messageId = WastelandUtility.findChatMessageId(event.currentTarget)
let message = game.messages.get(messageId)
let rollData = message.getFlag("world", "wasteland-roll")
if (rollData && rollData.arme) {
let actor = WastelandUtility.getActorFromRollData(rollData)
await actor.rollArmeDegats(rollData.arme._id)
}
})
}
@@ -170,8 +194,10 @@ export class WastelandUtility {
static async preloadHandlebarsTemplates() {
const templatePaths = [
'systems/fvtt-wasteland/templates/editor-notes-gm.html',
'systems/fvtt-wasteland/templates/partial-item-description.html'
'systems/fvtt-wasteland/templates/editor-notes-gm.hbs',
'systems/fvtt-wasteland/templates/partial-item-description.hbs',
'systems/fvtt-wasteland/templates/partial-item-header.hbs',
'systems/fvtt-wasteland/templates/partial-item-nav.hbs'
]
return foundry.applications.handlebars.loadTemplates(templatePaths);
}
@@ -356,16 +382,19 @@ export class WastelandUtility {
if (rollData.attrKey == "tochoose") { // No attr selected, force address
rollData.attrKey = "adr"
}
if (!rollData.attr) {
rollData.actionImg = "systems/fvtt-wasteland/assets/icons/" + actor.system.attributs[rollData.attrKey].labelnorm + ".webp"
if (!rollData.attr && actor && actor.system.attributs && actor.system.attributs[rollData.attrKey]) {
rollData.attr = foundry.utils.duplicate(actor.system.attributs[rollData.attrKey])
if (rollData.attr.labelnorm) {
rollData.actionImg = "systems/fvtt-wasteland/assets/icons/" + rollData.attr.labelnorm + ".webp"
}
}
if (rollData.charme) {
rollData.diceFormula = rollData.charmeDice
} else {
rollData.diceFormula = rollData.mainDice
if (rollData.doubleD20) { // Multiply result !
// Double D20 ne s'applique que si on lance un D20, pas un D10
if (rollData.doubleD20 && rollData.mainDice === "1d20") {
rollData.diceFormula += "*2"
if (!rollData.isReroll) {
actor.changeEclat(-1)
@@ -377,14 +406,55 @@ export class WastelandUtility {
if (rollData.competence) {
rollData.predilections = foundry.utils.duplicate(rollData.competence.system.predilections.filter(pred => !pred.used) || [])
let compmod = (rollData.competence.system.niveau == 0) ? -3 : 0
rollData.diceFormula += `+${rollData.attr.value}+${rollData.competence.system.niveau}+${rollData.modificateur}+${compmod}`
let attrValue = rollData.attr?.value || 0
rollData.diceFormula += `+${attrValue}+${rollData.competence.system.niveau}+${rollData.modificateur}+${compmod}`
} else {
rollData.diceFormula += `+${rollData.attr.value}*2+${rollData.modificateur}`
let attrValue = rollData.attr?.value || 0
rollData.diceFormula += `+${attrValue}*2+${rollData.modificateur}`
}
if (rollData.arme && rollData.arme.type == "arme") {
rollData.diceFormula += `+${rollData.arme.system.bonusmaniementoff}`
}
// Apply desavantages (tactical advantages)
let desavantagesBonus = 0
if (rollData.desavantages) {
for (let desavantage in rollData.desavantages) {
if (rollData.desavantages[desavantage]) {
desavantagesBonus += 5
}
}
desavantagesBonus = Math.min(15, desavantagesBonus)
if (desavantagesBonus > 0) {
rollData.diceFormula += `+${desavantagesBonus}`
}
}
// Monté ?
if (rollData.isMonte) {
rollData.diceFormula += "+5"
}
// Specific modifiers for ranged combat
if (rollData.arme?.system?.isDistance) {
if (rollData.visee) {
rollData.diceFormula += "+5"
}
if (rollData.cibleconsciente && rollData.defender) {
rollData.diceFormula += `-${rollData.defender.system.attributs.adr.value}`
}
if (rollData.ciblecourt) {
if (rollData.difficulte <= 15) { // Portée courte ou moins
rollData.diceFormula += `-5`
} else {
rollData.diceFormula += `-10`
}
}
if (rollData.typeCouvert && rollData.typeCouvert != "aucun" && rollData.config.couverts[rollData.typeCouvert]) {
rollData.diceFormula += `+${rollData.config.couverts[rollData.typeCouvert].value}`
}
}
let myRoll = await new Roll(rollData.diceFormula).roll()
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = foundry.utils.duplicate(myRoll)
@@ -395,7 +465,7 @@ export class WastelandUtility {
await this.computeResult(rollData, actor)
this.createChatWithRollMode(rollData.alias, {
content: await foundry.applications.handlebars.renderTemplate(`systems/fvtt-wasteland/templates/chat-generic-result.html`, rollData)
content: await foundry.applications.handlebars.renderTemplate(`systems/fvtt-wasteland/templates/chat-generic-result-v2.hbs`, rollData)
}, rollData)
}
@@ -413,11 +483,137 @@ export class WastelandUtility {
await this.computeResult(rollData)
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-wasteland/templates/chat-generic-result.html`, rollData)
content: await foundry.applications.handlebars.renderTemplate(`systems/fvtt-wasteland/templates/chat-generic-result-v2.hbs`, rollData)
}, rollData)
}
/* -------------------------------------------- */
static async rollWastelandPredilection(rollData, predilectionUsed, previousResult) {
// Sauvegarder le premier résultat
rollData.firstRoll = {
diceResult: previousResult.diceResult,
finalResult: previousResult.finalResult,
diceFormula: previousResult.diceFormula
}
rollData.predilectionUsed = predilectionUsed
rollData.isPredilectionReroll = true
let actor = WastelandUtility.getActorFromRollData(rollData)
if (rollData.attrKey == "tochoose") {
rollData.attrKey = "adr"
}
if (!rollData.attr && actor && actor.system.attributs && actor.system.attributs[rollData.attrKey]) {
rollData.attr = foundry.utils.duplicate(actor.system.attributs[rollData.attrKey])
if (rollData.attr.labelnorm) {
rollData.actionImg = "systems/fvtt-wasteland/assets/icons/" + rollData.attr.labelnorm + ".webp"
}
}
if (rollData.charme) {
rollData.diceFormula = rollData.charmeDice
} else {
rollData.diceFormula = rollData.mainDice
// Double D20 ne s'applique que si on lance un D20, pas un D10
if (rollData.doubleD20 && rollData.mainDice === "1d20") {
rollData.diceFormula += "*2"
}
}
if (rollData.competence) {
rollData.predilections = foundry.utils.duplicate(rollData.competence.system.predilections.filter(pred => !pred.used) || [])
let compmod = (rollData.competence.system.niveau == 0) ? -3 : 0
let attrValue = rollData.attr?.value || 0
rollData.diceFormula += `+${attrValue}+${rollData.competence.system.niveau}+${rollData.modificateur}+${compmod}`
} else {
let attrValue = rollData.attr?.value || 0
rollData.diceFormula += `+${attrValue}*2+${rollData.modificateur}`
}
if (rollData.arme && rollData.arme.type == "arme") {
rollData.diceFormula += `+${rollData.arme.system.bonusmaniementoff}`
}
// Apply desavantages (tactical advantages)
if (rollData.desavantages) {
let totalDesavantage = 0
for (let key in rollData.desavantages) {
if (rollData.desavantages[key]) {
totalDesavantage += 5
}
}
totalDesavantage = Math.min(totalDesavantage, 15)
if (totalDesavantage > 0) {
rollData.diceFormula += `+${totalDesavantage}`
}
}
// Apply mounted bonus
if (rollData.isMonte) {
rollData.diceFormula += `+5`
}
// Apply ranged combat modifiers
if (rollData.arme && rollData.arme.system && rollData.arme.system.isDistance) {
if (rollData.visee) {
rollData.diceFormula += `+5`
}
if (rollData.cibleconsciente && rollData.defender) {
let adrMalus = -(rollData.defender.system?.attributs?.adr?.value || 0)
rollData.diceFormula += `${adrMalus}`
}
if (rollData.ciblecourt) {
if (rollData.portee === "portee-courte" || rollData.portee === "portee-moyenne") {
rollData.diceFormula += `-5`
} else {
rollData.diceFormula += `-10`
}
}
if (rollData.couvert && rollData.typeCouvertValue) {
rollData.diceFormula += `${rollData.typeCouvertValue}`
}
}
// Nouveau jet de dé
let myRoll = await new Roll(rollData.diceFormula).roll()
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = foundry.utils.duplicate(myRoll)
rollData.diceResult = myRoll.total
rollData.bonusFormula = "0"
if (rollData.charme && rollData.charme.system.bonusmajeur > 0) {
rollData.bonusFormula = `${rollData.charme.system.bonusmajeur}d6`
rollData.textBonus = "Bonus de Charme"
}
rollData.finalResult = rollData.diceResult
let bonusRoll = await new Roll(rollData.bonusFormula).roll()
await this.showDiceSoNice(bonusRoll, game.settings.get("core", "rollMode"))
rollData.bonusRoll = foundry.utils.duplicate(bonusRoll)
rollData.finalResult += rollData.bonusRoll.total
// Comparer avec le premier jet et garder le meilleur
rollData.secondRoll = {
diceResult: rollData.diceResult,
finalResult: rollData.finalResult
}
if (rollData.firstRoll.finalResult > rollData.finalResult) {
// Garder le premier résultat
rollData.diceResult = rollData.firstRoll.diceResult
rollData.finalResult = rollData.firstRoll.finalResult
rollData.keptRoll = "first"
} else {
// Garder le second résultat
rollData.keptRoll = "second"
}
await this.computeResult(rollData)
this.createChatWithRollMode(rollData.alias, {
content: await foundry.applications.handlebars.renderTemplate(`systems/fvtt-wasteland/templates/chat-generic-result-v2.hbs`, rollData)
}, rollData)
}
/* -------------------------------------------- */
static getUsers(filter) {
return game.users.filter(filter).map(user => user.data._id);
@@ -508,6 +704,7 @@ export class WastelandUtility {
pointAmeOptions: this.getPointAmeOptions(),
difficulte: 0,
modificateur: 0,
config: game.system.wasteland.config,
}
WastelandUtility.updateWithTarget(rollData)
return rollData
@@ -519,6 +716,7 @@ export class WastelandUtility {
if (target) {
rollData.defenderTokenId = target.id
let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
rollData.defender = defender.toObject() // For template access
rollData.armeDefense = defender.getBestDefenseValue()
if (rollData.armeDefense) {
rollData.difficulte = rollData.armeDefense.system.totalDefensif
@@ -567,6 +765,85 @@ export class WastelandUtility {
}
}
/* -------------------------------------------- */
static cancelBlessure(li) {
let msgId = $(li).data("message-id")
let msg = game.messages.get(msgId)
if (msg) {
let rollData = msg.getFlag("world", "wasteland-roll")
let actor = WastelandUtility.getActorFromRollData(rollData)
// Vérifier que l'acteur a au moins 1 point d'éclat
if (actor.getEclat() < 1) {
ui.notifications.warn("Pas assez de points d'Éclat")
return
}
// Déduire 1 point d'éclat
actor.changeEclat(-1)
// Annuler la dernière blessure (incrémenter la santé)
let currentSante = actor.system.sante.value
let maxSante = actor.system.sante.max
if (currentSante < maxSante) {
actor.update({ 'system.sante.value': currentSante + 1 })
ui.notifications.info("Blessure annulée - 1 Point d'Éclat dépensé")
} else {
ui.notifications.warn("Vous êtes déjà en pleine santé")
// Rembourser le point d'éclat
actor.changeEclat(1)
}
}
}
/* -------------------------------------------- */
static reloadBA(li) {
let msgId = $(li).data("message-id")
let msg = game.messages.get(msgId)
if (msg) {
let rollData = msg.getFlag("world", "wasteland-roll")
let actor = WastelandUtility.getActorFromRollData(rollData)
// Vérifier que l'acteur a au moins 1 point d'éclat
if (actor.getEclat() < 1) {
ui.notifications.warn("Pas assez de points d'Éclat")
return
}
// Déduire 1 point d'éclat
actor.changeEclat(-1)
// Recharger les points de Bonne Aventure au maximum
let maxBA = actor.system.bonneaventure.base
actor.update({ 'system.bonneaventure.actuelle': maxBA })
ui.notifications.info(`Points de Bonne Aventure rechargés à ${maxBA} - 1 Point d'Éclat dépensé`)
}
}
/* -------------------------------------------- */
static incDecSante(li, value, costBA) {
let msgId = $(li).data("message-id")
let msg = game.messages.get(msgId)
if (msg) {
let rollData = msg.getFlag("world", "wasteland-roll")
let actor = WastelandUtility.getActorFromRollData(rollData)
// Vérifier que l'acteur a assez de points de Bonne Aventure
if (actor.getBonneAventure() < costBA) {
ui.notifications.warn("Pas assez de points de Bonne Aventure")
return
}
// Déduire les points de Bonne Aventure
actor.changeBonneAventure(-costBA)
// Incrémenter la santé
actor.incDecSante(value)
ui.notifications.info(`+${value} Point(s) de Santé - ${costBA} Point(s) de Bonne Aventure dépensé(s)`)
}
}
/* -------------------------------------------- */
static chatRollMenu(html, options) {
let canApply = li => canvas.tokens.controlled.length && li.find(".wasteland-roll").length
@@ -640,7 +917,7 @@ export class WastelandUtility {
name: "Gain de 1 Point de Santé / 24 heure (1 point de Bonne Aventure)",
icon: "<i class='fas fa-user-plus'></i>",
condition: canApply && hasBA,
callback: li => WastelandUtility.incDecSante(1)
callback: li => WastelandUtility.incDecSante(li, 1, 1)
}
)
options.push(
@@ -648,7 +925,7 @@ export class WastelandUtility {
name: "Gain de 2 Points de Santé / 24 heure (2 points de Bonne Aventure)",
icon: "<i class='fas fa-user-plus'></i>",
condition: canApply && hasBA2,
callback: li => WastelandUtility.incDecSante(2)
callback: li => WastelandUtility.incDecSante(li, 2, 2)
}
)
options.push(
@@ -704,30 +981,24 @@ export class WastelandUtility {
/* -------------------------------------------- */
static async confirmDelete(actorSheet, li) {
let itemId = li.data("item-id");
let msgTxt = "<p>Are you sure to remove this Item ?";
let buttons = {
delete: {
icon: '<i class="fas fa-check"></i>',
label: "Yes, remove it",
callback: () => {
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
li.slideUp(200, () => actorSheet.render(false));
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel"
}
const itemId = li.dataset.itemId
if (!itemId) return
const item = actorSheet.document.items.get(itemId)
if (!item) return
const confirmed = await foundry.applications.api.DialogV2.confirm({
window: { title: "Confirmer la suppression" },
content: `<p>Êtes-vous sûr de vouloir supprimer <strong>${item.name}</strong> ?</p>`,
rejectClose: false,
modal: true,
yes: { label: "Supprimer", icon: "fa-trash" },
no: { label: "Annuler", icon: "fa-times" }
})
if (confirmed) {
await actorSheet.document.deleteEmbeddedDocuments("Item", [itemId])
}
msgTxt += "</p>";
let d = new Dialog({
title: "Confirm removal",
content: msgTxt,
buttons: buttons,
default: "cancel"
});
d.render(true);
}
}