feat: nouveaux apprentissages (Capacités de Totem, Historique, Réputation) et expérience de Groupe

- Dialogue d'apprentissage personnage : 4 nouveaux types d'achat.
  - Capacité de Totem : options filtrées (mode de jeu, niveau de
    groupe, totem, non-apprises), difficulté = valeur d'Apprentissage,
    limites 3×N1 / 1×N2-N3 / max 5, marque system.learned de l'item
    (convention type character) et learned.ability du personnage.
  - Élément d'Historique : difficulté 9, handicap 1 si astérisque
    (background.asterisk), marque learned.background + item.
  - Test de Réputation (réduire/augmenter) : réduire = difficulté
    10 − score visé (−1 pt), augmenter = difficulté = réputation
    actuelle (+1 par succès), bornes 0-10, marque learned.reputation.
  - Évolution : option Dé de Totem Adapté ×2 quand Adapté > Humain
    (1D remplacé par un dé adapté compté ×2 via VermineUtils.roll).
- Correction règles : les Dés d'Expérience sont dépensés même en cas
  d'échec du jet d'apprentissage (décompte hors #applySuccess).
- Expérience de Groupe : nouveau dialogue d'apprentissage de Groupe
  (niveau, réserve, capacité de totem), réserve d'expérience et phase
  dans system.experience, boutons sur la fiche Groupe, reset des
  limites par phase (level/reserve/ability).
- Phase d'expérience : filtre par groupe sélectionné, associe chaque
  personnage à son premier groupe, reset des limites de tous les
  nouveaux types d'apprentissage.
- Corrections : l'attaque de créature n'ajoute plus la Réaction du Rôle
  (regles_creatures.txt), suppression de la case XP des en-têtes PJ
  (legacy et AppV2).
- Divers : .eslintrc.js (règles inexistantes/obsolètes retirées),
  libellé jaune de dialogue en couleur chitine, i18n FR/EN, chips
  « appris » sur l'onglet expérience du personnage.
This commit is contained in:
2026-08-05 11:56:59 +02:00
parent d0373fab5a
commit 9d36b92fa9
21 changed files with 827 additions and 46 deletions
@@ -41,11 +41,19 @@ export default class ExperiencePhaseDialog extends HandlebarsApplicationMixin(fo
async _prepareContext() {
const characters = game.actors.filter(a => a.type === "character");
const groups = game.actors.filter(a => a.type === "group");
// Associe chaque personnage à son premier groupe (même logique que RollDialog.#findGroup)
const memberOf = new Map();
for (const g of groups) {
for (const id of g.system?.members || []) {
if (!memberOf.has(id)) memberOf.set(id, g.id);
}
}
return {
characters: characters.map(a => ({
id: a.id,
name: a.name,
dice: a.system?.experience?.dice || 0
dice: a.system?.experience?.dice || 0,
groupId: memberOf.get(a.id) || ""
})),
groups: groups.map(a => ({
id: a.id,
@@ -63,7 +71,9 @@ export default class ExperiencePhaseDialog extends HandlebarsApplicationMixin(fo
async _onRender(context, options) {
this.element.querySelectorAll("[data-roll]").forEach(inp => inp.addEventListener("change", () => this.#updateUI()));
this.element.querySelector("#group-select")?.addEventListener("change", () => this.#updateGroupFilter());
this.#updateUI();
this.#updateGroupFilter();
}
#updateUI() {
@@ -74,6 +84,15 @@ export default class ExperiencePhaseDialog extends HandlebarsApplicationMixin(fo
if (el) el.textContent = `${danger + discoveries + duration}D`;
}
/** Filtre les personnages selon le groupe sélectionné (vide = tous). */
#updateGroupFilter() {
const groupId = this.element.querySelector("#group-select")?.value || "";
for (const row of this.element.querySelectorAll("[data-character-id]")) {
const show = !groupId || row.dataset.groupId === groupId;
row.hidden = !show;
}
}
static async #onCancel(event, target) {
this.close();
}
@@ -88,12 +107,22 @@ export default class ExperiencePhaseDialog extends HandlebarsApplicationMixin(fo
const group = game.actors.get(groupId);
if (group && collective > 0) {
const current = group.system?.experience?.dice || 0;
await group.update({ "system.experience.dice": current + collective });
const phase = (group.system?.experience?.phase || 0) + 1;
await group.update({
"system.experience.dice": current + collective,
"system.experience.phase": phase,
"system.experience.learned.phase": phase,
"system.experience.learned.level": false,
"system.experience.learned.reserve": false,
"system.experience.learned.ability": false
});
}
}
const results = [];
for (const row of this.element.querySelectorAll("[data-character-id]")) {
// Quand un groupe précis est choisi, ne récompenser que ses membres.
if (groupId && row.dataset.groupId !== groupId) continue;
const id = row.dataset.characterId;
const actor = game.actors.get(id);
if (!actor) continue;
@@ -125,7 +154,10 @@ export default class ExperiencePhaseDialog extends HandlebarsApplicationMixin(fo
"system.experience.learned.specialty": false,
"system.experience.learned.reserve": false,
"system.experience.learned.characteristic": false,
"system.experience.learned.evolution": false
"system.experience.learned.evolution": false,
"system.experience.learned.ability": false,
"system.experience.learned.background": false,
"system.experience.learned.reputation": false
};
await actor.update(update);
results.push({ name: actor.name, gained });
@@ -0,0 +1,249 @@
import { VermineUtils } from '../roll.mjs';
const { HandlebarsApplicationMixin } = foundry.applications.api;
/**
* Dialogue d'apprentissage de Groupe (phase d'Expérience).
* Permet de dépenser des Dés d'Expérience du Groupe pour tenter d'améliorer
* le Niveau de Groupe, la Réserve de Groupe ou de développer une Capacité
* collective. La progression est appliquée automatiquement en cas de réussite.
*/
export default class GroupLearningDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
#actor;
static DEFAULT_OPTIONS = {
classes: ['vermine-roll'],
tag: 'form',
window: {
icon: 'fas fa-graduation-cap',
resizable: false,
},
position: {
width: 560,
height: 560,
},
actions: {
roll: GroupLearningDialog.#onRoll,
cancel: GroupLearningDialog.#onCancel,
},
};
static PARTS = {
main: { template: 'systems/vermine2047/templates/dialogs/group-learning-dialog.hbs', scrollable: [''] },
};
static async create({ actorId }) {
const actor = await game.actors.get(actorId);
if (!actor) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_actor_selected'));
return null;
}
return new GroupLearningDialog({ actor });
}
constructor(options = {}) {
super(options);
this.#actor = options.actor;
}
get title() {
return game.i18n.localize('VERMINE.open_learning');
}
_prepareContext() {
const actor = this.#actor;
return {
actor,
system: actor.system,
dice: actor.system?.experience?.dice || 0,
abilities: actor.itemTypes.ability
.filter((i) => i.system.type !== 'totem' && !i.system.learned)
.map((a) => ({
id: a.id,
name: a.name,
threshold: a.system?.learn?.threshold ?? 5,
level: a.system?.level?.value ?? 1,
})),
};
}
_onRender() {
this.element.dataset.actorId = this.#actor.id;
for (const inp of this.element.querySelectorAll('[data-roll]')) {
inp.addEventListener('change', () => this.#updateUI());
}
this.element.querySelector('#learning-dice')?.addEventListener('input', () => this.#updateUI());
this.#updateUI();
}
get #el() { return this.element; }
#getType() {
return this.#el.querySelector('input[name="learning-type"]:checked')?.value ?? 'level';
}
#getAbilityId() {
return this.#el.querySelector('#learning-ability')?.value ?? '';
}
#getDiceSpent() {
return Math.max(1, parseInt(this.#el.querySelector('#learning-dice')?.value, 10) || 1);
}
#compute() {
const actor = this.#actor;
const type = this.#getType();
const key = type === 'ability' ? this.#getAbilityId() : '';
let difficulty = 7;
let handicap = 0;
let targetLevel = null;
let targetLabel = '';
if (type === 'level') {
const current = actor.system?.level?.value || 1;
difficulty = actor.system?.members?.length || 0;
handicap = current;
targetLevel = current + 1;
} else if (type === 'reserve') {
const current = actor.system?.reserve?.value || 0;
difficulty = current;
handicap = 2;
targetLevel = current + 1;
} else {
const ability = key ? actor.items.get(key) : null;
if (ability) {
difficulty = ability.system?.learn?.threshold ?? 5;
handicap = ability.system?.level?.value ?? 1;
targetLabel = ability.name;
}
}
const labels = {
level: 'VERMINE.learn_level',
reserve: 'VERMINE.learn_group_reserve',
ability: 'VERMINE.learn_ability',
};
return {
type,
key,
targetLevel,
difficulty,
handicap,
poolModifier: 0,
label: game.i18n.localize(labels[type] || labels.level),
targetLabel,
};
}
#updateUI() {
const type = this.#getType();
const show = (id, visible) => {
const el = this.#el.querySelector(id);
if (el) el.style.display = visible ? '' : 'none';
};
show('#learning-level-section', type === 'level');
show('#learning-reserve-section', type === 'reserve');
show('#learning-ability-section', type === 'ability');
const c = this.#compute();
const set = (sel, txt) => {
const el = this.#el.querySelector(sel);
if (el) el.textContent = txt;
};
set('#diff-value', c.difficulty);
set('#handicap-value', c.handicap);
set('#required-value', 1 + c.handicap);
const pool = Math.max(0, this.#getDiceSpent() + c.poolModifier);
set('#pool-value', `${pool}D${c.poolModifier ? ` (${c.poolModifier >= 0 ? '+' : ''}${c.poolModifier}D)` : ''}`);
const poolInput = this.#el.querySelector('#learning-dice');
if (poolInput) poolInput.max = this.#actor.system?.experience?.dice || 0;
}
static #onCancel() {
this.close();
}
/** Renvoie la clé i18n d'erreur si le jet est impossible, sinon null. */
#getError(c) {
const actor = this.#actor;
const ex = actor.system?.experience;
// Limite : un seul Niveau, une seule Réserve et une seule Capacité par phase.
if (ex?.learned?.phase === ex?.phase && ex.learned[c.type]) {
return 'VERMINE.error_learning_limit';
}
if (c.type === 'level' && c.targetLevel !== null && (actor.system?.level?.value || 0) >= 10) {
return 'VERMINE.error_group_level_max';
}
if (c.type === 'reserve' && c.targetLevel !== null &&
(actor.system?.reserve?.value || 0) >= (actor.system?.reserve?.max || 10)) {
return 'VERMINE.error_group_reserve_max';
}
if (c.type === 'ability') {
const ability = c.key ? actor.items.get(c.key) : null;
const requiredLevel = ability?.system?.level?.value ?? 1;
if (ability && (actor.system?.level?.value || 1) < requiredLevel) {
return 'VERMINE.error_group_level_requirement';
}
}
return null;
}
static async #onRoll() {
const actor = this.#actor;
const ex = actor.system?.experience;
const spent = Math.min(this.#getDiceSpent(), ex?.dice || 0);
if (spent < 1) {
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_experience_dice'));
return;
}
const c = this.#compute();
const errorKey = this.#getError(c);
if (errorKey) {
ui.notifications.warn(game.i18n.localize(errorKey));
return;
}
const pool = Math.max(0, spent + c.poolModifier);
const rollLabel = `${game.i18n.localize('VERMINE.open_learning')}${c.label}${c.targetLabel ? ` (${c.targetLabel})` : ''}`;
const roll = await VermineUtils.roll({
actor,
NoD: pool,
Reroll: 0,
difficulty: c.difficulty,
handicap: c.handicap,
rollLabel,
poolBreakdown: { ability: 0, skill: 0, selfControl: 0, specialty: 0, help: 0, tooling: 0, group: 0, total: pool },
messageFlags: { 'vermine-learning': { type: c.type, key: c.key, spent, success: false } },
});
const required = 1 + c.handicap;
if ((roll._total ?? 0) >= required) {
await this.#applySuccess(c, spent);
}
this.close();
}
async #applySuccess(c, spent) {
const actor = this.#actor;
const updates = { 'system.experience.dice': (actor.system.experience.dice || 0) - spent };
if (c.type === 'level') {
const current = actor.system.level.value || 1;
updates['system.level.value'] = Math.min(10, current + 1);
updates['system.experience.learned.level'] = true;
} else if (c.type === 'reserve') {
const current = actor.system.reserve.value || 0;
updates['system.reserve.value'] = Math.min(actor.system.reserve.max || 10, current + 1);
updates['system.experience.learned.reserve'] = true;
} else {
if (c.key) {
await actor.updateEmbeddedDocuments('Item', [{ _id: c.key, 'system.learned': true }]);
}
updates['system.experience.learned.ability'] = true;
}
updates['system.experience.learned.phase'] = actor.system.experience.phase;
await actor.update(updates);
ui.notifications.info(game.i18n.localize('VERMINE.learning_success'));
}
}
+226 -15
View File
@@ -64,6 +64,29 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
rarity: actor.system?.skills?.[key]?.rarity || 0,
isDomain: VermineExperience.isPreferredDomain(actor, key)
}));
const totem = actor.system?.identity?.totem || "";
const gameMode = this.#getGameMode();
const groupLevel = this.#getGroupLevel();
const totemAbilities = (actor.itemTypes?.ability || [])
.filter(i =>
i.system?.type === "character"
&& !i.system?.learned
&& i.system?.totem === totem
&& (i.system?.level?.value || 0) <= gameMode
&& groupLevel >= (i.system?.level?.value || 0)
)
.map(a => ({
id: a.id,
name: a.name,
level: a.system.level.value,
threshold: a.system.learn.threshold,
hindrance: a.system.learn.hindrance
}));
const backgrounds = (actor.itemTypes?.background || [])
.filter(i => !i.system?.learned)
.map(b => ({ id: b.id, name: b.name, asterisk: b.system?.asterisk || false }));
const human = actor.system?.adaptation?.totems?.human?.value || 0;
const adapted = actor.system?.adaptation?.totems?.adapted?.value || 0;
return {
actor,
system: actor.system,
@@ -81,11 +104,44 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
],
specialties: actor.itemTypes?.specialty || [],
skills,
specialtyCount: (actor.itemTypes?.specialty || []).length
specialtyCount: (actor.itemTypes?.specialty || []).length,
totem,
gameMode,
groupLevel,
totemAbilities,
backgrounds,
reputation: actor.system?.attributes?.reputation?.value ?? 0,
human,
adapted,
canUseAdaptedDie: VermineExperience.canUseAdaptedDie(human, adapted)
};
}
async _onRender(context, options) {
#getGameMode() {
return parseInt(game.settings.get("vermine2047", "game-mode") || "1", 10) || 1;
}
#getGroupLevel() {
const groups = game.actors.filter(a => a.type === "group" && (a.system?.members || []).includes(this.#actor.id));
return Math.max(0, ...groups.map(g => g.system?.level?.value || 0));
}
#canUseAdaptedDie() {
const a = this.#actor.system?.adaptation?.totems;
return VermineExperience.canUseAdaptedDie(a?.human?.value || 0, a?.adapted?.value || 0);
}
#totemCapacityCounts() {
const items = (this.#actor.itemTypes?.ability || []).filter(i => i.system?.type === "character" && i.system?.learned);
const byLevel = { 1: 0, 2: 0, 3: 0 };
for (const i of items) {
const level = i.system?.level?.value || 0;
byLevel[level] = (byLevel[level] || 0) + 1;
}
return { total: items.length, byLevel };
}
async _onRender() {
this.element.dataset.actorId = this.#actor.id;
for (const inp of this.element.querySelectorAll("[data-roll]")) {
inp.addEventListener("change", () => this.#updateUI());
@@ -104,9 +160,19 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
const type = this.#getType();
if (type === "characteristic") return this.#el.querySelector("#learning-ability")?.value ?? "";
if (type === "reserve") return this.#el.querySelector("#learning-reserve")?.value ?? "";
if (type === "totem") return this.#el.querySelector("#learning-totem")?.value ?? "";
if (type === "background") return this.#el.querySelector("#learning-background")?.value ?? "";
return this.#el.querySelector("#learning-target")?.value ?? "";
}
#getReputationDirection() {
return this.#el.querySelector("#learning-reputation-direction")?.value ?? "reduce";
}
#isAdaptedDieChecked() {
return Boolean(this.#el.querySelector("#learning-adapted-die")?.checked);
}
#getDiceSpent() {
return Math.max(1, parseInt(this.#el.querySelector("#learning-dice")?.value, 10) || 1);
}
@@ -119,9 +185,6 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
const actor = this.#actor;
const type = this.#getType();
const key = this.#getTargetKey();
const difficulty = 7;
let handicap = 0;
let poolModifier = 0;
let label = "";
let targetLevel = null;
@@ -182,10 +245,71 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
difficulty: VermineExperience.reserveLearningDifficulty(current),
handicap: VermineExperience.ageHandicap(actor.system?.identity?.ageType || 2),
poolModifier: 0,
adaptedDie: false,
label,
targetLabel: key ? game.i18n.localize(key === "self_control" ? "VERMINE.self_control" : "VERMINE.effort") : ""
};
}
if (type === "totem") {
const item = actor.itemTypes?.ability?.find(i => i.id === key);
const data = item?.system;
label = game.i18n.localize("VERMINE.learn_totem_ability");
return {
type,
key,
targetLevel: data?.level?.value || 0,
difficulty: VermineExperience.totemAbilityLearningDifficulty(data),
handicap: VermineExperience.totemAbilityLearningHandicap(data),
poolModifier: 0,
adaptedDie: false,
label,
targetLabel: item?.name || ""
};
}
if (type === "background") {
const item = actor.itemTypes?.background?.find(i => i.id === key);
const data = item?.system;
label = game.i18n.localize("VERMINE.learn_background");
return {
type,
key,
targetLevel: 0,
difficulty: VermineExperience.backgroundLearningDifficulty(),
handicap: VermineExperience.backgroundLearningHandicap(data?.asterisk),
poolModifier: 0,
adaptedDie: false,
label,
targetLabel: item?.name || ""
};
}
if (type === "reputation") {
const current = actor.system?.attributes?.reputation?.value ?? 0;
const direction = this.#getReputationDirection();
if (direction === "increase") {
return {
type,
key: "increase",
targetLevel: current,
difficulty: VermineExperience.reputationIncreaseDifficulty(current),
handicap: 0,
poolModifier: 0,
adaptedDie: false,
label: game.i18n.localize("VERMINE.learn_reputation"),
targetLabel: game.i18n.localize("VERMINE.reputation_increase")
};
}
return {
type,
key: "reduce",
targetLevel: Math.max(0, current - 1),
difficulty: VermineExperience.reputationReduceDifficulty(current),
handicap: 0,
poolModifier: 0,
adaptedDie: false,
label: game.i18n.localize("VERMINE.learn_reputation"),
targetLabel: game.i18n.localize("VERMINE.reputation_reduce")
};
}
// evolution
const human = actor.system?.adaptation?.totems?.human?.value || 0;
const adapted = actor.system?.adaptation?.totems?.adapted?.value || 0;
@@ -197,6 +321,7 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
difficulty: VermineExperience.evolutionDifficulty(actor.system?.identity?.ageType || 2),
handicap: actor.system?.experience?.evolution || 0,
poolModifier: VermineExperience.evolutionTotemModifier(human, adapted),
adaptedDie: this.#canUseAdaptedDie() && this.#isAdaptedDieChecked(),
label,
targetLabel: ""
};
@@ -213,6 +338,10 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
show("#learning-ability-section", type === "characteristic");
show("#learning-reserve-section", type === "reserve");
show("#learning-evolution-section", type === "evolution");
show("#learning-totem-section", type === "totem");
show("#learning-background-section", type === "background");
show("#learning-reputation-section", type === "reputation");
show("#learning-adapted-die-row", type === "evolution" && this.#canUseAdaptedDie());
// Pour une Spécialité, seule une compétence au moins Confirmée (≥2) est valable.
const skillSelect = this.#el.querySelector("#learning-target");
@@ -229,16 +358,25 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
set("#handicap-value", c.handicap);
set("#required-value", 1 + c.handicap);
const pool = Math.max(0, this.#getDiceSpent() + c.poolModifier);
set("#pool-value", `${pool}D${c.poolModifier ? ` (${c.poolModifier >= 0 ? "+" : ""}${c.poolModifier}D)` : ""}`);
let poolText = `${pool}D${c.poolModifier ? ` (${c.poolModifier >= 0 ? "+" : ""}${c.poolModifier}D)` : ""}`;
if (c.adaptedDie) poolText += " — " + game.i18n.localize("VERMINE.adapted_die_x2");
set("#pool-value", poolText);
if (type === "reputation") {
const current = this.#actor.system?.attributes?.reputation?.value ?? 0;
const direction = this.#getReputationDirection();
set("#reputation-target", direction === "increase"
? `${current}${Math.min(10, current + 1)}+`
: `${current}${Math.max(0, current - 1)}`);
}
const poolInput = this.#el.querySelector("#learning-dice");
if (poolInput) poolInput.max = this.#actor.system?.experience?.dice || 0;
}
static async #onCancel(event, target) {
static async #onCancel() {
this.close();
}
static async #onRoll(event, target) {
static async #onRoll() {
const actor = this.#actor;
const ex = actor.system?.experience;
const dice = ex?.dice || 0;
@@ -250,10 +388,11 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
const c = this.#compute();
// Limite : une seule compétence, spécialité, réserve, caractéristique et
// un seul Dé d'Évolution par phase.
// Limite : une seule compétence, spécialité, réserve, caractéristique,
// un seul Dé d'Évolution, Capacité de Totem, Historique ou jet de
// Réputation par phase.
if (ex?.learned?.phase === ex?.phase) {
const flagMap = { skill: "skill", specialty: "specialty", reserve: "reserve", characteristic: "characteristic", evolution: "evolution" };
const flagMap = { skill: "skill", specialty: "specialty", reserve: "reserve", characteristic: "characteristic", evolution: "evolution", totem: "ability", background: "background", reputation: "reputation" };
if (ex.learned[flagMap[c.type]]) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_learning_limit"));
return;
@@ -275,6 +414,61 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
ui.notifications.warn(game.i18n.localize("VERMINE.error_reserve_max"));
return;
}
if (c.type === "totem") {
const item = actor.itemTypes?.ability?.find(i => i.id === c.key);
if (!item || item.system?.learned) {
ui.notifications.warn(game.i18n.localize("VERMINE.no_totem_ability"));
return;
}
const level = item.system?.level?.value || 0;
if (level > this.#getGameMode()) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_mode"));
return;
}
if (item.system?.totem !== actor.system?.identity?.totem) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_totem"));
return;
}
if (this.#getGroupLevel() < level) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_group_level"));
return;
}
const counts = this.#totemCapacityCounts();
if (level === 1 && (counts.byLevel[1] || 0) >= 3) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_limit"));
return;
}
if (level >= 2 && (counts.byLevel[level] || 0) >= 1) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_limit"));
return;
}
if (counts.total >= 5) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_totem_limit"));
return;
}
}
if (c.type === "background") {
const item = actor.itemTypes?.background?.find(i => i.id === c.key);
if (!item || item.system?.learned) {
ui.notifications.warn(game.i18n.localize("VERMINE.no_background"));
return;
}
}
if (c.type === "reputation") {
const current = actor.system?.attributes?.reputation?.value ?? 0;
if (c.key === "reduce" && current <= 0) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_reputation_min"));
return;
}
if (c.key === "increase" && current >= 10) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_reputation_max"));
return;
}
}
if (c.type === "evolution" && c.adaptedDie && !this.#canUseAdaptedDie()) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_evolution_no_adapted"));
return;
}
const pool = Math.max(0, spent + c.poolModifier);
const rollLabel = `${game.i18n.localize("VERMINE.open_learning")}${c.label}${c.targetLabel ? " (" + c.targetLabel + ")" : ""}`;
@@ -285,6 +479,7 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
Reroll: 0,
difficulty: c.difficulty,
handicap: c.handicap,
totems: c.adaptedDie ? { adapted: true } : { human: false, adapted: false },
rollLabel,
poolBreakdown: { ability: 0, skill: 0, selfControl: 0, specialty: 0, help: 0, tooling: 0, group: 0, total: pool },
messageFlags: { "vermine-learning": { type: c.type, key: c.key, spent, success: false } }
@@ -293,14 +488,16 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
const required = 1 + c.handicap;
const specialtyName = this.#getSpecialtyName();
if ((roll._total ?? 0) >= required) {
await this.#applySuccess(c, spent, specialtyName);
await this.#applySuccess(c, specialtyName, roll._total ?? 0);
}
// Les Dés d'Expérience sont perdus que le jet soit réussi ou raté.
await actor.update({ "system.experience.dice": Math.max(0, (actor.system.experience.dice || 0) - spent) });
this.close();
}
async #applySuccess(c, spent, specialtyName) {
async #applySuccess(c, specialtyName, successes = 0) {
const actor = this.#actor;
const updates = { "system.experience.dice": (actor.system.experience.dice || 0) - spent };
const updates = {};
if (c.type === "skill") {
const current = actor.system.skills[c.key].value || 0;
updates["system.skills." + c.key + ".value"] = Math.min(5, current + 1);
@@ -316,9 +513,23 @@ export default class LearningDialog extends HandlebarsApplicationMixin(foundry.a
const bonus = actor.system.experience.reserveBonus?.[c.key] || 0;
updates["system.experience.reserveBonus." + c.key] = bonus + 1;
updates["system.experience.learned.reserve"] = true;
} else {
} else if (c.type === "evolution") {
updates["system.experience.evolution"] = (actor.system.experience.evolution || 0) + 1;
updates["system.experience.learned.evolution"] = true;
} else if (c.type === "totem") {
updates["system.experience.learned.ability"] = true;
await actor.updateEmbeddedDocuments("Item", [{ _id: c.key, "system.learned": true }]);
} else if (c.type === "background") {
updates["system.experience.learned.background"] = true;
await actor.updateEmbeddedDocuments("Item", [{ _id: c.key, "system.learned": true }]);
} else if (c.type === "reputation") {
const current = actor.system?.attributes?.reputation?.value ?? 0;
if (c.key === "increase") {
updates["system.attributes.reputation.value"] = Math.min(10, current + successes);
} else {
updates["system.attributes.reputation.value"] = Math.max(0, current - 1);
}
updates["system.experience.learned.reputation"] = true;
}
updates["system.experience.learned.phase"] = actor.system.experience.phase;
await actor.update(updates);