Simuler les lancers de dés
Lorsqu'on force le résultat des dés, on force l'affichage d'un lancer donnant ce résultat avec DiceSoNice
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@ -132,18 +132,15 @@ export class RdDDice {
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}
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}
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static async roll(formula, options = { showDice: SHOW_DICE, rollMode: undefined }) {
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const roll = new Roll(formula);
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await roll.evaluate({ async: true });
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if (options.showDice != HIDE_DICE) {
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await this.showDiceSoNice(roll, options.rollMode ?? game.settings.get("core", "rollMode"));
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}
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return roll;
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static async rollTotal(formula, options = { showDice: HIDE_DICE }) {
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return (await RdDDice.roll(formula, options)).total;
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}
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static async rollTotal(formula, options = { showDice: HIDE_DICE}) {
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const roll = await RdDDice.roll(formula, options);
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return roll.total;
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static async roll(formula, options = { showDice: SHOW_DICE, rollMode: undefined }) {
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const roll = new Roll(RdDDice._formulaOrFake(formula, options));
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await roll.evaluate({ async: true });
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await this.showDiceSoNice(roll, options);
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return roll;
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}
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static async rollOneOf(array) {
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@ -160,12 +157,66 @@ export class RdDDice {
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}
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/* -------------------------------------------- */
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static async showDiceSoNice(roll, rollMode) {
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if (game.modules.get("dice-so-nice")?.active) {
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if (game.dice3d) {
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static async showDiceSoNice(roll, options) {
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if (options.showDice == HIDE_DICE || !game.modules.get("dice-so-nice")?.active || !game.dice3d) {
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return;
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}
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let { whisper, blind } = RdDDice._getWhisperBlind(options);
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if (options.forceDiceResult?.total) {
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let terms = await RdDDice._getForcedTerms(options);
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if (terms) {
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await game.dice3d.show({ throws: [{ dice: terms }] })
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return;
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}
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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}
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static _formulaOrFake(formula, options) {
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if (options?.forceDiceResult?.total) {
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options.forceDiceResult.formula = formula;
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return options.forceDiceResult.total.toString()
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}
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return formula;
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}
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static async _getForcedTerms(options) {
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const total = options.forceDiceResult.total;
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switch (options.forceDiceResult.formula) {
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case '1d100':
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return terms1d100(total);
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case "2d10":
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// TODO
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}
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return undefined;
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function terms1d100(total) {
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const unites = total % 10;
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const dizaines = Math.floor(total / 10);
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return [{
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resultLabel: dizaines * 10,
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d100Result: total,
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result: dizaines,
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type: "d100",
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vectors: [],
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options: {}
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},
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{
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resultLabel: unites,
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d100Result: total,
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result: unites,
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type: "d10",
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vectors: [],
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options: {}
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}];
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}
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}
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static _getWhisperBlind(options) {
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let whisper = null;
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let blind = false;
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rollMode = rollMode ?? game.settings.get("core", "rollMode");
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let rollMode = options.rollMode ?? game.settings.get("core", "rollMode");
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switch (rollMode) {
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case "blindroll": //GM only
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blind = true;
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@ -179,8 +230,6 @@ export class RdDDice {
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whisper = [game.user.id];
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break;
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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}
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}
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return { whisper, blind };
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}
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}
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@ -142,10 +142,8 @@ export class RdDResolutionTable {
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/* -------------------------------------------- */
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static async rollChances(chances, diviseur, forceDiceResult = -1) {
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if (forceDiceResult <= 0 || forceDiceResult > 100) {
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forceDiceResult = -1;
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}
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chances.roll = await RdDDice.rollTotal((forceDiceResult == -1) ? "1d100" : `${forceDiceResult}`, chances);
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chances.forceDiceResult = forceDiceResult <= 0 || forceDiceResult > 100 ? undefined : {total: forceDiceResult};
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chances.roll = await RdDDice.rollTotal( "1d100", chances);
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mergeObject(chances, this.computeReussite(chances, chances.roll, diviseur), { overwrite: true });
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return chances;
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}
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@ -144,6 +144,7 @@ export class RdDRoll extends Dialog {
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/* -------------------------------------------- */
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async onAction(action, html) {
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this.rollData.forceDiceResult = Number.parseInt($('#force-dice-result').val()) ?? -1;
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await RdDResolutionTable.rollData(this.rollData);
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console.log("RdDRoll -=>", this.rollData, this.rollData.rolled);
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this.actor.setRollWindowsOpened(false);
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