Files
fvtt-celestopol/module/documents/roll.mjs
LeRatierBretonnier cff700bd3d Fix roll dialog CSS + JS: template <div> wrapper, moon-section, selectors
- Remplace <form class='roll-dialog celestopol'> par <div class='roll-dialog-content'>
  pour éviter les formulaires HTML imbriqués invalides (DialogV2 a son propre <form>)
- Corrige le sélecteur CSS de .roll-dialog.celestopol vers .application.roll-dialog .roll-dialog-content
- Remplace .form-group.form-moon par .moon-section (classe custom) pour éviter
  les conflits avec le CSS grid de FoundryVTT standard-form (label 130px de hauteur)
- Met à jour le script JS inline pour utiliser document.querySelector('.roll-dialog-content')
- Ajoute white-space: nowrap sur le label Destin pour éviter le wrapping sur 3 lignes
- Supprime .application.roll-dialog .window-content padding override (remplacé par dialog-content)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-03-28 17:21:18 +01:00

260 lines
9.6 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { SYSTEM } from "../config/system.mjs"
/** Symboles Unicode pour chaque phase de lune. */
const MOON_SYMBOLS = {
none: "☽",
nouvellelune: "🌑",
premiercroissant: "🌒",
premierquartier: "🌓",
lunegibbeuse: "🌔",
lunevoutee: "🌕",
derniercroissant: "🌖",
dernierquartier: "🌗",
pleinelune: "🌕",
}
/**
* Système de dés de Célestopol 1922.
*
* Le jet de base est : (valeur domaine + malus blessures)d6 + bonus lune + modificateurs
* comparé à un seuil de difficulté.
* - Succès critique : marge ≥ 5
* - Échec critique : marge ≤ 5
*/
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 }
get moonBonus() { return this.options.moonBonus ?? 0 }
/**
* 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 baseSkillVal = options.skillValue ?? 0
const nbDiceBase = Math.max(1, baseSkillVal + woundMalus)
const woundLevelId = options.woundLevel ?? 0
const woundLabel = woundLevelId > 0
? game.i18n.localize(SYSTEM.WOUND_LEVELS[woundLevelId]?.label ?? "")
: null
// Construire les phases lune avec symboles
const moonPhaseChoices = Object.fromEntries(
Object.entries(SYSTEM.MOON_DICE_PHASES).map(([key, val]) => [
key, { ...val, symbol: MOON_SYMBOLS[key] ?? "☽" }
])
)
const dialogContext = {
actorName: options.actorName,
statLabel: options.statLabel,
skillLabel: options.skillLabel,
skillValue: baseSkillVal,
woundMalus,
woundLabel,
nbDiceBase,
difficultyChoices: SYSTEM.DIFFICULTY_CHOICES,
moonPhaseChoices,
defaultDifficulty: options.difficulty ?? "normal",
defaultMoonPhase: options.moonPhase ?? "none",
}
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} ${skillLocalized}`
: skillLocalized
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title },
classes: ["fvtt-celestopol", "roll-dialog"],
content,
buttons: [
{
label: game.i18n.localize("CELESTOPOL.Roll.roll"),
icon: "fa-solid fa-dice",
callback: (event, button) => {
return Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) {
obj[input.name] = input.type === "checkbox" ? input.checked : input.value
}
return obj
}, {})
},
},
],
rejectClose: false,
})
if (!rollContext) return null
const difficulty = rollContext.difficulty ?? "normal"
const diffConfig = SYSTEM.DIFFICULTY_CHOICES[difficulty] ?? SYSTEM.DIFFICULTY_CHOICES.normal
const moonPhase = rollContext.moonPhase ?? "none"
const moonConfig = SYSTEM.MOON_DICE_PHASES[moonPhase] ?? SYSTEM.MOON_DICE_PHASES.none
const modifier = parseInt(rollContext.modifier ?? 0) || 0
const aspectMod = parseInt(rollContext.aspectModifier ?? 0) || 0
const useDestin = rollContext.useDestin === true || rollContext.useDestin === "true"
const destinDice = useDestin ? 2 : 0
const skillValue = Math.max(0, baseSkillVal + woundMalus)
const nbDice = Math.max(1, skillValue) + destinDice
const moonBonus = moonConfig.bonus ?? 0
const totalModifier = moonBonus + modifier + aspectMod
const formula = totalModifier !== 0
? `${nbDice}d6 + ${totalModifier}`
: `${nbDice}d6`
const rollData = {
...options,
difficulty,
difficultyValue: diffConfig.value,
moonPhase,
moonBonus,
modifier,
aspectMod,
useDestin,
destinDice,
nbDice,
formula,
rollMode: rollContext.visibility ?? "publicroll",
}
const roll = new this(formula, {}, rollData)
await roll.evaluate()
roll.computeResult()
await roll.toMessage({}, { rollMode: rollData.rollMode })
// Mémoriser les préférences sur l'acteur
const actor = game.actors.get(options.actorId)
if (actor) {
await actor.update({
"system.prefs.moonPhase": moonPhase,
"system.prefs.difficulty": difficulty,
})
}
return roll
}
/**
* Détermine succès/échec et critiques 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 moonPhase = this.options.moonPhase ?? "none"
const moonSymbol = MOON_SYMBOLS[moonPhase] ?? "☽"
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
// Classe CSS principale du résultat
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,
moonPhase,
moonPhaseLabel: game.i18n.localize(SYSTEM.MOON_DICE_PHASES[moonPhase]?.label ?? ""),
moonSymbol,
moonBonus: this.moonBonus,
modifier: this.options.modifier,
aspectMod: this.options.aspectMod ?? 0,
useDestin: this.options.useDestin ?? false,
destinDice: this.options.destinDice ?? 0,
nbDice: this.options.nbDice ?? diceResults.length,
woundMalus,
woundLabel,
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 })
}
}