fix: pre-process D30 attack bonus at source for cross-client agreement
Release Creation / build (release) Successful in 48s

D30 bonus dice now rolled at defense request time, not in defense handler.
Sends boosted attackRoll + d30AttackEffects in socket/nextDefenseData
so both clients agree on the value. Adds stale flag for mulligan rerolls
to bypass stale pre-computed effects and process the new D30 fresh.
This commit is contained in:
2026-07-03 22:39:10 +02:00
parent 1ea1a4b4b7
commit 96e5bd5b4d
3 changed files with 52 additions and 10 deletions
+6
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@@ -50,6 +50,12 @@ Fix Grit/Luck defense reaction dialog UX (stacking dialogs, multiple clicks, rev
- **Import `hasD30Reroll` added** to `utils/combat.mjs` - **Import `hasD30Reroll` added** to `utils/combat.mjs`
- **`bleed` top-level type handler added** to `processD30BonusDice` in `d30.mjs:79-81` — returns `specialEffect: "bleed"` same as combo path, so ranged attack bleed (values 5,10,15) creates reaction message and sets damage button bleed flag. - **`bleed` top-level type handler added** to `processD30BonusDice` in `d30.mjs:79-81` — returns `specialEffect: "bleed"` same as combo path, so ranged attack bleed (values 5,10,15) creates reaction message and sets damage button bleed flag.
### Pass 7 — Cross-Client Attack D30 Pre-Processing
- **BUG FIX: D30 attack bonus processed at source (defense request time) instead of in defense handler** — `chat-reaction.mjs:136-148` now calls `processD30BonusDice` in the defense request button click handler, sends the boosted `attackRoll` and full `d30AttackEffects` result in the defense request. The `createChatMessage` handler at `chat-reaction.mjs:622-626` uses the pre-computed values instead of re-processing (avoids double dice roll and ensures both clients agree on attack value).
- **Fix ensures cross-client agreement**: Player and GM clients see the same boosted attack roll because it's computed once at attack time and sent via socket, not separately per client in the defense handler.
- **BUG FIX: `d30AttackEffects` not propagated through `_storeNextDefenseData`** — added `d30AttackEffects` to `nextDefenseData` in `combat.mjs:353-355` so the `createChatMessage` handler finds pre-computed values for same-client path (was silently falling back to legacy dice-roll, causing double boost).
- **BUG FIX: `d30AttackPrecomputedStale` flag for mulligan rerolls** — added `chat-reaction.mjs:464` flag and check at `chat-reaction.mjs:632-634`. After a mulligan reroll updates `attackD30message`, the stale pre-computed effects are bypassed and the new D30 message is processed fresh via `processD30BonusDice`.
## Key Decisions ## Key Decisions
- **Auto-roll bonus dice without dialog** — matches existing D30=27 (d6E) flow - **Auto-roll bonus dice without dialog** — matches existing D30=27 (d6E) flow
- **`buildDefenseReactionButtons` extracts only button-building** — defense while-loop structures differ between same-client and cross-client; merging loops risks behavioral divergence - **`buildDefenseReactionButtons` extracts only button-building** — defense while-loop structures differ between same-client and cross-client; merging loops risks behavioral divergence
+44 -10
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@@ -66,7 +66,7 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
btn.addEventListener("mouseleave", () => canvas.tokens.releaseAll()) btn.addEventListener("mouseleave", () => canvas.tokens.releaseAll())
// Gestionnaire pour les boutons de demande de défense // Gestionnaire pour les boutons de demande de défense
btn.addEventListener("click", event => { btn.addEventListener("click", async event => {
event.preventDefault() event.preventDefault()
event.stopPropagation() event.stopPropagation()
@@ -140,13 +140,24 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
|| (attackerWeapon?.system?.weaponType === "ranged") || (attackerWeapon?.system?.weaponType === "ranged")
|| (rollTargetOptions?.isRangedAttack === true) || (rollTargetOptions?.isRangedAttack === true)
// Process D30 attack bonus at source so both clients get the same boosted value.
// The d30BonusRoll chat message is created here (by _rollD30BonusDie inside processD30BonusDice).
let d30AttackEffects = null
let boostedAttackRoll = attackRoll
if (attackD30message && attacker) {
d30AttackEffects = await LethalFantasyUtils.processD30BonusDice(attackD30message, "attack", attackNaturalRoll, attacker, true)
if (d30AttackEffects.modifier) {
boostedAttackRoll = attackRoll + d30AttackEffects.modifier
}
}
const defenseMsg = { const defenseMsg = {
type: "requestDefense", type: "requestDefense",
attackerName, attackerName,
attackerId, attackerId,
defenderName, defenderName,
weaponName, weaponName,
attackRoll, attackRoll: boostedAttackRoll,
attackWeaponId, attackWeaponId,
attackRollType, attackRollType,
attackRollKey, attackRollKey,
@@ -157,7 +168,8 @@ Hooks.on("renderChatMessageHTML", (message, html, data) => {
damageTier, damageTier,
combatantId, combatantId,
tokenId, tokenId,
isRanged: isRangedAttack isRanged: isRangedAttack,
d30AttackEffects
} }
// Envoyer le message socket à l'utilisateur contrôlant le combatant // Envoyer le message socket à l'utilisateur contrôlant le combatant
@@ -448,6 +460,10 @@ Hooks.on("createChatMessage", async (message) => {
let d30Bleed = false let d30Bleed = false
let d30DamageMultiplier = 1 let d30DamageMultiplier = 1
let d30DrMultiplier = 1 let d30DrMultiplier = 1
// Tracks whether the pre-computed D30 effects are stale (invalidated by a mulligan reroll
// that produced a new D30 message). When a reroll updates attackD30message, the original
// d30AttackEffects from the defense request no longer apply — the new D30 must be processed.
let d30AttackPrecomputedStale = false
do { do {
mulliganRestart = false mulliganRestart = false
@@ -605,26 +621,42 @@ Hooks.on("createChatMessage", async (message) => {
// ── D30 bonus dice (attack) — resolved before grit/luck ──────────────── // ── D30 bonus dice (attack) — resolved before grit/luck ────────────────
if (attackD30message && !attackD30Processed) { if (attackD30message && !attackD30Processed) {
const preD30AttackRoll = attackRollFinal const preD30AttackRoll = attackRollFinal
const canDialog = isPrimaryController(attacker) const canShow = isPrimaryController(attacker)
const d30Result = await LethalFantasyUtils.processD30BonusDice(attackD30message, "attack", attackNaturalRoll, attacker, canDialog)
// Use pre-computed D30 effects (processed at attack time in the defense
// request handler) to avoid re-rolling dice on the defense handler.
// This ensures both clients agree on the boosted attack roll.
// When d30AttackPrecomputedStale is true (invalidated by a mulligan reroll),
// skip the pre-computed effects and process the new D30 message fresh.
const usePrecomputed = !!attackData.d30AttackEffects && !d30AttackPrecomputedStale
const d30Result = usePrecomputed
? attackData.d30AttackEffects
: await LethalFantasyUtils.processD30BonusDice(attackD30message, "attack", attackNaturalRoll, attacker, canShow)
d30AttackPrecomputedStale = false
if (d30Result.modifier) { if (d30Result.modifier) {
attackRollFinal += d30Result.modifier if (!usePrecomputed) {
if (d30Result.modifier > 0 && canDialog) { // Legacy or post-reroll path: bonus was just rolled, apply now
attackRollFinal += d30Result.modifier
}
// d30BonusRoll message was created at attack time (pre-processed)
// or inside _rollD30BonusDie (legacy). Either way, show the application.
if (d30Result.modifier > 0 && canShow) {
await createReactionMessage(attacker, {type:"d30Bonus", actorName:attackerName, value:d30Result.modifier, side:"attack"}) await createReactionMessage(attacker, {type:"d30Bonus", actorName:attackerName, value:d30Result.modifier, side:"attack"})
} }
} }
if (d30Result.specialEffect === "flag" && canDialog) { if (d30Result.specialEffect === "flag" && canShow) {
await createReactionMessage(attacker, {type:"d30Flag", actorName:attackerName, specialName:d30Result.specialName||"Special Effect"}) await createReactionMessage(attacker, {type:"d30Flag", actorName:attackerName, specialName:d30Result.specialName||"Special Effect"})
} }
if (d30Result.specialEffect === "bleed") { if (d30Result.specialEffect === "bleed") {
d30Bleed = true d30Bleed = true
if (canDialog) { if (canShow) {
await createReactionMessage(attacker, {type:"d30Bleed", actorName:attackerName}) await createReactionMessage(attacker, {type:"d30Bleed", actorName:attackerName})
} }
} }
if (d30Result.specialEffect === "damageMultiplier") { if (d30Result.specialEffect === "damageMultiplier") {
d30DamageMultiplier = d30Result.multiplier d30DamageMultiplier = d30Result.multiplier
if (canDialog) { if (canShow) {
await createReactionMessage(attacker, {type:"d30DamageMultiplier", actorName:attackerName, value:d30Result.multiplier}) await createReactionMessage(attacker, {type:"d30DamageMultiplier", actorName:attackerName, value:d30Result.multiplier})
} }
} }
@@ -735,6 +767,8 @@ Hooks.on("createChatMessage", async (message) => {
if (reroll.options?.D30message) { if (reroll.options?.D30message) {
attackD30message = reroll.options.D30message attackD30message = reroll.options.D30message
attackD30Processed = false attackD30Processed = false
// Invalidate pre-computed effects — the new D30 message must be processed fresh
d30AttackPrecomputedStale = true
} }
// Restart the full comparison so both sides can react to the new roll // Restart the full comparison so both sides can react to the new roll
mulliganRestart = true mulliganRestart = true
+2
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@@ -302,6 +302,7 @@ export async function showDefenseRequest(msg) {
const attackD30result = msg.attackD30result const attackD30result = msg.attackD30result
const attackD30message = msg.attackD30message const attackD30message = msg.attackD30message
const attackRerollContext = msg.attackRerollContext const attackRerollContext = msg.attackRerollContext
const d30AttackEffects = msg.d30AttackEffects
const combatantId = msg.combatantId const combatantId = msg.combatantId
const tokenId = msg.tokenId const tokenId = msg.tokenId
@@ -351,6 +352,7 @@ export async function showDefenseRequest(msg) {
damageTier: msg.damageTier, damageTier: msg.damageTier,
defenderId: defender.id, defenderTokenId, defenderId: defender.id, defenderTokenId,
...(msg.attackNaturalRoll !== undefined && { attackNaturalRoll: msg.attackNaturalRoll }), ...(msg.attackNaturalRoll !== undefined && { attackNaturalRoll: msg.attackNaturalRoll }),
...(d30AttackEffects !== undefined && { d30AttackEffects }),
...(opts.isRanged !== undefined && { isRanged: opts.isRanged }) ...(opts.isRanged !== undefined && { isRanged: opts.isRanged })
} }
} }