Correction majeure de la mécanique de jet selon les règles : - Formule : 2d8 + Spécialisation + modificateurs (blessures/aspect/manual) (vs. ancienne formule erronée : Nd6 pool variable) - Dé de la Lune : 1d8 narratif optionnel (résultat 1-8 → Triomphe / Brio / Contrecoup / Catastrophe) — pas un bonus numérique - Destin : disponible uniquement jauge pleine (lvl=8), donne 3d8, vide la jauge entière après usage - system.mjs : MOON_DIE_FACES (tableau 1-8) + MOON_RESULT_TYPES - roll.mjs : logique complète réécrite (2d8, lune séparée, destin reset) - character/npc.mjs : prefs.rollMoonDie + destGaugeFull - roll-dialog.hbs : sans grille lune, checkbox dé lune, destin conditionnel - chat-message.hbs : résultat dé lune narratif (phase + type + desc), dés .d8, suppression moonSymbol/moonBonus header - roll.less : .form-moon-row, .moon-die-result avec couleurs Triomphe/ Brio/Contrecoup/Catastrophe - lang/fr.json : Moon.triomphe/brio/contrecoup/catastrophe + Full descs, Roll.rollMoonDie/destGaugeFull/destGaugeEmpty/baseDice Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
267 lines
10 KiB
JavaScript
267 lines
10 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
|
||
|
||
/** Construit la formule de jet à partir du nombre de dés et du modificateur total. */
|
||
function buildFormula(nbDice, totalModifier) {
|
||
if (totalModifier > 0) return `${nbDice}d8 + ${totalModifier}`
|
||
if (totalModifier < 0) return `${nbDice}d8 - ${Math.abs(totalModifier)}`
|
||
return `${nbDice}d8`
|
||
}
|
||
|
||
/**
|
||
* Système de dés de Célestopol 1922.
|
||
*
|
||
* Formule de base : 2d8 + Spécialisation + modificateurs (aspect, blessures, manual)
|
||
* Destin (jauge pleine à 8) : 3d8 + modificateurs, puis reset de la jauge à 0
|
||
* Dé de la Lune (optionnel) : 1d8 séparé → résultat narratif (Triomphe/Brio/Contrecoup/Catastrophe)
|
||
*/
|
||
export class CelestopolRoll extends Roll {
|
||
static CHAT_TEMPLATE = "systems/fvtt-celestopol/templates/chat-message.hbs"
|
||
|
||
get resultType() { return this.options.resultType }
|
||
get isSuccess() { return this.resultType === "success" || this.resultType === "critical-success" }
|
||
get isFailure() { return this.resultType === "failure" || this.resultType === "critical-failure" }
|
||
get isCriticalSuccess(){ return this.resultType === "critical-success" }
|
||
get isCriticalFailure(){ return this.resultType === "critical-failure" }
|
||
get actorId() { return this.options.actorId }
|
||
get actorName() { return this.options.actorName }
|
||
get actorImage() { return this.options.actorImage }
|
||
get skillLabel() { return this.options.skillLabel }
|
||
get difficulty() { return this.options.difficulty }
|
||
|
||
/**
|
||
* Ouvre le dialogue de configuration du jet via DialogV2 et exécute le jet.
|
||
* @param {object} options
|
||
* @returns {Promise<CelestopolRoll|null>}
|
||
*/
|
||
static async prompt(options = {}) {
|
||
const woundMalus = options.woundMalus ?? 0
|
||
const skillValue = options.skillValue ?? 0
|
||
const woundLevelId = options.woundLevel ?? 0
|
||
const destGaugeFull = options.destGaugeFull ?? false
|
||
const woundLabel = woundLevelId > 0
|
||
? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
|
||
: null
|
||
|
||
const dialogContext = {
|
||
actorName: options.actorName,
|
||
statLabel: options.statLabel,
|
||
skillLabel: options.skillLabel,
|
||
skillValue,
|
||
woundMalus,
|
||
woundLabel,
|
||
difficultyChoices: SYSTEM.DIFFICULTY_CHOICES,
|
||
defaultDifficulty: options.difficulty ?? "normal",
|
||
destGaugeFull,
|
||
defaultRollMoonDie: options.rollMoonDie ?? false,
|
||
}
|
||
|
||
const content = await foundry.applications.handlebars.renderTemplate(
|
||
"systems/fvtt-celestopol/templates/roll-dialog.hbs",
|
||
dialogContext
|
||
)
|
||
|
||
const skillLocalized = game.i18n.localize(options.skillLabel ?? "")
|
||
const statLocalized = options.statLabel ? game.i18n.localize(options.statLabel) : null
|
||
const title = statLocalized ? `${statLocalized} › ${skillLocalized}` : skillLocalized
|
||
|
||
const rollContext = await foundry.applications.api.DialogV2.wait({
|
||
window: { title },
|
||
classes: ["fvtt-celestopol", "roll-dialog"],
|
||
content,
|
||
buttons: [
|
||
{
|
||
label: game.i18n.localize("CELESTOPOL.Roll.roll"),
|
||
icon: "fa-solid fa-dice",
|
||
callback: (event, button) => {
|
||
return Array.from(button.form.elements).reduce((obj, input) => {
|
||
if (input.name) {
|
||
obj[input.name] = input.type === "checkbox" ? input.checked : input.value
|
||
}
|
||
return obj
|
||
}, {})
|
||
},
|
||
},
|
||
],
|
||
rejectClose: false,
|
||
})
|
||
|
||
if (!rollContext) return null
|
||
|
||
const difficulty = rollContext.difficulty ?? "normal"
|
||
const diffConfig = SYSTEM.DIFFICULTY_CHOICES[difficulty] ?? SYSTEM.DIFFICULTY_CHOICES.normal
|
||
const modifier = parseInt(rollContext.modifier ?? 0) || 0
|
||
const aspectMod = parseInt(rollContext.aspectModifier ?? 0) || 0
|
||
const useDestin = destGaugeFull && (rollContext.useDestin === true || rollContext.useDestin === "true")
|
||
const rollMoonDie = rollContext.rollMoonDie === true || rollContext.rollMoonDie === "true"
|
||
const nbDice = useDestin ? 3 : 2
|
||
const totalModifier = skillValue + woundMalus + aspectMod + modifier
|
||
const formula = buildFormula(nbDice, totalModifier)
|
||
|
||
// Jet du dé de lune séparé (narratif)
|
||
let moonDieResult = null
|
||
let moonFace = null
|
||
let moonResultType = null
|
||
if (rollMoonDie) {
|
||
const moonRoll = await new Roll("1d8").evaluate()
|
||
moonDieResult = moonRoll.total
|
||
moonFace = SYSTEM.MOON_DIE_FACES[moonDieResult] ?? null
|
||
moonResultType = moonFace ? SYSTEM.MOON_RESULT_TYPES[moonFace.result] ?? null : null
|
||
}
|
||
|
||
const rollData = {
|
||
...options,
|
||
difficulty,
|
||
difficultyValue: diffConfig.value,
|
||
modifier,
|
||
aspectMod,
|
||
useDestin,
|
||
nbDice,
|
||
formula,
|
||
rollMode: rollContext.visibility ?? "publicroll",
|
||
rollMoonDie,
|
||
moonDieResult,
|
||
moonFace,
|
||
moonResultType,
|
||
}
|
||
|
||
const roll = new this(formula, {}, rollData)
|
||
await roll.evaluate()
|
||
roll.computeResult()
|
||
await roll.toMessage({}, { rollMode: rollData.rollMode })
|
||
|
||
// Destin utilisé → vider la jauge (reset à 0)
|
||
const actor = game.actors.get(options.actorId)
|
||
if (useDestin && actor) {
|
||
await actor.update({
|
||
"system.destin.lvl": 0,
|
||
"system.destin.d1.checked": false,
|
||
"system.destin.d2.checked": false,
|
||
"system.destin.d3.checked": false,
|
||
"system.destin.d4.checked": false,
|
||
"system.destin.d5.checked": false,
|
||
"system.destin.d6.checked": false,
|
||
"system.destin.d7.checked": false,
|
||
"system.destin.d8.checked": false,
|
||
})
|
||
}
|
||
|
||
// Mémoriser les préférences sur l'acteur
|
||
if (actor) {
|
||
await actor.update({
|
||
"system.prefs.rollMoonDie": rollMoonDie,
|
||
"system.prefs.difficulty": difficulty,
|
||
})
|
||
}
|
||
|
||
return roll
|
||
}
|
||
|
||
/**
|
||
* Détermine succès/échec selon la marge (total − seuil).
|
||
* - Marge ≥ 5 → succès critique
|
||
* - Marge ≥ 0 → succès
|
||
* - Marge ≤ −5 → échec critique
|
||
* - Marge < 0 → échec
|
||
*/
|
||
computeResult() {
|
||
const threshold = SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0
|
||
if (threshold === 0) {
|
||
this.options.resultType = "unknown"
|
||
this.options.margin = null
|
||
return
|
||
}
|
||
const margin = this.total - threshold
|
||
this.options.margin = margin
|
||
if (margin >= 5) this.options.resultType = "critical-success"
|
||
else if (margin >= 0) this.options.resultType = "success"
|
||
else if (margin <= -5) this.options.resultType = "critical-failure"
|
||
else this.options.resultType = "failure"
|
||
}
|
||
|
||
/** @override */
|
||
async render(chatOptions = {}) {
|
||
const data = await this._getChatCardData(chatOptions.isPrivate)
|
||
return foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, data)
|
||
}
|
||
|
||
async _getChatCardData(isPrivate) {
|
||
const statLabel = this.options.statLabel
|
||
const skillLabel = this.options.skillLabel
|
||
const resultType = this.resultType
|
||
const diceResults = this.dice[0]?.results?.map(r => r.result) ?? []
|
||
const diceSum = diceResults.reduce((a, b) => a + b, 0)
|
||
const threshold = SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.value ?? 0
|
||
const margin = this.options.margin
|
||
const woundMalus = this.options.woundMalus ?? 0
|
||
const woundLevelId = this.options.woundLevel ?? 0
|
||
const woundLabel = woundLevelId > 0
|
||
? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
|
||
: null
|
||
|
||
// Dé de lune
|
||
const moonDieResult = this.options.moonDieResult ?? null
|
||
const moonFace = this.options.moonFace ?? null
|
||
const moonResultType = this.options.moonResultType ?? null
|
||
|
||
const resultClassMap = {
|
||
"critical-success": "critical-success",
|
||
"success": "success",
|
||
"failure": "failure",
|
||
"critical-failure": "critical-failure",
|
||
"unknown": "",
|
||
}
|
||
|
||
return {
|
||
cssClass: [SYSTEM.id, "dice-roll"].join(" "),
|
||
actorId: this.actorId,
|
||
actorName: this.actorName,
|
||
actorImg: this.actorImage,
|
||
statLabel: statLabel ? game.i18n.localize(statLabel) : "",
|
||
skillLabel: skillLabel ? game.i18n.localize(skillLabel) : "",
|
||
formula: this.formula,
|
||
total: this.total,
|
||
diceSum,
|
||
diceResults,
|
||
resultType,
|
||
resultClass: resultClassMap[resultType] ?? "",
|
||
isSuccess: this.isSuccess,
|
||
isFailure: this.isFailure,
|
||
isCriticalSuccess: this.isCriticalSuccess,
|
||
isCriticalFailure: this.isCriticalFailure,
|
||
difficulty: this.options.difficulty,
|
||
difficultyLabel: game.i18n.localize(SYSTEM.DIFFICULTY_CHOICES[this.options.difficulty]?.label ?? ""),
|
||
difficultyValue: threshold,
|
||
margin,
|
||
marginAbs: margin !== null ? Math.abs(margin) : null,
|
||
marginAbove: margin !== null && margin >= 0,
|
||
modifier: this.options.modifier,
|
||
aspectMod: this.options.aspectMod ?? 0,
|
||
useDestin: this.options.useDestin ?? false,
|
||
nbDice: this.options.nbDice ?? diceResults.length,
|
||
woundMalus,
|
||
woundLabel,
|
||
// Dé de lune
|
||
hasMoonDie: moonDieResult !== null,
|
||
moonDieResult,
|
||
moonFaceSymbol: moonFace?.symbol ?? "",
|
||
moonFaceLabel: moonFace ? game.i18n.localize(moonFace.label) : "",
|
||
moonResultClass: moonResultType?.cssClass ?? "",
|
||
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 })
|
||
}
|
||
}
|