Corrections diverses autout du combat
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@@ -78,6 +78,22 @@ export class CelestopolRoll extends Roll {
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.reduce((sum, a) => sum + Math.abs(a.system.protection ?? a.system.malus ?? 0), 0)
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}
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/**
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* Résout un acteur à partir de son UUID si disponible, sinon via son identifiant monde.
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* @param {object} ref
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* @param {string|null} ref.actorUuid
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* @param {string|null} ref.actorId
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* @returns {Promise<Actor|null>}
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*/
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static async resolveActor({ actorUuid = null, actorId = null } = {}) {
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if (actorUuid) {
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const actorFromUuid = await fromUuid(actorUuid)
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if (actorFromUuid) return actorFromUuid
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}
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if (actorId) return game.actors.get(actorId) ?? null
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return null
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}
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/**
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* Ouvre le dialogue de configuration du jet via DialogV2 et exécute le jet.
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* @param {object} options
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@@ -298,11 +314,14 @@ export class CelestopolRoll extends Roll {
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const useFortune = fortuneValue > 0 && (rollContext.useFortune === true || rollContext.useFortune === "true")
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const puiserRessources = rollContext.puiserRessources === true || rollContext.puiserRessources === "true"
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const rollMoonDie = rollContext.rollMoonDie === true || rollContext.rollMoonDie === "true"
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const selectedCombatTargetId = typeof rollContext.targetSelect === "string" ? rollContext.targetSelect : ""
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const selectedCombatTarget = selectedCombatTargetId
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? availableTargets.find(t => t.id === selectedCombatTargetId) ?? null
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const selectedCombatTargetRef = typeof rollContext.targetSelect === "string" ? rollContext.targetSelect : ""
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const selectedCombatTarget = selectedCombatTargetRef
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? availableTargets.find(t => t.uuid === selectedCombatTargetRef || t.id === selectedCombatTargetRef) ?? null
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: null
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const resolvedWeaponName = (isRangedDefense && selectedCombatTarget?.weaponName) ? selectedCombatTarget.weaponName : weaponName
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const resolvedWeaponDegats = (isRangedDefense && selectedCombatTarget?.weaponDegats) ? selectedCombatTarget.weaponDegats : weaponDegats
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const targetActorId = selectedCombatTarget?.id || ""
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const targetActorUuid = selectedCombatTarget?.uuid || ""
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const targetActorName = selectedCombatTarget?.name || ""
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// En résistance : forcer puiser=false, lune=false, fortune=false, destin=false
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@@ -352,9 +371,10 @@ export class CelestopolRoll extends Roll {
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isCombat,
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isRangedDefense,
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weaponType,
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weaponName,
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weaponDegats,
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weaponName: resolvedWeaponName,
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weaponDegats: resolvedWeaponDegats,
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targetActorId,
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targetActorUuid,
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targetActorName,
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availableTargets,
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rangedMod: effectiveRangedMod,
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@@ -375,7 +395,10 @@ export class CelestopolRoll extends Roll {
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roll.computeResult()
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// Test de résistance échoué → cocher automatiquement la prochaine case de blessure
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const actor = game.actors.get(options.actorId)
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const actor = await this.resolveActor({
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actorUuid: options.actorUuid ?? null,
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actorId: options.actorId ?? null,
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})
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if (isResistance && actor && roll.options.resultType === "failure") {
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const nextLvl = (actor.system.blessures.lvl ?? 0) + 1
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if (nextLvl <= 8) {
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@@ -384,16 +407,25 @@ export class CelestopolRoll extends Roll {
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}
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}
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// Mêlée échouée OU défense à distance échouée → joueur prend une blessure
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// Mêlée échouée OU défense à distance échouée → le protagoniste subit les dégâts de l'arme PNJ
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if (isCombat && (weaponType === "melee" || isRangedDefense) && actor && roll.options.resultType === "failure") {
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const nextLvl = (actor.system.blessures.lvl ?? 0) + 1
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if (nextLvl <= 8) {
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const incomingWounds = this.getIncomingWounds(resolvedWeaponDegats)
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const protection = this.getActorArmorProtection(actor)
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const appliedWounds = incomingWounds === null
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? 1
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: Math.max(0, incomingWounds - protection)
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if (appliedWounds > 0) {
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const nextLvl = Math.min(8, (actor.system.blessures.lvl ?? 0) + appliedWounds)
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await actor.update({ "system.blessures.lvl": nextLvl })
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roll.options.woundTaken = nextLvl
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roll.options.woundTakenCount = appliedWounds
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roll.options.incomingWounds = incomingWounds
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roll.options.selectedTargetProtection = protection
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roll.options.selectedTargetAppliedWounds = appliedWounds
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}
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}
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await roll.toMessage({}, { rollMode: rollData.rollMode })
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await roll.toMessage({}, { messageMode: rollData.rollMode })
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// Batching de toutes les mises à jour de l'acteur en un seul appel réseau
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if (actor) {
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@@ -506,12 +538,16 @@ export class CelestopolRoll extends Roll {
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const incomingWounds = isWeaponHit ? this.constructor.getIncomingWounds(weaponDegats) : null
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const hasVariableDamage = isWeaponHit && incomingWounds === null
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const targetActorId = this.options.targetActorId ?? ""
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const targetActorUuid = this.options.targetActorUuid ?? ""
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const targetActorName = this.options.targetActorName ?? ""
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const availableTargets = (this.options.availableTargets ?? []).map(target => ({
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...target,
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selected: target.id === targetActorId,
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selected: target.uuid === targetActorUuid || target.id === targetActorId,
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}))
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const selectedTargetActor = targetActorId ? game.actors.get(targetActorId) : null
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const selectedTargetActor = await this.constructor.resolveActor({
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actorUuid: targetActorUuid,
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actorId: targetActorId,
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})
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const selectedTargetProtection = selectedTargetActor
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? this.constructor.getActorArmorProtection(selectedTargetActor)
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: null
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@@ -569,6 +605,7 @@ export class CelestopolRoll extends Roll {
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weaponType: this.options.weaponType ?? null,
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isRangedDefense: this.options.isRangedDefense ?? false,
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woundTaken: this.options.woundTaken ?? null,
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woundTakenCount: this.options.woundTakenCount ?? null,
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situationMod: this.options.situationMod ?? 0,
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rangedMod: this.options.rangedMod ?? 0,
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hasDamageSummary: isWeaponHit,
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@@ -577,6 +614,7 @@ export class CelestopolRoll extends Roll {
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hasVariableDamage,
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canApplyWeaponDamage: incomingWounds !== null,
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targetActorId,
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targetActorUuid,
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targetActorName,
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selectedTargetProtection,
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selectedTargetAppliedWounds,
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@@ -595,14 +633,40 @@ export class CelestopolRoll extends Roll {
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}
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/** @override */
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async toMessage(messageData = {}, { rollMode, create = true } = {}) {
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async toMessage(messageData = {}, { messageMode, rollMode, create = true } = {}) {
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if (rollMode) {
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messageMode = Roll._mapLegacyRollMode(rollMode)
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}
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messageMode ||= game.settings.get("core", "messageMode")
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if (!this._evaluated) await this.evaluate({ allowInteractive: messageMode !== "blind" })
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const skillLocalized = this.skillLabel ? game.i18n.localize(this.skillLabel) : ""
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const statLocalized = this.options.statLabel
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? game.i18n.localize(this.options.statLabel) : ""
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const flavor = statLocalized
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? `<strong>${statLocalized} › ${skillLocalized}</strong>`
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: `<strong>${skillLocalized}</strong>`
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return super.toMessage({ flavor, ...messageData }, { rollMode })
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const speakerActor = await this.constructor.resolveActor({
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actorUuid: this.options.actorUuid ?? null,
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actorId: this.options.actorId ?? null,
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})
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const content = await this.render({ isPrivate: messageMode !== "public" })
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const chatData = foundry.utils.mergeObject({
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author: game.user.id,
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content,
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flavor,
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sound: CONFIG.sounds.dice,
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rolls: [this],
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speaker: speakerActor ? ChatMessage.getSpeaker({ actor: speakerActor }) : undefined,
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style: CONST.CHAT_MESSAGE_STYLES.OTHER,
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}, messageData)
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const cls = foundry.utils.getDocumentClass("ChatMessage")
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const msg = new cls(chatData)
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msg.applyMode(messageMode)
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if (create) return cls.create(msg)
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return msg.toObject()
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}
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/**
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@@ -641,7 +705,7 @@ export class CelestopolRoll extends Roll {
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content,
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speaker,
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rolls: [roll],
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style: CONST.CHAT_MESSAGE_STYLES?.ROLL ?? 5,
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style: CONST.CHAT_MESSAGE_STYLES.OTHER,
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})
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}
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}
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