feat: équipement, échanges de coups et améliorations des fiches
- équipement des armes et protections (champ equipped, liste des équipés, toggle) - échanges de coups automatisés (attaque/défense/résolution/blessures dans le chat) - dialogue d'attaque par type (personnage/PNJ/créature), portées et difficultés - conservation du scroll des fiches lors des modifs (option scrollable + classe active) - verrouillage des compétences PNJ en mode jeu - corrections review combat (défenseur, difficulté >10, multi-cibles, permissions)
This commit is contained in:
@@ -0,0 +1,399 @@
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import { VermineUtils } from "../roll.mjs";
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import { VermineExchange } from "../exchange.mjs";
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const { HandlebarsApplicationMixin } = foundry.applications.api;
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/**
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* Dialogue d'attaque pour les échanges de coups.
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* Prépare le pool, la difficulté (contact / distance) et le contexte
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* d'échange (cibles, dégâts de base) selon le type d'acteur :
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* - Personnage : capacité + compétence de l'arme.
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* - PNJ : pool d'attaque du niveau de menace + réserves de rôle.
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* - Créature : pool d'attaque calculé, difficulté du statut de combat.
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*/
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export default class CombatDialog extends HandlebarsApplicationMixin(foundry.applications.api.ApplicationV2) {
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static DEFAULT_OPTIONS = {
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classes: ["vermine-roll"],
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tag: "form",
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window: {
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icon: "fas fa-crosshairs",
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resizable: false
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},
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position: {
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width: 520,
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height: 600
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},
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actions: {
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roll: CombatDialog.#onRoll,
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cancel: CombatDialog.#onCancel
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}
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};
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static PARTS = {
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main: { template: "systems/vermine2047/templates/dialogs/combat-dialog.hbs" }
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};
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static async create({ actorId, weapon = null }) {
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const actor = await game.actors.get(actorId);
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if (!actor) {
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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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const mode = actor.type === "creature" ? "contact" : VermineExchange.modeForWeapon(weapon);
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return new CombatDialog({ actor, weapon, mode });
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}
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constructor(options = {}) {
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super(options);
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this.actor = options.actor;
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this.weapon = options.weapon ?? null;
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this.mode = options.mode ?? "contact";
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this.abilityKey = VermineExchange.attackAbility(this.mode);
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this.skillKey = this.weapon?.system?.skill || null;
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this.skillValue = this.skillKey ? (this.actor.system?.skills?.[this.skillKey]?.value || 0) : 0;
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this.skillPool = this.skillValue ? (CONFIG.VERMINE.SkillLevels?.[this.skillValue]?.dicePool || 0) : 0;
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this.skillReroll = this.skillValue ? (CONFIG.VERMINE.SkillLevels?.[this.skillValue]?.reroll || 0) : 0;
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this.basePool = VermineExchange.baseAttackPool(this.actor, this.weapon, this.mode);
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this.baseDamage = VermineExchange.baseDamage(this.actor, this.weapon);
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}
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get title() {
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return game.i18n.localize("VERMINE.attack");
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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 isNpc = actor.type === "npc";
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const isCreature = actor.type === "creature";
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const targets = [...game.user.targets].map(t => ({
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id: t.actor?.id ?? null,
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uuid: t.actor?.uuid ?? null,
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name: t.name,
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canDefend: t.actor?.type !== "creature"
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}));
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let difficultyOptions = [];
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let lockedDifficulty = null;
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let defaultDifficulty = null;
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if (isCreature) {
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const d = parseInt(actor.system?.combatStatus?.difficulty, 10) || 9;
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lockedDifficulty = d;
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difficultyOptions = [{ difficulty: d, label: "", locked: true }];
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defaultDifficulty = d;
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} else if (this.mode === "ranged") {
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difficultyOptions = VermineExchange.rangeDifficultyOptions().map(o => ({
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difficulty: o.difficulty,
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label: game.i18n.localize(o.label),
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rangeKey: o.key
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}));
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defaultDifficulty = difficultyOptions[0]?.difficulty ?? 7;
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} else if (isNpc) {
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difficultyOptions = VermineExchange.npcDifficultyOptions(actor).map(d => ({
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difficulty: d,
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label: String(d)
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}));
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defaultDifficulty = difficultyOptions[0]?.difficulty ?? 7;
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} else {
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difficultyOptions = VermineExchange.contactDifficultyOptions(this.skillValue).map(d => ({
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difficulty: d,
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label: String(d)
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}));
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defaultDifficulty = difficultyOptions[0]?.difficulty ?? 7;
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}
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// Cible de type créature : défense passive, la difficulté d'attaque est
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// forcée au statut de combat de la créature (toute réussite ≥1 touche).
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const creatureTargets = targets.filter(t => t.id && !t.canDefend);
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const creatureLocked = !isCreature && creatureTargets.length && creatureTargets.length === targets.length;
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if (creatureLocked) {
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const ref = creatureTargets[0];
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const creature = ref.id ? game.actors.get(ref.id) : null;
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const actor = creature ?? (ref.uuid ? await fromUuid(ref.uuid) : null);
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const d = parseInt(actor?.system?.combatStatus?.difficulty, 10) || 7;
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lockedDifficulty = d;
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difficultyOptions = [{ difficulty: d, label: "", locked: true }];
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defaultDifficulty = d;
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}
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const threat = actor.system?.threat?.value || 1;
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const role = actor.system?.role?.value || 1;
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return {
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actor,
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system: actor.system,
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config: CONFIG.VERMINE,
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actorType: actor.type,
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mode: this.mode,
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weapon: this.weapon,
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abilityKey: this.abilityKey,
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abilityValue: actor.system?.abilities?.[this.abilityKey]?.value || 0,
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skillKey: this.skillKey,
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skillValue: this.skillValue,
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basePool: this.basePool,
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baseDamage: this.baseDamage,
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isCharacter,
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isNpc,
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isCreature,
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creatureLocked,
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npcThreatPool: isNpc ? (CONFIG.VERMINE.npcThreatLevels?.[threat]?.attack || 0) : 0,
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npcPoolMax: isNpc ? (CONFIG.VERMINE.npcRoleLevels?.[role]?.pools || 0) : 0,
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difficultyOptions,
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lockedDifficulty,
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defaultDifficulty,
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hasAmmo: this.mode === "ranged" && (this.weapon?.system?.ammo ?? 0) > 0,
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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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targets
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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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this.element.dataset.weaponId = this.weapon?.id ?? "";
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this.element.dataset.mode = this.mode;
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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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const selfControl = this.element.querySelector("#self_control");
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if (selfControl) {
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selfControl.addEventListener("change", this.#onChangeSelfControl.bind(this));
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}
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this.element.querySelector("#second-action")?.addEventListener("change", () => this.#updateUI());
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this.element.querySelector("#handicap")?.addEventListener("change", () => this.#updateUI());
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this.element.querySelector("#human-totem")?.addEventListener("change", () => this.#updateUI());
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this.element.querySelector("#adapted-totem")?.addEventListener("change", () => this.#updateUI());
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this.element.querySelector("#pools-spent")?.addEventListener("change", () => this.#updateUI());
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const ability = this.element.querySelector("#ability");
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if (ability && this.actor.type === "character") {
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const sc = this.element.querySelector("#self_control");
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if (sc) sc.max = ability.value;
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}
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this.#updateUI();
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}
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// ── Getters ──────────────────────────────────────────────────────────
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get #el() { return this.element; }
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#getDifficultyBase() {
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const el = this.#el.querySelector('input[name="combat-difficulty"]:checked');
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return parseInt(el?.value, 10) || 7;
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}
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#getSecondAction() {
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return this.#el.querySelector("#second-action")?.checked ?? false;
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}
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#getHandicap() {
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const sel = this.#el.querySelector("#handicap");
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return Math.max(0, (parseInt(sel?.value, 10) || 1) - 1);
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}
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#getSelfCtrl() {
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return parseInt(this.#el.querySelector("#self_control")?.value, 10) || 0;
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}
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#getPoolsSpent() {
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return parseInt(this.#el.querySelector("#pools-spent")?.value, 10) || 0;
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}
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#getUseAmmo() {
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return this.#el.querySelector("#use-ammo")?.checked ?? false;
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}
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#getTotems() {
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return {
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human: this.#el.querySelector("#human-totem")?.checked ?? false,
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adapted: this.#el.querySelector("#adapted-totem")?.checked ?? false
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};
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}
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#getKeepTotem() {
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return this.#el.querySelector("#keep-totem-select")?.value ?? null;
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}
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getDifficultySelect() {
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return this.#getDifficultyBase() + (this.#getSecondAction() ? 2 : 0);
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}
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getSkillCategory() {
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if (this.actor.type !== "character" || !this.skillKey) return null;
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return this.actor.system.skills[this.skillKey]?.category ?? null;
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}
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getSkillLevel() {
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return this.actor.type === "character" && this.skillValue ? this.skillValue : null;
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}
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getReroll() {
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if (this.actor.type === "npc") {
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const exp = this.actor.system?.experience?.value || 1;
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return CONFIG.VERMINE.npcExperienceLevels?.[exp]?.rerolls || 0;
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}
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if (this.actor.type === "creature") return 0;
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return this.skillReroll;
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}
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getMaxEffort() {
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if (this.actor.type === "character") return this.actor.system?.abilities?.[this.abilityKey]?.value || 0;
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return 0;
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}
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getPoolBreakdown() {
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const ability = this.actor.type === "character"
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? (this.actor.system?.abilities?.[this.abilityKey]?.value || 0)
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: 0;
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const skill = this.actor.type === "character" ? this.skillPool : 0;
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const selfControl = this.#getSelfCtrl();
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const pools = this.actor.type === "npc" ? this.#getPoolsSpent() : 0;
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const specialty = this.#hasSpecialtySelected() ? 1 : 0;
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const help = this.#el.querySelector("#helped")?.checked ? 1 : 0;
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const toolsChecked = this.#el.querySelector("input[name='usingTools']:checked");
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const tooling = toolsChecked && toolsChecked.value !== "0" ? 1 : 0;
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const group = parseInt(this.#el.querySelector("#group")?.value, 10) || 0;
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const total = this.basePool + selfControl + pools + specialty + help + tooling + group;
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return { ability, skill, selfControl, pools, 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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#hasSpecialtySelected() {
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const checked = this.#el.querySelector("input[name='usingSpecialization']:checked");
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return Boolean(checked && checked.value !== "aucune");
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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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getLabel() {
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const base = this.mode === "ranged"
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? game.i18n.localize("VERMINE.attack_ranged")
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: game.i18n.localize("VERMINE.attack_contact");
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return this.weapon ? `${base} (${this.weapon.name})` : base;
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}
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// ── UI ───────────────────────────────────────────────────────────────
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#updateUI() {
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const total = this.getDicePool();
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const totalEl = this.#el.querySelector("#dice-pool-total");
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if (totalEl) totalEl.textContent = `${total}D`;
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const finalEls = this.#el.querySelectorAll("#final-difficulty");
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for (const el of finalEls) el.textContent = this.getDifficultySelect();
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const b = this.getPoolBreakdown();
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const bonusEl = this.#el.querySelector("#total-bonus");
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if (bonusEl) bonusEl.textContent = b.selfControl + b.pools + b.specialty + b.help + b.tooling + b.group;
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const handSel = this.#el.querySelector("#handicap");
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const handEl = this.#el.querySelector("#current-handicap");
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if (handSel && handEl) {
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handEl.textContent = handSel.options[handSel.selectedIndex]?.text ?? "";
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}
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}
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#onInputChange() {
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this.#updateUI();
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}
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#onChangeSelfControl(ev) {
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const valEl = this.#el.querySelector("#self_control_value");
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if (valEl) valEl.textContent = ev.currentTarget.value;
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this.#updateUI();
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}
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static async #onCancel(event, target) {
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this.close();
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}
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static async #onRoll(event, target) {
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const selfCtrl = this.getPoolBreakdown().selfControl;
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if (selfCtrl > 0) {
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const current = this.actor?.system?.attributes?.self_control?.value ?? 0;
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if (current < selfCtrl) {
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ui.notifications.warn(game.i18n.localize("VERMINE.error_not_enough_self_control"));
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return;
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}
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}
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const finalDifficulty = this.getDifficultySelect();
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// Consommation de munitions (armes à distance)
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if (this.mode === "ranged" && this.#getUseAmmo() && this.weapon) {
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const ammo = this.weapon.system.ammo || 0;
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if (ammo > 0) {
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await this.weapon.update({ "system.ammo": ammo - 1 });
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}
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}
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if (selfCtrl > 0) {
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const newVal = this.actor.system.attributes.self_control.value - selfCtrl;
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await this.actor.update({ "system.attributes.self_control.value": newVal });
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}
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const targets = [...game.user.targets].map(t => ({
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id: t.actor?.id ?? null,
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uuid: t.actor?.uuid ?? null,
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name: t.name,
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canDefend: t.actor?.type !== "creature"
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}));
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const attack = {
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id: foundry.utils.randomID(),
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attackerId: this.actor.id,
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attackerName: this.actor.name,
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mode: this.mode,
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difficulty: finalDifficulty,
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range: this.mode === "ranged" ? this.#getRangeKey() : null,
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secondAction: this.#getSecondAction(),
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baseDamage: this.baseDamage,
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targets,
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weapon: this.weapon
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? { name: this.weapon.name, img: this.weapon.img, damage: foundry.utils.duplicate(this.weapon.system.damage) }
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: null
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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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Reroll: this.getReroll(),
|
||||
difficulty: finalDifficulty,
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handicap: this.#getHandicap(),
|
||||
rollLabel: this.getLabel(),
|
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totems: this.#getTotems(),
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self_control: selfCtrl,
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max_effort: this.getMaxEffort(),
|
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keepTotem: this.#getKeepTotem(),
|
||||
skillCategory: this.getSkillCategory(),
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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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weapon: this.weapon?.toObject() ?? null,
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targets: targets.map(t => t.name),
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attack,
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messageFlags: { "vermine-exchange": attack }
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});
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||||
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||||
this.close();
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||||
}
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|
||||
#getRangeKey() {
|
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const el = this.#el.querySelector('input[name="combat-difficulty"]:checked');
|
||||
return el?.dataset?.rangeKey ?? null;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,489 @@
|
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/**
|
||||
* Moteur de résolution des échanges de coups.
|
||||
*
|
||||
* Gère l'attaque (contact / distance), la défense (esquive / parade),
|
||||
* le calcul des dégâts, la déduction des protections et l'application
|
||||
* des blessures pour les personnages, PNJ et créatures.
|
||||
*
|
||||
* Le flux est assisté : les cartes de chat calculent et affichent tout,
|
||||
* un bouton "Appliquer" coche la blessure sur l'acteur cible.
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||||
*
|
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* Liens entre messages (flags "world") :
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* - "vermine-exchange" sur le message d'attaque
|
||||
* - "vermine-defense" sur le message de défense
|
||||
*/
|
||||
|
||||
const FLAG_EXCHANGE = 'vermine-exchange'
|
||||
const FLAG_DEFENSE = 'vermine-defense'
|
||||
|
||||
export class VermineExchange {
|
||||
|
||||
// ── Tables de difficulté ────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Capacité d'attaque selon le mode.
|
||||
* @param {string} mode 'contact' ou 'ranged'
|
||||
* @returns {string} clé de capacité (vigor / precision)
|
||||
*/
|
||||
static attackAbility(mode) {
|
||||
return mode === 'ranged' ? 'precision' : 'vigor'
|
||||
}
|
||||
|
||||
/**
|
||||
* Difficultés d'attaque au contact selon le niveau de compétence (0-5).
|
||||
* Incompétent/Débutant = 7, Confirmé = 5/7, Expert = 5/7/9,
|
||||
* Maître/Légende = 3/5/7/9.
|
||||
* @param {number} skillLevel valeur de compétence (0-5)
|
||||
* @returns {number[]}
|
||||
*/
|
||||
static contactDifficultyOptions(skillLevel) {
|
||||
switch (parseInt(skillLevel, 10) || 0) {
|
||||
case 2: return [5, 7]
|
||||
case 3: return [5, 7, 9]
|
||||
case 4:
|
||||
case 5: return [3, 5, 7, 9]
|
||||
default: return [7]
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Difficultés d'attaque à distance par portée.
|
||||
* @returns {{key: string, label: string, difficulty: number}[]}
|
||||
*/
|
||||
static rangeDifficultyOptions() {
|
||||
return [
|
||||
{ key: 'short', label: 'VERMINE.range_short', difficulty: 5 },
|
||||
{ key: 'mid', label: 'VERMINE.range_mid', difficulty: 7 },
|
||||
{ key: 'long', label: 'VERMINE.range_long', difficulty: 9 }
|
||||
]
|
||||
}
|
||||
|
||||
/**
|
||||
* Difficultés proposées au PNJ selon son niveau d'expérience
|
||||
* (champ "contact" : "7", "5 ou 7", "5,7 ou 9", "3,5,7 ou 9").
|
||||
* @param {Actor} actor
|
||||
* @returns {number[]}
|
||||
*/
|
||||
static npcDifficultyOptions(actor) {
|
||||
const level = actor.system?.experience?.value || 1
|
||||
const cfg = CONFIG.VERMINE.npcExperienceLevels?.[level] || {}
|
||||
const raw = cfg.contact || '7'
|
||||
return raw.split(',').flatMap(part => part.trim().split(/\s+ou\s+/).map(Number))
|
||||
}
|
||||
|
||||
/**
|
||||
* Mode d'attaque déduit de la compétence de l'arme.
|
||||
* @param {Item|null} weapon
|
||||
* @returns {string} 'contact' ou 'ranged'
|
||||
*/
|
||||
static modeForWeapon(weapon) {
|
||||
const skill = weapon?.system?.skill || ''
|
||||
return ['firearms', 'archery', 'throwing'].includes(skill) ? 'ranged' : 'contact'
|
||||
}
|
||||
|
||||
// ── Pool et dégâts ──────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Pool d'attaque de base (sans les bonus optionnels du dialogue).
|
||||
* Personnage : caractéristique + pool de compétence.
|
||||
* PNJ : pool d'attaque du niveau de menace.
|
||||
* Créature : pool d'attaque calculé.
|
||||
* @param {Actor} actor L'attaquant
|
||||
* @param {Item|null} weapon
|
||||
* @param {string} mode
|
||||
* @returns {number}
|
||||
*/
|
||||
static baseAttackPool(actor, weapon, mode) {
|
||||
const type = actor.type
|
||||
if (type === 'creature') {
|
||||
return actor.system?.computed?.attack || 0
|
||||
}
|
||||
if (type === 'npc') {
|
||||
const threat = actor.system?.threat?.value || 1
|
||||
return CONFIG.VERMINE.npcThreatLevels?.[threat]?.attack || 0
|
||||
}
|
||||
const abilityKey = this.attackAbility(mode)
|
||||
const ability = actor.system?.abilities?.[abilityKey]?.value || 0
|
||||
const skillKey = weapon?.system?.skill
|
||||
const skillValue = skillKey ? actor.system?.skills?.[skillKey]?.value || 0 : 0
|
||||
const skillPool = skillValue ? CONFIG.VERMINE.SkillLevels?.[skillValue]?.dicePool || 0 : 0
|
||||
return ability + skillPool
|
||||
}
|
||||
|
||||
/**
|
||||
* Dégâts de base de l'arme (hors réussites de l'attaque).
|
||||
* Le trait "Vigueur+" ajoute la vigueur de l'attaquant.
|
||||
* PNJ sans arme et créatures utilisent leurs dégâts propres.
|
||||
* @param {Actor} actor L'attaquant
|
||||
* @param {Item|null} weapon
|
||||
* @returns {number}
|
||||
*/
|
||||
static baseDamage(actor, weapon) {
|
||||
const type = actor.type
|
||||
if (type === 'creature') {
|
||||
return actor.system?.computed?.damage || 0
|
||||
}
|
||||
if (weapon?.system?.damage) {
|
||||
let base = weapon.system.damage.value || 0
|
||||
if (weapon.system.damage.addVigor) base += this.#vigor(actor)
|
||||
return base
|
||||
}
|
||||
return this.#vigor(actor)
|
||||
}
|
||||
|
||||
static #vigor(actor) {
|
||||
if (actor.type === 'npc') {
|
||||
const threat = actor.system?.threat?.value || 1
|
||||
return CONFIG.VERMINE.npcThreatLevels?.[threat]?.vigor || 0
|
||||
}
|
||||
if (actor.type === 'creature') return actor.system?.computed?.vigor || 0
|
||||
return actor.system?.abilities?.vigor?.value || 0
|
||||
}
|
||||
|
||||
// ── Protection et blessures ─────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Protection du défenseur.
|
||||
* Parade : seule la protection utilisée compte.
|
||||
* Sinon : somme des protections équipées (créature : protection de rôle).
|
||||
* @param {Actor} defender
|
||||
* @param {number|null} parryLevel Protection utilisée lors d'une parade
|
||||
* @returns {number}
|
||||
*/
|
||||
static protectionTotal(defender, parryLevel = null) {
|
||||
if (parryLevel !== null) return Math.max(0, parryLevel)
|
||||
if (defender.type === 'creature') {
|
||||
return defender.system?.computed?.protection || 0
|
||||
}
|
||||
const defenses = defender.itemTypes?.defense?.filter(d => d.system.equipped) || []
|
||||
return defenses.reduce((sum, d) => sum + (d.system.level || 0), 0)
|
||||
}
|
||||
|
||||
/**
|
||||
* Catégorie de blessure : le seuil le plus élevé inférieur ou égal
|
||||
* aux dégâts nets subis.
|
||||
* @param {number} netDamage
|
||||
* @param {Actor} defender
|
||||
* @returns {string|null} 'minorWound', 'majorWound', 'deadlyWound' ou null
|
||||
*/
|
||||
static highestWound(netDamage, defender) {
|
||||
const sys = defender.system
|
||||
const deadly = sys?.deadlyWound?.threshold ?? Number.POSITIVE_INFINITY
|
||||
const major = sys?.majorWound?.threshold ?? Number.POSITIVE_INFINITY
|
||||
const minor = sys?.minorWound?.threshold ?? Number.POSITIVE_INFINITY
|
||||
if (netDamage >= deadly) return 'deadlyWound'
|
||||
if (netDamage >= major) return 'majorWound'
|
||||
if (netDamage >= minor) return 'minorWound'
|
||||
return null
|
||||
}
|
||||
|
||||
/**
|
||||
* Clé i18n du libellé d'une catégorie de blessure.
|
||||
* @param {string|null} category
|
||||
* @returns {string}
|
||||
*/
|
||||
static woundLabelKey(category) {
|
||||
if (category === 'deadlyWound') return 'VERMINE.wounds.deadly_wounds'
|
||||
if (category === 'majorWound') return 'VERMINE.wounds.heavy_wounds'
|
||||
if (category === 'minorWound') return 'VERMINE.wounds.light_wounds'
|
||||
return 'VERMINE.no_wound'
|
||||
}
|
||||
|
||||
/**
|
||||
* Vérifie que l'utilisateur peut appliquer une blessure sur l'acteur.
|
||||
* @param {Actor} actor
|
||||
* @returns {boolean}
|
||||
*/
|
||||
static canApplyWound(actor) {
|
||||
return Boolean(actor) && (game.user.isGM || actor.isOwner)
|
||||
}
|
||||
|
||||
/**
|
||||
* Applique +1 dans la catégorie de blessure indiquée (plafonné au max).
|
||||
* @param {Actor} actor
|
||||
* @param {string} woundCategory 'minorWound' | 'majorWound' | 'deadlyWound'
|
||||
* @returns {Promise<number|boolean>} nouvelle valeur, ou false si refusé
|
||||
*/
|
||||
static async applyWound(actor, woundCategory) {
|
||||
if (!actor || !woundCategory) return null
|
||||
if (!this.canApplyWound(actor)) return false
|
||||
const current = actor.system?.[woundCategory]?.value || 0
|
||||
const max = actor.system?.[woundCategory]?.max ?? Number.POSITIVE_INFINITY
|
||||
const next = Math.min(current + 1, max)
|
||||
await actor.update({ [`system.${woundCategory}.value`]: next })
|
||||
return next
|
||||
}
|
||||
|
||||
// ── Résolution ──────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Résout l'échange pour une cible donnée (défense la plus récente liée
|
||||
* à cette cible, ou abstention si aucune défense).
|
||||
* @param {ChatMessage} attackMessage
|
||||
* @param {string|null} targetId id d'acteur de la cible (défaut : première cible)
|
||||
* @returns {Promise<Object|null>} résultat de la résolution
|
||||
*/
|
||||
static async resolve(attackMessage, targetId = null) {
|
||||
const exchange = attackMessage.getFlag('world', FLAG_EXCHANGE)
|
||||
if (!exchange) return null
|
||||
|
||||
const target = (targetId && exchange.targets?.find(t => t.id === targetId)) || exchange.targets?.[0] || null
|
||||
if (!target) return null
|
||||
|
||||
const defs = this.#defenseMessagesFor(exchange.id, target.id)
|
||||
const defenderMessage = defs[defs.length - 1]
|
||||
const defense = defenderMessage ? defenderMessage.getFlag('world', FLAG_DEFENSE) : null
|
||||
|
||||
const attackerSuccesses = this.#messageTotal(attackMessage)
|
||||
const defenderSuccesses = defense ? this.#messageTotal(defenderMessage) : 0
|
||||
const hit = attackerSuccesses > defenderSuccesses
|
||||
|
||||
// Le flag de défense porte actorId/actorUuid (clés différentes de celles
|
||||
// des cibles) : on normalise la référence avant résolution de l'acteur.
|
||||
const defenderRef = defense
|
||||
? { id: defense.actorId ?? null, uuid: defense.actorUuid ?? null, name: defense.actorName ?? '' }
|
||||
: target
|
||||
const defender = await this.#resolveDefender(defenderRef)
|
||||
|
||||
const damage = (exchange.baseDamage || 0) + attackerSuccesses
|
||||
const parryLevel = defense?.type === 'parade' ? (defense.parryLevel ?? 0) : null
|
||||
const protection = hit && parryLevel !== null
|
||||
? parryLevel
|
||||
: (defender ? this.protectionTotal(defender, hit ? null : parryLevel) : 0)
|
||||
const netDamage = hit ? Math.max(0, damage - protection) : 0
|
||||
const woundCategory = hit && defender ? this.highestWound(netDamage, defender) : null
|
||||
|
||||
return {
|
||||
exchangeId: exchange.id,
|
||||
defenderId: defenderRef.id ?? null,
|
||||
defenderUuid: defenderRef.uuid ?? null,
|
||||
defenderName: defense?.actorName || target.name || '',
|
||||
defenseType: defense?.type || null,
|
||||
attackerSuccesses,
|
||||
defenderSuccesses,
|
||||
hit,
|
||||
damage,
|
||||
protection,
|
||||
netDamage,
|
||||
woundCategory,
|
||||
woundThreshold: woundCategory && defender ? defender.system[woundCategory].threshold : null,
|
||||
canApply: Boolean(defender) && this.canApplyWound(defender)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Rend le bloc de résolution (HTML) pour insertion dans le message.
|
||||
* @param {Object} r Résultat de VermineExchange.resolve
|
||||
* @returns {string}
|
||||
*/
|
||||
static renderResolution(r) {
|
||||
const t = (key) => game.i18n.localize(key)
|
||||
const verdict = !r.hit
|
||||
? (r.defenseType === 'parade'
|
||||
? `<span class="res-parried">${t('VERMINE.missed_parade')}</span>`
|
||||
: `<span class="res-dodged">${t('VERMINE.missed_esquive')}</span>`)
|
||||
: (r.defenseType === 'parade'
|
||||
? `<span class="res-hit">${t('VERMINE.hit_parade')}</span>`
|
||||
: `<span class="res-hit">${t('VERMINE.hit')}</span>`)
|
||||
|
||||
const lines = [
|
||||
`<div class="resolution-line">${t('VERMINE.attacker_successes')}: ${r.attackerSuccesses} · ${t('VERMINE.defender_successes')}: ${r.defenderSuccesses} → ${verdict}</div>`
|
||||
]
|
||||
if (r.hit) {
|
||||
lines.push(`<div class="resolution-line">${t('VERMINE.raw_damage')}: <strong>${r.damage}</strong>${r.protection ? ` − ${t('ADVERSITY.protection')}: ${r.protection}` : ''} = ${t('VERMINE.net_damage')}: <strong>${r.netDamage}</strong></div>`)
|
||||
if (r.woundCategory) {
|
||||
lines.push(`<div class="resolution-line res-wound">${t('VERMINE.wound')}: <strong>${t(this.woundLabelKey(r.woundCategory))}</strong> (${t('VERMINE.wounds.threshold')} ${r.woundThreshold}D)</div>`)
|
||||
} else {
|
||||
lines.push(`<div class="resolution-line res-noshock">${t('VERMINE.no_wound')}</div>`)
|
||||
}
|
||||
} else {
|
||||
lines.push(`<div class="resolution-line res-nodamage">${t('VERMINE.no_damage')}</div>`)
|
||||
}
|
||||
|
||||
const apply = (r.hit && r.woundCategory && r.canApply)
|
||||
? `<button type="button" class="exchange-apply" data-action="exchange-apply" data-defender-id="${r.defenderId}" data-defender-uuid="${r.defenderUuid}" data-wound="${r.woundCategory}"><i class="fas fa-briefcase-medical"></i> ${t('VERMINE.apply_wound')}</button>`
|
||||
: ''
|
||||
|
||||
return `<div class="exchange-resolution">
|
||||
<div class="resolution-header"><i class="fas fa-exchange-alt"></i> ${t('VERMINE.resolve_result')}</div>
|
||||
${lines.join('')}
|
||||
${apply}
|
||||
</div>`
|
||||
}
|
||||
|
||||
// ── Liaison chat ────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Lie les interactions d'échange de coups sur un message de chat.
|
||||
* @param {HTMLElement} html élément du message
|
||||
* @param {ChatMessage} message
|
||||
*/
|
||||
static bindChat(html, message) {
|
||||
const exchange = message.getFlag('world', FLAG_EXCHANGE)
|
||||
if (exchange) {
|
||||
html.querySelectorAll('.exchange-defend').forEach(btn => {
|
||||
btn.addEventListener('click', ev => this.#onDefense(ev, message))
|
||||
})
|
||||
html.querySelectorAll('.exchange-resolve').forEach(btn => {
|
||||
btn.addEventListener('click', ev => this.#onResolve(ev, message))
|
||||
})
|
||||
}
|
||||
html.querySelectorAll('[data-action="exchange-apply"]').forEach(btn => {
|
||||
btn.addEventListener('click', ev => this.#onApply(ev, message))
|
||||
})
|
||||
}
|
||||
|
||||
static async #onDefense(ev, attackMessage) {
|
||||
ev.preventDefault()
|
||||
ev.stopPropagation()
|
||||
const btn = ev.currentTarget
|
||||
const exchange = attackMessage.getFlag('world', FLAG_EXCHANGE)
|
||||
if (!exchange) return
|
||||
const type = btn.dataset.type
|
||||
const actor = await this.#resolveDefender({ id: btn.dataset.targetId, uuid: btn.dataset.targetUuid })
|
||||
if (!actor) {
|
||||
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_actor_selected'))
|
||||
return
|
||||
}
|
||||
if (!game.user.isGM && !actor.isOwner) {
|
||||
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_permission'))
|
||||
return
|
||||
}
|
||||
if (actor.type === 'creature') {
|
||||
ui.notifications.warn(game.i18n.localize('VERMINE.error_creature_no_defense'))
|
||||
return
|
||||
}
|
||||
const { default: RollDialog } = await import('./dialogs/rollDialog.mjs')
|
||||
const locks = this.#defenseLocks(actor, exchange, type)
|
||||
const dialog = await RollDialog.create({
|
||||
actor,
|
||||
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
|
||||
}
|
||||
})
|
||||
if (dialog) dialog.render(true)
|
||||
}
|
||||
|
||||
static #defenseLocks(actor, exchange, type) {
|
||||
if (type === 'parade') {
|
||||
return { ability: 'vigor', skill: this.#parrySkill(actor), difficulty: exchange.difficulty }
|
||||
}
|
||||
return {
|
||||
ability: 'reflexes',
|
||||
skill: exchange.mode === 'ranged' ? 'alertness' : 'close',
|
||||
difficulty: exchange.difficulty
|
||||
}
|
||||
}
|
||||
|
||||
static #parrySkill(actor) {
|
||||
const hasMelee = actor.itemTypes?.weapon?.some(w => w.system.equipped && w.system.skill === 'melee')
|
||||
return hasMelee ? 'melee' : 'close'
|
||||
}
|
||||
|
||||
static #parryLevel(actor) {
|
||||
const defenses = actor.itemTypes?.defense?.filter(d => d.system.equipped) || []
|
||||
return defenses.reduce((best, d) => Math.max(best, d.system.level || 0), 0)
|
||||
}
|
||||
|
||||
static async #onResolve(ev, attackMessage) {
|
||||
ev.preventDefault()
|
||||
const btn = ev.currentTarget
|
||||
if (!game.user.isGM && !attackMessage.isOwner) {
|
||||
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_permission'))
|
||||
return
|
||||
}
|
||||
const exchange = attackMessage.getFlag('world', FLAG_EXCHANGE)
|
||||
if (!exchange) return
|
||||
if (!exchange.targets?.length) {
|
||||
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_target'))
|
||||
return
|
||||
}
|
||||
const wrapper = btn.closest('.exchange-actions')
|
||||
const container = wrapper?.parentElement
|
||||
if (!container) return
|
||||
container.querySelectorAll('.exchange-resolution').forEach(el => el.remove())
|
||||
|
||||
const targets = exchange.targets?.length ? exchange.targets : [null]
|
||||
for (const target of targets) {
|
||||
const result = await this.resolve(attackMessage, target?.id ?? null)
|
||||
if (!result) continue
|
||||
const block = document.createElement('div')
|
||||
block.innerHTML = this.renderResolution(result)
|
||||
const node = block.firstElementChild
|
||||
container.appendChild(node)
|
||||
this.bindChat(node, attackMessage)
|
||||
}
|
||||
|
||||
const msgEl = btn.closest('.vermine-roll-message')
|
||||
if (msgEl) await attackMessage.update({ content: msgEl.outerHTML })
|
||||
}
|
||||
|
||||
static async #onApply(ev, attackMessage) {
|
||||
ev.preventDefault()
|
||||
const btn = ev.currentTarget
|
||||
const defender = await this.#resolveDefender({ id: btn.dataset.defenderId, uuid: btn.dataset.defenderUuid })
|
||||
const wound = btn.dataset.wound
|
||||
if (!defender || !wound) return
|
||||
if (!this.canApplyWound(defender)) {
|
||||
ui.notifications.warn(game.i18n.localize('VERMINE.error_no_permission'))
|
||||
return
|
||||
}
|
||||
const next = await this.applyWound(defender, wound)
|
||||
if (next === false) return
|
||||
btn.disabled = true
|
||||
btn.innerHTML = `<i class="fas fa-check"></i> ${game.i18n.localize('VERMINE.wound_applied')}`
|
||||
// Persiste l'état du bouton seulement si l'utilisateur peut modifier le message
|
||||
if (game.user.isGM || attackMessage.isOwner) {
|
||||
const msgEl = btn.closest('.vermine-roll-message')
|
||||
if (msgEl) await attackMessage.update({ content: msgEl.outerHTML })
|
||||
}
|
||||
}
|
||||
|
||||
// ── Helpers internes ────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Résout un acteur depuis son id d'acteur monde (acteurs liés) ou son
|
||||
* uuid (tokens non liés via fromUuid).
|
||||
* @param {{id: string|null, uuid: string|null}} ref
|
||||
* @returns {Promise<Actor|null>}
|
||||
*/
|
||||
static async #resolveDefender({ id = null, uuid = null }) {
|
||||
if (id) {
|
||||
const actor = game.actors.get(id)
|
||||
if (actor) return actor
|
||||
}
|
||||
if (uuid) {
|
||||
const doc = await fromUuid(uuid)
|
||||
if (!doc) return null
|
||||
if (doc.documentType === 'Actor') return doc
|
||||
if (doc.documentType === 'Token') return doc.actor ?? null
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
static #defenseMessagesFor(exchangeId, targetId = null) {
|
||||
return game.messages.contents.filter(m => {
|
||||
const f = m.getFlag('world', FLAG_DEFENSE)
|
||||
if (!f || f.exchangeId !== exchangeId) return false
|
||||
if (targetId) return f.actorId === targetId
|
||||
return true
|
||||
})
|
||||
}
|
||||
|
||||
static #messageTotal(message) {
|
||||
const el = document.createElement('div')
|
||||
el.innerHTML = message.content || ''
|
||||
const totalEl = el.querySelector('#total')
|
||||
const val = parseInt(totalEl?.innerText, 10)
|
||||
return Number.isNaN(val) ? 0 : val
|
||||
}
|
||||
}
|
||||
@@ -12,6 +12,7 @@ export const preloadHandlebarsTemplates = async function () {
|
||||
"systems/vermine2047/templates/actor/parts/actor-items.hbs",
|
||||
"systems/vermine2047/templates/actor/parts/actor-weapons.hbs",
|
||||
"systems/vermine2047/templates/actor/parts/actor-defenses.hbs",
|
||||
"systems/vermine2047/templates/actor/parts/actor-equipped-gear.hbs",
|
||||
|
||||
// Character partials.
|
||||
"systems/vermine2047/templates/actor/character/character-id.hbs",
|
||||
|
||||
@@ -41,6 +41,10 @@ export const registerHooks = function () {
|
||||
});
|
||||
|
||||
Hooks.on('renderChatMessageHTML', async (message, html, data) => {
|
||||
// Échanges de coups : liaisons ouvertes à tous (propriétaires de cibles inclus)
|
||||
const { VermineExchange } = await import('./exchange.mjs');
|
||||
VermineExchange.bindChat(html, message);
|
||||
|
||||
let rerollTitle = html.querySelector(".reroll-fromroll h4");
|
||||
if (rerollTitle) {
|
||||
rerollTitle.addEventListener("click", () => { html.querySelector(".reroll").classList.toggle('visible') })
|
||||
|
||||
+13
-2
@@ -31,7 +31,11 @@ export class VermineUtils {
|
||||
hasSpecialty = false,
|
||||
handicap = 0,
|
||||
poolBreakdown = null,
|
||||
specialtyName = null
|
||||
specialtyName = null,
|
||||
weapon = null,
|
||||
targets = [],
|
||||
attack = null,
|
||||
messageFlags = null
|
||||
}) {
|
||||
// Validate inputs
|
||||
if (!actor) {
|
||||
@@ -168,7 +172,11 @@ export class VermineUtils {
|
||||
hasSpecialty,
|
||||
handicap,
|
||||
poolBreakdown,
|
||||
specialtyName
|
||||
specialtyName,
|
||||
weapon,
|
||||
targets,
|
||||
attack,
|
||||
messageFlags
|
||||
});
|
||||
|
||||
return roll;
|
||||
@@ -493,6 +501,9 @@ export class VermineUtils {
|
||||
speaker: ChatMessage.getSpeaker(),
|
||||
content: content
|
||||
};
|
||||
if (param.messageFlags) {
|
||||
chatData.flags = { world: param.messageFlags };
|
||||
}
|
||||
const msg = await ChatMessage.create(chatData);
|
||||
return msg;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user