refactor: remove D30 choice dialog, extract defense reaction buttons, fix bugs
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- Remove D30 choice dialog — auto-roll bonus dice, flag special effects
- Fix d30ChangedAttack infinite loop in defense do-while (missing reset)
- Fix chat button dataset attributes (rollType/rollTarget/rollAvantage)
- Extract buildDefenseReactionButtons from both defense loops
- Merge Aether/Grace deduction via _deductResourceOnCast helper
- Extract HP HUD toggling (_toggleHudWraps/_disableHudWraps)
- Fix SYSTEM.EQUIPMENT_CATEGORIES typo in equipment model
- Add missing imports to combat.mjs
- Remove dead d30Auto branches, _buildSpecialLabel, d30-special-choice.hbs
This commit is contained in:
2026-06-29 11:44:46 +02:00
parent 41b1199704
commit 25648aa2a3
10 changed files with 202 additions and 517 deletions
+44 -135
View File
@@ -124,11 +124,6 @@ export async function handleAttackBoosted(msg) {
await ChatMessage.create({content: msg, speaker: ChatMessage.getSpeaker({actor: defender})})
}
}
if (d30Result.specialEffect === "auto") {
updatedDefenseRoll = attackRollFinal + 1
const msg = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30Auto", actorName:defenderName, specialName:d30Result.specialName || "Special Defense", side:"defense"})
await ChatMessage.create({content: msg, speaker: ChatMessage.getSpeaker({actor: defender})})
}
if (d30Result.specialEffect === "flag") {
const msg = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30Flag", actorName:defenderName, specialName:d30Result.specialName || "Special Effect"})
await ChatMessage.create({content: msg, speaker: ChatMessage.getSpeaker({actor: defender})})
@@ -143,63 +138,8 @@ export async function handleAttackBoosted(msg) {
// Show the defense reaction dialog — while-loop for multiple reactions
if (defender) {
while (updatedDefenseRoll < attackRollFinal) {
const currentGrit = Number(defender.system?.grit?.current) || 0
const currentLuck = Number(defender.system?.luck?.current) || 0
const buttons = []
if (currentGrit > 0) {
buttons.push({
action: "grit",
type: "button",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
})
}
if (currentLuck > 0) {
buttons.push({
action: "luck",
type: "button",
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
icon: "fa-solid fa-clover",
callback: () => "luck"
})
}
buttons.push({
action: "bonusDie",
type: "button",
label: "Add bonus die",
icon: "fa-solid fa-dice",
callback: () => "bonusDie"
})
if (canShieldReact) {
buttons.push({
action: "shieldReact",
type: "button",
label: `Roll shield (${shieldLabel})`,
icon: "fa-solid fa-shield",
callback: () => "shieldReact"
})
} else if (canAdHoc) {
buttons.push({
action: "adHocShield",
type: "button",
label: "Roll ad-hoc shield (choose dice + DR)",
icon: "fa-solid fa-shield-halved",
callback: () => "adHocShield"
})
}
buttons.push({
action: "continue",
type: "button",
label: "Continue (no defense bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
})
const shieldData = canShieldReact ? { label: shieldLabel, formula: shieldFormula, damageReduction: shieldDr } : null
const buttons = buildDefenseReactionButtons(defender, { canRerollDefense: false, shieldData, canShieldReact, canAdHocShield: canAdHoc })
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Defense reactions — attack boosted" },
@@ -223,13 +163,13 @@ export async function handleAttackBoosted(msg) {
if (choice === "grit") {
const bonusRoll = await rollBonusDie("1d6", defender)
updatedDefenseRoll += bonusRoll
await defender.update({ "system.grit.current": currentGrit - 1 })
await defender.update({ "system.grit.current": Math.max(0, (Number(defender.system?.grit?.current) || 0) - 1) })
const gritRmContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"grit", actorName:defenderName, resource:"Grit", value:bonusRoll, side:"defense"})
await ChatMessage.create({content: gritRmContent, speaker: ChatMessage.getSpeaker({actor: defender})})
} else if (choice === "luck") {
const bonusRoll = await rollBonusDie("1d6", defender)
updatedDefenseRoll += bonusRoll
await defender.update({ "system.luck.current": currentLuck - 1 })
await defender.update({ "system.luck.current": Math.max(0, (Number(defender.system?.luck?.current) || 0) - 1) })
const luckRmContent = await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"luck", actorName:defenderName, resource:"Luck", value:bonusRoll, side:"defense"})
await ChatMessage.create({content: luckRmContent, speaker: ChatMessage.getSpeaker({actor: defender})})
} else if (choice === "bonusDie") {
@@ -364,6 +304,19 @@ export async function showDefenseRequest(msg) {
const isMonster = defender.type === "monster"
const _storeNextDefenseData = (opts = {}) => {
game.lethalFantasy = game.lethalFantasy || {}
game.lethalFantasy.nextDefenseData = {
attackerId, attackRoll, attackerName, defenderName,
attackWeaponId, attackRollType, attackRollKey,
attackD30result, attackD30message, attackRerollContext,
damageTier: msg.damageTier,
defenderId: defender.id, defenderTokenId,
...(msg.attackNaturalRoll !== undefined && { attackNaturalRoll: msg.attackNaturalRoll }),
...(opts.isRanged !== undefined && { isRanged: opts.isRanged })
}
}
log(`[LF] showDefenseRequest | attackRollType=${attackRollType} isMonster=${isMonster} defender=${defender?.name}`)
// Spell/miracle attacks use saving throws instead of weapon defense
@@ -398,22 +351,7 @@ export async function showDefenseRequest(msg) {
if (result) {
game.lethalFantasy = game.lethalFantasy || {}
game.lethalFantasy.spellDefense = true // pré-cocher "Save against spell" dans le dialog
game.lethalFantasy.nextDefenseData = {
attackerId,
attackRoll,
attackerName,
defenderName,
attackWeaponId,
attackRollType,
attackRollKey,
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll: msg.attackNaturalRoll,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId
}
_storeNextDefenseData()
if (isMonster) {
await defender.system.prepareMonsterRoll("save", result)
} else {
@@ -462,25 +400,7 @@ export async function showDefenseRequest(msg) {
// Si l'utilisateur a validé, lancer le jet de défense
if (result) {
// Stocker temporairement les données pour le hook preCreateChatMessage
game.lethalFantasy = game.lethalFantasy || {}
game.lethalFantasy.nextDefenseData = {
attackerId,
attackRoll,
attackerName,
defenderName,
attackWeaponId,
attackRollType,
attackRollKey,
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll: msg.attackNaturalRoll,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId,
isRanged: msg.isRanged
}
_storeNextDefenseData({ isRanged: msg.isRanged })
await defender.system.prepareMonsterRoll("monster-defense", result)
}
@@ -497,23 +417,7 @@ export async function showDefenseRequest(msg) {
actorImage: defender.img,
})
if (roll) {
game.lethalFantasy = game.lethalFantasy || {}
game.lethalFantasy.nextDefenseData = {
attackerId,
attackRoll,
attackerName,
defenderName,
attackWeaponId,
attackRollType,
attackRollKey,
attackD30result,
attackD30message,
attackRerollContext,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId,
isRanged: true
}
_storeNextDefenseData({ isRanged: true })
await roll.toMessage({}, { messageMode: roll.options.rollMode })
}
return
@@ -558,25 +462,7 @@ export async function showDefenseRequest(msg) {
// Si l'utilisateur a validé, lancer le jet de défense
if (result) {
// Stocker temporairement les données pour le hook preCreateChatMessage
game.lethalFantasy = game.lethalFantasy || {}
game.lethalFantasy.nextDefenseData = {
attackerId,
attackRoll,
attackerName,
defenderName,
attackWeaponId,
attackRollType,
attackRollKey,
attackD30result,
attackD30message,
attackRerollContext,
attackNaturalRoll: msg.attackNaturalRoll,
damageTier: msg.damageTier,
defenderId: defender.id,
defenderTokenId,
isRanged: msg.isRanged
}
_storeNextDefenseData({ isRanged: msg.isRanged })
log("Storing defense data for character:", defender.id)
@@ -584,6 +470,29 @@ export async function showDefenseRequest(msg) {
}
}
export function buildDefenseReactionButtons(defender, { canRerollDefense = false, shieldData = null, canShieldReact = false, canAdHocShield = false } = {}) {
const currentGrit = Number(defender.system?.grit?.current) || 0
const currentLuck = Number(defender.system?.luck?.current) || 0
const buttons = []
if (currentGrit > 0) {
buttons.push({ action: "grit", type: "button", label: `Spend 1 Grit (+1D6) [${currentGrit} left]`, icon: "fa-solid fa-fist-raised", callback: () => "grit" })
}
if (currentLuck > 0) {
buttons.push({ action: "luck", type: "button", label: `Spend 1 Luck (+1D6) [${currentLuck} left]`, icon: "fa-solid fa-clover", callback: () => "luck" })
}
buttons.push({ action: "bonusDie", type: "button", label: "Add bonus die", icon: "fa-solid fa-dice", callback: () => "bonusDie" })
if (canRerollDefense) {
buttons.push({ action: "rerollDefense", type: "button", label: "Re-roll defense (Mulligan)", icon: "fa-solid fa-rotate-right", callback: () => "rerollDefense" })
}
if (canShieldReact && shieldData) {
buttons.push({ action: "shieldReact", type: "button", label: `Roll shield (${shieldData.label})`, icon: "fa-solid fa-shield", callback: () => "shieldReact" })
} else if (canAdHocShield) {
buttons.push({ action: "adHocShield", type: "button", label: "Roll ad-hoc shield (choose dice + DR)", icon: "fa-solid fa-shield-halved", callback: () => "adHocShield" })
}
buttons.push({ action: "continue", type: "button", label: "Continue (no defense bonus)", icon: "fa-solid fa-forward", callback: () => "continue" })
return buttons
}
export function getCombatBonusDiceChoices() {
return ["1d4", "1d6", "1d8", "1d10", "1d12", "1d20", "1d20e"]
}