Fix inititiative rolls
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@@ -7,4 +7,5 @@ styles/*.css
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node_modules/
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.history
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.github/
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@@ -267,9 +267,13 @@ Hooks.on(hookName, (message, html, data) => {
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}
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// Envoyer le message socket à l'utilisateur contrôlant le combatant
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const owners = game.users.filter(u =>
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combatant.actor.testUserPermission(u, "OWNER")
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// Only consider active (online) users; fall back to any active GM for unowned/GM monsters.
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let owners = game.users.filter(u =>
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u.active && combatant.actor.testUserPermission(u, "OWNER")
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)
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if (owners.length === 0) {
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owners = game.users.filter(u => u.active && u.isGM)
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}
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// Récupérer l'acteur attaquant pour vérifier qui l'a lancé
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const attacker = game.actors.get(attackerId)
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@@ -546,12 +550,27 @@ Hooks.on("createChatMessage", async (message) => {
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// Calculer les DR
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const armorDR = defender.computeDamageReduction() || 0
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// Appliquer les dégâts avec armure DR par défaut
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const finalDamage = Math.max(0, damageTotal - armorDR)
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await defender.applyDamage(-finalDamage)
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// Créer un message de confirmation
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// For unlinked tokens (default for monsters), we need the specific token actor, not the base
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// world actor — otherwise applyDamage would modify the base actor and affect every unlinked
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// copy of that monster. Prefer the combatant actor, fall back to canvas scan.
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const defenderCombatant = game.combat?.combatants?.find(c => c.actorId === defender.id)
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const defenderTokenId = defenderCombatant?.token?.id
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?? canvas.tokens?.placeables?.find(t => t.actor?.id === defender.id)?.id
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?? null
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// Apply damage. If the current user does not own the defender (e.g. player hitting a GM monster),
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// route the HP update to the GM via socket. The confirmation message is still created here
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// since all users can create chat messages.
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if (defender.isOwner) {
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const tokenActor = defenderCombatant?.actor ?? defender
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await tokenActor.applyDamage(-finalDamage)
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} else {
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game.socket.emit(`system.${SYSTEM.id}`, { type: "applyDamage", actorId: defender.id, tokenId: defenderTokenId, damage: -finalDamage })
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}
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// Créer un message de confirmation (visible to GM only)
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const messageContent = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-lethal-fantasy/templates/damage-applied-message.hbs",
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{
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@@ -566,7 +585,8 @@ Hooks.on("createChatMessage", async (message) => {
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await ChatMessage.create({
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content: messageContent,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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speaker: ChatMessage.getSpeaker({ actor: defender }),
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whisper: ChatMessage.getWhisperRecipients("GM")
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})
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})
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@@ -681,7 +681,15 @@ export default class LethalFantasyRoll extends Roll {
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rejectClose: false // Click on Close button will not launch an error
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})
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let initRoll = new Roll(`min(${rollContext.initiativeDice}, ${options.maxInit})`, options.data, rollContext)
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if (!rollContext) return
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// When the value is a plain number (e.g. "1" for Declared Ready on Alert), wrapping it in
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// min(1, maxInit) produces a dice-less formula that FoundryVTT cannot evaluate to a valid
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// total. Use the constant directly; min() is only needed for actual dice expressions.
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const isDiceFormula = /[dD]/.test(rollContext.initiativeDice)
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const formula = isDiceFormula ? `min(${rollContext.initiativeDice}, ${options.maxInit})` : rollContext.initiativeDice
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let initRoll = new Roll(formula, options.data)
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await initRoll.evaluate()
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let msg = await initRoll.toMessage({ flavor: `Initiative for ${options.actorName}` }, { rollMode: rollContext.visibility })
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if (game?.dice3d) {
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@@ -690,7 +698,7 @@ export default class LethalFantasyRoll extends Roll {
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if (options.combatId && options.combatantId) {
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let combat = game.combats.get(options.combatId)
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combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0 }]);
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await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0 }])
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}
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}
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@@ -113,6 +113,16 @@ export default class LethalFantasyUtils {
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console.log(`handleSocketEvent !`, msg)
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let actor
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switch (msg.type) {
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case "applyDamage":
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if (game.user.isGM) {
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// Prefer the specific token actor (correct for unlinked monsters); fall back to world actor.
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actor = msg.tokenId
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? canvas.tokens?.placeables?.find(t => t.id === msg.tokenId)?.actor
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: (game.combat?.combatants?.find(c => c.actorId === msg.actorId)?.actor
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?? game.actors.get(msg.actorId))
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if (actor) actor.applyDamage(msg.damage)
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}
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break
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case "rollInitiative":
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actor = game.actors.get(msg.actorId)
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actor.system.rollInitiative(msg.combatId, msg.combatantId)
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