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
+14
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<div class="dice-breakdown">
{{#each diceResults}}
<span class="dice-item">
<span class="dice-type">{{this.dice}}</span>
<span class="dice-separator">→</span>
<span class="dice-value">{{this.value}}</span>
</span>
{{/each}}
</div>
{{#if D30message}}
<div class="d30-result">
<span class="d30-value">D30 → {{D30result}}</span> — {{D30message.description}}
</div>
{{/if}}
+30
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<div class="attack-result {{#if isAttackWin}}attack-success{{else}}attack-failure{{/if}}">
<h3><i class="fa-solid {{#if isAttackWin}}fa-sword{{else}}fa-shield{{/if}}"></i> Combat Result</h3>
<div class="combat-comparison">
<div class="combat-side attacker {{#if isAttackWin}}winner{{else}}loser{{/if}}">
<div class="side-label">{{localize "LETHALFANTASY.Combat.attacker"}}</div>
<div class="side-info">
<div class="side-name">{{attackerName}}</div>
<div class="side-roll">{{attackRoll}}</div>
</div>
</div>
<div class="combat-vs">VS</div>
<div class="combat-side defender {{#if isAttackWin}}loser{{else}}winner{{/if}}">
<div class="side-label">{{localize "LETHALFANTASY.Combat.defender"}}</div>
<div class="side-info">
<div class="side-name">{{defenderName}}</div>
<div class="side-roll">{{defenseRoll}}</div>
</div>
</div>
</div>
<div class="combat-result-text">
{{#if (equals outcome "shielded-hit")}}
<i class="fa-solid fa-shield"></i> <strong>{{defenderName}}</strong> has blocked with shield — apply armor DR + shield DR <strong>{{shieldDamageReduction}}</strong>.
{{else if isAttackWin}}
<i class="fa-solid fa-circle-check"></i> <strong>{{attackerName}}</strong> hits <strong>{{defenderName}}</strong>!
{{else}}
<i class="fa-solid fa-shield-halved"></i> <strong>{{defenderName}}</strong> avoided the attack!
{{/if}}
</div>
{{{damageButton}}}
</div>
+47
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{{#if (equals type "weapon")}}
<div class="attack-result-damage single-btn">
<button class="roll-damage-btn"
data-attacker-id="{{attackerId}}"
data-defender-id="{{defenderId}}"
data-defender-token-id="{{defenderTokenId}}"
data-extra-shield-dr="{{shieldDamageReduction}}"
data-weapon-id="{{attackWeaponId}}"
data-damage-type="medium"
data-d30-bleed="{{d30Bleed}}"
data-d30-damage-mult="{{d30DamageMultiplier}}"
data-d30-dr-mult="{{d30DrMultiplier}}">
<i class="fa-solid fa-dice-d20"></i> Damage
</button>
</div>
{{else if (equals type "monster")}}
<div class="attack-result-damage single-btn">
<button class="roll-damage-btn"
data-attacker-id="{{attackerId}}"
data-defender-id="{{defenderId}}"
data-defender-token-id="{{defenderTokenId}}"
data-extra-shield-dr="{{shieldDamageReduction}}"
data-attack-key="{{attackRollKey}}"
data-damage-type="monster"
data-d30-bleed="{{d30Bleed}}"
data-d30-damage-mult="{{d30DamageMultiplier}}"
data-d30-dr-mult="{{d30DrMultiplier}}">
<i class="fa-solid fa-burst"></i> Damage
</button>
</div>
{{else if (equals type "spell")}}
<div class="attack-result-damage spell-damage">
{{#each tiers}}
<button class="roll-damage-btn"
data-attacker-id="{{../attackerId}}"
data-defender-id="{{../defenderId}}"
data-defender-token-id="{{../defenderTokenId}}"
data-damage-type="spell"
data-damage-formula="{{this.formula}}"
data-d30-bleed="{{../d30Bleed}}"
data-d30-damage-mult="{{../d30DamageMultiplier}}"
data-d30-dr-mult="{{../d30DrMultiplier}}">
<i class="fa-solid fa-wand-magic-sparkles"></i> {{this.label}} ({{this.formula}})
</button>
{{/each}}
</div>
{{/if}}
+1
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<section class="dice-rolls">{{{rollHTML}}}</section>
+20
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<div class="lf-free-roll-card">
<div class="lf-frc-header">
<i class="fa-solid fa-dice"></i>
<span class="lf-frc-title-text">{{titleText}}</span>
<span class="lf-frc-badge">{{badge}}</span>
</div>
<div class="lf-frc-dice">
{{#each dieChips}}
<div class="{{this.classes}}">
<span class="lf-frc-die-type">{{this.label}}</span>
<span class="lf-frc-die-sep">→</span>
<span class="lf-frc-die-val">{{this.value}}{{#if this.exploded}}<i class="fa-solid fa-burst lf-dt-explode-icon"></i>{{/if}}</span>
</div>
{{/each}}
</div>
<div class="lf-frc-total-bar">
<span class="lf-frc-total-label">{{totalLabel}}</span>
<span class="lf-frc-total-value">{{total}}</span>
</div>
</div>
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{{#if (equals type "aetherSpend")}}
<p>🔮 <strong>{{actorName}}</strong> casts <em>{{spellName}}{{#if tierLabel}}{{tierLabel}}{{/if}}</em> — spends <strong>{{value}}</strong> Aether <span style="color:#888;">({{oldValue}}{{newValue}})</span>.</p>
{{else if (equals type "graceSpend")}}
<p>✨ <strong>{{actorName}}</strong> invokes <em>{{spellName}}</em> — spends <strong>{{value}}</strong> Grace <span style="color:#888;">({{oldValue}}{{newValue}})</span>.</p>
{{else if (equals type "bleedingNotice")}}
<p><strong>Bleeding:</strong> Wound of {{value}} HP for {{value}} seconds.</p>
{{else if (equals type "d30BonusRoll")}}
<p>D30 bonus: rolled <strong>{{formula}}</strong> = <strong>{{value}}</strong></p>
{{else if (equals type "mulligan")}}
<p><strong>{{actorName}}</strong> uses Mulligan and re-rolls {{side}}: <strong>{{oldRoll}}</strong> → <strong>{{newRoll}}</strong>.</p>
{{> chat/dice-breakdown diceResults=diceResults D30result=D30result D30message=D30message}}
<p>Both sides may now react to the new numbers.</p>
{{else}}
<p>
<strong>{{actorName}}</strong>
{{#if (equals type "grit")}}
spends 1 {{resource}} and rolls <strong>{{value}}</strong> for {{side}}.
{{else if (equals type "luck")}}
spends 1 {{resource}} and rolls <strong>{{value}}</strong> for {{side}}.
{{else if (equals type "bonusDie")}}
adds <strong>{{formula}}</strong> and rolls <strong>{{value}}</strong> for {{side}}.
{{else if (equals type "d30Bonus")}}
gains <strong>+{{value}}</strong> from D30 bonus die for {{side}}.
{{else if (equals type "d30Auto")}}
uses <strong>{{specialName}}</strong> from D30 — {{#if (equals side "defense")}}defense automatically succeeds!{{else}}attack automatically hits!{{/if}}
{{else if (equals type "d30Flag")}}
D30 — <strong>{{specialName}}</strong> triggered for {{actorName}}!
{{else if (equals type "d30Bleed")}}
D30 — <strong>Bleeding/Internal Injury</strong> on hit! Damage past DR will cause a bleeding wound.
{{else if (equals type "d30DamageMultiplier")}}
D30 — <strong>x{{value}} damage</strong> before damage reduction!
{{else if (equals type "d30DRMultiplier")}}
D30 — Defense grants <strong>x{{value}} DR</strong> (choose which DR types to multiply when damage is applied).
{{else if (equals type "shieldBlock")}}
rolls <strong>{{shieldLabel}}</strong> and adds <strong>{{shieldBonus}}</strong> to defense ({{newTotal}}{{opposingRoll}}). <strong>Shield blocked the attack!</strong> Both armor DR and shield DR <strong>{{shieldDR}}</strong> will apply to damage.
{{else if (equals type "shieldFail")}}
rolls <strong>{{shieldLabel}}</strong> and adds <strong>{{shieldBonus}}</strong> to defense ({{newTotal}} < {{opposingRoll}}). Shield did not block — normal hit, armor DR only.
{{else if (equals type "generic")}}
{{{body}}}
{{/if}}
</p>
{{/if}}