fix: allow defender to react when attacker boosts past defense via cross-client socket
This commit is contained in:
+29
-1
@@ -1002,9 +1002,37 @@ Hooks.on("createChatMessage", async (message) => {
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}
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}
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}
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// If attacker boosted past defense, let the defender react
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if (attackerHandledBonus && defenseRoll < attackRollFinal && defender) {
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const defenderOwner = game.users.find(u => u.active && !u.isGM && defender.testUserPermission(u, "OWNER"))
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if (defenderOwner && defenderOwner.id !== game.user.id) {
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// Cross-client: send socket to defender's client
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const sData = LethalFantasyUtils.getShieldReactionData(defender)
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game.socket.emit(`system.${SYSTEM.id}`, {
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type: "attackBoosted",
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userId: defenderOwner.id,
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attackerName, attackerId, defenderName, defenderId, defenderTokenId,
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attackRollFinal, defenseRoll, attackWeaponId, attackRollType, attackRollKey,
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shieldDamageReduction: shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0,
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d30Bleed: d30Bleed ? "true" : "",
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d30DamageMultiplier, d30DrMultiplier,
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damageTier: damageTier || "standard",
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attackD30message,
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hasShield: !!sData,
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shieldLabel: sData?.label || "",
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shieldFormula: sData?.formula || "",
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shieldDr: sData?.damageReduction || 0,
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canAdHocShield: !sData,
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})
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return // Comparison message created by defender's client
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}
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// Single-client (GM controls both): restart so defender loop can run
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mulliganRestart = true
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}
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} while (mulliganRestart)
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const shieldDamageReduction = shieldBlocked ? shieldReaction.damageReduction : 0
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const shieldDamageReduction = shieldBlocked ? shieldReaction?.damageReduction ?? 0 : 0
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const outcome = shieldBlocked ? "shielded-hit" : (attackRollFinal > defenseRoll ? "hit" : "miss")
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// Créer le message de comparaison - uniquement par le client qui a géré le dernier bonus
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@@ -189,6 +189,11 @@ export default class LethalFantasyUtils {
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}
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}
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break
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case "attackBoosted":
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if (msg.userId === game.user.id) {
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LethalFantasyUtils.handleAttackBoosted(msg)
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}
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break
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}
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}
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@@ -226,6 +231,180 @@ export default class LethalFantasyUtils {
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})
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}
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/* -------------------------------------------- */
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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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shieldDamageReduction: initialShieldDR,
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d30Bleed, d30DamageMultiplier, d30DrMultiplier,
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damageTier, attackD30message,
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hasShield, shieldLabel, shieldFormula, shieldDr, canAdHocShield
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} = msg
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const defender = game.actors.get(defenderId)
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if (!defender) return
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let updatedDefenseRoll = defenseRoll
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let shieldBlocked = false
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let shieldReaction = null
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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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})
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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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`,
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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>${total}</strong> for defense.</p>`)
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updatedDefenseRoll += bonusRoll
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}
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} else if (choice === "shieldReact" && canShieldReact) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(shieldFormula, defender)
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const newDefenseTotal = updatedDefenseRoll + shieldBonus
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updatedDefenseRoll = newDefenseTotal
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canShieldReact = false
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if (newDefenseTotal >= attackRollFinal) {
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shieldBlocked = true
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shieldReaction = { damageReduction: shieldDr, label: shieldLabel, bonus: shieldBonus }
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await ChatMessage.create({
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content: `<p><strong>${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} < ${attackRollFinal}). Shield did not block — normal hit, armor DR only.</p>`,
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speaker: ChatMessage.getSpeaker({ actor: defender })
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})
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}
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} else if (choice === "adHocShield" && canAdHoc) {
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const adHoc = await LethalFantasyUtils.promptAdHocShield(defenderName, attackRollFinal, updatedDefenseRoll)
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if (adHoc) {
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const shieldBonus = await LethalFantasyUtils.rollBonusDie(adHoc.formula, defender)
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const newDefenseTotal = updatedDefenseRoll + shieldBonus
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updatedDefenseRoll = newDefenseTotal
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canShieldReact = false
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canAdHoc = false
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if (newDefenseTotal >= attackRollFinal) {
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shieldBlocked = true
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shieldReaction = { damageReduction: adHoc.damageReduction, label: `${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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const finalShieldDR = shieldBlocked ? (shieldReaction?.damageReduction || 0) : 0
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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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attackerId,
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attackRoll: attackRollFinal,
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attackWeaponId,
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attackRollType,
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attackRollKey,
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defenderName,
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defenderId,
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defenderTokenId,
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defenseRoll: updatedDefenseRoll,
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outcome,
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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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damageTier: damageTier || "standard",
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attackD30message
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})
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}
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/* -------------------------------------------- */
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static async showDefenseRequest(msg) {
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const attackerName = msg.attackerName
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