feat: améliorer les fiches (tests PNJ/créature, message de jet, compétences, créatures)
Release Creation / build (release) Failing after 1m23s
Release Creation / build (release) Failing after 1m23s
This commit is contained in:
@@ -139,9 +139,10 @@ VERMINE.creaturePatternLevels = {
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* Creature Size Levels configuration
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*/
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VERMINE.creatureSizeLevels = {
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1: { "label": "SIZE_LEVELS.small", "attack": 2, "vigor": 1, "minorWound": 0, "majorWound": 0, "deadlyWound": 1 },
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2: { "label": "SIZE_LEVELS.medium", "attack": 3, "vigor": 2, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
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3: { "label": "SIZE_LEVELS.large", "attack": 4, "vigor": 3, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 }
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0: { "label": "SIZE_LEVELS.tiny", "attack": 0, "vigor": 0, "minorWound": 0, "majorWound": 0, "deadlyWound": 0 },
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1: { "label": "SIZE_LEVELS.small", "attack": 1, "vigor": 1, "minorWound": 0, "majorWound": 1, "deadlyWound": 1 },
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2: { "label": "SIZE_LEVELS.medium", "attack": 2, "vigor": 2, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 },
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3: { "label": "SIZE_LEVELS.large", "attack": 3, "vigor": 3, "minorWound": 3, "majorWound": 3, "deadlyWound": 3 }
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}
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/**
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@@ -112,18 +112,32 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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#getHandicap() { return this.#el.querySelector("#handicap"); }
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#getSelfCtrl() { return this.#el.querySelector("#self_control"); }
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getDicePool() {
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/** Décomposition du pool de dés pour affichage dans le message. */
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getPoolBreakdown() {
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const abil = this.#getAbility();
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const abilVal = parseInt(abil?.options[abil?.selectedIndex]?.value, 10) || 0;
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const ability = parseInt(abil?.options[abil?.selectedIndex]?.value, 10) || 0;
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const skill = this.#getSkill();
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const skillPool = parseInt(skill?.options[skill?.selectedIndex]?.dataset?.pool, 10) || 0;
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const sc = parseInt(this.#getSelfCtrl()?.value, 10) || 0;
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const specChecked = this.#el.querySelector("#usingSpecialization")?.checked;
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const selfControl = parseInt(this.#getSelfCtrl()?.value, 10) || 0;
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const specChecked = this.hasSpecialtySelected();
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const helped = this.#el.querySelector("#helped")?.checked;
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const tools = this.#el.querySelector("input[name='usingTools']:checked")?.value !== "0";
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const toolsChecked = this.#el.querySelector("input[name='usingTools']:checked");
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const tools = toolsChecked && toolsChecked.value !== "0";
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const group = parseInt(this.#el.querySelector("#group")?.value, 10) || 0;
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const bonuses = (specChecked ? 1 : 0) + (helped ? 1 : 0) + (tools ? 1 : 0) + group;
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return (abilVal + sc + skillPool + bonuses) || 0;
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const specialty = specChecked ? 1 : 0;
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const help = helped ? 1 : 0;
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const tooling = tools ? 1 : 0;
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const total = ability + skillPool + selfControl + specialty + help + tooling + group;
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return { ability, skill: skillPool, selfControl, specialty, help, tooling, group, total };
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}
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getDicePool() {
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return this.getPoolBreakdown().total;
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}
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getSpecialtyName() {
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const checked = this.#el.querySelector("input[name='usingSpecialization']:checked");
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return checked && checked.value !== "aucune" ? checked.value : null;
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}
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getDifficultySelect() {
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@@ -207,14 +221,8 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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}
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#calculateBonusCount() {
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let b = 0;
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if (this.#el.querySelector("#helped")?.checked) b += 1;
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b += parseInt(this.#el.querySelector("#group")?.value, 10) || 0;
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b += parseInt(this.#getSelfCtrl()?.value, 10) || 0;
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const tools = this.#el.querySelector("input[name='usingTools']:checked");
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if (tools && tools.value !== "0") b += 1;
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if (this.hasSpecialtySelected()) b += 1;
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return b;
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const b = this.getPoolBreakdown();
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return b.specialty + b.help + b.tooling + b.group + b.selfControl;
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}
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#updateUI() {
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@@ -315,7 +323,9 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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keepTotem: this.getKeepTotem(),
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skillCategory: this.getSkillCategory(),
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skillLevel: this.getSkillLevel(),
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hasSpecialty: this.hasSpecialtySelected()
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hasSpecialty: this.hasSpecialtySelected(),
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poolBreakdown: this.getPoolBreakdown(),
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specialtyName: this.getSpecialtyName()
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});
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this.close();
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@@ -32,6 +32,7 @@ export const preloadHandlebarsTemplates = async function () {
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// npc partials
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"systems/vermine2047/templates/actor/npc/npc-combat.hbs",
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"systems/vermine2047/templates/actor/parts/npc-skill-category.hbs",
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"systems/vermine2047/templates/actor/parts/npc-skill-item.hbs",
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// creature partials
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"systems/vermine2047/templates/actor/creature/creature-combat.hbs",
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@@ -100,6 +101,21 @@ export const registerHandlebarsHelpers = function () {
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return game.i18n.localize(arrayLabel + "." + objectLabel + ".name");
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});
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// Return an object of skills ordered alphabetically by their localized
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// display name (easier to find a skill quickly). Use with `{{#each}}`.
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Handlebars.registerHelper('sortedSkills', function (skills) {
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if (!skills || typeof skills !== 'object') return skills;
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const sorted = {};
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Object.keys(skills)
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.sort((a, b) => {
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const na = game.i18n.localize(`SKILLS.${a}.name`).toLocaleLowerCase();
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const nb = game.i18n.localize(`SKILLS.${b}.name`).toLocaleLowerCase();
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return na.localeCompare(nb, game.i18n.lang);
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})
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.forEach(k => { sorted[k] = skills[k]; });
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return sorted;
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});
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Handlebars.registerHelper('smarttlk', function (arrayLabel, objectLabel, key) {
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return game.i18n.localize(arrayLabel + "." + objectLabel + "." + key);
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});
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@@ -347,6 +363,9 @@ export const registerHandlebarsHelpers = function () {
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Handlebars.registerHelper('ifincludes', function (arg1, arg2, options) {
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return (arg1.includes(arg2)) ? options.fn(this) : options.inverse(this);
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});
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Handlebars.registerHelper('ifStartsWith', function (arg1, arg2, options) {
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return (typeof arg1 === 'string' && arg1.startsWith(arg2)) ? options.fn(this) : options.inverse(this);
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});
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//math operations
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+114
-28
@@ -29,7 +29,9 @@ export class VermineUtils {
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keepTotem = null,
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skillLevel = null,
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hasSpecialty = false,
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handicap = 0
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handicap = 0,
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poolBreakdown = null,
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specialtyName = null
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}) {
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// Validate inputs
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if (!actor) {
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@@ -105,6 +107,27 @@ export class VermineUtils {
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// Build final formula
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formula = modFormula !== null ? `${baseFormula}+${modFormula}` : baseFormula;
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// Reconcile the breakdown displayed in chat with the dice actually rolled.
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// Domain bonuses/malus are only applied when the corresponding totem die
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// is used, and totem dice replace (not add to) base-pool dice.
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if (poolBreakdown) {
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// Count totem dice present in the final modifier formula.
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let totemDice = 0;
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if (modFormula) {
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if (modFormula.includes("human_")) totemDice += 1;
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if (modFormula.includes("adapted_")) totemDice += 1;
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}
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// Only count the domain bonus of totems actually activated in the roll.
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const domainBonus = (totems.human ? totemBonus.human : 0)
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+ (totems.adapted ? totemBonus.adapted : 0);
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const basePool = poolBreakdown.total;
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poolBreakdown.totemDice = totemDice;
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poolBreakdown.domainBonus = domainBonus;
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// Total = nombre réel de dés lancés (NoD réguliers + dés de totem).
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// Équivaut à basePool + domainBonus sauf si le pool régulier clampe à 0.
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poolBreakdown.total = NoD + totemDice;
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}
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// Create the roll
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const roll = new Roll(formula, actor.getRollData());
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@@ -143,7 +166,9 @@ export class VermineUtils {
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keepTotem,
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skillLevel,
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hasSpecialty,
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handicap
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handicap,
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poolBreakdown,
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specialtyName
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});
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return roll;
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@@ -199,10 +224,10 @@ export class VermineUtils {
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/**
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* Handles reroll events on dice in chat messages.
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* @param {Object} message - The chat message containing the reroll event
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* @param {Object} ev - The reroll event
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* @param {HTMLElement} target - The clicked die element
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* @returns {Promise<boolean>} Whether the reroll was successful
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*/
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static async onReroll(message, ev) {
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static async onReroll(message, target) {
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// Verify user permissions
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const msgUserId = message.user?.id ?? message.user;
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if (msgUserId !== game.user?.id && !game.user?.isGM) {
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@@ -211,7 +236,7 @@ export class VermineUtils {
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}
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// Get reroll count
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const rollMessage = ev.currentTarget.closest('div.vermine-roll-message');
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const rollMessage = target.closest('div.vermine-roll-message');
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if (!rollMessage) {
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return false;
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}
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@@ -221,22 +246,22 @@ export class VermineUtils {
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// Check if rerolls are available
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if (!rerollCount || parseInt(rerollCount, 10) < 1) {
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ui.notifications.warn(game.i18n.localize('VERMINE.error_no_rerolls_left'));
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const rerollables = ev.currentTarget.closest('ul')?.querySelectorAll('.rerollable');
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const rerollables = target.closest('ul')?.querySelectorAll('.rerollable');
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if (rerollables) {
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rerollables.forEach(el => el.classList.remove('rerollable'));
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}
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return false;
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}
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ev.currentTarget.classList.add('rerolled');
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target.classList.add('rerolled');
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// Set reroll flag
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await message.setFlag("world", "reroll", true);
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// Get difficulty and dice type
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const ulElement = ev.currentTarget.closest('ul');
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const ulElement = target.closest('ul');
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const difficulty = ulElement?.dataset.difficulty ?? 7;
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let diceType = ev.currentTarget.dataset.diceType;
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let diceType = target.dataset.diceType;
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// Sanitize user name
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const safeUserName = (game.user?.name ?? "user").replace(/[^a-zA-Z0-9_]/g, '_');
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@@ -265,30 +290,68 @@ export class VermineUtils {
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// Update die display
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const result = reroll.dice[0]?.results[0]?.result ?? 0;
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const dieSpan = ev.currentTarget.querySelector('span');
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const dieSpan = target.querySelector('span');
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if (dieSpan) {
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dieSpan.innerText = result;
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}
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// Update the face used for the CSS background image.
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target.dataset.result = result;
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// Update total if successful
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// Set/clear the success class from the rerolled die (a previous success
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// must be removed if the new result fails).
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const success = reroll.dice[0]?.results[0]?.success;
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if (success) {
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ev.currentTarget.classList.add('success');
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const totalElement = rollMessage.querySelector('#total');
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if (totalElement) {
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const currentTotal = parseInt(totalElement.innerText, 10) || 0;
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totalElement.innerText = currentTotal + reroll.total;
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}
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target.classList.toggle('success', !!success);
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target.classList.remove("rerollable");
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// Recompute the total from the live dice in the DOM. This avoids the
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// cumulative-increment drift of the old logic (which never removed a
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// removed success from #total). Totem dice (human/adapted) count double.
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const totalEl = rollMessage.querySelector('#total');
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if (totalEl) {
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let total = 0;
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rollMessage.querySelectorAll('li.die.success').forEach(die => {
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const isTotem = die.classList.contains('human') || die.classList.contains('adapted');
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total += isTotem ? 2 : 1;
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});
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totalEl.innerText = total;
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}
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// Update message content
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ev.currentTarget.classList.remove("rerollable");
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const messageContent = ev.currentTarget.closest('div.message-content');
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const messageContent = target.closest('div.message-content');
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if (messageContent) {
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const newRerollCount = parseInt(rerollCount, 10) - 1;
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rollMessage.querySelector('#allowed_reroll').innerText = newRerollCount;
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// Recompute the verdict banner from the recomputed total.
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const verdictEl = rollMessage.querySelector('.roll-verdict');
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const requiredEl = rollMessage.querySelector('#required');
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if (verdictEl && totalEl && requiredEl) {
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const total = parseInt(totalEl.innerText, 10) || 0;
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const required = parseInt(requiredEl.innerText, 10) || 1;
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const won = total >= required;
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verdictEl.classList.toggle('success', won);
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verdictEl.classList.toggle('failure', !won);
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const label = won
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? game.i18n.localize('VERMINE.roll_success')
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: game.i18n.localize('VERMINE.roll_failure');
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verdictEl.innerHTML = `${won ? '<i class="fas fa-check-circle"></i>' : '<i class="fas fa-times-circle"></i>'}<span>${label}</span>`;
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}
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// Recompute the dice summary from the current die list.
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const summaryEl = rollMessage.querySelector('.roll-dice-summary');
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if (summaryEl) {
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const stats = { regular: { count: 0, success: 0 }, human: { count: 0, success: 0 }, adapted: { count: 0, success: 0 } };
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rollMessage.querySelectorAll('li.die').forEach(die => {
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const type = die.classList.contains('human') ? 'human' : die.classList.contains('adapted') ? 'adapted' : 'regular';
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stats[type].count += 1;
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if (die.classList.contains('success')) stats[type].success += 1;
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});
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const mk = (key, count, s) => count ? `<span class="die-summary ${key}">${count} ${game.i18n.localize(`VERMINE.die_${key}`)} · ${s} ${game.i18n.localize('VERMINE.die_successes')}</span>` : '';
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summaryEl.innerHTML = mk('regular', stats.regular.count, stats.regular.success)
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+ mk('human', stats.human.count, stats.human.success)
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+ mk('adapted', stats.adapted.count, stats.adapted.success);
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}
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await message.update({
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content: messageContent.outerHTML
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});
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@@ -314,10 +377,11 @@ export class VermineUtils {
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html.querySelectorAll('.rerollable').forEach(el => {
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el.addEventListener('click', async (ev) => {
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ev.preventDefault();
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const msgId = ev.currentTarget.closest("li.message")?.dataset?.messageId;
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const dieEl = ev.currentTarget;
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const msgId = dieEl.closest("li.message")?.dataset?.messageId;
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if (msgId) {
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const message = await game.messages.get(msgId);
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await VermineUtils.onReroll(message, ev);
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await VermineUtils.onReroll(message, dieEl);
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}
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});
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});
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@@ -336,6 +400,7 @@ export class VermineUtils {
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// Add click event for granting rerolls
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html.querySelectorAll("button.grant-reroll").forEach(el => {
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el.addEventListener('click', async (ev) => {
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const btn = ev.currentTarget;
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const grantedRerollElement = html.querySelector('#granted-reroll');
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const allowedRerollElement = html.querySelector("#allowed_reroll");
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@@ -343,13 +408,13 @@ export class VermineUtils {
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allowedRerollElement.innerText = grantedRerollElement.innerText;
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}
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const mesEl = ev.currentTarget.closest('[data-message-id]');
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const mesEl = btn.closest('[data-message-id]');
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const messageId = mesEl?.dataset?.messageId;
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if (messageId) {
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ev.currentTarget.closest('.reroll-from-effort').style.display = "none";
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btn.closest('.reroll-from-effort').style.display = "none";
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const rollMessage = ev.currentTarget.closest(".vermine-roll-message");
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const rollMessage = btn.closest(".vermine-roll-message");
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if (rollMessage) {
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const content = rollMessage.outerHTML;
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const message = await game.messages.get(messageId);
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@@ -401,7 +466,28 @@ export class VermineUtils {
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* @returns {Promise<ChatMessage>} The created chat message
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*/
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static async diplayChatRoll(roll, param) {
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const content = await foundry.applications.handlebars.renderTemplate("systems/vermine2047/templates/roll-message.hbs", { roll, param });
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// Aggregate dice stats per type (regular / human / adapted)
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const diceStats = { regular: { count: 0, success: 0 }, human: { count: 0, success: 0 }, adapted: { count: 0, success: 0 } };
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for (const die of roll.dice ?? []) {
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// Flavors look like "<type>_<user>"; classify from the leading token.
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const flavor = die.options?.flavor ?? "";
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const prefix = flavor.split("_")[0];
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const type = prefix === "human" ? "human" : prefix === "adapted" ? "adapted" : "regular";
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for (const r of die.results ?? []) {
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diceStats[type].count += 1;
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if (r.success) diceStats[type].success += 1;
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}
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}
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// Verdict
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const required = 1 + (param.handicap ?? 0);
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const total = roll._total ?? 0;
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const verdict = {
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success: total >= required,
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total,
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required
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};
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const content = await foundry.applications.handlebars.renderTemplate("systems/vermine2047/templates/roll-message.hbs", { roll, param, diceStats, verdict });
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const chatData = {
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user: game.user?._id,
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speaker: ChatMessage.getSpeaker(),
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Block a user