import { ChatUtility } from "./chat-utility.js";
import { RdDItemArme } from "./item-arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
import { Misc } from "./misc.js";
import { RdDBonus } from "./rdd-bonus.js";
import { RdDResolutionTable } from "./rdd-resolution-table.js";
import { RdDRoll } from "./rdd-roll.js";
import { RdDRollTables } from "./rdd-rolltables.js";
import { ReglesOptionelles } from "./regles-optionelles.js";

export class RdDCombat {

  static init() {
    this.initStorePasseArmes();
    Hooks.on("updateCombat", (combat, data) => { RdDCombat.onUpdateCombat(combat, data) });
    Hooks.on("preDeleteCombat", (combat, options) => { RdDCombat.onPreDeleteCombat(combat, options); });
  }

  /* -------------------------------------------- */
  static initStorePasseArmes() {
    game.system.rdd.combatStore = {
      attaques: {},
      defenses: {}
    };
  }

  /* -------------------------------------------- */
  static onSocketMessage(sockmsg) {
    switch (sockmsg.msg) {
      case "msg_encaisser":
        return RdDCombat.onMsgEncaisser(sockmsg.data);
      case "msg_defense":
        return RdDCombat.onMsgDefense(sockmsg.data);
    }
  }

  /* -------------------------------------------- */
  static onUpdateCombat(combat, data) {
    if (combat.data.round != 0 && combat.turns && combat.data.active) {
      RdDCombat.combatNouveauRound(combat);
    }
  }

  /* -------------------------------------------- */
  static onPreDeleteCombat(combat, options) {
    if (game.user.isGM) {
      ChatUtility.removeChatMessageContaining(`<div data-combatid="${combat.id}" data-combatmessage="actor-turn-summary">`)
      /*
      * TODO: support de plusieurs combats parallèles
      * il faudrait avoir un id de combat en plus de celui de passe d'armes
      */
      for (const key in game.system.rdd.combatStore.attaques) {
        const attackerRoll = game.system.rdd.combatStore.attaques[key];
        ChatUtility.removeChatMessageContaining(`<div data-passearme="${attackerRoll.passeArme}">`);
      }
      for (const key in game.system.rdd.combatStore.defenses) {
        const defenderRoll = game.system.rdd.combatStore.defenses[key];
        ChatUtility.removeChatMessageContaining(`<div data-passearme="${defenderRoll.passeArme}">`);
      }
      RdDCombat.initStorePasseArmes();
    }
  }

  /* -------------------------------------------- */
  static combatNouveauRound(combat) {
    let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId);
    if (game.user.isGM) {
      // seul le GM notifie le status
      this.displayActorCombatStatus(combat, turn.actor);
      // TODO Playaudio for player??
    }
  }

  /* -------------------------------------------- */
  static isActive() {
    return true;
  }

  /* -------------------------------------------- */
  static createUsingTarget(attacker) {
    const target = RdDCombat.getTarget();
    if (target == undefined) {
      ui.notifications.warn((game.user.targets?.size ?? 0) > 1
        ? "Vous devez choisir <strong>une seule</strong> cible à attaquer!"
        : "Vous devez choisir une cible à attaquer!");
    }
    const defender = target?.actor;
    const defenderTokenId = target?.data._id;
    return this.create(attacker, defender, defenderTokenId, target)
  }

  /* -------------------------------------------- */
  static getTarget() {
    if (game.user.targets && game.user.targets.size == 1) {
      for (let target of game.user.targets) {
        return target;
      }
    }
    return undefined;
  }

  /* -------------------------------------------- */
  static _storeAttaque(attackerId, attackerRoll) {
    game.system.rdd.combatStore.attaques[attackerId] = duplicate(attackerRoll);
  }

  /* -------------------------------------------- */
  static _getAttaque(attackerId) {
    return game.system.rdd.combatStore.attaques[attackerId];
  }

  /* -------------------------------------------- */
  static _deleteAttaque(attackerId) {
    delete game.system.rdd.combatStore.attaques[attackerId];
  }

  /* -------------------------------------------- */
  static _storeDefense(defenderRoll) {
    game.system.rdd.combatStore.defenses[defenderRoll.passeArme] = duplicate(defenderRoll);
  }

  /* -------------------------------------------- */
  static _getDefense(passeArme) {
    return game.system.rdd.combatStore.defenses[passeArme];
  }

  /* -------------------------------------------- */
  static _deleteDefense(passeArme) {
    delete game.system.rdd.combatStore.defenses[passeArme];
  }

  /* -------------------------------------------- */
  static create(attacker, defender, defenderTokenId, target = undefined) {
    return new RdDCombat(attacker, defender, defenderTokenId, target)
  }

  /* -------------------------------------------- */
  static createForAttackerAndDefender(attackerId, defenderTokenId) {
    const attacker = game.actors.get(attackerId);
    if (defenderTokenId) {
      const defenderToken = canvas.tokens.get(defenderTokenId);
      const defender = defenderToken.actor;

      return RdDCombat.create(attacker, defender, defenderTokenId);
    }
    return RdDCombat.createUsingTarget(attacker)
  }

  /* -------------------------------------------- */
  static onMsgEncaisser(data) {
    let attackerRoll = RdDCombat._getAttaque(data.attackerId); // Retrieve the rolldata from the store

    if (game.user.id === data.gmId) { // Seul le GM effectue l'encaissement sur la fiche
      let attacker = data.attackerId ? game.actors.get(data.attackerId) : null;
      let defender = canvas.tokens.get(data.defenderTokenId).actor;

      defender.encaisserDommages(attackerRoll, attacker);
    }

    RdDCombat._deleteDefense(attackerRoll.passeArme);
    RdDCombat._deleteAttaque(data.attackerId);
  }

  /* -------------------------------------------- */
  static onMsgDefense(msg) {
    let defenderToken = canvas.tokens.get(msg.defenderTokenId);
    if (defenderToken) {
      if (!game.user.isGM && !game.user.character) { // vérification / sanity check
        ui.notifications.error("Le joueur " + game.user.name + " n'est connecté à aucun personnage. Impossible de continuer.");
        return;
      }
      if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character._id == defenderToken.actor.data._id))) {
        const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
        const defenderRoll = msg.defenderRoll;
        RdDCombat._storeAttaque(msg.attackerId, defenderRoll.attackerRoll);
        RdDCombat._storeDefense(defenderRoll);
        rddCombat.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
        rddCombat._chatMessageDefense(msg.paramChatDefense);
      }
    }
  }

  /* -------------------------------------------- */
  static _callJetDeVie(event) {
    let actorId = event.currentTarget.attributes['data-actorId'].value;
    let actor = game.actors.get(actorId);
    actor.jetVie();
  }

  /* -------------------------------------------- */
  static registerChatCallbacks(html) {
    for (let button of [
      '#parer-button',
      '#esquiver-button',
      '#particuliere-attaque',
      '#encaisser-button',
      '#appel-chance-defense',
      '#appel-destinee-defense',
      '#appel-chance-attaque',
      '#appel-destinee-attaque',
      '#echec-total-attaque',
    ]) {
      html.on("click", button, event => {
        const rddCombat = RdDCombat.createForAttackerAndDefender(
          event.currentTarget.attributes['data-attackerId']?.value,
          event.currentTarget.attributes['data-defenderTokenId']?.value);

        rddCombat.onEvent(button, event);
        event.preventDefault();
      });
    }
    html.on("click", '#chat-jet-vie', event => {
      event.preventDefault();
      RdDCombat._callJetDeVie(event);
    });

  }

  /* -------------------------------------------- */
  constructor(attacker, defender, defenderTokenId, target) {
    this.attacker = attacker;
    this.defender = defender;
    this.target = target;
    this.attackerId = this.attacker.data._id;
    this.defenderId = this.defender.data._id;
    this.defenderTokenId = defenderTokenId;
  }

  /* -------------------------------------------- */
  async onEvent(button, event) {
    const attackerRoll = RdDCombat._getAttaque(this.attackerId);
    if (!attackerRoll) {
      ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
      return;
    }
    const defenderRoll = game.system.rdd.combatStore.defenses[attackerRoll.passeArme];
    const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value;

    const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;

    switch (button) {
      case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
      case '#parer-button': return this.parade(attackerRoll, armeParadeId);
      case '#esquiver-button': return this.esquive(attackerRoll);
      case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
      case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);

      case '#appel-chance-attaque': return this.attacker.rollAppelChance(
        () => this.attaqueChanceuse(attackerRoll),
        () => this._onEchecTotal(attackerRoll));
      case '#appel-chance-defense': return this.defender.rollAppelChance(
        () => this.defenseChanceuse(attackerRoll, defenderRoll),
        () => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true }));
      case '#appel-destinee-attaque': return this.attacker.appelDestinee(
        () => this.attaqueSignificative(attackerRoll),
        () => { });
      case '#appel-destinee-defense': return this.defender.appelDestinee(
        () => this.defenseDestinee(attackerRoll),
        () => { });
    }
  }

  /* -------------------------------------------- */
  attaqueChanceuse(attackerRoll) {
    ui.notifications.info("L'attaque est rejouée grâce à la chance")
    attackerRoll.essais.attaqueChance = true;
    this.attaque(attackerRoll, attackerRoll.arme);
  }

  /* -------------------------------------------- */
  attaqueDestinee(attackerRoll) {
    ui.notifications.info('Attaque significative grâce à la destinée')
    RdDResolutionTable.significativeRequise(attackerRoll.rolled);
    this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
    this._onAttaqueNormale(attackerRoll);
  }

  /* -------------------------------------------- */
  defenseChanceuse(attackerRoll, defenderRoll) {
    ui.notifications.info("La défense est rejouée grâce à la chance")
    attackerRoll.essais.defenseChance = true;
    attackerRoll.essais.defense = false;
    this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
    this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais);
  }

  /* -------------------------------------------- */
  defenseDestinee(attackerRoll) {
    let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme);
    if (defenderRoll) {
      ui.notifications.info('Défense significative grâce à la destinée')
      RdDResolutionTable.significativeRequise(defenderRoll.rolled);
      this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
      if (defenderRoll.arme) {
        this._onParadeNormale(defenderRoll);
      }
      else {
        this._onEsquiveNormale(defenderRoll);
      }
    }
    else {
      ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!")
    }
  }

  /* -------------------------------------------- */
  afficherOptionsDefense(attackerRoll, defenderRoll, essais) {
    ui.notifications.info("La chance n'est pas avec vous");
    this._sendMessageDefense(attackerRoll, defenderRoll, essais);
  }

  /* -------------------------------------------- */
  removeChatMessageActionsPasseArme(passeArme) {
    if (game.settings.get("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat")) {
      ChatUtility.removeChatMessageContaining(`<div data-passearme="${passeArme}">`);
    }
  }

  /* -------------------------------------------- */
  static isEchec(rollData) {
    switch (rollData.ajustements.surprise.used) {
      case 'totale': return true;
    }
    return rollData.rolled.isEchec;
  }

  /* -------------------------------------------- */
  static isEchecTotal(rollData) {
    if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
      return rollData.rolled.isEchec;
    }
    return rollData.rolled.isETotal;
  }

  /* -------------------------------------------- */
  static isParticuliere(rollData) {
    if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
      return false;
    }
    return rollData.rolled.isPart;
  }

  /* -------------------------------------------- */
  static isReussite(rollData) {
    switch (rollData.ajustements.surprise.used) {
      case 'totale': return false;
    }
    return rollData.rolled.isSuccess;
  }

  /* -------------------------------------------- */
  async attaque(competence, arme = undefined) {
    if (!await this.accorderEntite('avant-attaque')) {
      return;
    }

    let rollData = this._prepareAttaque(competence, arme);
    console.log("RdDCombat.attaque >>>", rollData);

    const dialog = await RdDRoll.create(this.attacker, rollData,
      {
        html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
        options: { height: 540 }
      }, {
      name: 'jet-attaque',
      label: 'Attaque: ' + (arme?.name ?? competence.name),
      callbacks: [
        this.attacker.createCallbackExperience(),
        { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
        { condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
        { condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
        { condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
        { condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
      ]
    });
    dialog.render(true);
  }

  /* -------------------------------------------- */
  _prepareAttaque(competence, arme) {
    let rollData = {
      passeArme: randomID(16),
      coupsNonMortels: false,
      competence: competence,
      surprise: this.attacker.getSurprise(true),
      surpriseDefenseur: this.defender.getSurprise(true),
      essais: {}
    };
    rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);

    if (this.attacker.isCreature()) {
      RdDItemCompetenceCreature.setRollDataCreature(rollData);
    }
    else if (arme) {
      // Usual competence
      rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
    }
    else {
      // sans armes: à mains nues
      rollData.arme = RdDItemArme.mainsNues({ niveau: competence.data.niveau });
    }
    return rollData;
  }

  /* -------------------------------------------- */
  async _onAttaqueParticuliere(rollData) {
    RdDCombat._storeAttaque(this.attackerId, rollData);

    // Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
    const isMeleeDiffNegative = rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0;
    ChatMessage.create({
      alias: this.attacker.name,
      whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
      content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', {
        alias: this.attacker.name,
        attackerId: this.attackerId,
        defenderTokenId: this.defenderTokenId,
        isFinesse: isMeleeDiffNegative,
        isRapide: isMeleeDiffNegative && rollData.arme.data.rapide,
        passeArme: rollData.passeArme
      })
    });
  }

  /* -------------------------------------------- */
  async _onAttaqueNormale(attackerRoll) {
    console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);

    attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
    let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
    // Save rollData for defender
    RdDCombat._storeAttaque(this.attackerId, attackerRoll);
    RdDCombat._storeDefense(defenderRoll)

    attackerRoll.show = {
      cible: this.target ? this.defender.data.name : 'la cible',
      isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
    }
    await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html');

    if (!await this.accorderEntite('avant-defense')) {
      return;
    }

    if (this.target) {
      await this._sendMessageDefense(attackerRoll, defenderRoll);
    }
  }

  /* -------------------------------------------- */
  async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) {
    console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);

    this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
    if (essaisPrecedents) {
      mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true });
    }
    const paramChatDefense = {
      passeArme: attackerRoll.passeArme,
      essais: attackerRoll.essais,
      defender: this.defender,
      attacker: this.attacker,
      attackerId: this.attackerId,
      defenderTokenId: this.defenderTokenId,
      mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"),
      armes: this._filterArmesParade(this.defender.data.items, attackerRoll.competence, attackerRoll.arme),
      diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
      attaqueParticuliere: attackerRoll.particuliere,
      attaqueCategorie: attackerRoll.competence.data.categorie,
      attaqueArme: attackerRoll.arme,
      surprise: this.defender.getSurprise(true),
      dmg: attackerRoll.dmg,
    };

    const selfMessage = essaisPrecedents != undefined;
    if (!selfMessage && (!game.user.isGM || this.defender.hasPlayerOwner)) {
      this._socketSendMessageDefense(paramChatDefense, defenderRoll);
    }
    else {
      await this._chatMessageDefense(paramChatDefense);
    }
  }

  /* -------------------------------------------- */
  async _chatMessageDefense(paramDemandeDefense) {
    ChatMessage.create({
      // message privé: du défenseur à lui même (et aux GMs)
      speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
      alias: this.attacker.name,
      whisper: ChatUtility.getWhisperRecipientsAndGMs(this.defender.name),
      content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense),
    });
  }

  /* -------------------------------------------- */
  _socketSendMessageDefense(paramChatDefense, defenderRoll) {
    // envoyer le message au destinataire
    game.socket.emit("system.foundryvtt-reve-de-dragon", {
      msg: "msg_defense", data: {
        attackerId: this.attacker?.data._id,
        defenderId: this.defender?.data._id,
        defenderTokenId: this.defenderTokenId,
        defenderRoll: duplicate(defenderRoll),
        paramChatDefense: paramChatDefense,
        rollMode: true
      }
    });
  }

  /* -------------------------------------------- */
  _filterArmesParade(items, competence) {
    items = items.filter(item => RdDItemArme.isArmeUtilisable(item) || RdDItemCompetenceCreature.isCompetenceParade(item));
    switch (competence.data.categorie) {
      case 'tir':
      case 'lancer':
        return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
      default:
        // Le fléau ne peut être paré qu’au bouclier p115
        if (competence.name == "Fléau") {
          return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
        }
        return items.filter(item => RdDItemArme.getCategorieParade(item));
    }
  }

  /* -------------------------------------------- */
  async _onAttaqueEchecTotal(attackerRoll) {

    RdDCombat._storeAttaque(this.attackerId, attackerRoll);

    // Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
    ChatMessage.create({
      whisper: ChatMessage.getWhisperRecipients(this.attacker.name),
      content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
        attackerId: this.attackerId,
        attacker: this.attacker,
        defenderTokenId: this.defenderTokenId,
        essais: attackerRoll.essais
      })
    });
  }

  /* -------------------------------------------- */
  async _onEchecTotal(rollData) {
    console.log("RdDCombat._onEchecTotal >>>", rollData);

    const arme = rollData.arme;
    const avecArme = arme?.data.categorie_parade != 'sans-armes';
    const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque");
    ChatUtility.createChatWithRollMode(this.defender.name, {
      content: `<strong>Echec total à ${action}!</strong> ` + await RdDRollTables.getMaladresse({ arme: avecArme })
    });
  }

  /* -------------------------------------------- */
  async _onAttaqueEchec(rollData) {
    console.log("RdDCombat.onAttaqueEchec >>>", rollData);
    await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');

  }

  /* -------------------------------------------- */
  async choixParticuliere(rollData, choix) {
    console.log("RdDCombat.choixParticuliere >>>", rollData, choix);

    this.removeChatMessageActionsPasseArme(rollData.passeArme);
    rollData.particuliere = choix;
    await this._onAttaqueNormale(rollData);
  }

  /* -------------------------------------------- */
  async parade(attackerRoll, armeParadeId) {
    let arme = this.defender.getArmeParade(armeParadeId);

    console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);

    let rollData = this._prepareParade(attackerRoll, arme);

    const dialog = await RdDRoll.create(this.defender, rollData,
      {
        html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
        options: { height: 540 }
      }, {
      name: 'jet-parade',
      label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
      callbacks: [
        this.defender.createCallbackExperience(),
        { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
        { condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
        { condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
        { condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
      ]
    });
    dialog.render(true);
  }

  _prepareParade(attackerRoll, armeParade) {
    const compName = armeParade.data.competence;
    const armeAttaque = attackerRoll.arme;

    let rollData = {
      passeArme: attackerRoll.passeArme,
      diffLibre: attackerRoll.diffLibre,
      attackerRoll: attackerRoll,
      competence: this.defender.getCompetence(compName),
      arme: armeParade,
      surprise: this.defender.getSurprise(true),
      needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
      needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade),
      carac: this.defender.data.data.carac,
      show: {}
    };
    rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);

    if (this.defender.isCreature()) {
      RdDItemCompetenceCreature.setRollDataCreature(rollData);
    }

    return rollData;
  }

  /* -------------------------------------------- */
  _getDiviseurSignificative(defenderRoll) {
    let facteurSign = 1;
    if (defenderRoll.surprise == 'demi') {
      facteurSign *= 2;
    }
    if (defenderRoll.needParadeSignificative) {
      facteurSign *= 2;
    }
    if (RdDBonus.isDefenseAttaqueFinesse(defenderRoll)) {
      facteurSign *= 2;
    }
    if (!ReglesOptionelles.isUsing('tripleSignificative')) {
      facteurSign = Math.min(facteurSign, 4);
    }
    return facteurSign;
  }

  /* -------------------------------------------- */
  _onParadeParticuliere(defenderRoll) {
    console.log("RdDCombat._onParadeParticuliere >>>", defenderRoll);
    if (!defenderRoll.attackerRoll.isPart) {
      // TODO: attaquant doit jouer résistance et peut être désarmé p132
      ChatUtility.createChatWithRollMode(this.defender.name, {
        content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)`
      });
    }
  }

  /* -------------------------------------------- */
  async _onParadeNormale(defenderRoll) {
    console.log("RdDCombat._onParadeNormale >>>", defenderRoll);

    await this.computeRecul(defenderRoll);
    await this.computeDeteriorationArme(defenderRoll);
    await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');

    RdDCombat._deleteDefense(defenderRoll.passeArme);
  }

  /* -------------------------------------------- */
  async _onParadeEchec(defenderRoll) {
    console.log("RdDCombat._onParadeEchec >>>", defenderRoll);

    await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');

    this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
    this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true });
    RdDCombat._storeDefense(defenderRoll);
  }

  /* -------------------------------------------- */
  async esquive(attackerRoll) {
    let esquive = this.defender.getCompetence("esquive");
    if (esquive == undefined) {
      ui.notifications.error(this.defender.name + " n'a pas de compétence 'esquive'");
      return;
    }
    console.log("RdDCombat.esquive >>>", attackerRoll, esquive);
    let rollData = this._prepareEsquive(attackerRoll, esquive);

    const dialog = await RdDRoll.create(this.defender, rollData,
      { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, {
      name: 'jet-esquive',
      label: 'Esquiver',
      callbacks: [
        this.defender.createCallbackExperience(),
        { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
        { condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) },
        { condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
        { condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) },
      ]
    });
    dialog.render(true);
  }

  /* -------------------------------------------- */
  _prepareEsquive(attackerRoll, competence) {
    let rollData = {
      passeArme: attackerRoll.passeArme,
      diffLibre: attackerRoll.diffLibre,
      attackerRoll: attackerRoll,
      competence: competence,
      surprise: this.defender.getSurprise(true),
      surpriseDefenseur: this.defender.getSurprise(true),
      carac: this.defender.data.data.carac,
      show: {}
    };
    rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);

    if (this.defender.isCreature()) {
      RdDItemCompetenceCreature.setRollDataCreature(rollData);
    }
    return rollData;
  }

  /* -------------------------------------------- */
  _onEsquiveParticuliere(rollData) {
    console.log("RdDCombat._onEsquiveParticuliere >>>", rollData);
    ChatUtility.createChatWithRollMode(this.defender.name, {
      content: "<strong>Vous pouvez esquiver une deuxième fois!</strong>"
    });
  }

  /* -------------------------------------------- */
  async _onEsquiveNormale(defenderRoll) {
    console.log("RdDCombat._onEsquiveNormal >>>", defenderRoll);
    await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');
    RdDCombat._deleteDefense(defenderRoll.passeArme);
  }

  /* -------------------------------------------- */
  async _onEsquiveEchec(defenderRoll) {
    console.log("RdDCombat._onEsquiveEchec >>>", defenderRoll);

    await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');

    this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
    this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true })
    RdDCombat._storeDefense(defenderRoll);
  }

  /* -------------------------------------------- */
  async computeDeteriorationArme(defenderRoll) {
    if (!ReglesOptionelles.isUsing('resistanceArmeParade')) {
      return;
    }
    const attackerRoll = defenderRoll.attackerRoll;
    // Est-ce une parade normale?
    if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) {
      // Est-ce que l'attaque est une particulière en force ou une charge
      if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) {

        defenderRoll.show = defenderRoll.show || {}

        const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
        let arme = defenderRoll.arme;
        let msg = "";
        if ( arme.data.magique ) {
          defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut
          if (arme.data.resistance_magique == undefined) arme.data.resistance_magique = 0; // Quick fix
          if ( dmg > arme.data.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274)
            let resistance = Misc.toInt(arme.data.resistance);
            // Jet de résistance de l'arme de parade (p.132)
            let resistRoll = await RdDResolutionTable.rollData({
              caracValue: resistance,
              finalLevel: - dmg,
              showDice: false
            });
            if ( !resistRoll.rolled.isSuccess) { 
              let perteResistance = ( dmg -  arme.data.resistance_magique)
              resistance -= perteResistance;
              defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise': 'perte';
              defenderRoll.show.perteResistance = perteResistance;
              this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
            }
          } 
        } else {
          let resistance = Misc.toInt(arme.data.resistance);
          // Jet de résistance de l'arme de parade (p.132)
          let resistRoll = await RdDResolutionTable.rollData({
            caracValue: resistance,
            finalLevel: - dmg,
            showDice: false
          });
          if (resistRoll.rolled.isSuccess) { // Perte de résistance
            defenderRoll.show.deteriorationArme = 'resiste';
          } else {
            resistance -= dmg;
            defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise': 'perte';
            defenderRoll.show.perteResistance = dmg;
            this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
          }
        }
        // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
        if (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.arme) != 'boucliers') {
          let desarme = await RdDResolutionTable.rollData({
            caracValue: this.defender.getForce(),
            finalLevel: Misc.toInt(defenderRoll.competence.data.niveau) - dmg,
            showDice: false
          });
          defenderRoll.show.desarme = desarme.rolled.isEchec;
        }
      }
    }
  }

  /* -------------------------------------------- */
  async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
    const attackerRoll = defenderRoll.attackerRoll;
    if (ReglesOptionelles.isUsing('recul') && this._isForceOuCharge(attackerRoll)) {
      const impact = this._computeImpactRecul(attackerRoll);
      const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
      if (rollRecul.rolled.isSuccess) {
        defenderRoll.show.recul = 'encaisse';
      } else if (rollRecul.rolled.isETotal || this._isReculCauseChute(impact)) {
        defenderRoll.show.recul = 'chute';
        await this.defender.addStatusEffectById('prone');
      }
      else {
        defenderRoll.show.recul = 'recul';
      }
    }
  }

  /* -------------------------------------------- */
  async _isReculCauseChute(impact) {
    const agilite = this.defender.getAgilite();
    const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact });
    return chute.rolled.isEchec;
  }

  /* -------------------------------------------- */
  _isForceOuCharge(attaque) {
    return attaque.particuliere == 'force' || attaque.tactique == 'charge';
  }

  /* -------------------------------------------- */
  _computeImpactRecul(attaque) {
    const taille = this.defender.getTaille();
    const force = this.attacker.getForce();
    const dommages = attaque.arme.data.dommagesReels;
    return taille - (force + dommages);
  }

  /* -------------------------------------------- */
  async encaisser(attackerRoll, defenderTokenId) {
    defenderTokenId = defenderTokenId || this.defenderTokenId;
    console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);

    let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme);
    if (!defenderRoll) {
      ui.notifications.warn("Cette passe d'arme est déjà terminée!")
      return;
    }
    if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) {
      this._onEchecTotal(defenderRoll);
    }

    if (game.user.isGM) { // Current user is the GM -> direct access
      attackerRoll.attackerId = this.attackerId;
      attackerRoll.defenderTokenId = defenderTokenId;

      await this.computeRecul(defenderRoll);
      this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll);
    } else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas
      game.socket.emit("system.foundryvtt-reve-de-dragon", {
        msg: "msg_encaisser",
        data: {
          attackerId: this.attackerId,
          defenderTokenId: defenderTokenId,
          attackerRoll: attackerRoll,
          gmId: game.users.entities.find(u => u.isGM)?.id,
        }
      });
    }
    RdDCombat._deleteDefense(attackerRoll.passeArme);
    this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
  }

  /* -------------------------------------------- */
  /* retourne true si on peut continuer, false si on ne peut pas continuer */
  async accorderEntite(when = 'avant-encaissement') {
    if (when != game.settings.get("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar")
      || this.defender == undefined
      || !this.defender.isEntiteCauchemar()
      || this.defender.isEntiteCauchemarAccordee(this.attacker)) {
      return true;
    }

    let rolled = await RdDResolutionTable.roll(this.attacker.getReveActuel(), - Number(this.defender.data.data.carac.niveau.value));

    let message = {
      content: "Jet de points actuels de rêve à " + rolled.finalLevel + RdDResolutionTable.explain(rolled) + "<br>",
      whisper: ChatMessage.getWhisperRecipients(this.attacker.name)
    };

    if (rolled.isSuccess) {
      await this.defender.setEntiteReveAccordee(this.attacker);
      message.content += this.attacker.name + " s'est accordé avec " + this.defender.name;
    }
    else {
      message.content += this.attacker.name + " n'est pas accordé avec " + this.defender.name;
    }

    ChatMessage.create(message);
    return rolled.isSuccess;
  }

  /* -------------------------------------------- */
  static async displayActorCombatStatus(combat, actor) {
    let data = {
      combatId: combat._id,
      alias: actor.name,
      etatGeneral: actor.getEtatGeneral(),
      isSonne: actor.getSonne(),
      blessuresStatus: actor.computeResumeBlessure(),
      SConst: actor.getSConst(),
      actorId: actor.data._id,
      isGrave: false,
      isCritique: false
    }
    if (actor.countBlessuresByName("critiques") > 0) { // Pour éviter le cumul grave + critique
      data.isCritique = true;
    } else if (actor.countBlessuresByName("graves") > 0) {
      data.isGrave = true;
    }

    ChatUtility.createChatWithRollMode(actor.name, {
      content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data)
    });
  }
}