Improve init for monsters and some fixwes around shields
Release Creation / build (release) Successful in 48s
Release Creation / build (release) Successful in 48s
This commit is contained in:
+215
-241
@@ -129,310 +129,284 @@ Hooks.once("ready", function () {
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}
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})
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// Test if version below 13
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let hookName = "renderChatMessage"
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if (foundry.utils.isNewerVersion(game.version, "12.0",)) {
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hookName = "renderChatMessageHTML"
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}
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Hooks.on(hookName, (message, html, data) => {
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Hooks.on("renderChatMessageHTML", (message, html, data) => {
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const typeMessage = data.message.flags.lethalFantasy?.typeMessage
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// Message de demande de jet de dés
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if (typeMessage === "askRoll") {
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// Affichage des boutons de jet de dés uniquement pour les joueurs
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if (game.user.isGM) {
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html.find(".ask-roll-dice").each((i, btn) => {
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for (const btn of html.querySelectorAll(".ask-roll-dice")) {
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btn.style.display = "none"
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})
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}
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} else {
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html.find(".ask-roll-dice").click((event) => {
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const btn = $(event.currentTarget)
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const type = btn.data("type")
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const value = btn.data("value")
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const avantage = btn.data("avantage") ?? "="
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const character = game.user.character
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if (type === SYSTEM.ROLL_TYPE.RESOURCE) character.rollResource(value)
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else if (type === SYSTEM.ROLL_TYPE.SAVE) character.rollSave(value, avantage)
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})
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for (const btn of html.querySelectorAll(".ask-roll-dice")) {
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btn.addEventListener("click", () => {
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const type = btn.dataset.type
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const value = btn.dataset.value
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const avantage = btn.dataset.avantage ?? "="
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const character = game.user.character
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if (type === SYSTEM.ROLL_TYPE.RESOURCE) character.rollResource(value)
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else if (type === SYSTEM.ROLL_TYPE.SAVE) character.rollSave(value, avantage)
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})
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}
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}
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}
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// Gestion du survol et du clic sur les boutons de dégâts pour les GMs
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if (game.user.isGM) {
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// Show damage buttons only for GM
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$(html).find(".li-apply-wounds").each((i, btn) => {
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for (const btn of html.querySelectorAll(".li-apply-wounds")) {
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btn.style.display = "block"
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})
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}
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$(html).find(".apply-wounds-btn").hover(
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function (event) {
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// Mouse enter - select the token and pan to it
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let combatantId = $(this).data("combatant-id")
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for (const btn of html.querySelectorAll(".apply-wounds-btn")) {
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btn.addEventListener("mouseenter", () => {
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const combatantId = btn.dataset.combatantId
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if (combatantId && game.combat) {
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let combatant = game.combat.combatants.get(combatantId)
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant?.token) {
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let token = canvas.tokens.get(combatant.token.id)
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const token = canvas.tokens.get(combatant.token.id)
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if (token) {
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token.control({ releaseOthers: true })
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canvas.animatePan(token.center)
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}
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}
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}
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},
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function (event) {
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// Mouse leave - release selection
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canvas.tokens.releaseAll()
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}
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)
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$(html).find(".apply-wounds-btn").click((event) => {
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LethalFantasyUtils.applyDamage(message, event)
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})
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})
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btn.addEventListener("mouseleave", () => canvas.tokens.releaseAll())
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btn.addEventListener("click", event => LethalFantasyUtils.applyDamage(message, event))
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}
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}
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// Gestion du survol et du clic sur les boutons de défense
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$(html).find(".request-defense-btn").hover(
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function (event) {
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// Mouse enter - select the token and pan to it
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let tokenId = $(this).data("token-id")
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for (const btn of html.querySelectorAll(".request-defense-btn")) {
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btn.addEventListener("mouseenter", () => {
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const tokenId = btn.dataset.tokenId
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if (tokenId) {
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let token = canvas.tokens.get(tokenId)
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const token = canvas.tokens.get(tokenId)
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if (token) {
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token.control({ releaseOthers: true })
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canvas.animatePan(token.center)
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}
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}
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},
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function (event) {
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// Mouse leave - release selection
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canvas.tokens.releaseAll()
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}
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)
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})
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btn.addEventListener("mouseleave", () => canvas.tokens.releaseAll())
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// Gestionnaire pour les boutons de demande de défense
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$(html).find(".request-defense-btn").off("click").on("click", (event) => {
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event.preventDefault()
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event.stopPropagation()
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// Gestionnaire pour les boutons de demande de défense
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btn.addEventListener("click", event => {
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event.preventDefault()
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event.stopPropagation()
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const button = $(event.currentTarget)
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const combatantId = button.data("combatant-id")
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const tokenId = button.data("token-id")
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const combatantId = btn.dataset.combatantId
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const tokenId = btn.dataset.tokenId
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// Récupérer le combattant soit du combat, soit directement du token
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let combatant = null
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let token = null
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// Récupérer le combattant soit du combat, soit directement du token
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let combatant = null
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let token = null
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if (game.combat && combatantId) {
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combatant = game.combat.combatants.get(combatantId)
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}
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if (game.combat && combatantId) {
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combatant = game.combat.combatants.get(combatantId)
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}
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// Si pas de combattant trouvé, chercher le token directement
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if (!combatant && tokenId) {
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token = canvas.tokens.get(tokenId)
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if (token) {
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// Créer un pseudo-combattant avec les infos du token
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combatant = {
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actor: token.actor,
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name: token.name,
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token: token,
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actorId: token.actorId
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// Si pas de combattant trouvé, chercher le token directement
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if (!combatant && tokenId) {
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token = canvas.tokens.get(tokenId)
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if (token) {
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// Créer un pseudo-combattant avec les infos du token
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combatant = {
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actor: token.actor,
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name: token.name,
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token: token,
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actorId: token.actorId
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}
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}
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}
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}
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if (!combatant) return
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if (!combatant) return
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// Récupérer les informations de l'attaquant depuis le message
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const attackerName = message.rolls[0]?.actorName || "Unknown"
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const attackerId = message.rolls[0]?.actorId
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const weaponName = message.rolls[0]?.rollName || "weapon"
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const attackRoll = message.rolls[0]?.rollTotal || 0
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const defenderName = combatant.name
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const attackWeaponId = message.rolls[0]?.rollTarget?.weapon?.id || message.rolls[0]?.rollTarget?.weapon?._id
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const attackRollType = message.rolls[0]?.type
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const attackRollKey = message.rolls[0]?.rollTarget?.rollKey
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console.log(`[LF] request-defense-btn | attackRollType=${attackRollType} defender=${defenderName} defenderType=${combatant.actor?.type}`)
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const attackD30result = message.rolls[0]?.options?.D30result || null
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const attackD30message = message.rolls[0]?.options?.D30message || null
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const attackRerollContext = {
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rollType: message.rolls[0]?.options?.rollType,
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rollTarget: foundry.utils.duplicate(message.rolls[0]?.options?.rollTarget ?? {}),
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actorId: message.rolls[0]?.options?.actorId,
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actorName: message.rolls[0]?.options?.actorName,
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actorImage: message.rolls[0]?.options?.actorImage,
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defenderId: combatant.actor?.id || null,
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defenderTokenId: tokenId || combatant.token?.id || null,
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rollContext: foundry.utils.duplicate(message.rolls[0]?.options?.rollData ?? {})
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}
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// Récupérer les informations de l'attaquant depuis le message
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const attackerName = message.rolls[0]?.actorName || "Unknown"
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const attackerId = message.rolls[0]?.actorId
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const weaponName = message.rolls[0]?.rollName || "weapon"
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const attackRoll = message.rolls[0]?.rollTotal || 0
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const defenderName = combatant.name
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const attackWeaponId = message.rolls[0]?.rollTarget?.weapon?.id || message.rolls[0]?.rollTarget?.weapon?._id
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const attackRollType = message.rolls[0]?.type
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const attackRollKey = message.rolls[0]?.rollTarget?.rollKey
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console.log(`[LF] request-defense-btn | attackRollType=${attackRollType} defender=${defenderName} defenderType=${combatant.actor?.type}`)
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const attackD30result = message.rolls[0]?.options?.D30result || null
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const attackD30message = message.rolls[0]?.options?.D30message || null
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const attackRerollContext = {
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rollType: message.rolls[0]?.options?.rollType,
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rollTarget: foundry.utils.duplicate(message.rolls[0]?.options?.rollTarget ?? {}),
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actorId: message.rolls[0]?.options?.actorId,
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actorName: message.rolls[0]?.options?.actorName,
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actorImage: message.rolls[0]?.options?.actorImage,
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defenderId: combatant.actor?.id || null,
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defenderTokenId: tokenId || combatant.token?.id || null,
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rollContext: foundry.utils.duplicate(message.rolls[0]?.options?.rollData ?? {})
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}
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// Préparer le message de demande de défense
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// isRanged: true si le monstre était en mode ranged (via rollTarget.attackMode stocké dans le roll)
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// OU si l'attaquant utilisait une arme ranged (weapon-attack avec weaponType === "ranged")
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const attacker = game.actors.get(attackerId)
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const rollTargetOptions = message.rolls[0]?.options?.rollTarget
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const attackerWeapon = rollTargetOptions?.weapon
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const isRangedAttack = (rollTargetOptions?.attackMode === "ranged")
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|| (attacker?.type === "monster" && attacker.system.attackMode === "ranged")
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|| (attackerWeapon?.system?.weaponType === "ranged")
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// Préparer le message de demande de défense
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// isRanged: true si le monstre était en mode ranged (via rollTarget.attackMode stocké dans le roll)
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// OU si l'attaquant utilisait une arme ranged (weapon-attack avec weaponType === "ranged")
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const attacker = game.actors.get(attackerId)
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const rollTargetOptions = message.rolls[0]?.options?.rollTarget
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const attackerWeapon = rollTargetOptions?.weapon
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const isRangedAttack = (rollTargetOptions?.attackMode === "ranged")
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|| (attacker?.type === "monster" && attacker.system.attackMode === "ranged")
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|| (attackerWeapon?.system?.weaponType === "ranged")
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const defenseMsg = {
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type: "requestDefense",
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attackerName: attackerName,
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attackerId: attackerId,
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defenderName: defenderName,
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weaponName: weaponName,
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attackRoll: attackRoll,
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attackWeaponId: attackWeaponId,
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attackRollType: attackRollType,
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attackRollKey: attackRollKey,
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attackD30result: attackD30result,
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attackD30message: attackD30message,
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attackRerollContext: attackRerollContext,
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combatantId: combatantId,
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tokenId: tokenId,
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isRanged: isRangedAttack
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}
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const defenseMsg = {
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type: "requestDefense",
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attackerName,
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attackerId,
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defenderName,
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weaponName,
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attackRoll,
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attackWeaponId,
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attackRollType,
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attackRollKey,
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attackD30result,
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attackD30message,
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attackRerollContext,
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combatantId,
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tokenId,
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isRanged: isRangedAttack
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}
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// Envoyer le message socket à l'utilisateur contrôlant le combatant
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// Only consider active (online) users; fall back to any active GM for unowned/GM monsters.
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let owners = game.users.filter(u =>
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u.active && combatant.actor.testUserPermission(u, "OWNER")
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)
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if (owners.length === 0) {
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owners = game.users.filter(u => u.active && u.isGM)
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}
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// Envoyer le message socket à l'utilisateur contrôlant le combatant
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// Only consider active (online) users; fall back to any active GM for unowned/GM monsters.
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let owners = game.users.filter(u => u.active && combatant.actor.testUserPermission(u, "OWNER"))
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if (owners.length === 0) {
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owners = game.users.filter(u => u.active && u.isGM)
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}
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// Récupérer l'acteur attaquant pour vérifier qui l'a lancé
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const attackerOwners = attacker ? game.users.filter(u => attacker.testUserPermission(u, "OWNER")).map(u => u.id) : []
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// Récupérer l'acteur attaquant pour vérifier qui l'a lancé
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const attackerOwners = attacker ? game.users.filter(u => attacker.testUserPermission(u, "OWNER")).map(u => u.id) : []
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// Monsters always need their owner (usually the GM) to roll a save/defense,
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// even if that owner also controls the attacker. Only skip for same-player PC-vs-PC.
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const defenderIsMonster = combatant.actor?.type === "monster"
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// Monsters always need their owner (usually the GM) to roll a save/defense,
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// even if that owner also controls the attacker. Only skip for same-player PC-vs-PC.
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const defenderIsMonster = combatant.actor?.type === "monster"
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let messageSent = false
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owners.forEach(owner => {
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// Don't let a player be both attacker and defender for their own PC, unless defending a monster.
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if (attackerOwners.includes(owner.id) && owner.id === game.user.id && !defenderIsMonster) {
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// Ne rien faire - on ne veut pas que l'attaquant se défende contre lui-même
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let messageSent = false
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owners.forEach(owner => {
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// Don't let a player be both attacker and defender for their own PC, unless defending a monster.
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if (attackerOwners.includes(owner.id) && owner.id === game.user.id && !defenderIsMonster) {
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// Ne rien faire - on ne veut pas que l'attaquant se défende contre lui-même
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return
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}
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if (owner.id === game.user.id) {
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// Si l'utilisateur actuel est le propriétaire du défenseur (mais pas l'attaquant), appeler directement
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LethalFantasyUtils.showDefenseRequest({ ...defenseMsg, userId: owner.id })
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messageSent = true
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} else {
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// Sinon, envoyer via socket
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game.socket.emit(`system.${SYSTEM.id}`, { ...defenseMsg, userId: owner.id })
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messageSent = true
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}
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})
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// Notification pour l'attaquant
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if (messageSent) {
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ui.notifications.info(`Defense request sent to ${defenderName}'s controller`)
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}
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})
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}
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// Gestionnaire pour les boutons de jet de dégâts (armes et résultats de combat)
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for (const btn of html.querySelectorAll(".damage-roll-btn, .roll-damage-btn")) {
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btn.addEventListener("click", async event => {
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event.preventDefault()
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event.stopPropagation()
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const weaponId = btn.dataset.weaponId
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const attackKey = btn.dataset.attackKey
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const attackerId = btn.dataset.attackerId
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const defenderId = btn.dataset.defenderId
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const defenderTokenId = btn.dataset.defenderTokenId || null
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const extraShieldDr = Number(btn.dataset.extraShieldDr || 0)
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const damageType = btn.dataset.damageType
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const damageFormula = btn.dataset.damageFormula
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const damageModifier = btn.dataset.damageModifier
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const isMonster = btn.dataset.isMonster
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// Récupérer l'acteur (soit depuis le message, soit depuis attackerId)
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const actor = attackerId ? game.actors.get(attackerId) : game.actors.get(message.rolls[0]?.actorId)
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if (!actor) {
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ui.notifications.error("Actor not found")
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return
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}
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if (owner.id === game.user.id) {
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// Si l'utilisateur actuel est le propriétaire du défenseur (mais pas l'attaquant), appeler directement
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LethalFantasyUtils.showDefenseRequest({ ...defenseMsg, userId: owner.id })
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messageSent = true
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} else {
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// Sinon, envoyer via socket
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game.socket.emit(`system.${SYSTEM.id}`, {
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...defenseMsg,
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userId: owner.id
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// Pour les sorts, rouler les dés de dégâts avec option bypass DR
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if (damageType === "spell" && damageFormula) {
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const bypassArmor = await foundry.applications.api.DialogV2.confirm({
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window: { title: "Spell Damage" },
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classes: ["lethalfantasy"],
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content: "<p>Does this spell's damage bypass armor DR?</p>",
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yes: { label: "Yes (ignore armor)", icon: "fa-solid fa-wand-magic-sparkles" },
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no: { label: "No (apply armor DR)", icon: "fa-solid fa-shield" }
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})
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messageSent = true
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const rollOpts = {
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type: "spell-damage",
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rollType: "spell-damage",
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rollName: damageFormula,
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isDamage: true,
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rollData: { isDamage: true },
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bypassArmor: bypassArmor ?? false,
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defenderId,
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defenderTokenId,
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actorId: actor.id,
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actorName: actor.name,
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actorImage: actor.img
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}
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const roll = new LethalFantasyRoll(damageFormula, {}, rollOpts)
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await roll.evaluate()
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roll.options.rollTotal = roll.total
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if (game?.dice3d) await game.dice3d.showForRoll(roll, game.user, true)
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await roll.toMessage()
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return
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}
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// Pour les boutons de résultat de combat (monster damage)
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if (damageType === "monster" && attackKey) {
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await actor.system.prepareMonsterRoll("monster-damage", attackKey, undefined, undefined, undefined, defenderId, defenderTokenId, extraShieldDr)
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return
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}
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// Pour les monstres, utiliser prepareMonsterRoll
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if (isMonster || actor.type === "monster") {
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await actor.system.prepareMonsterRoll("monster-damage", weaponId, undefined, undefined, damageModifier)
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return
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}
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// Pour les personnages, récupérer l'arme
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const weapon = actor.items.get(weaponId)
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if (!weapon) {
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ui.notifications.error("Weapon not found")
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||||
return
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||||
}
|
||||
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||||
// Lancer les dégâts avec la bonne méthode
|
||||
const rollType = damageType === "small" ? "weapon-damage-small" : "weapon-damage-medium"
|
||||
await actor.prepareRoll(rollType, weaponId, undefined, defenderId, defenderTokenId, extraShieldDr)
|
||||
})
|
||||
|
||||
// Notification pour l'attaquant
|
||||
if (messageSent) {
|
||||
ui.notifications.info(`Defense request sent to ${defenderName}'s controller`)
|
||||
}
|
||||
})
|
||||
|
||||
// Gestionnaire pour les boutons de jet de dégâts (armes et résultats de combat)
|
||||
$(html).find(".damage-roll-btn, .roll-damage-btn").off("click").on("click", async (event) => {
|
||||
event.preventDefault()
|
||||
event.stopPropagation()
|
||||
|
||||
const button = $(event.currentTarget)
|
||||
const weaponId = button.data("weapon-id")
|
||||
const attackKey = button.data("attack-key")
|
||||
let attackerId = button.data("attacker-id")
|
||||
const defenderId = button.data("defender-id")
|
||||
const defenderTokenId = button.data("defender-token-id") || null
|
||||
const extraShieldDr = Number(button.data("extra-shield-dr") || 0)
|
||||
const damageType = button.data("damage-type")
|
||||
const damageFormula = button.data("damage-formula")
|
||||
const damageModifier = button.data("damage-modifier")
|
||||
const isMonster = button.data("is-monster")
|
||||
|
||||
// Récupérer l'acteur (soit depuis le message, soit depuis attackerId)
|
||||
let actor = attackerId ? game.actors.get(attackerId) : game.actors.get(message.rolls[0]?.actorId)
|
||||
if (!actor) {
|
||||
ui.notifications.error("Actor not found")
|
||||
return
|
||||
}
|
||||
|
||||
// Pour les sorts, rouler les dés de dégâts avec option bypass DR
|
||||
if (damageType === "spell" && damageFormula) {
|
||||
const bypassArmor = await foundry.applications.api.DialogV2.confirm({
|
||||
window: { title: "Spell Damage" },
|
||||
classes: ["lethalfantasy"],
|
||||
content: "<p>Does this spell's damage bypass armor DR?</p>",
|
||||
yes: { label: "Yes (ignore armor)", icon: "fa-solid fa-wand-magic-sparkles" },
|
||||
no: { label: "No (apply armor DR)", icon: "fa-solid fa-shield" }
|
||||
})
|
||||
const rollOpts = {
|
||||
type: "spell-damage",
|
||||
rollType: "spell-damage",
|
||||
rollName: damageFormula,
|
||||
isDamage: true,
|
||||
rollData: { isDamage: true },
|
||||
bypassArmor: bypassArmor ?? false,
|
||||
defenderId,
|
||||
defenderTokenId,
|
||||
actorId: actor.id,
|
||||
actorName: actor.name,
|
||||
actorImage: actor.img
|
||||
}
|
||||
const roll = new LethalFantasyRoll(damageFormula, {}, rollOpts)
|
||||
await roll.evaluate()
|
||||
roll.options.rollTotal = roll.total
|
||||
if (game?.dice3d) await game.dice3d.showForRoll(roll, game.user, true)
|
||||
await roll.toMessage()
|
||||
return
|
||||
}
|
||||
|
||||
// Pour les boutons de résultat de combat (monster damage)
|
||||
if (damageType === "monster" && attackKey) {
|
||||
await actor.system.prepareMonsterRoll("monster-damage", attackKey, undefined, undefined, undefined, defenderId, defenderTokenId, extraShieldDr)
|
||||
return
|
||||
}
|
||||
|
||||
// Pour les monstres, utiliser prepareMonsterRoll
|
||||
if (isMonster || actor.type === "monster") {
|
||||
await actor.system.prepareMonsterRoll("monster-damage", weaponId, undefined, undefined, damageModifier)
|
||||
return
|
||||
}
|
||||
|
||||
// Pour les personnages, récupérer l'arme
|
||||
const weapon = actor.items.get(weaponId)
|
||||
if (!weapon) {
|
||||
ui.notifications.error("Weapon not found")
|
||||
return
|
||||
}
|
||||
|
||||
// Lancer les dégâts avec la bonne méthode
|
||||
const rollType = damageType === "small" ? "weapon-damage-small" : "weapon-damage-medium"
|
||||
await actor.prepareRoll(rollType, weaponId, undefined, defenderId, defenderTokenId, extraShieldDr)
|
||||
})
|
||||
}
|
||||
|
||||
// Masquer les boutons de dommages dans les messages de résultat de combat si l'utilisateur n'est pas l'attaquant
|
||||
$(html).find(".roll-damage-btn").each(function() {
|
||||
const button = $(this)
|
||||
const attackerId = button.data("attacker-id")
|
||||
|
||||
for (const btn of html.querySelectorAll(".roll-damage-btn")) {
|
||||
const attackerId = btn.dataset.attackerId
|
||||
if (attackerId) {
|
||||
const attacker = game.actors.get(attackerId)
|
||||
// Masquer le bouton si l'utilisateur n'est pas GM et ne possède pas l'attaquant
|
||||
if (!game.user.isGM && !attacker?.testUserPermission(game.user, "OWNER")) {
|
||||
button.hide()
|
||||
btn.style.display = "none"
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
})
|
||||
|
||||
Hooks.on("getCombatTrackerEntryContext", (html, options) => {
|
||||
LethalFantasyUtils.pushCombatOptions(html, options);
|
||||
});
|
||||
|
||||
// Hook pour ajouter les données d'attaque au message de défense
|
||||
Hooks.on("preCreateChatMessage", (message) => {
|
||||
const rollType = message.rolls[0]?.options?.rollType
|
||||
|
||||
Reference in New Issue
Block a user