refactor: extract inline HTML to templates, split oversized files, fix bugs

- Extract all inline HTML from JS into 21 Handlebars templates (chat/, dialogs/, ui/)
- Split utils.mjs (1507) into barrel + helpers.mjs, combat.mjs, d30.mjs
- Split roll.mjs (1632) into barrel + roll-base.mjs, roll-prompt.mjs, roll-combat.mjs, roll-damage.mjs
- Split lethal-fantasy.mjs (1426) into bootstrap + chat-reaction.mjs
- Fix: missing async on injectDiceTray (free-roll.mjs:29 SyntaxError)
- Fix: weapon._id fallback for deserialized chat-message weapon objects
- Fix: missing await on rollModifier.evaluate() calls in roll-combat.mjs
- Fix: choices→choicesList ReferenceError in utils.mjs
- Fix: add 12 missing i18n keys (chooseWeapon, chooseSave, attackRoll, etc.)
- Fix: restore sideLabel in bonus-die-select.hbs
- Clean: remove dead messageContent param, console.log→log()
- Style: barrel files preserve existing import paths
This commit is contained in:
2026-06-28 19:13:05 +02:00
parent 05c93f9475
commit 3df46b5848
38 changed files with 4686 additions and 4602 deletions
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import { SYSTEM } from "../config/system.mjs"
import { prompt } from "./roll-prompt.mjs"
import { promptInitiative, promptCombatAction, promptRangedDefense, promptRangedAttack } from "./roll-combat.mjs"
import { rollSpellDamageToMessage } from "./roll-damage.mjs"
export default class LethalFantasyRoll extends Roll {
/**
* The HTML template path used to render dice checks of this type
* @type {string}
*/
static CHAT_TEMPLATE = "systems/fvtt-lethal-fantasy/templates/chat-message.hbs"
get type() {
return this.options.type
}
get titleFormula() {
return this.options.titleFormula
}
get rollName() {
return this.options.rollName
}
get target() {
return this.options.target
}
get value() {
return this.options.value
}
get treshold() {
return this.options.treshold
}
get actorId() {
return this.options.actorId
}
get actorName() {
return this.options.actorName
}
get actorImage() {
return this.options.actorImage
}
get modifier() {
return this.options.modifier
}
get resultType() {
return this.options.resultType
}
get isFailure() {
return this.resultType === "failure"
}
get hasTarget() {
return this.options.hasTarget
}
get targetName() {
return this.options.targetName
}
get targetArmor() {
return this.options.targetArmor
}
get targetMalus() {
return this.options.targetMalus
}
get realDamage() {
return this.options.realDamage
}
get rollTotal() {
return this.options.rollTotal
}
get diceResults() {
return this.options.diceResults
}
get rollTarget() {
return this.options.rollTarget
}
get D30result() {
return this.options.D30result
}
get D30message() {
return this.options.D30message
}
get badResult() {
return this.options.badResult
}
get rollData() {
return this.options.rollData
}
get defenderId() {
return this.options.defenderId
}
/**
* Creates a title based on the given type.
*
* @param {string} type The type of the roll.
* @param {string} target The target of the roll.
* @returns {string} The generated title.
*/
static createTitle(type, target) {
switch (type) {
case "challenge":
return `${game.i18n.localize("LETHALFANTASY.Label.titleChallenge")}`
case "save":
return `${game.i18n.localize("LETHALFANTASY.Label.titleSave")}`
case "monster-skill":
case "skill":
return `${game.i18n.localize("LETHALFANTASY.Label.titleSkill")}`
case "weapon-attack":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
case "weapon-defense":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
case "weapon-damage":
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage")}`
case "spell":
case "spell-attack":
case "spell-power":
return `${game.i18n.localize("LETHALFANTASY.Label.spell")}`
case "miracle":
case "miracle-attack":
case "miracle-power":
return `${game.i18n.localize("LETHALFANTASY.Label.miracle")}`
default:
return game.i18n.localize("LETHALFANTASY.Label.titleStandard")
}
}
/** @override */
async render(chatOptions = {}) {
let chatData = await this._getChatCardData(chatOptions.isPrivate)
log("ChatData", chatData)
return await foundry.applications.handlebars.renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
}
/*
* Generates the data required for rendering a roll chat card.
*/
async _getChatCardData(isPrivate) {
// Générer la liste des combatants de la scène
let combatants = []
let isAttack = this.type === "weapon-attack" || this.type === "monster-attack" || this.type === "spell-attack" || this.type === "miracle-attack"
if (this.rollData?.isDamage || isAttack) {
// D'abord, ajouter les combattants du combat actif
if (game?.combat?.combatants) {
for (let c of game.combat.combatants) {
if (c.actorId !== this.actorId) {
combatants.push({ id: c.id, name: c.name, tokenId: c.token.id })
}
}
}
// Ensuite, ajouter tous les tokens de la scène active qui ne sont pas déjà dans la liste
if (canvas?.scene?.tokens) {
const existingTokenIds = new Set(combatants.map(c => c.tokenId))
for (let token of canvas.scene.tokens) {
if (token.actorId !== this.actorId && !existingTokenIds.has(token.id)) {
combatants.push({
id: token.id,
name: token.name,
tokenId: token.id
})
}
}
}
}
// Récupérer les informations de l'arme pour les attaques réussies
let weaponDamageOptions = null
log("Roll type:", this.type, "rollTarget:", this.rollTarget, "Has weapon:", !!this.rollTarget?.weapon)
if (this.type === "weapon-attack" && this.rollTarget?.weapon) {
const weapon = this.rollTarget.weapon
weaponDamageOptions = {
weaponId: weapon._id || weapon.id,
weaponName: weapon.name,
damageM: weapon.system?.damage?.damageM
}
log("Weapon damage options:", weaponDamageOptions)
} else if (this.type === "monster-attack" && this.rollTarget) {
weaponDamageOptions = {
weaponId: this.rollTarget.rollKey,
weaponName: this.rollTarget.name,
damageFormula: this.rollTarget.damageDice,
damageModifier: this.rollTarget.damageModifier,
isMonster: true
}
log("Monster damage options:", weaponDamageOptions)
}
const cardData = {
css: [SYSTEM.id, "dice-roll"],
data: this.data,
diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
isGM: game.user.isGM,
formula: this.formula,
titleFormula: this.titleFormula,
rollName: this.rollName,
rollType: this.type,
rollTarget: this.rollTarget,
total: this.rollTotal,
isFailure: this.isFailure,
actorId: this.actorId,
diceResults: this.diceResults,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
resultType: this.resultType,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
D30result: this.D30result,
D30message: this.D30message,
badResult: this.badResult,
rollData: this.rollData,
isPrivate: isPrivate,
combatants: combatants,
weaponDamageOptions: weaponDamageOptions,
isAttack: isAttack,
defenderId: this.defenderId,
// Vérifier si l'utilisateur peut sélectionner une cible (est GM ou possède l'acteur)
canSelectTarget: game.user.isGM || game.actors.get(this.actorId)?.testUserPermission(game.user, "OWNER")
}
cardData.cssClass = cardData.css.join(" ")
cardData.tooltip = isPrivate ? "" : await this.getTooltip()
return cardData
}
/**
* Converts the roll result to a chat message.
*
* @param {Object} [messageData={}] Additional data to include in the message.
* @param {Object} options Options for message creation.
* @param {string} options.messageMode The mode of the roll (e.g., public, private).
* @param {boolean} [options.create=true] Whether to create the message.
* @returns {Promise} - A promise that resolves when the message is created.
*/
async toMessage(messageData = {}, { messageMode, create = true } = {}) {
return await super.toMessage(
{
isSave: this.isSave,
isChallenge: this.isChallenge,
isFailure: this.resultType === "failure",
rollType: this.type,
rollTarget: this.rollTarget,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
targetMalus: this.targetMalus,
realDamage: this.realDamage,
rollData: this.rollData,
...messageData,
},
{ messageMode, create },
)
}
}
// Attach imported prompt methods
LethalFantasyRoll.prompt = prompt
LethalFantasyRoll.promptInitiative = promptInitiative
LethalFantasyRoll.promptCombatAction = promptCombatAction
LethalFantasyRoll.promptRangedDefense = promptRangedDefense
LethalFantasyRoll.promptRangedAttack = promptRangedAttack
LethalFantasyRoll.rollSpellDamageToMessage = rollSpellDamageToMessage