Files
fvtt-wasteland/modules/applications/wasteland-roll-dialog.mjs

157 lines
5.1 KiB
JavaScript

import { WastelandUtility } from "../wasteland-utility.js"
/**
* Dialogue de jet de dé pour Wasteland - Version DialogV2
*/
export class WastelandRollDialog {
/**
* Create and display the roll dialog
* @param {WastelandActor} actor - The actor making the roll
* @param {Object} rollData - Data for the roll
* @returns {Promise<WastelandRollDialog>}
*/
static async create(actor, rollData) {
// Préparer le contexte pour le template
const context = {
...rollData,
difficulte: String(rollData.difficulte || 0),
img: actor.img,
name: actor.name,
config: game.system.wasteland.config,
}
// Rendre le template en HTML
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-wasteland/templates/roll-dialog-v2.hbs",
context
)
// Utiliser DialogV2.wait avec le HTML rendu
return foundry.applications.api.DialogV2.wait({
window: { title: "Test de Capacité", icon: "fa-solid fa-dice-d20" },
classes: ["wasteland-roll-dialog"],
position: { width: 500 },
modal: false,
content,
buttons: rollData.charme ? [
{
action: "roll",
label: "Lancer",
icon: "fa-solid fa-dice-d20",
default: true,
callback: (event, button, dialog) => {
this._updateRollDataFromForm(rollData, button.form.elements, actor)
WastelandUtility.rollWasteland(rollData)
}
}
] : [
{
action: "rolld10",
label: "Lancer 1d10",
icon: "fa-solid fa-dice-d10",
default: true,
callback: (event, button, dialog) => {
this._updateRollDataFromForm(rollData, button.form.elements, actor)
rollData.mainDice = "1d10"
WastelandUtility.rollWasteland(rollData)
}
},
{
action: "rolld20",
label: "Lancer 1d20",
icon: "fa-solid fa-dice-d20",
callback: (event, button, dialog) => {
this._updateRollDataFromForm(rollData, button.form.elements, actor)
rollData.mainDice = "1d20"
WastelandUtility.rollWasteland(rollData)
}
},
],
rejectClose: false,
})
}
/**
* Mettre à jour rollData avec les valeurs du formulaire
* @param {Object} rollData - L'objet rollData à mettre à jour
* @param {HTMLFormControlsCollection} formElements - Les éléments du formulaire
* @param {WastelandActor} actor - L'acteur pour récupérer les attributs
* @private
*/
static _updateRollDataFromForm(rollData, formElements, actor) {
// Attributs
if (formElements.attrKey) {
rollData.attrKey = formElements.attrKey.value
if (rollData.attrKey !== "tochoose" && actor) {
rollData.attr = foundry.utils.duplicate(actor.system.attributs[rollData.attrKey])
}
}
// Modificateurs de base
if (formElements.difficulte) {
rollData.difficulte = Number(formElements.difficulte.value)
}
if (formElements.modificateur) {
rollData.modificateur = Number(formElements.modificateur.value)
}
// Charme
if (formElements.charmeDice) {
rollData.charmeDice = String(formElements.charmeDice.value)
}
// Combat mêlée
if (formElements.typeAttaque) {
rollData.typeAttaque = String(formElements.typeAttaque.value)
rollData.typeAttaqueLabel = rollData.config.attaques[rollData.typeAttaque]
}
if (formElements.isMonte !== undefined) {
rollData.isMonte = formElements.isMonte.checked
}
// Combat distance
if (formElements.visee !== undefined) {
rollData.visee = formElements.visee.checked
}
if (formElements.cibleconsciente !== undefined) {
rollData.cibleconsciente = formElements.cibleconsciente.checked
}
if (formElements.ciblecourt !== undefined) {
rollData.ciblecourt = formElements.ciblecourt.checked
}
if (formElements.typeCouvert) {
rollData.typeCouvert = String(formElements.typeCouvert.value)
const couvert = rollData.config.couverts[rollData.typeCouvert]
if (rollData.typeCouvert !== "aucun" && couvert) {
rollData.typeCouvertLabel = couvert.name
rollData.typeCouvertValue = couvert.value
}
}
// Désavantages (avantages tactiques)
if (!rollData.desavantages) rollData.desavantages = {}
if (formElements.cibleausol !== undefined) {
rollData.desavantages.cibleausol = formElements.cibleausol.checked
}
if (formElements.cibledesarmee !== undefined) {
rollData.desavantages.cibledesarmee = formElements.cibledesarmee.checked
}
if (formElements.ciblerestreint !== undefined) {
rollData.desavantages.ciblerestreint = formElements.ciblerestreint.checked
}
if (formElements.cibleimmobilisée !== undefined) {
rollData.desavantages.cibleimmobilisée = formElements.cibleimmobilisée.checked
}
if (formElements.ciblesurplomb !== undefined) {
rollData.desavantages.ciblesurplomb = formElements.ciblesurplomb.checked
}
// Double D20
if (formElements.doubleD20 !== undefined) {
rollData.doubleD20 = formElements.doubleD20.checked
}
}
}