386d80639c
- Fix constructor in rollDialog.mjs (spread operator for options) - Remove all console.log statements from production code - Add comprehensive JSDoc comments for all public APIs - Convert French comments to English for consistency - Use parseInt with radix parameter (10) throughout - Replace let with const where appropriate - Use Set for O(1) lookups in group-link.mjs methods - Use spread operators for array cloning - Optimize removeActorFromAllGroups with Set lookups - Improve registerHooks with better comments and Set usage - Simplify roll-message.hbs template logic - Fix duplicate VERMINE key in lang/fr.json - Add missing error translations - Add .eslintrc.js with FoundryVTT-compatible linting config Compatibility: FoundryVTT v11-v14 Generated by Mistral Vibe. Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
596 lines
21 KiB
JavaScript
596 lines
21 KiB
JavaScript
import { VermineUtils } from "../roll.mjs";
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/**
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* Dialog for rolling dice in Vermine2047.
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* Handles dice pool calculation, modifiers, and roll execution.
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*/
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export default class RollDialog extends Dialog {
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/**
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* Creates a new RollDialog instance.
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* @param {Object} data - The data for the dialog
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* @param {HTMLElement} html - The HTML content of the dialog
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* @param {Object} options - The options for the dialog
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* @param {Function} [close] - The callback function for closing the dialog
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*/
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constructor(data, html, options, close = undefined) {
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const conf = {
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title: "jet de dés",
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content: html,
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buttons: {
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roll: {
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icon: '<i class="fas fa-check"></i>',
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label: "Lancer !",
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callback: () => this._onRoll()
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},
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cancel: {
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icon: '<i class="fas fa-times"></i>',
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label: "Annuler",
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callback: () => this.close()
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}
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},
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close: close
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};
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super({ ...conf, ...data }, options);
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// Store reference to close callback
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this._closeCallback = close;
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}
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/**
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* Creates a new RollDialog instance.
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* @param {Object} [data] - The data for the dialog
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* @param {string} [data.label] - Roll label
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* @param {string} [data.rolltype] - Roll type
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* @param {number} [data.NoD=1] - Number of dice
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* @param {boolean} [data.Reroll=false] - Allow rerolls
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* @param {string} [data.actorId] - Actor ID for the roll
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* @returns {Promise<RollDialog|null>} The RollDialog instance or null if creation failed
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*/
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static async create(data = {
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label: null,
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rolltype: null,
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NoD: 1,
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Reroll: false,
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actorId: game.user.character?.id ?? canvas.tokens.controlled[0]?.actor?.id
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}) {
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// Validate actorId
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const actorId = data.actorId;
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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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return null;
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}
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// Retrieve the actor data based on the actorId
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data.actor = await game.actors.get(actorId);
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if (!data.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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data.availableSpecialties = data.actor.items.filter(item => item.type === "specialty");
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data.availableItems = data.actor.items.filter(item => item.type === "item");
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data.config = CONFIG.VERMINE;
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// Define options for the dialog
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const options = {
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classes: ["vermineDialog"],
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width: "fit-content",
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height: 'fit-content',
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zIndex: 99999
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};
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// Render the HTML template for the dialog
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const html = await renderTemplate('systems/vermine2047/templates/dialogs/roll-dialog.hbs', data);
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// Return a new RollDialog instance with the provided data, HTML, and options
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return new RollDialog(data, html, options);
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}
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/**
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* Retrieves the default options for the RollDialog.
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*/
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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focus: true,
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classes: ["dialog vermine-roll"],
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});
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}
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/**
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* Retrieves the data for the dialog.
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* @returns {Object} The context data for the dialog
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*/
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getData() {
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// Get the context data from the superclass
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const context = super.getData();
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context.data = this.data;
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context.config = CONFIG.VERMINE;
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return context;
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}
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/**
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* Prepares items for display.
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* @returns {Array} Filtered list of items
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*/
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prepareItems() {
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return this.data.actor.items.filter(it => it.type === "item");
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}
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/**
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* Prepares specialties for display.
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* @returns {Array} Filtered list of specialties
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*/
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prepareSpecialties() {
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return this.data.actor.items.filter(it => it.type === "specialty");
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}
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/**
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* Activates event listeners for the dialog.
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* @param {HTMLElement} html - The HTML element of the dialog.
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*/
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async activateListeners(html) {
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// Activate event listeners from the superclass
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super.activateListeners(html);
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// Initialize UI elements
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this._html = html;
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// Retrieve roll data and set up event listeners
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await this.getRollData();
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// Set up event listeners for all roll-related inputs
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const rollInputs = html.find('[data-roll]');
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for (const inp of rollInputs) {
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inp.addEventListener('change', this._onRollInputChange.bind(this));
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}
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this.displaySpecialties();
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const selectAbil = html.find('#ability')[0];
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// Set the maximum value for self control based on ability value
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html.find("#self_control")[0].max = selectAbil.value;
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selectAbil.addEventListener('change', this._onChangeAbility.bind(this));
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const selfControl = html.find('#self_control')[0];
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// Add event listener for self control changes
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selfControl.addEventListener('change', this._onChangeSelfControl.bind(this));
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// Set up difficulty change listener
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html.find('#difficulty')[0].addEventListener('change', this._onDifficultyChange.bind(this));
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// Set up handicap change listener
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html.find('#handicap')[0].addEventListener('change', this._onHandicapChange.bind(this));
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// Set up totem checkbox listeners
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html.find('#human-totem')[0]?.addEventListener('change', this._onTotemChange.bind(this));
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html.find('#adapted-totem')[0]?.addEventListener('change', this._onTotemChange.bind(this));
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// Initial update of all UI elements
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this._updateUI();
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};
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/**
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* Retrieves the roll data for the dialog.
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* @param {Event} _ev - The event triggering the roll data retrieval (unused).
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*/
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getRollData(_ev) {
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// Calculate and store the roll data
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this.rollData = {
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actor: this.data.actor,
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NoD: this.getDicePool(),
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Reroll: this.getReroll(),
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difficulty: this.getDifficulty(),
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handicap: this.getHandicap(),
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rollType: this.getRollType(),
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rollLabel: this.getLabel(),
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totems: this.getTotems(),
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self_control: this.getSelfControl(),
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max_effort: this.getMaxEffort(),
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keepTotem: this.getKeepTotem(),
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skillCategory: this.getSkillCategory()
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};
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this.displaySpecialties();
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this._updateUI();
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};
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/**
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* Gets the selected skill category
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* @returns {string|null} - The skill category
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*/
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getSkillCategory() {
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const html = this.element[0];
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const skillSelect = html.querySelector('#skill');
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if (skillSelect && skillSelect.selectedIndex > 0) {
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const selectedOption = skillSelect.options[skillSelect.selectedIndex];
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return selectedOption.dataset.category || null;
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}
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return null;
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}
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/**
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* Gets the selected skill level
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* @returns {number|null} - The skill level
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*/
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getSkillLevel() {
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const html = this.element[0];
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const skillSelect = html.querySelector('#skill');
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if (skillSelect && skillSelect.selectedIndex > 0) {
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const selectedOption = skillSelect.options[skillSelect.selectedIndex];
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return parseInt(selectedOption.value) || null;
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}
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return null;
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}
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/**
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* Checks if a specialty is selected
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* @returns {boolean} - True if a specialty is selected
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*/
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hasSpecialtySelected() {
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const html = this.element[0];
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const specialtyRadio = html.querySelector('input[name="usingSpecialization"]:checked');
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return specialtyRadio && specialtyRadio.value !== 'aucune';
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}
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/**
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* Handles changes to roll inputs and updates UI.
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* @param {Event} ev - The change event.
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*/
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_onRollInputChange(ev) {
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this.getRollData(ev);
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}
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/**
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* Updates all UI elements based on current roll data
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*/
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_updateUI() {
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if (!this._html) return;
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const html = this._html[0];
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// Update total dice pool display
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const totalDice = this.getDicePool();
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const totalEl = html.querySelector('#dice-pool-total');
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if (totalEl) {
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totalEl.textContent = `${totalDice}D`;
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}
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// Update bonus count
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const bonusCount = this._calculateBonusCount();
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const bonusEl = html.querySelector('#total-bonus');
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if (bonusEl) {
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bonusEl.textContent = bonusCount;
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}
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// Update difficulty display
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const difficultyEl = html.querySelector('#current-difficulty');
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const difficultySelect = html.querySelector('#difficulty');
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if (difficultyEl && difficultySelect) {
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const selectedIndex = difficultySelect.selectedIndex;
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const diffValue = parseInt(difficultySelect.options[selectedIndex].value);
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const diffLabel = difficultySelect.options[selectedIndex].text.split(' ')[0];
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difficultyEl.textContent = `${diffLabel} (${diffValue})`;
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}
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// Update handicap display
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const handicapEl = html.querySelector('#current-handicap');
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const handicapSelect = html.querySelector('#handicap');
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if (handicapEl && handicapSelect) {
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const selectedIndex = handicapSelect.selectedIndex;
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handicapEl.textContent = handicapSelect.options[selectedIndex].text;
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}
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// Update ability score display
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const abilSelect = html.querySelector('#ability');
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const abilScoreEl = html.querySelector('#abilityScoreValue');
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if (abilSelect && abilScoreEl) {
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const selectedIndex = abilSelect.selectedIndex;
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if (selectedIndex > 0) {
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abilScoreEl.textContent = abilSelect.options[selectedIndex].value;
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} else {
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abilScoreEl.textContent = '0';
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}
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}
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// Update specialty display
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const specialtyRadios = html.querySelectorAll('input[name="usingSpecialization"]:checked');
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const currentSpecEl = html.querySelector('.current-specialty');
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if (currentSpecEl && specialtyRadios.length > 0) {
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const checkedRadio = specialtyRadios[0];
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currentSpecEl.textContent = checkedRadio.value === 'aucune' ? game.i18n.localize('VERMINE.none') : checkedRadio.value;
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}
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}
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/**
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* Calculates the bonus count for display.
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* @returns {number} Total bonus dice.
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*/
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_calculateBonusCount() {
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let bonus = 0;
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// Help bonus
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if (this._html?.find('#helped')[0]?.checked) {
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bonus += 1;
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}
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// Group bonus
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const groupValue = parseInt(this._html?.find('#group')[0]?.value, 10) || 0;
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bonus += groupValue;
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// Self control bonus
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const selfControlValue = parseInt(this._html?.find('#self_control')[0]?.value, 10) || 0;
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bonus += selfControlValue;
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// Tools bonus
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const toolsChecked = this._html?.find('input[name="usingTools"]:checked')[0]?.value !== '0';
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if (toolsChecked) {
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bonus += 1;
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}
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// Totems bonus
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if (this._html?.find('#human-totem')[0]?.checked) {
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bonus += parseInt(this.data.actor?.system?.adaptation?.totems?.human?.value, 10) || 0;
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}
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if (this._html?.find('#adapted-totem')[0]?.checked) {
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bonus += parseInt(this.data.actor?.system?.adaptation?.totems?.adapted?.value, 10) || 0;
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}
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// Specialty bonus
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const specialtyChecked = this._html?.find('input[name="usingSpecialization"]:checked')[0]?.value !== 'aucune';
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if (specialtyChecked) {
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bonus += 1;
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}
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return bonus;
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}
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/**
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* Handles difficulty change
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* @param {Event} ev - The change event
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*/
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_onDifficultyChange(ev) {
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this._updateUI();
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}
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/**
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* Handles handicap change
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* @param {Event} ev - The change event
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*/
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_onHandicapChange(ev) {
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this._updateUI();
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}
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/**
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* Handles totem checkbox change
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* @param {Event} ev - The change event
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*/
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_onTotemChange(ev) {
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this._updateUI();
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}
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/**
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* Gets the selected totem to keep (for dual totem rolls)
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* @returns {string|null} - The totem to keep ('human', 'adapted', or null)
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*/
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getKeepTotem() {
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const keepTotemSelect = this._html?.find('#keep-totem-select')[0];
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if (keepTotemSelect) {
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return keepTotemSelect.value;
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}
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// Default to null (both totems used)
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return null;
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}
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/**
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* Handles the change in self control value.
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* @param {Event} ev - The event triggering the change in self control value.
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*/
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_onChangeSelfControl(ev) {
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const html = this.element[0];
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const selfControlValueElement = html.querySelector('#self_control_value');
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if (selfControlValueElement) {
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selfControlValueElement.innerText = ev.currentTarget.value;
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}
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}
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/**
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* Retrieves the handicap value from the HTML element.
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* @returns {number} The handicap value.
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*/
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getHandicap() {
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const html = this.element[0];
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const handicapValue = html.querySelector('#handicap')?.value ?? '1';
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return parseInt(handicapValue, 10);
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}
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/**
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* Gets the roll type (ability or skill).
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* @returns {string} The roll type: 'skill' or 'ability'.
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*/
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getRollType() {
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const html = this.element[0];
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return html.querySelector('select#skill')?.value ? "skill" : "ability";
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}
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/**
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* Gets the label for the roll.
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* @returns {string} The roll label.
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*/
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getLabel() {
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const html = this.element[0];
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const rollType = this.getRollType();
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if (rollType === "skill") {
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const skillSelect = html.querySelector('select#skill');
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const selectedIndex = skillSelect?.selectedIndex ?? 0;
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return skillSelect?.options[selectedIndex]?.dataset?.label ?? "";
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}
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const abilitySelect = html.querySelector('select#ability');
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const selectedIndex = abilitySelect?.selectedIndex ?? 0;
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return abilitySelect?.options[selectedIndex]?.dataset?.label ?? "";
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}
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/**
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* Displays specialties related to the selected skill.
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*/
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displaySpecialties() {
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const specialties = this.element[0]?.querySelectorAll('[data-spec-skill]');
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if (specialties) {
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specialties.forEach(specEl => {
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specEl.style.display = "inline";
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});
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}
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}
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/**
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* Retrieves the self control value from the HTML element.
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* @returns {number} The self control value.
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*/
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getSelfControl() {
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const html = this.element[0];
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const selfControlValue = html.querySelector('#self_control')?.value ?? '0';
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return parseInt(selfControlValue, 10);
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}
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/**
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* Retrieves the maximum effort value from the HTML element.
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* @returns {number} The maximum effort value.
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*/
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getMaxEffort() {
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const html = this.element[0];
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const abilityValue = html.querySelector('#ability')?.value ?? '0';
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return parseInt(abilityValue, 10);
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}
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/**
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* Retrieves the selected totems from the HTML element.
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* @returns {Object} An object containing the selected totems {human: boolean, adapted: boolean}.
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*/
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getTotems() {
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const html = this.element[0];
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return {
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human: html.querySelector('#human-totem')?.checked ?? false,
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adapted: html.querySelector('#adapted-totem')?.checked ?? false
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};
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}
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/**
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* Handles the change in ability value.
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* @param {Event} ev - The event triggering the change in ability value.
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*/
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_onChangeAbility(ev) {
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const html = this.element[0];
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const abilitySelect = html.querySelector('#ability');
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const selectedIndex = abilitySelect?.selectedIndex ?? 0;
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const score = abilitySelect?.options[selectedIndex]?.value ?? '0';
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const scoreElement = html.querySelector('#abilityScore');
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if (scoreElement) {
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scoreElement.value = score;
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}
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const selfControlElement = html.querySelector('#self_control');
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if (selfControlElement) {
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selfControlElement.max = score;
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}
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}
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/**
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* Retrieves the total dice pool based on various factors.
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* @returns {number} The total dice pool value.
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*/
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getDicePool() {
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// Retrieve the HTML element
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const html = this.element[0];
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// Safely get ability value
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const abilitySelect = html.querySelector('#ability');
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const abilValue = abilitySelect?.options[abilitySelect?.selectedIndex]?.value ?? 0;
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// Safely get skill value and pool
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const skillSelect = html.querySelector('#skill');
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const skillOption = skillSelect?.options[skillSelect?.selectedIndex];
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const skillValue = skillOption?.dataset?.pool ?? 0;
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// Get the self control value
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const selfControl = html.querySelector('#self_control')?.value ?? 0;
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// Calculate bonuses based on certain conditions
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const bonuses =
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(html.querySelector('#usingSpecialization')?.checked ? 1 : 0) +
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(html.querySelector('#helped')?.checked ? 1 : 0) +
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(html.querySelector('#usingTools')?.checked ? 1 : 0);
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// Calculate the total dice pool
|
|
const total = parseInt(abilValue, 10) + parseInt(selfControl, 10) + parseInt(skillValue, 10) + bonuses;
|
|
return total || 0;
|
|
}
|
|
|
|
/**
|
|
* Retrieves the reroll value based on selected skill.
|
|
* @returns {number} The reroll value.
|
|
*/
|
|
getReroll() {
|
|
const html = this.element[0];
|
|
const skillSelect = html.querySelector('#skill');
|
|
const selectedIndex = skillSelect?.selectedIndex ?? 0;
|
|
const rerollValue = skillSelect?.options[selectedIndex]?.dataset?.reroll ?? '0';
|
|
return parseInt(rerollValue, 10) || 0;
|
|
}
|
|
|
|
/**
|
|
* Retrieves the difficulty value based on selected option.
|
|
* @returns {number} The difficulty value.
|
|
*/
|
|
getDifficulty() {
|
|
const html = this.element[0];
|
|
const difficultySelect = html.querySelector('#difficulty');
|
|
const selectedIndex = difficultySelect?.selectedIndex ?? 0;
|
|
const diffValue = difficultySelect?.options[selectedIndex]?.value ?? '0';
|
|
return parseInt(diffValue, 10) || 0;
|
|
}
|
|
|
|
/**
|
|
* Performs a dice roll based on the roll data and handles self control checks.
|
|
* @returns {Promise<Roll|false>} A promise that resolves with the Roll result or false if cancelled.
|
|
*/
|
|
async _onRoll() {
|
|
// Check if self control is required for the roll
|
|
if (this.rollData.self_control > 0) {
|
|
// Check if the actor has enough self control
|
|
const currentSelfControl = this.rollData.actor?.system?.attributes?.self_control?.value ?? 0;
|
|
if (currentSelfControl < this.rollData.self_control) {
|
|
// Display a warning message if self control is insufficient
|
|
ui.notifications.warn(game.i18n.localize('VERMINE.error_not_enough_self_control'));
|
|
// Re-render the dialog
|
|
this.render(true);
|
|
return false; // Exit the function if self control is insufficient
|
|
}
|
|
}
|
|
|
|
const caracName = this.element[0]?.querySelector('[name="ability"]')?.value;
|
|
if (caracName === "0" || caracName === undefined) {
|
|
// Display a warning message if no ability selected
|
|
ui.notifications.warn(game.i18n.localize('VERMINE.error_select_ability'));
|
|
// Re-render the dialog
|
|
this.render(true);
|
|
return false; // Exit the function if no ability
|
|
}
|
|
|
|
// Deduct self control points if necessary
|
|
if (this.rollData.self_control > 0) {
|
|
const newSelfControl = this.rollData.actor.system.attributes.self_control.value - this.rollData.self_control;
|
|
// Update the actor's self control value
|
|
await this.rollData.actor.update({
|
|
"system.attributes.self_control.value": newSelfControl
|
|
});
|
|
}
|
|
|
|
// Perform the dice roll using VermineUtils
|
|
return VermineUtils.roll({
|
|
...this.rollData,
|
|
skillLevel: this.getSkillLevel(),
|
|
hasSpecialty: this.hasSpecialtySelected()
|
|
});
|
|
}
|
|
} |