2bd236fb29
- Dialogue de récupération accessible depuis la feuille personnage - Coupe/Denier : test difficulté 7 (1x/jour), +1 si réussi - Épée : +1 manuel (repos/soins) ou test guérison rapide - Bâton : +1 manuel (appréciation MJ) - Suivi des dates de dernière récupération par symbole - Désactive le test si déjà fait aujourd'hui - Bouton d'accès intégré dans la section résistances (icône lit) - Réutilise HamalronTirageTarot.prompt pour les tests
149 lines
6.0 KiB
JavaScript
149 lines
6.0 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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export default class HamalronResistanceRecovery {
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static SYMBOLE_LABELS = {
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coupe: "Coupe",
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epee: "Épée",
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denier: "Denier",
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baton: "Bâton",
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}
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static async prompt(actor) {
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const resistances = actor.system.resistances
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const recovery = actor.system.resistanceRecovery || {}
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const today = new Date().toISOString().split("T")[0]
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const todayNum = Number(new Date().toISOString().split("T")[0].replace(/-/g, ""))
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const symInfos = Object.entries(SYSTEM.TAROT_SYMBOLES).map(([key, val]) => {
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const r = resistances[key]
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const lastDate = recovery[key]
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const lastNum = lastDate ? Number(lastDate.replace(/-/g, "")) : 0
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const canRecover = key === "epee"
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? true
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: (lastNum < todayNum)
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const isDenierCoupe = key === "denier" || key === "coupe"
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return {
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id: key,
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label: val.label,
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value: r?.value ?? 0,
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max: r?.max ?? 0,
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canRecover,
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isDenierCoupe,
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lastRecovery: lastDate || "-",
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}
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})
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const content = HamalronResistanceRecovery.#renderContent(actor, symInfos)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.localize("HAMALRON.Recovery.Title") },
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classes: ["fvtt-hamalron"],
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position: { width: 480 },
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content,
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buttons: [
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{
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action: "close",
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label: game.i18n.localize("Cancel"),
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default: true,
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},
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],
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actions: {
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recoverTest: async (event, button, dialog) => {
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const btn = event.currentTarget
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const symbole = btn.dataset.symbole
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if (!symbole) return
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const rollItem = { name: HamalronResistanceRecovery.SYMBOLE_LABELS[symbole] || symbole, value: 0 }
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await HamalronResistanceRecovery.#doRecoveryTest(actor, symbole, rollItem)
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HamalronResistanceRecovery.prompt(actor)
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},
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adjustResistance: async (event, button, dialog) => {
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const btn = event.currentTarget
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const symbole = btn.dataset.symbole
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const delta = Number(btn.dataset.delta) || 0
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if (!symbole) return
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const resistance = actor.system.resistances[symbole]
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if (!resistance) return
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const newValue = Math.max(0, Math.min(resistance.max, (resistance.value || 0) + delta))
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await actor.update({ [`system.resistances.${symbole}.value`]: newValue })
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HamalronResistanceRecovery.prompt(actor)
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},
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},
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rejectClose: false,
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})
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}
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static #renderContent(actor, symInfos) {
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const today = new Date().toISOString().split("T")[0]
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let html = `<div class="fvtt-hamalron-recovery"><h3>${game.i18n.localize("HAMALRON.Recovery.Subtitle")}</h3>`
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html += `<p class="recovery-date">${game.i18n.format("HAMALRON.Recovery.Today", { date: today })}</p>`
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html += `<div class="recovery-grid">`
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for (const info of symInfos) {
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const pct = info.max > 0 ? Math.round((info.value / info.max) * 100) : 0
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html += `<div class="recovery-card">
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<div class="recovery-header">
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<strong>${info.label}</strong>
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<span>${info.value}/${info.max}</span>
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</div>
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<div class="progress-bar-mini"><div class="progress-fill" style="width:${pct}%"></div></div>
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<div class="recovery-actions">`
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if (info.isDenierCoupe) {
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if (info.canRecover) {
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html += `<button type="button" class="recovery-btn" data-action="recoverTest" data-symbole="${info.id}">
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<i class="fas fa-dice"></i> ${game.i18n.localize("HAMALRON.Recovery.Test")}</button>`
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} else {
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html += `<span class="recovery-done"><i class="fas fa-check-circle"></i> ${game.i18n.localize("HAMALRON.Recovery.Done")}</span>`
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}
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} else if (info.id === "epee") {
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html += `<button type="button" class="recovery-btn-sm" data-action="adjustResistance" data-symbole="epee" data-delta="1">
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<i class="fas fa-plus"></i> +1</button>`
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html += `<button type="button" class="recovery-btn-sm" data-action="recoverTest" data-symbole="epee">
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<i class="fas fa-dice"></i> ${game.i18n.localize("HAMALRON.Recovery.HealTest")}</button>`
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} else { // baton
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html += `<button type="button" class="recovery-btn-sm" data-action="adjustResistance" data-symbole="baton" data-delta="1">
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<i class="fas fa-plus"></i> +1</button>`
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}
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html += `<button type="button" class="recovery-btn-sm" data-action="adjustResistance" data-symbole="${info.id}" data-delta="-1">
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<i class="fas fa-minus"></i></button>`
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html += `</div><div class="recovery-last">${game.i18n.localize("HAMALRON.Recovery.Last")}: ${info.lastRecovery}</div>
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</div>`
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}
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html += `</div></div>`
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return html
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}
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static async #doRecoveryTest(actor, symbole, rollItem) {
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const niveauData = SYSTEM.NIVEAU_COMPETENCES.inexperimente
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const roll = await HamalronTirageTarot.prompt({
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rollType: "stat",
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rollItem,
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actorId: actor.id,
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actorName: actor.name,
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actorImage: actor.img,
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hasTarget: false,
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difficulty: "7",
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})
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if (!roll) return
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const today = new Date().toISOString().split("T")[0]
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const recoveryData = foundry.utils.duplicate(actor.system.resistanceRecovery || {})
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recoveryData[symbole] = today
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await actor.update({ [`system.resistanceRecovery`]: recoveryData })
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if (roll.total >= 7) {
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const resistance = actor.system.resistances[symbole]
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if (resistance && resistance.value < resistance.max) {
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const newValue = Math.min(resistance.max, (resistance.value || 0) + 1)
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await actor.update({ [`system.resistances.${symbole}.value`]: newValue })
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}
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ui.notifications.info(game.i18n.format("HAMALRON.Recovery.Success", { label: HamalronResistanceRecovery.SYMBOLE_LABELS[symbole] }))
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} else {
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ui.notifications.info(game.i18n.format("HAMALRON.Recovery.Failure", { label: HamalronResistanceRecovery.SYMBOLE_LABELS[symbole] }))
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}
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}
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}
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