feat: fiche PNJ (profil + niveaux) et passage du véhicule en acteur
Release Creation / build (release) Failing after 1m17s

This commit is contained in:
2026-08-04 20:34:20 +02:00
parent ea3322e843
commit cf905cdcfb
36 changed files with 1288 additions and 707 deletions
+4 -4
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@@ -99,10 +99,10 @@ VERMINE.totemDomains = {
* NPC Threat Levels configuration
*/
VERMINE.npcThreatLevels = {
1: { "label": "THREAT_LEVELS.minor", "attack": 3, "vigor": 1, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 },
2: { "label": "THREAT_LEVELS.serious", "attack": 4, "vigor": 2, "minorWound": 2, "majorWound": 1, "deadlyWound": 1 },
3: { "label": "THREAT_LEVELS.major", "attack": 5, "vigor": 3, "minorWound": 2, "majorWound": 1, "deadlyWound": 1 },
4: { "label": "THREAT_LEVELS.deadly", "attack": 6, "vigor": 4, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 }
1: { "label": "THREAT_LEVELS.minor", "attack": 3, "vigor": 1, "minorThreshold": 1, "majorThreshold": 4, "deadlyThreshold": 6, "minorWound": 1, "majorWound": 1, "deadlyWound": 1 },
2: { "label": "THREAT_LEVELS.serious", "attack": 4, "vigor": 2, "minorThreshold": 2, "majorThreshold": 5, "deadlyThreshold": 8, "minorWound": 2, "majorWound": 1, "deadlyWound": 1 },
3: { "label": "THREAT_LEVELS.major", "attack": 5, "vigor": 3, "minorThreshold": 2, "majorThreshold": 5, "deadlyThreshold": 9, "minorWound": 2, "majorWound": 2, "deadlyWound": 1 },
4: { "label": "THREAT_LEVELS.deadly", "attack": 6, "vigor": 4, "minorThreshold": 3, "majorThreshold": 6, "deadlyThreshold": 9, "minorWound": 2, "majorWound": 2, "deadlyWound": 2 }
}
/**
+208
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@@ -0,0 +1,208 @@
import { VermineUtils } from "../roll.mjs"
const { HandlebarsApplicationMixin } = foundry.applications.api
/**
* Dialogue de jet simplifié pour les PNJ.
*
* Un PNJ n'a ni caractéristiques ni compétences : toutes ses actions sont
* résolues par une valeur unique dérivée de son Profil (Menace / Expérience /
* Rôle), exposée dans system.computed. Ce dialogue fixe le pool selon le type
* de jet (Action, Spécialité, Attaque ou Réaction) et n'offre que la difficulté,
* le handicap et les bonus simples.
*
* Utilisé par :
* - la fiche PNJ (boutons de jet rapide Action / Spécialité / Réaction) ;
* - la défense des PNJ dans les échanges de coups (mode verrouillé).
*/
export default class NpcRollDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
#actor
get title() {
return game.i18n.localize("VERMINE.roll")
}
static DEFAULT_OPTIONS = {
classes: ["vermine-roll"],
tag: "form",
window: {
icon: "fas fa-dice-d10",
resizable: false
},
position: {
width: 520,
height: 600
},
actions: {
roll: NpcRollDialog.#onRoll,
cancel: NpcRollDialog.#onCancel
}
}
static PARTS = {
main: { template: "systems/vermine2047/templates/dialogs/npc-roll-dialog.hbs" }
}
static async create(data = {}) {
const actor = data.actor instanceof Actor ? data.actor : await game.actors.get(data.actorId)
if (!actor) {
ui.notifications.warn(game.i18n.localize("VERMINE.error_no_actor_selected"))
return null
}
return new NpcRollDialog({
actor,
rolltype: data.rolltype ?? "action",
locks: data.locks ?? null,
defense: data.defense ?? null
})
}
constructor(options = {}) {
super(options)
this.#actor = options.actor
this.rolltype = options.rolltype ?? "action"
this.locks = options.locks ?? null
this.defense = options.defense ?? null
}
// ── Getters ──────────────────────────────────────────────────────────
get computed() { return this.#actor.system?.computed || {} }
/** Pool de dés selon le type de jet. */
get pool() {
const c = this.computed
switch (this.rolltype) {
case "specialty": return c.specialties || 0
case "attack": return c.attack || 0
case "reaction": return c.reaction || 0
default: return c.action || 3
}
}
/** Réussites automatiques (bonus de Réaction du rôle). */
get freeSuccesses() {
return this.rolltype === "reaction" ? (this.computed.reactionBonus || 0) : 0
}
/** Relances : utilisables uniquement sur les attaques ou les Spécialités. */
get rerolls() {
if (this.rolltype !== "specialty" && this.rolltype !== "attack") return 0
return this.computed.rerolls || 0
}
get label() {
const keys = {
action: "ADVERSITY.action",
specialty: "ADVERSITY.specialties",
attack: "ADVERSITY.attack",
reaction: "ADVERSITY.reaction"
}
return game.i18n.localize(keys[this.rolltype] || "VERMINE.roll")
}
// ── Rendu ────────────────────────────────────────────────────────────
async _prepareContext() {
const difficultyOptions = []
for (let d = 3; d <= 10; d++) {
difficultyOptions.push({ difficulty: d, label: String(d) })
}
let lockedDifficulty = null
let defaultDifficulty = 7
if (this.locks?.difficulty !== undefined && this.locks?.difficulty !== null) {
lockedDifficulty = parseInt(this.locks.difficulty, 10)
defaultDifficulty = lockedDifficulty
}
return {
actor: this.#actor,
system: this.#actor.system,
config: CONFIG.VERMINE,
rollLabel: this.label,
rolltype: this.rolltype,
pool: this.pool,
freeSuccesses: this.freeSuccesses,
rerolls: this.rerolls,
isDefense: Boolean(this.defense),
lockedDifficulty,
difficultyOptions,
defaultDifficulty,
speakerId: this.#actor.id,
availableItems: this.#actor.items.filter(i => i.type === "item")
}
}
async _onRender(context, options) {
this.element.dataset.actorId = this.#actor.id
for (const inp of this.element.querySelectorAll("[data-roll]")) {
inp.addEventListener("change", this.#onInputChange.bind(this))
}
this.element.querySelector("#handicap")?.addEventListener("change", () => this.#updateUI())
this.#updateUI()
}
get #el() { return this.element }
#getHandicap() {
const sel = this.#el.querySelector("#handicap")
return Math.max(0, (parseInt(sel?.value, 10) || 1) - 1)
}
#getDifficulty() {
const sel = this.#el.querySelector("#difficulty")
return parseInt(sel?.value, 10) || 7
}
#getHelped() { return this.#el.querySelector("#helped")?.checked ? 1 : 0 }
#getGroup() { return parseInt(this.#el.querySelector("#group")?.value, 10) || 0 }
getPoolBreakdown() {
const help = this.#getHelped()
const group = this.#getGroup()
return { pool: this.pool, help, group, total: this.pool + help + group }
}
#updateUI() {
const b = this.getPoolBreakdown()
const totalEl = this.#el.querySelector("#dice-pool-total")
if (totalEl) totalEl.textContent = `${b.total}D`
const bonusEl = this.#el.querySelector("#total-bonus")
if (bonusEl) bonusEl.textContent = b.help + b.group
const freeEl = this.#el.querySelector("#free-successes")
if (freeEl) freeEl.textContent = String(this.freeSuccesses)
}
#onInputChange() {
this.#updateUI()
}
// ── Actions ──────────────────────────────────────────────────────────
static async #onCancel(event, target) {
this.close()
}
static async #onRoll(event, target) {
const label = this.defense
? (this.defense.type === "parade"
? game.i18n.localize("VERMINE.defense_parade")
: game.i18n.localize("VERMINE.defense_esquive"))
: this.label
await VermineUtils.roll({
actor: this.#actor,
NoD: this.getPoolBreakdown().total,
Reroll: this.rerolls,
difficulty: this.#getDifficulty(),
handicap: this.#getHandicap(),
rollLabel: label,
bonusSuccesses: this.freeSuccesses,
poolBreakdown: this.getPoolBreakdown(),
messageFlags: this.defense ? { "vermine-defense": this.defense } : null
})
this.close()
}
}
+23 -9
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@@ -359,6 +359,28 @@ export class VermineExchange {
ui.notifications.warn(game.i18n.localize('VERMINE.error_creature_no_defense'))
return
}
const defense = {
exchangeId: exchange.id,
type,
actorId: actor.id,
actorUuid: actor.uuid,
actorName: actor.name,
difficulty: exchange.difficulty,
parryLevel: type === 'parade' ? this.#parryLevel(actor) : null
}
// PNJ : pas de caractéristiques/compétences — la défense utilise la valeur
// d'Action (Expérience), difficulté verrouillée.
if (actor.type === 'npc') {
const { default: NpcRollDialog } = await import('./dialogs/npcRollDialog.mjs')
const dialog = await NpcRollDialog.create({
actor,
rolltype: 'action',
locks: { difficulty: exchange.difficulty },
defense
})
if (dialog) dialog.render(true)
return
}
const { default: RollDialog } = await import('./dialogs/rollDialog.mjs')
const locks = this.#defenseLocks(actor, exchange, type)
const dialog = await RollDialog.create({
@@ -366,15 +388,7 @@ export class VermineExchange {
rolltype: 'skill',
label: locks.skill,
locks,
defense: {
exchangeId: exchange.id,
type,
actorId: actor.id,
actorUuid: actor.uuid,
actorName: actor.name,
difficulty: exchange.difficulty,
parryLevel: type === 'parade' ? this.#parryLevel(actor) : null
}
defense
})
if (dialog) dialog.render(true)
}
+11 -4
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@@ -30,6 +30,7 @@ export class VermineUtils {
skillLevel = null,
hasSpecialty = false,
handicap = 0,
bonusSuccesses = 0,
poolBreakdown = null,
specialtyName = null,
weapon = null,
@@ -147,9 +148,9 @@ export class VermineUtils {
totemBonuses: { ...totemBonus },
baseNoD: NoD,
rerolls: Reroll,
selfControl: self_control
selfControl: self_control,
bonusSuccesses: bonusSuccesses
};
// Evaluate the roll
await roll.evaluate();
@@ -171,6 +172,7 @@ export class VermineUtils {
skillLevel,
hasSpecialty,
handicap,
bonusSuccesses,
poolBreakdown,
specialtyName,
weapon,
@@ -321,6 +323,9 @@ export class VermineUtils {
const isTotem = die.classList.contains('human') || die.classList.contains('adapted');
total += isTotem ? 2 : 1;
});
// Réussites automatiques (ex. bonus de Réaction) : ajoutées au total.
const freeSuccesses = parseInt(rollMessage.dataset?.freeSuccesses ?? '0', 10) || 0;
total += freeSuccesses;
totalEl.innerText = total;
}
@@ -488,11 +493,13 @@ export class VermineUtils {
}
// Verdict
const required = 1 + (param.handicap ?? 0);
const total = roll._total ?? 0;
const bonusSuccesses = param.bonusSuccesses ?? 0;
const total = (roll._total ?? 0) + bonusSuccesses;
const verdict = {
success: total >= required,
total,
required
required,
bonusSuccesses
};
const content = await foundry.applications.handlebars.renderTemplate("systems/vermine2047/templates/roll-message.hbs", { roll, param, diceStats, verdict });