Fix inititiative rolls
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This commit is contained in:
2026-04-06 00:02:14 +02:00
parent df6f8e5710
commit 3ad5681539
4 changed files with 48 additions and 9 deletions

1
.gitignore vendored
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@@ -7,4 +7,5 @@ styles/*.css
node_modules/
.history
.github/

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@@ -267,9 +267,13 @@ Hooks.on(hookName, (message, html, data) => {
}
// Envoyer le message socket à l'utilisateur contrôlant le combatant
const owners = game.users.filter(u =>
combatant.actor.testUserPermission(u, "OWNER")
// Only consider active (online) users; fall back to any active GM for unowned/GM monsters.
let owners = game.users.filter(u =>
u.active && combatant.actor.testUserPermission(u, "OWNER")
)
if (owners.length === 0) {
owners = game.users.filter(u => u.active && u.isGM)
}
// Récupérer l'acteur attaquant pour vérifier qui l'a lancé
const attacker = game.actors.get(attackerId)
@@ -546,12 +550,27 @@ Hooks.on("createChatMessage", async (message) => {
// Calculer les DR
const armorDR = defender.computeDamageReduction() || 0
// Appliquer les dégâts avec armure DR par défaut
const finalDamage = Math.max(0, damageTotal - armorDR)
await defender.applyDamage(-finalDamage)
// Créer un message de confirmation
// For unlinked tokens (default for monsters), we need the specific token actor, not the base
// world actor — otherwise applyDamage would modify the base actor and affect every unlinked
// copy of that monster. Prefer the combatant actor, fall back to canvas scan.
const defenderCombatant = game.combat?.combatants?.find(c => c.actorId === defender.id)
const defenderTokenId = defenderCombatant?.token?.id
?? canvas.tokens?.placeables?.find(t => t.actor?.id === defender.id)?.id
?? null
// Apply damage. If the current user does not own the defender (e.g. player hitting a GM monster),
// route the HP update to the GM via socket. The confirmation message is still created here
// since all users can create chat messages.
if (defender.isOwner) {
const tokenActor = defenderCombatant?.actor ?? defender
await tokenActor.applyDamage(-finalDamage)
} else {
game.socket.emit(`system.${SYSTEM.id}`, { type: "applyDamage", actorId: defender.id, tokenId: defenderTokenId, damage: -finalDamage })
}
// Créer un message de confirmation (visible to GM only)
const messageContent = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-lethal-fantasy/templates/damage-applied-message.hbs",
{
@@ -566,7 +585,8 @@ Hooks.on("createChatMessage", async (message) => {
await ChatMessage.create({
content: messageContent,
speaker: ChatMessage.getSpeaker({ actor: defender })
speaker: ChatMessage.getSpeaker({ actor: defender }),
whisper: ChatMessage.getWhisperRecipients("GM")
})
})

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@@ -681,7 +681,15 @@ export default class LethalFantasyRoll extends Roll {
rejectClose: false // Click on Close button will not launch an error
})
let initRoll = new Roll(`min(${rollContext.initiativeDice}, ${options.maxInit})`, options.data, rollContext)
if (!rollContext) return
// When the value is a plain number (e.g. "1" for Declared Ready on Alert), wrapping it in
// min(1, maxInit) produces a dice-less formula that FoundryVTT cannot evaluate to a valid
// total. Use the constant directly; min() is only needed for actual dice expressions.
const isDiceFormula = /[dD]/.test(rollContext.initiativeDice)
const formula = isDiceFormula ? `min(${rollContext.initiativeDice}, ${options.maxInit})` : rollContext.initiativeDice
let initRoll = new Roll(formula, options.data)
await initRoll.evaluate()
let msg = await initRoll.toMessage({ flavor: `Initiative for ${options.actorName}` }, { rollMode: rollContext.visibility })
if (game?.dice3d) {
@@ -690,7 +698,7 @@ export default class LethalFantasyRoll extends Roll {
if (options.combatId && options.combatantId) {
let combat = game.combats.get(options.combatId)
combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0 }]);
await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0 }])
}
}

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@@ -113,6 +113,16 @@ export default class LethalFantasyUtils {
console.log(`handleSocketEvent !`, msg)
let actor
switch (msg.type) {
case "applyDamage":
if (game.user.isGM) {
// Prefer the specific token actor (correct for unlinked monsters); fall back to world actor.
actor = msg.tokenId
? canvas.tokens?.placeables?.find(t => t.id === msg.tokenId)?.actor
: (game.combat?.combatants?.find(c => c.actorId === msg.actorId)?.actor
?? game.actors.get(msg.actorId))
if (actor) actor.applyDamage(msg.damage)
}
break
case "rollInitiative":
actor = game.actors.get(msg.actorId)
actor.system.rollInitiative(msg.combatId, msg.combatantId)