fix: attack/defense cross-client reaction flow
- C1: Stop D30 auto-roll on non-primary clients (caused divergence) - C2: defenderOwner fallback to GM for monster defenders - C3: Fix tie outcome in handleAttackBoosted (>= not >) - C5: Convert handleAttackBoosted to while-loop (multi-reaction) - C4/C6: shouldCreateMessage cross-client guard - M2: Coordinate main flow defender dialog vs socket handler - M3: Fresh grit/luck reads each socket handler iteration - M4: Include defenseD30message in socket payload + re-process - M5: Communicate attackerHandledBonus in socket payload - i18n: Add missing COMBAT.* keys, fix weapon.hbs label localize - d30_results_tables: Fix string typo
This commit is contained in:
+149
-117
@@ -235,10 +235,10 @@ export default class LethalFantasyUtils {
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static async handleAttackBoosted(msg) {
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const {
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attackerName, attackerId, defenderName, defenderId, defenderTokenId,
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attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
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attackerHandledBonus, attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
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shieldDamageReduction: initialShieldDR,
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d30Bleed, d30DamageMultiplier, d30DrMultiplier,
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damageTier, attackD30message,
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damageTier, attackD30message, defenseD30message,
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hasShield, shieldLabel, shieldFormula, shieldDr, canAdHocShield
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} = msg
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@@ -251,138 +251,177 @@ export default class LethalFantasyUtils {
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let canShieldReact = hasShield
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let canAdHoc = canAdHocShield
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// Show the defense reaction dialog
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if (defender && updatedDefenseRoll < attackRollFinal) {
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const currentGrit = Number(defender.system?.grit?.current) || 0
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const currentLuck = Number(defender.system?.luck?.current) || 0
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const buttons = []
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if (currentGrit > 0) {
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buttons.push({
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action: "grit",
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label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
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icon: "fa-solid fa-fist-raised",
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callback: () => "grit"
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// ── D30 bonus dice (defense) — resolved before grit/luck/shield ───────
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let defenseDrMultiplier = null
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if (defenseD30message && defender) {
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const d30Result = await LethalFantasyUtils.processD30BonusDice(defenseD30message, "defense", null, defender, true)
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if (d30Result.modifier) {
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updatedDefenseRoll += d30Result.modifier
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if (d30Result.modifier > 0) {
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> gains <strong>+${d30Result.modifier}</strong> from D30 bonus die for defense.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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}
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if (d30Result.specialEffect === "auto") {
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updatedDefenseRoll = attackRollFinal + 1
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> uses <strong>${d30Result.specialName || "Special Defense"}</strong> from D30 — defense automatically succeeds!</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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if (currentLuck > 0) {
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buttons.push({
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action: "luck",
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label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
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icon: "fa-solid fa-clover",
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callback: () => "luck"
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if (d30Result.specialEffect === "flag") {
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await ChatMessage.create({
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content: `<p>D30 — <strong>${d30Result.specialName || "Special Effect"}</strong> triggered for ${defenderName}!</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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buttons.push({
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action: "bonusDie",
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label: "Add bonus die",
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icon: "fa-solid fa-dice",
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callback: () => "bonusDie"
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})
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if (canShieldReact) {
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buttons.push({
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action: "shieldReact",
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label: `Roll shield (${shieldLabel})`,
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icon: "fa-solid fa-shield",
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callback: () => "shieldReact"
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})
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} else if (canAdHoc) {
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buttons.push({
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action: "adHocShield",
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label: "Roll ad-hoc shield (choose dice + DR)",
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icon: "fa-solid fa-shield-halved",
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callback: () => "adHocShield"
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if (d30Result.specialEffect === "drMultiplier") {
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defenseDrMultiplier = d30Result.multiplier
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await ChatMessage.create({
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content: `<p>D30 — Defense grants <strong>x${d30Result.multiplier} DR</strong> (choose which DR types to multiply when damage is applied)</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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}
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buttons.push({
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action: "continue",
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label: "Continue (no defense bonus)",
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icon: "fa-solid fa-forward",
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callback: () => "continue"
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})
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// Show the defense reaction dialog — while-loop for multiple reactions
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if (defender) {
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while (updatedDefenseRoll < attackRollFinal) {
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const currentGrit = Number(defender.system?.grit?.current) || 0
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const currentLuck = Number(defender.system?.luck?.current) || 0
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const buttons = []
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const choice = await foundry.applications.api.DialogV2.wait({
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window: { title: "Defense reactions — attack boosted" },
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classes: ["lethalfantasy"],
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content: `
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<div class="grit-luck-dialog">
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<div class="combat-status">
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<p><strong>${attackerName}</strong> boosted attack to <strong>${attackRollFinal}</strong></p>
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<p><strong>${defenderName}</strong> currently has <strong>${updatedDefenseRoll}</strong></p>
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if (currentGrit > 0) {
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buttons.push({
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action: "grit",
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label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
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icon: "fa-solid fa-fist-raised",
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callback: () => "grit"
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})
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}
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if (currentLuck > 0) {
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buttons.push({
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action: "luck",
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label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
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icon: "fa-solid fa-clover",
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callback: () => "luck"
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})
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}
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buttons.push({
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action: "bonusDie",
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label: "Add bonus die",
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icon: "fa-solid fa-dice",
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callback: () => "bonusDie"
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})
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if (canShieldReact) {
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buttons.push({
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action: "shieldReact",
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label: `Roll shield (${shieldLabel})`,
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icon: "fa-solid fa-shield",
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callback: () => "shieldReact"
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})
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} else if (canAdHoc) {
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buttons.push({
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action: "adHocShield",
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label: "Roll ad-hoc shield (choose dice + DR)",
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icon: "fa-solid fa-shield-halved",
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callback: () => "adHocShield"
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})
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}
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buttons.push({
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action: "continue",
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label: "Continue (no defense bonus)",
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icon: "fa-solid fa-forward",
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callback: () => "continue"
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})
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const choice = await foundry.applications.api.DialogV2.wait({
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window: { title: "Defense reactions — attack boosted" },
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classes: ["lethalfantasy"],
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content: `
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<div class="grit-luck-dialog">
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<div class="combat-status">
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<p><strong>${attackerName}</strong> boosted attack to <strong>${attackRollFinal}</strong></p>
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<p><strong>${defenderName}</strong> currently has <strong>${updatedDefenseRoll}</strong></p>
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</div>
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<p class="offer-text">The attack was boosted! Choose how to improve the defense.</p>
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</div>
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<p class="offer-text">The attack was boosted! Choose how to improve the defense.</p>
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</div>
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`,
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buttons,
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rejectClose: false
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})
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`,
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buttons,
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rejectClose: false
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})
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if (choice === "grit") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
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total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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await defender.update({ "system.grit.current": currentGrit - 1 })
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} else if (choice === "luck") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
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total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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await defender.update({ "system.luck.current": currentLuck - 1 })
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} else if (choice === "bonusDie") {
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const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", updatedDefenseRoll, attackRollFinal)
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if (bonusDie) {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender,
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(total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
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if (!choice || choice === "continue") break
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if (choice === "grit") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
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total => `<p><strong>${defenderName}</strong> spends 1 Grit and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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}
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} else if (choice === "shieldReact" && canShieldReact) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldFormula, defender)
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const newDefenseTotal = updatedDefenseRoll + shieldBonus
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updatedDefenseRoll = newDefenseTotal
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canShieldReact = false
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if (newDefenseTotal >= attackRollFinal) {
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shieldBlocked = true
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shieldReaction = { damageReduction: shieldDr, label: shieldLabel, bonus: shieldBonus }
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldDr}</strong> will apply to damage.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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} else {
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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} else if (choice === "adHocShield" && canAdHoc) {
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const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
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if (adHoc) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
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await defender.update({ "system.grit.current": currentGrit - 1 })
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} else if (choice === "luck") {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie("1d6", defender,
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total => `<p><strong>${defenderName}</strong> spends 1 Luck and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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await defender.update({ "system.luck.current": currentLuck - 1 })
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} else if (choice === "bonusDie") {
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const bonusDie = await LethalFantasyUtils.promptCombatBonusDie(defenderName, "attack", updatedDefenseRoll, attackRollFinal)
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if (bonusDie) {
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const bonusRoll = await LethalFantasyUtils.rollBonusDie(bonusDie, defender,
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(total, formula) => `<p><strong>${defenderName}</strong> adds <strong>${formula.toUpperCase()}</strong> and rolls <strong>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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}
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} else if (choice === "shieldReact" && canShieldReact) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldFormula, defender)
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const newDefenseTotal = updatedDefenseRoll + shieldBonus
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updatedDefenseRoll = newDefenseTotal
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canShieldReact = false
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canAdHoc = false
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if (newDefenseTotal >= attackRollFinal) {
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shieldBlocked = true
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shieldReaction = { damageReduction: adHoc.damageReduction, label: `${adHoc.formula.toUpperCase()} shield`, bonus: shieldBonus }
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shieldReaction = { damageReduction: shieldDr, label: shieldLabel, bonus: shieldBonus }
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`,
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content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${shieldDr}</strong> will apply to damage.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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} else {
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
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content: `<p><strong>${defenderName}</strong> rolls <strong>${shieldLabel}</strong> and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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} else if (choice === "adHocShield" && canAdHoc) {
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const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
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if (adHoc) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
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const newDefenseTotal = updatedDefenseRoll + shieldBonus
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updatedDefenseRoll = newDefenseTotal
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canShieldReact = false
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canAdHoc = false
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if (newDefenseTotal >= attackRollFinal) {
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shieldBlocked = true
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shieldReaction = { damageReduction: adHoc.damageReduction, label: `${adHoc.formula.toUpperCase()} shield`, bonus: shieldBonus }
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} ≥ ${attackRollFinal}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>${adHoc.damageReduction}</strong> will apply to damage.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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} else {
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await ChatMessage.create({
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content: `<p><strong>${defenderName}</strong> rolls <strong>${adHoc.formula.toUpperCase()}</strong> shield and adds <strong>${shieldBonus}</strong> to defense (${newDefenseTotal} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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}
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}
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}
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}
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const finalShieldDR = shieldBlocked ? (shieldReaction?.damageReduction || 0) : 0
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const outcome = shieldBlocked ? "shielded-hit" : (updatedDefenseRoll > attackRollFinal ? "miss" : "hit")
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const outcome = shieldBlocked ? "shielded-hit" : (updatedDefenseRoll >= attackRollFinal ? "miss" : "hit")
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await LethalFantasyUtils.compareAttackDefense({
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attackerName,
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@@ -399,7 +438,7 @@ export default class LethalFantasyUtils {
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shieldDamageReduction: finalShieldDR,
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d30Bleed: d30Bleed || "",
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d30DamageMultiplier: d30DamageMultiplier || 1,
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d30DrMultiplier: d30DrMultiplier || 1,
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d30DrMultiplier: (d30DrMultiplier != null && d30DrMultiplier !== 1) ? d30DrMultiplier : (defenseDrMultiplier ?? d30DrMultiplier ?? 1),
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damageTier: damageTier || "standard",
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attackD30message
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})
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@@ -742,18 +781,11 @@ export default class LethalFantasyUtils {
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// ── Choice type ── present all options to the player
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if (d30Message.type === "choice") {
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// Try to find a bonus_dice option matching this side
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const autoBonus = d30Message.choices.find(c => c.type === "bonus_dice" && validTargets.includes(c.target))
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// If we can't show dialogs (wrong client), auto-roll bonus dice if available
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// If we can't show dialogs (wrong client), skip — the primary client
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// will communicate its choice result via socket. Auto-rolling here
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// would give a different modifier on each client, causing divergence.
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if (!canDialog) {
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if (autoBonus) {
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const modifier = await this._rollD30BonusDie(autoBonus.dice, actor, true)
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return { modifier, specialEffect: null, specialName: null }
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}
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// No bonus dice available on this side — just report as flag
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const first = d30Message.choices[0]
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return { modifier: 0, specialEffect: "flag", specialName: first?.type || "choice" }
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return { modifier: 0, specialEffect: null, specialName: null }
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}
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const buttons = d30Message.choices.map(c => {
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