Roll and styles update
Some checks failed
Release Creation / build (release) Failing after 1m17s

This commit is contained in:
2026-04-15 02:16:51 +02:00
parent b3cf0b0aa1
commit 49996104ce
35 changed files with 498 additions and 197 deletions

View File

@@ -39,6 +39,7 @@ import {
} from "./module/applications/_module.mjs"
const DAMAGE_APPLICATION_FLAG = "damageApplication"
const MOON_EFFECT_FLAG = "moonEffectApplied"
const FACTION_ASPECT_STATE_SETTING = "factionAspectState"
const PREGENS_IMPORTED_SETTING = "pregensImported"
const WELCOME_SCENE_IMPORTED_SETTING = "welcomeSceneImported"
@@ -173,6 +174,9 @@ Hooks.once("ready", async () => {
if (foundry.utils.hasProperty(changed, `flags.${SYSTEM_ID}.${DAMAGE_APPLICATION_FLAG}`)) {
_updateRenderedChatMessageState(message)
}
if (foundry.utils.hasProperty(changed, `flags.${SYSTEM_ID}.${MOON_EFFECT_FLAG}`)) {
_updateRenderedMoonEffectState(message)
}
})
_activateExistingChatCards()
@@ -548,8 +552,9 @@ function _activateExistingChatCards() {
document.querySelectorAll(".message[data-message-id]").forEach(messageEl => {
const messageId = messageEl.dataset.messageId
const message = game.messages.get(messageId)
const root = messageEl.querySelector(".celestopol.chat-roll")
if (!message || !root) return
if (!message) return
const root = messageEl.querySelector(".celestopol.chat-roll, .celestopol-roll.moon-standalone-card")
if (!root) return
_activateChatCardListeners(message, root)
})
}
@@ -559,12 +564,19 @@ function _activateChatCardListeners(message, html) {
if (!root) return
_renderWeaponDamageState(message, root)
_renderMoonEffectState(message, root)
root.querySelectorAll('[data-action="apply-weapon-damage"]').forEach(button => {
if (button.dataset.bound === "true") return
button.dataset.bound = "true"
button.addEventListener("click", event => _onApplyWeaponDamageClick(event, message))
})
root.querySelectorAll('[data-action="apply-moon-effect"]').forEach(button => {
if (button.dataset.bound === "true") return
button.dataset.bound = "true"
button.addEventListener("click", event => _onApplyMoonEffectClick(event, message))
})
}
async function _onApplyWeaponDamageClick(event, message) {
@@ -746,6 +758,126 @@ async function _applyWeaponDamage({ actorId, actorUuid = null, incomingWounds, c
return { actorName: actor.name, appliedWounds, armorProtection }
}
/* ─── Dé de la Lune — contreparties ─────────────────────────────────────── */
function _getMoonEffectState(message) {
return message?.getFlag(SYSTEM_ID, MOON_EFFECT_FLAG) ?? null
}
function _renderMoonEffectState(message, root) {
const state = _getMoonEffectState(message)
const actionsDiv = root.querySelector(".moon-effect-actions")
if (!actionsDiv) return
if (!state?.applied) return
const NEGATIVE_EFFECTS = new Set(["lose-anomaly", "gain-spleen", "lose-destin"])
// Désactiver tous les boutons et afficher le statut
actionsDiv.querySelectorAll(".moon-effect-btn").forEach(btn => { btn.disabled = true })
let statusEl = actionsDiv.querySelector(".moon-effect-applied-status")
if (!statusEl) {
statusEl = document.createElement("span")
actionsDiv.append(statusEl)
}
statusEl.className = "moon-effect-applied-status" + (NEGATIVE_EFFECTS.has(state.effect) ? " is-negative" : "")
statusEl.textContent = state.effectLabel
? game.i18n.format("CELESTOPOL.Moon.effectApplied", { label: state.effectLabel })
: game.i18n.localize("CELESTOPOL.Moon.effectApplied")
}
function _updateRenderedMoonEffectState(message) {
const msgEl = document.querySelector(`.message[data-message-id="${message.id}"]`)
if (!msgEl) return
const root = msgEl.querySelector(".celestopol.chat-roll, .celestopol-roll.moon-standalone-card")
if (!root) return
_renderMoonEffectState(message, root)
}
async function _onApplyMoonEffectClick(event, message) {
event.preventDefault()
const state = _getMoonEffectState(message)
if (state?.applied) return
const button = event.currentTarget
const effect = button.dataset.effect
const actionsDiv = button.closest(".moon-effect-actions")
const actorId = actionsDiv?.dataset.moonActorId ?? ""
const actorUuid = actionsDiv?.dataset.moonActorUuid ?? ""
// Désactiver immédiatement pour éviter les double-clics
actionsDiv?.querySelectorAll(".moon-effect-btn").forEach(btn => { btn.disabled = true })
const actor = await CelestopolRoll.resolveActor({ actorId, actorUuid })
if (!actor) {
ui.notifications.warn(game.i18n.localize("CELESTOPOL.Moon.actorNotFound"))
actionsDiv?.querySelectorAll(".moon-effect-btn").forEach(btn => { btn.disabled = false })
return
}
const effectLabel = await _applyMoonEffect(actor, effect)
if (effectLabel === null) {
actionsDiv?.querySelectorAll(".moon-effect-btn").forEach(btn => { btn.disabled = false })
return
}
await message.setFlag(SYSTEM_ID, MOON_EFFECT_FLAG, { applied: true, effect, effectLabel })
}
async function _applyMoonEffect(actor, effect) {
const i18n = key => game.i18n.localize(`CELESTOPOL.Moon.${key}`)
const anomaly = actor.items.find(i => i.type === "anomaly")
switch (effect) {
case "regain-anomaly": {
if (!anomaly) { ui.notifications.warn(i18n("noAnomaly")); return null }
const max = anomaly.system?.level ?? 0
const cur = anomaly.system?.usesRemaining ?? 0
if (cur >= max) { ui.notifications.warn(i18n("anomalyFull")); return null }
await anomaly.update({ "system.usesRemaining": Math.min(max, cur + 1) })
ui.notifications.info(game.i18n.format("CELESTOPOL.Moon.effectApplied", { label: i18n("effectRegainAnomaly") }))
return i18n("effectRegainAnomaly")
}
case "lose-spleen": {
const cur = actor.system?.spleen?.lvl ?? 0
if (cur <= 0) { ui.notifications.warn(i18n("spleenEmpty")); return null }
await actor.update({ "system.spleen.lvl": Math.max(0, cur - 1) })
ui.notifications.info(game.i18n.format("CELESTOPOL.Moon.effectApplied", { label: i18n("effectLoseSpleen") }))
return i18n("effectLoseSpleen")
}
case "gain-destin": {
const cur = actor.system?.destin?.lvl ?? 0
await actor.update({ "system.destin.lvl": Math.min(8, cur + 2) })
ui.notifications.info(game.i18n.format("CELESTOPOL.Moon.effectApplied", { label: i18n("effectGainDestin") }))
return i18n("effectGainDestin")
}
case "lose-destin": {
const cur = actor.system?.destin?.lvl ?? 0
await actor.update({ "system.destin.lvl": Math.max(0, cur - 2) })
ui.notifications.info(game.i18n.format("CELESTOPOL.Moon.effectApplied", { label: i18n("effectLoseDestin") }))
return i18n("effectLoseDestin")
}
case "lose-anomaly": {
if (!anomaly) { ui.notifications.warn(i18n("noAnomaly")); return null }
const cur = anomaly.system?.usesRemaining ?? 0
if (cur <= 0) { ui.notifications.warn(i18n("anomalyEmpty")); return null }
await anomaly.update({ "system.usesRemaining": Math.max(0, cur - 1) })
ui.notifications.info(game.i18n.format("CELESTOPOL.Moon.effectApplied", { label: i18n("effectLoseAnomaly") }))
return i18n("effectLoseAnomaly")
}
case "gain-spleen": {
const cur = actor.system?.spleen?.lvl ?? 0
if (cur >= 8) { ui.notifications.warn(i18n("spleenFull")); return null }
await actor.update({ "system.spleen.lvl": Math.min(8, cur + 1) })
ui.notifications.info(game.i18n.format("CELESTOPOL.Moon.effectApplied", { label: i18n("effectGainSpleen") }))
return i18n("effectGainSpleen")
}
default:
return null
}
}
function _getDefaultFactionAspectState() {
return {
pointsMax: 8,