feat: système d'expérience et transferts de dés d'expérience
Release Creation / build (release) Failing after 1m20s
Release Creation / build (release) Failing after 1m20s
- phase d'expérience (récompenses collectives et individuelles, objectifs, traumatisme) - jets d'apprentissage (compétences, spécialités, caractéristiques, réserves, évolution) - bonus de réserve acquis par apprentissage intégré au max dérivé - transferts de dés individuels <-> groupe dans le dialogue de jet - onglet expérience sur la fiche personnage - guide utilisateur combat (docs/user/COMBAT.md)
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@@ -23,7 +23,8 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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},
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actions: {
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roll: RollDialog.#onRoll,
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cancel: RollDialog.#onCancel
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cancel: RollDialog.#onCancel,
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giveToGroup: RollDialog.#onGiveToGroup
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}
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};
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@@ -32,6 +33,9 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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};
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static async create(data = {}) {
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if (data.actor instanceof Actor) {
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return new RollDialog({ actor: data.actor, label: data.label, rolltype: data.rolltype, weapon: data.weapon, locks: data.locks, defense: data.defense });
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}
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const actorId = data.actorId ?? game.user.character?.id ?? canvas.tokens.controlled[0]?.actor?.id;
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if (!actorId || typeof actorId !== "string") {
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ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
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@@ -42,7 +46,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"));
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return null;
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}
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return new RollDialog({ actor, label: data.label, rolltype: data.rolltype });
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return new RollDialog({ actor, label: data.label, rolltype: data.rolltype, weapon: data.weapon, locks: data.locks, defense: data.defense });
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}
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constructor(options = {}) {
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@@ -50,10 +54,16 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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this.#actor = options.actor;
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this.label = options.label ?? null;
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this.rolltype = options.rolltype ?? null;
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this.weapon = options.weapon ?? null;
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this.locks = options.locks ?? null;
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this.defense = options.defense ?? null;
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}
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async _prepareContext() {
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const actor = this.#actor;
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const isCharacter = actor.type === "character";
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const group = isCharacter ? RollDialog.#findGroup(actor) : null;
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const groupPool = group?.system?.experience?.dice || 0;
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return {
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actor,
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system: actor.system,
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@@ -66,13 +76,28 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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help: false,
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specialty: false,
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availableSpecialties: actor.items.filter(i => i.type === "specialty"),
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availableItems: actor.items.filter(i => i.type === "item")
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availableItems: actor.items.filter(i => i.type === "item"),
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locks: this.locks,
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experience: {
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hasExperience: isCharacter,
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individual: isCharacter ? actor.system?.experience?.dice || 0 : 0,
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groupPool,
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pullOptions: [0, 1, 2].filter(v => v <= Math.min(2, groupPool)),
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canPull: Boolean(group) && (game.user.isGM || group.isOwner),
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canGive: isCharacter && (game.user.isGM || actor.isOwner)
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}
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};
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}
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async _onRender(context, options) {
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this.element.dataset.actorId = this.#actor.id;
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// Mode verrouillé (défense en échange de coups) : présélectionne et bloque
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// caractéristique + difficulté, présélectionne la compétence.
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if (this.locks) {
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this.#applyLocks(this.locks);
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}
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for (const inp of this.element.querySelectorAll("[data-roll]")) {
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inp.addEventListener("change", this.#onInputChange.bind(this));
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}
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@@ -95,6 +120,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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this.element.querySelector("#adapted-totem")?.addEventListener("change", () => this.#updateUI());
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this.#displaySpecialties();
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this.#refreshExperienceUI();
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this.#updateUI();
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if (ability?.value !== "0") {
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@@ -111,6 +137,16 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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#getDifficulty() { return this.#el.querySelector("#difficulty"); }
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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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#getExperiencePull() { return parseInt(this.#el.querySelector("#experience-pull")?.value, 10) || 0; }
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/**
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* Trouve le premier Groupe dont le personnage est membre.
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* @param {Actor} actor
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* @returns {Actor|null}
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*/
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static #findGroup(actor) {
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return game.actors.filter(a => a.type === "group" && (a.system?.members ?? []).includes(actor.id))[0] ?? null;
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}
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/** Décomposition du pool de dés pour affichage dans le message. */
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getPoolBreakdown() {
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@@ -124,11 +160,12 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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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 experience = this.#getExperiencePull();
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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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const total = ability + skillPool + selfControl + specialty + help + tooling + group + experience;
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return { ability, skill: skillPool, selfControl, specialty, help, tooling, group, experience, total };
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}
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getDicePool() {
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@@ -214,6 +251,40 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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// ── UI ───────────────────────────────────────────────────────────────
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#applyLocks(locks) {
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const ability = this.#getAbility();
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if (ability && locks.ability) {
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const opt = [...ability.options].find(o => o.dataset.label === locks.ability);
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if (opt) {
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opt.selected = true;
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ability.disabled = true;
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const scoreEl = this.#el.querySelector("#abilityScore");
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if (scoreEl) scoreEl.value = opt.value;
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const sc = this.#getSelfCtrl();
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if (sc) sc.max = opt.value;
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}
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}
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const skill = this.#getSkill();
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if (skill && locks.skill) {
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const opt = [...skill.options].find(o => o.dataset.label === locks.skill);
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if (opt) opt.selected = true;
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}
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const difficulty = this.#getDifficulty();
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if (difficulty && locks.difficulty !== undefined && locks.difficulty !== null) {
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const locked = parseInt(locks.difficulty, 10);
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let opt = [...difficulty.options].find(o => parseInt(o.value, 10) === locked);
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if (!opt) {
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// Difficulté hors des options (ex: 9 + 2) : ajoute une option dédiée.
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opt = document.createElement("option");
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opt.value = String(locked);
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opt.textContent = `${game.i18n.localize("VERMINE.difficulty")} (${locked})`;
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difficulty.appendChild(opt);
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}
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opt.selected = true;
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difficulty.disabled = true;
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}
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}
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#displaySpecialties() {
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for (const el of this.#el.querySelectorAll("[data-spec-skill]")) {
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el.style.display = "inline";
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@@ -222,7 +293,31 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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#calculateBonusCount() {
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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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return b.specialty + b.help + b.tooling + b.group + b.selfControl + b.experience;
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}
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#refreshExperienceUI() {
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const actor = this.#actor;
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const group = RollDialog.#findGroup(actor);
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const individual = actor.system?.experience?.dice || 0;
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const groupPool = group?.system?.experience?.dice || 0;
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const indEl = this.#el.querySelector("#exp-individual");
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if (indEl) indEl.textContent = individual;
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const grpEl = this.#el.querySelector("#exp-group");
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if (grpEl) grpEl.textContent = groupPool;
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const pull = this.#el.querySelector("#experience-pull");
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if (pull) {
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const max = Math.min(2, groupPool);
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const current = Math.min(parseInt(pull.value, 10) || 0, max);
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pull.innerHTML = "";
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for (let i = 0; i <= max; i++) {
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const opt = document.createElement("option");
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opt.value = String(i);
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opt.textContent = `${i}D`;
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if (i === current) opt.selected = true;
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pull.appendChild(opt);
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}
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}
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}
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#updateUI() {
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@@ -289,6 +384,29 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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this.close();
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}
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static async #onGiveToGroup(event, target) {
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const actor = this.#actor;
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if (actor.type !== "character") return;
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const individual = actor.system?.experience?.dice || 0;
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if (individual < 1) {
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ui.notifications.warn(game.i18n.localize("VERMINE.error_no_experience_dice"));
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return;
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}
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if (!game.user.isGM && !actor.isOwner) {
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ui.notifications.warn(game.i18n.localize("VERMINE.error_no_permission"));
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return;
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}
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const group = RollDialog.#findGroup(actor);
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if (!group) {
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ui.notifications.warn(game.i18n.localize("VERMINE.error_no_group"));
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return;
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}
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const groupPool = group.system?.experience?.dice || 0;
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await actor.update({ "system.experience.dice": individual - 1 });
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await group.update({ "system.experience.dice": groupPool + 1 });
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this.#refreshExperienceUI();
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}
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static async #onRoll(event, target) {
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const selfCtrl = this.getSelfControl();
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if (selfCtrl > 0) {
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@@ -310,6 +428,26 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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await this.#actor.update({ "system.attributes.self_control.value": newVal });
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}
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// Transfert d'Expérience : puiser dans la Réserve de Groupe (1-2D).
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const pulled = this.#getExperiencePull();
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if (pulled > 0) {
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const group = RollDialog.#findGroup(this.#actor);
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if (!group) {
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ui.notifications.warn(game.i18n.localize("VERMINE.error_no_group"));
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return;
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}
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if (!game.user.isGM && !group.isOwner) {
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ui.notifications.warn(game.i18n.localize("VERMINE.error_no_permission"));
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return;
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}
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const groupPool = group.system?.experience?.dice || 0;
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if (groupPool < pulled) {
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ui.notifications.warn(game.i18n.localize("VERMINE.error_no_group_dice"));
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return;
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}
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await group.update({ "system.experience.dice": groupPool - pulled });
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}
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await VermineUtils.roll({
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actor: this.#actor,
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NoD: this.getDicePool(),
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@@ -325,7 +463,10 @@ export default class RollDialog extends HandlebarsApplicationMixin(foundry.appli
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skillLevel: this.getSkillLevel(),
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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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specialtyName: this.getSpecialtyName(),
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weapon: this.weapon?.toObject() ?? null,
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targets: [...game.user.targets].map(t => t.name),
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messageFlags: this.defense ? { "vermine-defense": this.defense } : null
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});
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this.close();
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