first data modeling
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import { TOTEM } from "./config.mjs";
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import { getActorSkillScore,updateActorSkillScore } from "./functions.mjs";
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import { CombatResultDialog } from "./dialogs.mjs";
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export class TotemFight {
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async performTest(enemyAchievement, enemyConservation, skillKey, skill, params, actor) {
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const dicePool = (params.spleen != undefined || params.purpose != undefined) ? '5' : '4';
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const r = new Roll(dicePool +`d6`);
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let diceString = '';
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let dicePoolHint = '';
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let discardedRoll = false;
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let bonus = 0;
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let bonusText = '/+';
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let currentSkillScore = skill;
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r.roll(); // dice are rolled
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if (params.usure != undefined){
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currentSkillScore += params.usure;
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bonus += params.usure;
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}
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if (params.specialization != undefined){
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currentSkillScore += 2;
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}
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if (params.trait != undefined){
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currentSkillScore += params.trait;
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bonus += params.trait;
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}
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bonusText += bonus;
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let targetText = game.i18n.format('TOTEM.Selected') + ' : ' + game.i18n.format(skillKey) + " " + skill + bonusText;
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if (params.specialization != undefined){
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targetText += " (S)";
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}
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// tri par ordre croissant
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r.terms[0].results.sort((a,b) => a.result - b.result );
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if (params.purpose != undefined){
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discardedRoll = r.terms[0].results.shift();
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dicePoolHint = ' - ' + game.i18n.format('TOTEM.PurposeTrait');
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} else if (params.spleen != undefined){
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discardedRoll = r.terms[0].results.pop();
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dicePoolHint = ' - ' + game.i18n.format('TOTEM.SpleenTrait');
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}
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const discardedRollText = (discardedRoll.result != undefined) ? '<div class="discarded-roll">' + discardedRoll.result + '</div>' : "";
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for (let i = 0; i < r.terms[0].results.length; i++) {
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let result = r.terms[0].results[i].result;
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diceString += '<li class="roll die d6 die-'+ i +'">' + result + '</li>';
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}
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let hintText = game.i18n.format('TOTEM.ConfrontationHint');
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// Build a dynamic html using the variables from above.
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const html = `
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<div class="totem roll confrontation">
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<div class="dice-roll">
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<div class="dice-result">
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<div class="dice-formula">
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` + dicePool + `d6 ` + dicePoolHint + `
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</div>
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<div class="dice-tooltip expanded">
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<section class="tooltip-part">
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<div class="parameters">
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` + targetText + `
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</div>
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<div class="dice flexrow flex-between items-center">
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<ol class="dice-rolls">` + diceString + `</ol>
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<div class="discards text-right">` + discardedRollText + `</div>
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</div>
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</section>
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</div>` +
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`<p class="step1-text" id="step1">` + hintText + `</p>
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<div class="row">
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<a class="inline-block button add-to-achievement">` + game.i18n.format('TOTEM.Achievement') + `</a>
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<a class="inline-block button add-to-conservation">` + game.i18n.format('TOTEM.Conservation') + `</a>
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<a class="inline-block button reset"><i class="fa-solid fa-rotate-right"></i></a>
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<a class="inline-block button resolve"><i class="fa-solid fa-check"></i></a>
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</div>
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</div>
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</div>
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</div>
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`;
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// Check if the dice3d module exists (Dice So Nice). If it does, post a roll in that and then
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// send to chat after the roll has finished. If not just send to chat.
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if (game.dice3d) {
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game.dice3d.showForRoll(r).then((displayed) => {
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this.sendToChat(html, r, actor);
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});
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} else {
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this.sendToChat(html, r, actor);
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};
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// on fait les comptes
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}
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async sendToChat(content, roll, actor) {
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let conf = {
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user: game.user._id,
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content: content,
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roll: roll,
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// sound: 'sounds/dice.wav'
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};
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if (actor)
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conf.speaker = ChatMessage.getSpeaker({ actor: actor });
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// Send's Chat Message to foundry, if items are missing they will appear as false or undefined and this not be rendered.
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ChatMessage.create(conf).then((msg) => {
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return msg;
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});
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}
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static instance = null;
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static get() {
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if (!TotemFight.instance)
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TotemFight.instance = new TotemFight();
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return TotemFight.instance;
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}
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// data injected to char data
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static previousValues = {
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dicePool: 4,
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skills: TOTEM.skillsList,
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cskills: TOTEM.cskills,
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cephalic: false,
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achievementReroll: TOTEM.achievementReroll,
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conservationReroll: TOTEM.conservationReroll
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};
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static rollerTemplate = 'systems/totem/templates/fight.html';
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static CombatResultTemplate = 'systems/totem/templates/fight-result.html';
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static async chatMessageHandler(message, html, data) {
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// console.log("accès au fin du fin", message._id);
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// sélection du dé actif
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html.on("click", '.confrontation .die.d6', event => {
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const diceResult = parseInt($(event.target).html(),10);
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html.find('.confrontation .die.d6').removeClass('active');
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$(event.target).addClass('active');
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});
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// sélection des dés d'accomplissement
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html.on("click", '.confrontation .add-to-achievement', event => {
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const diceResult = parseInt(html.find('.confrontation .die.d6.active').html(),10);
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html.find('.confrontation .die.d6.active').removeClass('min').addClass('max');
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});
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// sélection des dés de conservation
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html.on("click", '.confrontation .add-to-conservation', event => {
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const diceResult = parseInt(html.find('.confrontation .die.d6.active').html(),10);
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html.find('.confrontation .die.d6.active').removeClass('max').addClass('min');
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});
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// reset de la sélection des pools
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html.on("click", '.confrontation .reset', event => {
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html.find('.confrontation .die.d6')
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.removeClass('max')
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.removeClass('min');
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});
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// résolution de la confrontation
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html.on("click", '.confrontation .resolve', async event => {
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let achievementDice = 0;
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let conservationDice = 0;
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let achievementBasis = 0;
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let conservationBasis = 0;
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html.find('.confrontation .die.d6.max').each(function(index){
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achievementDice += parseInt($(this).html(), 10);
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});
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html.find('.confrontation .die.d6.min').each(function(index){
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conservationDice += parseInt($(this).html(), 10);
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});
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// saisie des résultats
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achievementBasis = html.find('td.achievement-result').data('achievement-basis');
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html.find('td.achievement-result').data('achievement-value', achievementDice);
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html.find('td.achievement-result').html(achievementBasis + achievementDice);
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conservationBasis = html.find('td.conservation-result').data('conservation-basis');
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html.find('td.conservation-result').data('conservation-value', conservationDice);
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html.find('td.conservation-result').html(conservationBasis + conservationDice);
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// calcul des marges
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const achievementMargin = achievementBasis + achievementDice - parseInt(html.find('td.adv-achievement-result').html(),10);
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const conservationMargin = conservationBasis + conservationDice - parseInt(html.find('td.adv-conservation-result').html(),10);
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html.find('td.achievement-margin').html(achievementMargin);
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html.find('td.conservation-margin').html(conservationMargin);
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});
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// fin de la résolution de la confrontation
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}
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static async chatListeners(html) {
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// supprime le masquage des résultats du dé
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html.off("click", ".dice-roll");
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}
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/**
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* main class function
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* @returns
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*/
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static async ui(externalData = {}) {
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let actor = {};
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// get the actor
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try {
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actor = game.user.character;
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} catch(e){
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throw("Aucun personnage défini !");
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}
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if (actor == null && externalData.speakerId != undefined && externalData.speakerId != null){
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// on récupère le speakerId, et de là l'objet actor
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actor = game.actors.get(externalData.speakerId);
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TotemFight.previousValues['speakerName'] = actor.name;
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TotemFight.previousValues['speakerImg'] = actor.img;
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} else {
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TotemFight.previousValues['speakerName'] = "Anonyme";
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}
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// get the data
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let charData = (externalData) => {
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let o = Object.assign({ _template: TotemFight.rollerTemplate }, {...TotemFight.previousValues, ...externalData});
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return o;
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};
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let data = charData(externalData);
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console.log(data);
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// render template
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let html = await renderTemplate(data._template, data);
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let ui = new Dialog({
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title: game.i18n.localize("TOTEM.FightTool"),
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content: html,
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buttons: {
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roll: {
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label: game.i18n.localize('TOTEM.Roll4Fight'),
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callback: (html) => {
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let form = html.find('#dice-pool-form');
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if (!form[0].checkValidity()) {
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throw "Invalid Data";
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}
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let enemyAchievement, enemyConservation, skillKey, skill = 5, enemySkill, params = {};
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form.serializeArray().forEach(e => {
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switch (e.name) {
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case "skill":
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case "cephalic":
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if (e.value !== ''){
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skillKey = e.value;
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}
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break;
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case "skill-score":
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skill = +e.value;
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break;
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case "specialization":
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params.specialization = true;
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break;
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case "usure":
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params.usure = +e.value;
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break;
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case "trait":
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params.trait = +e.value;
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break;
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case "purpose":
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params.purpose = true;
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break;
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case "spleen":
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params.spleen = true;
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break;
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case "adv-skill":
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enemySkill = +e.value;
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break;
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case "achievement":
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enemyAchievement = +e.value;
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break;
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case "conservation":
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enemyConservation = +e.value;
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break;
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}
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});
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// prise en compte de l'usure sur la feuille de perso
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if (params.usure != undefined){
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const newSpentScore = getActorSkillScore(actor, skillKey, 'spent') + params.usure;
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console.log(newSpentScore);
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updateActorSkillScore(actor, skillKey, 'spent', newSpentScore);
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}
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return TotemFight.get().performTest(enemyAchievement + enemySkill, enemyConservation + enemySkill, skillKey, skill, params, actor);
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}
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},
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cancel: {
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label: game.i18n.localize('Close'),
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callback: () => { }
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}
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},
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render: function (h) {
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h.on("change", 'select[name="skill"]', event => {
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const skillLabel = $(event.target).val();
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const currentSkillScore = getActorSkillScore(actor, skillLabel) - getActorSkillScore(actor, skillLabel, 'spent');
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if (parseInt(currentSkillScore,10) >= 0){
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h.find('input#skillScore').val(currentSkillScore);
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}
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});
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}
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}, { width: 601, height: 'fit-content' });
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ui.render(true);
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return ui;
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}
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}
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export class TotemCombat extends Combat {
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_encounterCheck(){
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console.log('encounter combat object', this);
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}
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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// console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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// Structure input data
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ids = typeof ids === "string" ? [ids] : ids;
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// étape 1 : on vérifie que le combattant est un pj
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/*if (ids.length == 1){
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console.log("il n'y a qu'un actor en lice");
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} else {
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console.log("il faut prendre le premier pj pour lancer la confrontation");
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}*/
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const combatant = this.combatants.get(ids[0]);
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let token = canvas.scene.tokens.get(combatant.tokenId);
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combatant.type = game.actors.get( combatant.actorId)?.type;
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combatant.disposition = token.disposition;
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let enemies = [];
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let adversaries = this.combatants.filter((cbt) => {
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let token = canvas.scene.tokens.get(cbt.tokenId);
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let enemy = token.actor;
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const isEnemy = (token.disposition == -1) ? true : false;
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if (isEnemy){
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enemies.push({
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id: enemy.id,
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name: enemy.name,
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img: enemy.img,
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achievement: parseInt(enemy.system.reroll.achievement.value) + 7,
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conservation: 7 - parseInt(enemy.system.reroll.conservation.value)
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})
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}
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return isEnemy;
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});
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let allies = this.combatants.filter((cbt) => {
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let token = canvas.scene.tokens.get(cbt.tokenId);
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return (token.disposition == 1 && cbt.id != combatant.id) ? true : false;
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});
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if (combatant.type != 'character'){
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let warningDialogHTML = await renderTemplate('systems/totem/templates/dialogs/warning.html', {
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warningText: "Seuls les PJs peuvent initier des confrontations. Relancer l'opération au tour du PJ actif."
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});
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Dialog.prompt({
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title: "Avertissement",
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content: warningDialogHTML,
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label: 'Okay !',
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callback: () => {
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// console.log('Il a compris');
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},
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});
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} else {
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// étape 2 : on envoie les infos
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let fightingActor = game.actors.get(combatant.actorId);
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TotemFight.ui({
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speakerId: combatant.actorId,
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speakerWeapons: fightingActor.items.filter(item => item.type == 'weapon'),
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speakerExperience:fightingActor.system.attributes.experience.value,
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speakerEffects: token.actor.effects,
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adversaries: enemies,
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allies: allies
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});
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}
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}
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nextRound() {
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/*let combatants = this.combatants.contents
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for (let c of combatants) {
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let actor = game.actors.get( c.actorId )
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actor.clearRoundModifiers()
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}*/
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super.nextRound();
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}
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/************************************************************************************/
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startCombat() {
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/*let combatants = this.combatants.contents
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for (let c of combatants) {
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let actor = game.actors.get( c.actorId )
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actor.storeVitaliteCombat()
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}*/
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return super.startCombat();
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}
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/************************************************************************************/
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_onDelete() {
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/*let combatants = this.combatants.contents
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for (let c of combatants) {
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let actor = game.actors.get(c.actorId)
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actor.clearInitiative()
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actor.displayRecuperation()
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}
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super._onDelete()*/
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}
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}
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