import { SYSTEM } from "./config/system.mjs"
// Map temporaire pour stocker les données d'attaque en attente de défense
if (!globalThis.pendingDefenses) {
globalThis.pendingDefenses = new Map()
}
export default class LethalFantasyUtils {
/* -------------------------------------------- */
static async loadCompendiumData(compendium) {
const pack = game.packs.get(compendium)
return await pack?.getDocuments() ?? []
}
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
let compendiumData = await LethalFantasyUtils.loadCompendiumData(compendium)
return compendiumData.filter(filter)
}
/* -------------------------------------------- */
static pushCombatOptions(html, options) {
options.push({ name: "Reset Progression", condition: true, icon: '', callback: target => { game.combat.resetProgression(target.data('combatant-id')); } })
}
/* -------------------------------------------- */
static setHookListeners() {
Hooks.on('renderTokenHUD', async (hud, html, token) => {
const lossHPButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/loss-hp-hud.hbs', {})
$(html).find('div.left').append(lossHPButton);
$(html).find('img.lethal-hp-loss-hud').click((event) => {
event.preventDefault();
let hpMenu = $(html).find('.hp-loss-wrap')[0]
if (hpMenu.classList.contains("hp-loss-hud-disabled")) {
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-disabled');
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-disabled');
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-disabled');
} else {
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-disabled');
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-disabled');
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-disabled');
}
})
$(html).find('.loss-hp-hud-click').click((event) => {
event.preventDefault();
let hpLoss = event.currentTarget.dataset.hpValue;
if (token) {
let tokenFull = canvas.tokens.placeables.find(t => t.id === token._id);
console.log(tokenFull, token)
let actor = tokenFull.actor;
actor.applyDamage(Number(hpLoss));
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-disabled');
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-disabled');
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-active');
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-disabled');
}
})
})
}
/* -------------------------------------------- */
static handleSocketEvent(msg = {}) {
console.log(`handleSocketEvent !`, msg)
let actor
switch (msg.type) {
case "rollInitiative":
actor = game.actors.get(msg.actorId)
actor.system.rollInitiative(msg.combatId, msg.combatantId)
break
case "rollProgressionDice":
actor = game.actors.get(msg.actorId)
actor.system.rollProgressionDice(msg.combatId, msg.combatantId, msg.rollProgressionCount)
break
case "requestDefense":
// Vérifier si le message est destiné à cet utilisateur
if (msg.userId === game.user.id) {
LethalFantasyUtils.showDefenseRequest(msg)
}
break
case "offerAttackerGrit":
// Vérifier si le message est destiné à cet utilisateur
if (msg.userId === game.user.id) {
LethalFantasyUtils.handleAttackerGritOffer(msg)
}
break
}
}
/* -------------------------------------------- */
static async handleAttackerGritOffer(msg) {
const { attackerId, attackRoll, defenseRoll, attackerName, defenderName, attackWeaponId, attackRollType, attackRollKey, defenderId } = msg
const attacker = game.actors.get(attackerId)
if (!attacker) {
console.warn("Attacker not found:", attackerId)
return
}
const attackBonus = await LethalFantasyUtils.offerAttackerGritBonus(
attacker,
attackRoll,
defenseRoll,
attackerName,
defenderName
)
const attackRollFinal = attackRoll + attackBonus
// Maintenant créer le message de comparaison
await LethalFantasyUtils.compareAttackDefense({
attackerName,
attackerId,
attackRoll: attackRollFinal,
attackWeaponId,
attackRollType,
attackRollKey,
defenderName,
defenderId,
defenseRoll
})
}
/* -------------------------------------------- */
static async showDefenseRequest(msg) {
const attackerName = msg.attackerName
const attackerId = msg.attackerId
const defenderName = msg.defenderName
const weaponName = msg.weaponName || "attack"
const attackRoll = msg.attackRoll
const attackWeaponId = msg.attackWeaponId
const attackRollType = msg.attackRollType
const attackRollKey = msg.attackRollKey
const combatantId = msg.combatantId
const tokenId = msg.tokenId
// Récupérer le défenseur - essayer d'abord depuis le combat, puis depuis le token
let defender = null
if (game.combat && combatantId) {
const combatant = game.combat.combatants.get(combatantId)
if (combatant) {
defender = combatant.actor
}
}
// Si pas trouvé dans le combat, chercher le token directement
if (!defender && tokenId) {
const token = canvas.tokens.get(tokenId)
if (token) {
defender = token.actor
}
}
if (!defender) {
ui.notifications.error("Defender actor not found")
return
}
const isMonster = defender.type === "monster"
// Pour les monstres, récupérer les attaques activées
if (isMonster) {
const enabledAttacks = Object.entries(defender.system.attacks).filter(([key, attack]) => attack.enabled)
if (enabledAttacks.length === 0) {
ui.notifications.warn("No enabled attacks available for defense")
return
}
// Créer le contenu du dialogue pour monstre
let attacksHTML = enabledAttacks.map(([key, attack]) =>
``
).join("")
const content = `
${attackerName} attacks ${defenderName} with ${weaponName}!
Attack roll: ${attackRoll}
`
// Afficher le dialogue
const result = await foundry.applications.api.DialogV2.wait({
window: { title: "Defense Roll" },
classes: ["lethalfantasy"],
content,
buttons: [
{
label: "Roll Defense",
icon: "fa-solid fa-shield",
callback: (event, button, dialog) => {
const attackKey = button.form.elements.attackKey.value
return attackKey
},
},
],
rejectClose: false
})
// Si l'utilisateur a validé, lancer le jet de défense
if (result) {
// Stocker temporairement les données pour le hook preCreateChatMessage
game.lethalFantasy = game.lethalFantasy || {}
game.lethalFantasy.nextDefenseData = {
attackerId,
attackRoll,
attackerName,
defenderName,
attackWeaponId,
attackRollType,
attackRollKey,
defenderId: defender.id
}
console.log("Storing defense data for monster:", defender.id)
defender.system.prepareMonsterRoll("monster-defense", result)
}
return
}
// Pour les personnages, récupérer les armes équipées
const equippedWeapons = defender.items.filter(i =>
i.type === "weapon" && i.system.equipped === true
)
if (equippedWeapons.length === 0) {
ui.notifications.warn("No equipped weapons for defense")
return
}
// Créer le contenu du dialogue pour personnage
let weaponsHTML = equippedWeapons.map(w =>
``
).join("")
const content = `
${attackerName} attacks ${defenderName} with ${weaponName}!
Attack roll: ${attackRoll}
`
// Afficher le dialogue
const result = await foundry.applications.api.DialogV2.wait({
window: { title: "Defense Roll" },
classes: ["lethalfantasy"],
content,
buttons: [
{
label: "Roll Defense",
icon: "fa-solid fa-shield",
callback: (event, button, dialog) => {
const weaponId = button.form.elements.weaponId.value
return weaponId
},
},
],
rejectClose: false
})
// Si l'utilisateur a validé, lancer le jet de défense
if (result) {
// Stocker temporairement les données pour le hook preCreateChatMessage
game.lethalFantasy = game.lethalFantasy || {}
game.lethalFantasy.nextDefenseData = {
attackerId,
attackRoll,
attackerName,
defenderName,
attackWeaponId,
attackRollType,
attackRollKey,
defenderId: defender.id
}
console.log("Storing defense data for character:", defender.id)
defender.prepareRoll("weapon-defense", result)
}
}
/* -------------------------------------------- */
static async offerGritLuckBonus(defender, attackRoll, currentDefenseRoll, attackerName, defenderName) {
let totalBonus = 0
let keepOffering = true
while (keepOffering && currentDefenseRoll + totalBonus < attackRoll) {
const currentGrit = defender.system.grit.current
const currentLuck = defender.system.luck.current
// Si plus de points disponibles, sortir
if (currentGrit <= 0 && currentLuck <= 0) {
break
}
const buttons = []
if (currentGrit > 0) {
buttons.push({
action: "grit",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
})
}
if (currentLuck > 0) {
buttons.push({
action: "luck",
label: `Spend 1 Luck (+1D6) [${currentLuck} left]`,
icon: "fa-solid fa-clover",
callback: () => "luck"
})
}
buttons.push({
action: "continue",
label: "Continue (no bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
})
const content = `
${attackerName} rolled ${attackRoll}
${defenderName} currently has ${currentDefenseRoll + totalBonus}
${totalBonus > 0 ? `
Bonus already added: +${totalBonus}
` : ''}
You are losing! Spend Grit or Luck to add 1D6 to your defense?
`
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Defend with Grit or Luck" },
classes: ["lethalfantasy"],
content,
buttons,
rejectClose: false
})
if (!choice || choice === "continue") {
keepOffering = false
break
}
// Lancer 1D6
const bonusRoll = new Roll("1d6")
await bonusRoll.evaluate()
if (game?.dice3d) {
await game.dice3d.showForRoll(bonusRoll, game.user, true)
}
totalBonus += bonusRoll.total
// Déduire le point de Grit ou Luck
if (choice === "grit") {
await defender.update({ "system.grit.current": currentGrit - 1 })
await ChatMessage.create({
content: `${defenderName} spends 1 Grit and rolls ${bonusRoll.total}! (Total defense bonus: +${totalBonus})
`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
} else if (choice === "luck") {
await defender.update({ "system.luck.current": currentLuck - 1 })
await ChatMessage.create({
content: `${defenderName} spends 1 Luck and rolls ${bonusRoll.total}! (Total defense bonus: +${totalBonus})
`,
speaker: ChatMessage.getSpeaker({ actor: defender })
})
}
}
return totalBonus
}
/* -------------------------------------------- */
static async offerAttackerGritBonus(attacker, currentAttackRoll, defenseRoll, attackerName, defenderName) {
let totalBonus = 0
let keepOffering = true
while (keepOffering && currentAttackRoll + totalBonus <= defenseRoll) {
const currentGrit = attacker.system.grit.current
// Si plus de points de Grit disponibles, sortir
if (currentGrit <= 0) {
break
}
const buttons = [
{
action: "grit",
label: `Spend 1 Grit (+1D6) [${currentGrit} left]`,
icon: "fa-solid fa-fist-raised",
callback: () => "grit"
},
{
action: "continue",
label: "Continue (no bonus)",
icon: "fa-solid fa-forward",
callback: () => "continue"
}
]
const content = `
${attackerName} currently has ${currentAttackRoll + totalBonus}
${defenderName} rolled ${defenseRoll}
${totalBonus > 0 ? `
Bonus already added: +${totalBonus}
` : ''}
You are losing! Spend Grit to add 1D6 to your attack?
`
const choice = await foundry.applications.api.DialogV2.wait({
window: { title: "Attack with Grit" },
classes: ["lethalfantasy"],
content,
buttons,
rejectClose: false
})
if (!choice || choice === "continue") {
keepOffering = false
break
}
// Lancer 1D6
const bonusRoll = new Roll("1d6")
await bonusRoll.evaluate()
if (game?.dice3d) {
await game.dice3d.showForRoll(bonusRoll, game.user, true)
}
totalBonus += bonusRoll.total
// Déduire le point de Grit
await attacker.update({ "system.grit.current": currentGrit - 1 })
await ChatMessage.create({
content: `${attackerName} spends 1 Grit and rolls ${bonusRoll.total}! (Total attack bonus: +${totalBonus})
`,
speaker: ChatMessage.getSpeaker({ actor: attacker })
})
}
return totalBonus
}
/* -------------------------------------------- */
static async compareAttackDefense(data) {
console.log("compareAttackDefense called with:", data)
const isAttackWin = data.attackRoll > data.defenseRoll
console.log("isAttackWin:", isAttackWin, "attackRoll:", data.attackRoll, "defenseRoll:", data.defenseRoll)
let damageButton = ""
if (isAttackWin && (data.attackWeaponId || data.attackRollKey)) {
console.log("Creating damage button. defenderId:", data.defenderId)
// Déterminer le type de dégâts à lancer
if (data.attackRollType === "weapon-attack") {
damageButton = `
`
} else if (data.attackRollType === "monster-attack") {
damageButton = `
`
}
}
const resultMessage = `
Combat Result
Attacker
${data.attackerName}
${data.attackRoll}
VS
Defender
${data.defenderName}
${data.defenseRoll}
${isAttackWin ?
` ${data.attackerName} hits ${data.defenderName}!` :
` ${data.defenderName} parries the attack!`
}
${damageButton}
`
console.log("Creating combat result message...")
await ChatMessage.create({
content: resultMessage,
speaker: { alias: "Combat System" }
})
console.log("Combat result message created!")
}
static registerHandlebarsHelpers() {
Handlebars.registerHelper('isNull', function (val) {
return val == null;
});
Handlebars.registerHelper('match', function (val, search) {
if (val && search) {
return val?.match(search);
}
return false
});
Handlebars.registerHelper('exists', function (val) {
return val != null && val !== undefined;
});
Handlebars.registerHelper('isEmpty', function (list) {
if (list) return list.length === 0;
else return false;
});
Handlebars.registerHelper('notEmpty', function (list) {
return list.length > 0;
});
Handlebars.registerHelper('isNegativeOrNull', function (val) {
return val <= 0;
});
Handlebars.registerHelper('isNegative', function (val) {
return val < 0;
});
Handlebars.registerHelper('isPositive', function (val) {
return val > 0;
});
Handlebars.registerHelper('equals', function (val1, val2) {
return val1 === val2;
});
Handlebars.registerHelper('neq', function (val1, val2) {
return val1 !== val2;
});
Handlebars.registerHelper('gt', function (val1, val2) {
return val1 > val2;
})
Handlebars.registerHelper('lt', function (val1, val2) {
return val1 < val2;
})
Handlebars.registerHelper('gte', function (val1, val2) {
return val1 >= val2;
})
Handlebars.registerHelper('lte', function (val1, val2) {
return val1 <= val2;
})
Handlebars.registerHelper('and', function (val1, val2) {
return val1 && val2;
})
Handlebars.registerHelper('or', function (val1, val2) {
return val1 || val2;
})
Handlebars.registerHelper('or3', function (val1, val2, val3) {
return val1 || val2 || val3;
})
Handlebars.registerHelper('for', function (from, to, incr, block) {
let accum = '';
for (let i = from; i < to; i += incr)
accum += block.fn(i);
return accum;
})
Handlebars.registerHelper('not', function (cond) {
return !cond;
})
Handlebars.registerHelper('count', function (list) {
return list.length;
})
Handlebars.registerHelper('countKeys', function (obj) {
return Object.keys(obj).length;
})
Handlebars.registerHelper('isEnabled', function (configKey) {
return game.settings.get("bol", configKey);
})
Handlebars.registerHelper('split', function (str, separator, keep) {
return str.split(separator)[keep];
})
// If you need to add Handlebars helpers, here are a few useful examples:
Handlebars.registerHelper('concat', function () {
let outStr = '';
for (let arg in arguments) {
if (typeof arguments[arg] != 'object') {
outStr += arguments[arg];
}
}
return outStr;
})
Handlebars.registerHelper('add', function (a, b) {
return parseInt(a) + parseInt(b);
});
Handlebars.registerHelper('mul', function (a, b) {
return parseInt(a) * parseInt(b);
})
Handlebars.registerHelper('sub', function (a, b) {
return parseInt(a) - parseInt(b);
})
Handlebars.registerHelper('abbrev2', function (a) {
return a.substring(0, 2);
})
Handlebars.registerHelper('abbrev3', function (a) {
return a.substring(0, 3);
})
Handlebars.registerHelper('valueAtIndex', function (arr, idx) {
return arr[idx];
})
Handlebars.registerHelper('includesKey', function (items, type, key) {
return items.filter(i => i.type === type).map(i => i.system.key).includes(key);
})
Handlebars.registerHelper('includes', function (array, val) {
return array.includes(val);
})
Handlebars.registerHelper('eval', function (expr) {
return eval(expr);
})
Handlebars.registerHelper('isOwnerOrGM', function (actor) {
console.log("Testing actor", actor.isOwner, game.userId)
return actor.isOwner || game.isGM;
})
Handlebars.registerHelper('upperCase', function (text) {
if (typeof text !== 'string') return text
return text.toUpperCase()
})
Handlebars.registerHelper('upperFirst', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase() + text.slice(1)
})
Handlebars.registerHelper('upperFirstOnly', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase()
})
// Handle v12 removal of this helper
Handlebars.registerHelper('select', function (selected, options) {
const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected));
const rgx = new RegExp(' value=[\"\']' + escapedValue + '[\"\']');
const html = options.fn(this);
return html.replace(rgx, "$& selected");
});
}
static getLethargyDice(level) {
for (let s of SYSTEM.SPELL_LETHARGY_DICE) {
if (Number(level) <= s.maxLevel) {
return s.dice
}
}
}
/* -------------------------------------------- */
static async applyDamage(message, event) {
// Récupérer les données du message
let combatantId = event.currentTarget.dataset.combatantId
if (!combatantId || !game.combat) {
ui.notifications.error("No combatant selected")
return
}
let combatant = game.combat.combatants.get(combatantId)
if (!combatant) {
ui.notifications.error("Combatant not found")
return
}
let targetActor = combatant.token?.actor || game.actors.get(combatant.actorId)
if (!targetActor) {
ui.notifications.error("Target actor not found")
return
}
// Récupérer les données de dégâts du message
let damageTotal = message.rolls[0]?.total || 0
let weaponName = message.rolls[0]?.options?.rollName || "Unknown Weapon"
// Calculer les DR
let armorDR = targetActor.computeDamageReduction() || 0
let shieldDR = targetActor.getShieldDR() || 0
let totalDR = armorDR + shieldDR
// Créer le dialogue
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-lethal-fantasy/templates/apply-damage-dialog.hbs",
{
targetName: targetActor.name,
weaponName: weaponName,
damageTotal: damageTotal,
armorDR: armorDR,
shieldDR: shieldDR,
totalDR: totalDR,
damageNoDR: damageTotal,
damageWithArmor: Math.max(0, damageTotal - armorDR),
damageWithAll: Math.max(0, damageTotal - totalDR)
}
)
const result = await foundry.applications.api.DialogV2.wait({
window: { title: "Apply Damage" },
classes: ["lethalfantasy"],
position: { width: 280 },
content,
buttons: [
{
action: "noDR",
label: "No DR",
callback: () => ({ drType: "none", damage: damageTotal })
},
{
action: "armorDR",
label: "With Armor DR",
callback: () => ({ drType: "armor", damage: Math.max(0, damageTotal - armorDR) })
},
{
action: "allDR",
label: "With Armor + Shield DR",
callback: () => ({ drType: "all", damage: Math.max(0, damageTotal - totalDR) })
},
{
action: "cancel",
label: "Cancel",
callback: () => null
}
],
rejectClose: false
})
if (result && result.damage !== undefined) {
await targetActor.applyDamage(-result.damage)
// Message de confirmation
let drText = ""
if (result.drType === "armor") {
drText = `Armor DR: ${armorDR}`
} else if (result.drType === "all") {
drText = `Total DR: ${totalDR}`
}
const messageContent = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-lethal-fantasy/templates/damage-applied-message.hbs",
{
targetName: targetActor.name,
damage: result.damage,
drText: drText,
weaponName: weaponName
}
)
ChatMessage.create({
user: game.user.id,
speaker: { alias: targetActor.name },
rollMode: "gmroll",
content: messageContent
})
}
}
}