Release Creation / build (release) Failing after 1m20s
- phase d'expérience (récompenses collectives et individuelles, objectifs, traumatisme) - jets d'apprentissage (compétences, spécialités, caractéristiques, réserves, évolution) - bonus de réserve acquis par apprentissage intégré au max dérivé - transferts de dés individuels <-> groupe dans le dialogue de jet - onglet expérience sur la fiche personnage - guide utilisateur combat (docs/user/COMBAT.md)
151 lines
6.1 KiB
JavaScript
151 lines
6.1 KiB
JavaScript
const { HandlebarsApplicationMixin } = foundry.applications.api;
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/**
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* Dialogue du meneur pour ouvrir une phase d'Expérience.
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* Permet d'attribuer les Dés d'Expérience collectifs (Danger, Découvertes,
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* Durée) au Groupe et aux personnages, ainsi que les Dés individuels
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* (Implication, Influence, Interprétation), les récompenses d'Objectifs et
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* la récompense de Traumatisme choisi.
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*/
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export default class ExperiencePhaseDialog 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-star",
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resizable: true
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},
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position: {
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width: 620,
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height: 700
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},
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actions: {
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apply: ExperiencePhaseDialog.#onApply,
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cancel: ExperiencePhaseDialog.#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/experience-phase-dialog.hbs", scrollable: [""] }
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};
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static async create() {
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return new ExperiencePhaseDialog();
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}
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get title() {
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return game.i18n.localize("VERMINE.experience_phase");
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}
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async _prepareContext() {
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const characters = game.actors.filter(a => a.type === "character");
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const groups = game.actors.filter(a => a.type === "group");
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return {
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characters: characters.map(a => ({
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id: a.id,
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name: a.name,
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dice: a.system?.experience?.dice || 0
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})),
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groups: groups.map(a => ({
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id: a.id,
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name: a.name,
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dice: a.system?.experience?.dice || 0
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})),
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rewards: [
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{ value: 0, label: game.i18n.localize("VERMINE.reward_anecdotic") },
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{ value: 1, label: game.i18n.localize("VERMINE.reward_minor") },
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{ value: 2, label: game.i18n.localize("VERMINE.reward_major") },
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{ value: 3, label: game.i18n.localize("VERMINE.reward_exceptionnal") }
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]
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};
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}
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async _onRender(context, options) {
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this.element.querySelectorAll("[data-roll]").forEach(inp => inp.addEventListener("change", () => this.#updateUI()));
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this.#updateUI();
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}
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#updateUI() {
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const danger = parseInt(this.element.querySelector("#collective-danger")?.value, 10) || 0;
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const discoveries = parseInt(this.element.querySelector("#collective-discoveries")?.value, 10) || 0;
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const duration = parseInt(this.element.querySelector("#collective-duration")?.value, 10) || 0;
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const el = this.element.querySelector("#collective-total");
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if (el) el.textContent = `${danger + discoveries + duration}D`;
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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 #onApply(event, target) {
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const collective = (parseInt(this.element.querySelector("#collective-danger")?.value, 10) || 0)
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+ (parseInt(this.element.querySelector("#collective-discoveries")?.value, 10) || 0)
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+ (parseInt(this.element.querySelector("#collective-duration")?.value, 10) || 0);
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const groupId = this.element.querySelector("#group-select")?.value || null;
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if (groupId) {
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const group = game.actors.get(groupId);
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if (group && collective > 0) {
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const current = group.system?.experience?.dice || 0;
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await group.update({ "system.experience.dice": current + collective });
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}
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}
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const results = [];
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for (const row of this.element.querySelectorAll("[data-character-id]")) {
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const id = row.dataset.characterId;
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const actor = game.actors.get(id);
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if (!actor) continue;
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const implication = parseInt(row.querySelector(`[name="implication-${id}"]`)?.value, 10) || 0;
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const influence = parseInt(row.querySelector(`[name="influence-${id}"]`)?.value, 10) || 0;
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const interpretation = parseInt(row.querySelector(`[name="interpretation-${id}"]`)?.value, 10) || 0;
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const objectiveMinor = row.querySelector(`[name="objective-minor-${id}"]`)?.checked ? 3 : 0;
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const objectiveMajor = row.querySelector(`[name="objective-major-${id}"]`)?.checked ? 5 : 0;
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const trauma = row.querySelector(`[name="trauma-${id}"]`)?.checked ? 5 : 0;
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const individual = implication + influence + interpretation;
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const bonus = objectiveMinor + objectiveMajor + trauma;
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const gained = collective + individual + bonus;
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const ex = actor.system?.experience;
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const nextPhase = (ex?.phase || 0) + 1;
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const update = {
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"system.experience.phase": nextPhase,
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"system.experience.dice": (ex?.dice || 0) + gained,
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"system.experience.collective.danger": parseInt(this.element.querySelector("#collective-danger")?.value, 10) || 0,
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"system.experience.collective.discoveries": parseInt(this.element.querySelector("#collective-discoveries")?.value, 10) || 0,
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"system.experience.collective.duration": parseInt(this.element.querySelector("#collective-duration")?.value, 10) || 0,
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"system.experience.individual.implication": implication,
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"system.experience.individual.influence": influence,
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"system.experience.individual.interpretation": interpretation,
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"system.experience.traumaReward": trauma > 0,
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"system.experience.learned.phase": nextPhase,
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"system.experience.learned.skill": false,
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"system.experience.learned.specialty": false,
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"system.experience.learned.reserve": false,
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"system.experience.learned.characteristic": false,
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"system.experience.learned.evolution": false
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};
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await actor.update(update);
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results.push({ name: actor.name, gained });
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}
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const lines = [`${game.i18n.localize("VERMINE.experience_phase")} +1`];
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if (groupId) {
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const group = game.actors.get(groupId);
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lines.push(`${group?.name ?? ""} (${game.i18n.localize("VERMINE.collective")}): +${collective}D`);
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}
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for (const r of results) {
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lines.push(`${r.name}: +${r.gained}D`);
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}
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await ChatMessage.create({
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user: game.user?._id,
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speaker: ChatMessage.getSpeaker(),
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content: `<div class="vermine-roll-message"><h3>${game.i18n.localize("VERMINE.experience_rewards")}</h3><div class="roll-context flexrow flex-wrap">${lines.map(l => `<span class="context-item">${l}</span>`).join("")}</div></div>`
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});
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this.close();
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}
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}
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