- Bouton ⚔ Attaquer sur chaque arme (onglet Équipement, mode Jeu) - rollAttack(itemId) dans character.mjs : jet Échauffourée vs Corps PNJ - Dialog combat : input numérique 'Corps du PNJ' à la place du sélect difficulté - computeResult() : margin===0 → résultat 'tie' (égalité) en combat - Mêlée échec → blessure joueur auto-cochée (comme résistance) - Distance échec → simple raté, pas de blessure joueur - Chat message : infos arme, bandeau égalité, desc succès/échec combat - CSS : bandeau 'tie' (brun doré), zone arme dans dialog - i18n : CELESTOPOL.Combat.* (attack, corpsPnj, tie, successHit, etc.) Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
449 lines
18 KiB
JavaScript
449 lines
18 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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/** Construit la formule de jet à partir du nombre de dés et du modificateur total. */
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function buildFormula(nbDice, totalModifier) {
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if (totalModifier > 0) return `${nbDice}d8 + ${totalModifier}`
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if (totalModifier < 0) return `${nbDice}d8 - ${Math.abs(totalModifier)}`
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return `${nbDice}d8`
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}
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/**
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* Système de dés de Célestopol 1922.
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*
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* Formule de base : 2d8 + Spécialisation + modificateurs (aspect, blessures, manual)
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* Destin (jauge pleine à 8) : 3d8 + modificateurs, puis reset de la jauge à 0
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* Dé de la Lune (optionnel) : 1d8 séparé → résultat narratif (Triomphe/Brio/Contrecoup/Catastrophe)
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*/
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export class CelestopolRoll extends Roll {
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static CHAT_TEMPLATE = "systems/fvtt-celestopol/templates/chat-message.hbs"
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get resultType() { return this.options.resultType }
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get isSuccess() { return this.resultType === "success" || this.resultType === "critical-success" }
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get isFailure() { return this.resultType === "failure" || this.resultType === "critical-failure" }
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get isTie() { return this.resultType === "tie" }
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get isCriticalSuccess(){ return this.resultType === "critical-success" }
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get isCriticalFailure(){ return this.resultType === "critical-failure" }
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get actorId() { return this.options.actorId }
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get actorName() { return this.options.actorName }
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get actorImage() { return this.options.actorImage }
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get skillLabel() { return this.options.skillLabel }
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get difficulty() { return this.options.difficulty }
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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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* @returns {Promise<CelestopolRoll|null>}
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*/
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static async prompt(options = {}) {
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const woundMalus = options.woundMalus ?? 0
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const skillValue = options.skillValue ?? 0
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const woundLevelId = options.woundLevel ?? 0
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const destGaugeFull = options.destGaugeFull ?? false
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const fortuneValue = options.fortuneValue ?? 0
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const isResistance = options.isResistance ?? false
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const isCombat = options.isCombat ?? false
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const weaponType = options.weaponType ?? "melee"
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const weaponName = options.weaponName ?? null
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const weaponDegats = options.weaponDegats ?? "0"
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const woundLabel = woundLevelId > 0
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? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
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: null
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const modifierChoices = SYSTEM.CONTEXT_MODIFIER_CHOICES.map(c => ({
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id: c.id,
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value: c.value,
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label: game.i18n.localize(c.label),
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}))
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const aspectChoices = [-4, -3, -2, -1, 0, 1, 2, 3, 4].map(v => ({
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value: v,
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label: v > 0 ? `+${v}` : `${v}`,
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}))
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const dialogContext = {
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actorName: options.actorName,
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statLabel: options.statLabel,
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skillLabel: options.skillLabel,
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skillValue,
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woundMalus,
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woundLabel,
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difficultyChoices: SYSTEM.DIFFICULTY_CHOICES,
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defaultDifficulty: options.difficulty ?? "normal",
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destGaugeFull,
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defaultRollMoonDie: options.rollMoonDie ?? false,
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isResistance,
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isCombat,
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weaponType,
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weaponName,
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weaponDegats,
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modifierChoices,
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aspectChoices,
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fortuneValue,
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}
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-celestopol/templates/roll-dialog.hbs",
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dialogContext
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)
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const skillLocalized = game.i18n.localize(options.skillLabel ?? "")
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const statLocalized = options.statLabel ? game.i18n.localize(options.statLabel) : null
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const title = statLocalized ? `${statLocalized} › ${skillLocalized}` : skillLocalized
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const rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title },
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classes: ["fvtt-celestopol", "roll-dialog"],
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content,
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render: (_event, dialog) => {
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const wrap = dialog.element.querySelector('.roll-dialog-content')
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if (!wrap) return
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function hasMalus(mod, asp) {
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return woundMalus < 0 || mod < 0 || asp < 0
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}
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function update() {
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const rawMod = wrap.querySelector('#modifier')?.value
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const autoSucc = rawMod === "auto"
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const modifier = autoSucc ? 0 : (parseInt(rawMod ?? 0) || 0)
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const aspectMod = parseInt(wrap.querySelector('#aspectModifier')?.value ?? 0) || 0
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const useDestin = wrap.querySelector('#useDestin')?.checked
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const useFort = wrap.querySelector('#useFortune')?.checked
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const puiser = wrap.querySelector('#puiserRessources')?.checked
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const ndice = useDestin ? 3 : 2
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// En résistance : pas de "Puiser" possible
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const puiserRow = wrap.querySelector('#puiser-row')
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if (puiserRow) {
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if (!isResistance && hasMalus(modifier, aspectMod)) {
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puiserRow.style.display = ''
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} else {
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puiserRow.style.display = 'none'
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const cb = wrap.querySelector('#puiserRessources')
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if (cb) cb.checked = false
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}
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}
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const effWound = puiser ? 0 : woundMalus
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const effMod = puiser ? Math.max(0, modifier) : modifier
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const effAspect = puiser ? Math.max(0, aspectMod) : aspectMod
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const totalMod = skillValue + effWound + effMod + effAspect
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let formula
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if (autoSucc) {
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formula = game.i18n.localize("CELESTOPOL.Roll.autoSuccess")
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} else if (useFort) {
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const fm = totalMod + 8
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formula = `1d8` + (fm > 0 ? ` + ${fm}` : fm < 0 ? ` − ${Math.abs(fm)}` : ``)
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} else {
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formula = `${ndice}d8`
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if (totalMod > 0) formula += ` + ${totalMod}`
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if (totalMod < 0) formula += ` − ${Math.abs(totalMod)}`
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}
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const previewEl = wrap.querySelector('#preview-formula')
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if (previewEl) previewEl.textContent = formula
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}
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wrap.querySelectorAll('#modifier, #aspectModifier, #useDestin, #useFortune, #puiserRessources, #corpsPnj')
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.forEach(el => {
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el.addEventListener('change', update)
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el.addEventListener('input', update)
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})
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update()
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},
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buttons: [
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{
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label: game.i18n.localize("CELESTOPOL.Roll.roll"),
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icon: "fa-solid fa-dice",
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callback: (event, button) => {
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return Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) {
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obj[input.name] = input.type === "checkbox" ? input.checked : input.value
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}
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return obj
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}, {})
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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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if (!rollContext) return null
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// En combat : Corps PNJ = seuil direct (pas le sélect difficulté)
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const corpsPnj = isCombat ? (parseInt(rollContext.corpsPnj ?? 7) || 7) : null
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const difficulty = isCombat ? "combat" : (rollContext.difficulty ?? "normal")
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const diffConfig = isCombat
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? { value: corpsPnj, label: "CELESTOPOL.Combat.corpsPnj" }
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: (SYSTEM.DIFFICULTY_CHOICES[difficulty] ?? SYSTEM.DIFFICULTY_CHOICES.normal)
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const autoSuccess = rollContext.modifier === "auto"
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const modifier = autoSuccess ? 0 : (parseInt(rollContext.modifier ?? 0) || 0)
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const aspectMod = parseInt(rollContext.aspectModifier ?? 0) || 0
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const useDestin = destGaugeFull && (rollContext.useDestin === true || rollContext.useDestin === "true")
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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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// En résistance : forcer puiser=false, lune=false, fortune=false, destin=false
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const effectivePuiser = isResistance ? false : puiserRessources
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const effectiveMoon = isResistance ? false : rollMoonDie
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// Puiser dans ses ressources → ignorer tous les malus
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const effectiveWoundMalus = effectivePuiser ? 0 : woundMalus
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const effectiveModifier = effectivePuiser ? Math.max(0, modifier) : modifier
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const effectiveAspectMod = effectivePuiser ? Math.max(0, aspectMod) : aspectMod
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// Fortune : 1d8 + 8 ; Destin : 3d8 ; sinon : 2d8
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const nbDice = (!isResistance && useDestin) ? 3 : 2
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const totalModifier = skillValue + effectiveWoundMalus + effectiveAspectMod + effectiveModifier
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const formula = (!isResistance && useFortune)
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? buildFormula(1, totalModifier + 8)
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: buildFormula(nbDice, totalModifier)
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// Jet du dé de lune séparé (narratif) — pas en résistance
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let moonDieResult = null
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let moonFace = null
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let moonResultType = null
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if (effectiveMoon) {
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const moonRoll = await new Roll("1d8").evaluate()
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moonDieResult = moonRoll.total
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moonFace = SYSTEM.MOON_DIE_FACES[moonDieResult] ?? null
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moonResultType = moonFace ? SYSTEM.MOON_RESULT_TYPES[moonFace.result] ?? null : null
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}
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const rollData = {
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...options,
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difficulty,
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difficultyValue: diffConfig.value,
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modifier: effectiveModifier,
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aspectMod: effectiveAspectMod,
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woundMalus: effectiveWoundMalus,
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autoSuccess,
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isResistance,
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isCombat,
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weaponType,
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weaponName,
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weaponDegats,
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useDestin: !isResistance && useDestin,
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useFortune: !isResistance && useFortune,
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puiserRessources: effectivePuiser,
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nbDice: (!isResistance && useFortune) ? 1 : nbDice,
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formula,
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rollMode: rollContext.visibility ?? "publicroll",
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rollMoonDie: effectiveMoon,
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moonDieResult,
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moonFace,
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moonResultType,
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}
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const roll = new this(formula, {}, rollData)
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await roll.evaluate()
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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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if (isResistance && actor && roll.options.resultType === "failure") {
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const wounds = actor.system.blessures
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const nextIdx = [1,2,3,4,5,6,7,8].find(i => !wounds[`b${i}`]?.checked)
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if (nextIdx) {
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await actor.update({ [`system.blessures.b${nextIdx}.checked`]: true })
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roll.options.woundTaken = nextIdx
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}
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}
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// Combat mêlée échoué → joueur prend une blessure
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if (isCombat && weaponType === "melee" && actor && roll.options.resultType === "failure") {
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const wounds = actor.system.blessures
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const nextIdx = [1,2,3,4,5,6,7,8].find(i => !wounds[`b${i}`]?.checked)
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if (nextIdx) {
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await actor.update({ [`system.blessures.b${nextIdx}.checked`]: true })
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roll.options.woundTaken = nextIdx
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}
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}
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await roll.toMessage({}, { rollMode: rollData.rollMode })
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// Destin utilisé → vider la jauge (reset à 0)
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if (rollData.useDestin && actor) {
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await actor.update({
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"system.destin.lvl": 0,
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"system.destin.d1.checked": false,
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"system.destin.d2.checked": false,
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"system.destin.d3.checked": false,
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"system.destin.d4.checked": false,
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"system.destin.d5.checked": false,
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"system.destin.d6.checked": false,
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"system.destin.d7.checked": false,
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"system.destin.d8.checked": false,
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})
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}
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// Fortune utilisée → décrémenter de 1 (min 0)
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if (rollData.useFortune && actor) {
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const currentFortune = actor.system.attributs.fortune.value ?? 0
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await actor.update({ "system.attributs.fortune.value": Math.max(0, currentFortune - 1) })
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}
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// Puiser dans ses ressources → coche une case de spleen
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if (rollData.puiserRessources && actor) {
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const currentSpleen = actor.system.spleen.lvl ?? 0
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if (currentSpleen < 8) {
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const newLvl = currentSpleen + 1
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const key = `s${newLvl}`
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await actor.update({
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"system.spleen.lvl": newLvl,
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[`system.spleen.${key}.checked`]: true,
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})
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}
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}
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// Mémoriser les préférences sur l'acteur
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if (actor) {
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await actor.update({
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"system.prefs.rollMoonDie": rollData.rollMoonDie,
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"system.prefs.difficulty": difficulty,
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})
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}
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return roll
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}
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/**
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* Détermine succès/échec selon la marge (total − seuil).
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* - Marge ≥ 5 → succès critique
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* - Marge > 0 → succès
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* - Marge = 0 → succès (ou égalité en combat)
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* - Marge ≤ −5 → échec critique
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* - Marge < 0 → échec
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*/
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computeResult() {
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if (this.options.autoSuccess) {
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this.options.resultType = "success"
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this.options.margin = null
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return
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}
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const threshold = this.options.isCombat
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? (this.options.difficultyValue ?? 0)
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: (SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0)
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if (threshold === 0) {
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this.options.resultType = "unknown"
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this.options.margin = null
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return
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}
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const margin = this.total - threshold
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this.options.margin = margin
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if (this.options.isCombat && margin === 0) {
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this.options.resultType = "tie"
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} else if (margin >= 5) this.options.resultType = "critical-success"
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else if (margin >= 0) this.options.resultType = "success"
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else if (margin <= -5) this.options.resultType = "critical-failure"
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else this.options.resultType = "failure"
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}
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/** @override */
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async render(chatOptions = {}) {
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const data = await this._getChatCardData(chatOptions.isPrivate)
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return foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, data)
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}
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async _getChatCardData(isPrivate) {
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const statLabel = this.options.statLabel
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const skillLabel = this.options.skillLabel
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const resultType = this.resultType
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const diceResults = this.dice[0]?.results?.map(r => r.result) ?? []
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const diceSum = diceResults.reduce((a, b) => a + b, 0)
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const threshold = this.options.isCombat
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? (this.options.difficultyValue ?? 0)
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: (SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0)
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const margin = this.options.margin
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const woundMalus = this.options.woundMalus ?? 0
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const skillValue = this.options.skillValue ?? 0
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const woundLevelId = this.options.woundLevel ?? 0
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const woundLabel = woundLevelId > 0
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? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
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: null
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// Dé de lune
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const moonDieResult = this.options.moonDieResult ?? null
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const moonFace = this.options.moonFace ?? null
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const moonResultType = this.options.moonResultType ?? null
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const resultClassMap = {
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"critical-success": "critical-success",
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"success": "success",
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"tie": "tie",
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"failure": "failure",
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"critical-failure": "critical-failure",
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"unknown": "",
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}
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// Libellé de difficulté : en combat, afficher "Corps PNJ : N"
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const difficultyLabel = this.options.isCombat
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? `${game.i18n.localize("CELESTOPOL.Combat.corpsPnj")} : ${threshold}`
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: game.i18n.localize(SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.label ?? "")
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return {
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cssClass: [SYSTEM.id, "dice-roll"].join(" "),
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actorId: this.actorId,
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actorName: this.actorName,
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actorImg: this.actorImage,
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statLabel: statLabel ? game.i18n.localize(statLabel) : "",
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skillLabel: skillLabel ? game.i18n.localize(skillLabel) : "",
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formula: this.formula,
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total: this.total,
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diceSum,
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diceResults,
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resultType,
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resultClass: resultClassMap[resultType] ?? "",
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isSuccess: this.isSuccess,
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isFailure: this.isFailure,
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isTie: this.isTie,
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isCriticalSuccess: this.isCriticalSuccess,
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isCriticalFailure: this.isCriticalFailure,
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difficulty: this.options.difficulty,
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difficultyLabel,
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difficultyValue: threshold,
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margin,
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marginAbs: margin !== null ? Math.abs(margin) : null,
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marginAbove: margin !== null && margin >= 0,
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modifier: this.options.modifier ?? 0,
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autoSuccess: this.options.autoSuccess ?? false,
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aspectMod: this.options.aspectMod ?? 0,
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skillValue,
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useDestin: this.options.useDestin ?? false,
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useFortune: this.options.useFortune ?? false,
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puiserRessources: this.options.puiserRessources ?? false,
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nbDice: this.options.nbDice ?? diceResults.length,
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woundMalus,
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woundLabel,
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isResistance: this.options.isResistance ?? false,
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isCombat: this.options.isCombat ?? false,
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weaponName: this.options.weaponName ?? null,
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weaponDegats: this.options.weaponDegats ?? null,
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weaponType: this.options.weaponType ?? null,
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woundTaken: this.options.woundTaken ?? null,
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// Dé de lune
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hasMoonDie: moonDieResult !== null,
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moonDieResult,
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moonFaceSymbol: moonFace?.symbol ?? "",
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moonFaceLabel: moonFace ? game.i18n.localize(moonFace.label) : "",
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moonResultClass: moonResultType?.cssClass ?? "",
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moonResultLabel: moonResultType ? game.i18n.localize(moonResultType.label) : "",
|
||
moonResultDesc: moonResultType ? game.i18n.localize(moonResultType.desc) : "",
|
||
isPrivate,
|
||
tooltip: isPrivate ? "" : await this.getTooltip(),
|
||
}
|
||
}
|
||
|
||
/** @override */
|
||
async toMessage(messageData = {}, { rollMode, create = true } = {}) {
|
||
const skillLocalized = this.skillLabel ? game.i18n.localize(this.skillLabel) : ""
|
||
const statLocalized = this.options.statLabel
|
||
? game.i18n.localize(this.options.statLabel) : ""
|
||
const flavor = statLocalized
|
||
? `<strong>${statLocalized} › ${skillLocalized}</strong>`
|
||
: `<strong>${skillLocalized}</strong>`
|
||
return super.toMessage({ flavor, ...messageData }, { rollMode })
|
||
}
|
||
}
|