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";

/* -------------------------------------------- */
const premierRoundInit = [
  { pattern: 'hast', init: 3.90 },
  { pattern: 'lance', init: 3.85 },
  { pattern: 'baton', init: 3.80 },
  { pattern: 'doubledragonne', init: 3.75 },
  { pattern: 'esparlongue', init: 3.70 },
  { pattern: 'epeedragonne', init: 3.65 },
  { pattern: 'epeebatarde', init: 3.60 },
  { pattern: 'epeecyane', init: 3.55 },
  { pattern: 'epeesorde', init: 3.50 },
  { pattern: 'grandehache', init: 3.45 },
  { pattern: 'bataille', init: 3.40 },
  { pattern: 'epeegnome', init: 3.35 },
  { pattern: 'masse', init: 3.30 },
  { pattern: 'gourdin', init: 3.25 },
  { pattern: 'fléau', init: 3.20 },
  { pattern: 'dague', init: 3.15 },
  { pattern: 'autre', init: 3.10 },
];

/* -------------------------------------------- */
export class RdDCombatManager extends Combat {

  static init() {
    /* -------------------------------------------- */
    Hooks.on("getCombatTrackerEntryContext", (html, options) => {
      RdDCombatManager.pushInitiativeOptions(html, options);
    });
  }

  /* -------------------------------------------- */
  cleanItemUse() {
    for (let turn of this.turns) {
      turn.actor.resetItemUse()
    }
  }

  /* -------------------------------------------- */
  cleanSonne() {
    for (let combatant of this.data.combatants) {
      if (combatant.actor) {
        combatant.actor.verifierSonneRound(this.current.round);
      }
      else {
        ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`)
      }
    }
  }

  /* -------------------------------------------- */
  async nextRound() {
    //console.log('New round !');s
    this.cleanItemUse();
    this.cleanSonne();
    return super.nextRound();
  }

  /************************************************************************************/
  async rollInitiative(ids, formula = undefined, messageOptions = {}) {
    console.log(`${game.data.system.data.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
    // Structure input data
    ids = typeof ids === "string" ? [ids] : ids;
    const currentId = this.combatant._id;
    // calculate initiative
    for (let cId = 0; cId < ids.length; cId++) {
      const combatant = this.getCombatant(ids[cId]);
      //if (!c) return results;

      let rollFormula = formula; // Init per default
      if (!rollFormula) {
        let armeCombat, competence;
        if (combatant.actor.data.type == 'creature' || combatant.actor.data.type == 'entite') {
          for (const competenceItemData of combatant.actor.data.items) {
            if (competenceItemData.data.iscombat) {
              competence = duplicate(competenceItemData);
            }
          }
          rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, competence.data.carac_value) + ")/100)";
        } else {
          for (const itemData of combatant.actor.data.items) {
            if (itemData.type == "arme" && itemData.data.equipe) {
              armeCombat = duplicate(itemData);
            }
          }
          let compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.data.competence;
          competence = RdDItemCompetence.findCompetence(combatant.actor.data.items, compName);
          let bonusEcaille = (armeCombat && armeCombat.data.magique) ? armeCombat.data.ecaille_efficacite : 0;
          rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, Misc.data(combatant.actor).data.carac[competence.data.defaut_carac].value, bonusEcaille) + ")/100)";
        }
      }
      //console.log("Combatat", c);
      const roll = combatant.getInitiativeRoll(rollFormula);
      if (roll.total <= 0) roll.total = 0.00;
      console.log("Compute init for", rollFormula, roll.total);
      await this.updateEmbeddedDocuments("Combatant", [{ _id: combatant._id, initiative: roll.total }]);

      // Send a chat message
      let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
      let messageData = mergeObject(
        {
          speaker: {
            scene: canvas.scene._id,
            actor: combatant.actor ? combatant.actor._id : null,
            token: combatant.token._id,
            alias: combatant.token.name,
            sound: CONFIG.sounds.dice,
          },
          flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})
          <br>
          `,
        },
        messageOptions
      );
      roll.toMessage(messageData, { rollMode, create: true });

      RdDCombatManager.processPremierRoundInit();
    }
    return this;
  };

  /* -------------------------------------------- */
  static calculInitiative(niveau, caracValue, bonusEcaille = 0) {
    let base = niveau + Math.floor(caracValue / 2);
    base += bonusEcaille;
    return "1d6" + (base >= 0 ? "+" : "") + base;
  }

  /* -------------------------------------------- */
  /** Retourne une liste triée d'armes avec le split arme1 main / arme 2 main */
  static finalizeArmeList(armes, competences, carac) {
    // Gestion des armes 1/2 mains
    let armesEquipe = [];
    for (const arme of armes) {
      let armeData = Misc.data(arme);
      if (armeData.data.equipe) {
        let compData = competences.map(c => Misc.data(c)).find(c => c.name == armeData.data.competence);
      
        armesEquipe.push(armeData);
        armeData.data.initiative = RdDCombatManager.calculInitiative(armeData.data.niveau, carac[compData.data.defaut_carac].value);
        // Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
        if (armeData.data.unemain && !armeData.data.deuxmains) {
          armeData.data.mainInfo = "(1m)";
        } else if (!armeData.data.unemain && armeData.data.deuxmains) {
          armeData.data.mainInfo = "(2m)";
        } else if (armeData.data.unemain && armeData.data.deuxmains) {
          armeData.data.mainInfo = "(1m)";
          let arme2main = duplicate(armeData);
          arme2main.data.mainInfo = "(2m)";
          arme2main.data.dommages = arme2main.data.dommages.split("/")[1]; // Existence temporaire uniquement dans la liste des armes, donc OK
          arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace !
          let comp = Misc.data(competences.find(c => c.name == arme2main.data.competence));
          arme2main.data.niveau = comp.data.niveau;
          arme2main.data.initiative = RdDCombatManager.calculInitiative(arme2main.data.niveau, carac[comp.data.defaut_carac].value);
          armesEquipe.push(arme2main);
        }
      }
    }
    return armesEquipe.sort(Misc.ascending(armeData => armeData.name + (armeData.data.mainInfo ?? '')));
  }

  /* -------------------------------------------- */
  static buildListeActionsCombat(combatant) {
    if (combatant.actor == undefined) {
      ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`)
      return [];
    }
    const actorData = Misc.data(combatant.actor);
    let items = combatant.actor.data.items;
    let actions = []
    if (combatant.actor.isCreature()) {
      actions = actions.concat(items.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
        .map(competence => RdDItemCompetenceCreature.toArme(competence)));
    } else {
      // Recupération des items 'arme'
      let armes = items.filter(it => RdDItemArme.isArmeUtilisable(it))
        .concat(RdDItemArme.mainsNues());

      let competences = items.filter(it => it.type == 'competence');
      actions = actions.concat(RdDCombatManager.finalizeArmeList(armes, competences, actorData.data.carac));
      
      if (actorData.data.attributs.hautrevant.value){
        actions.push({ name: "Draconic", data: { initOnly: true, competence: "Draconic" } });
      }
    }

    actions.push({ name: "Autre action", data: { initOnly: true, competence: "Autre action" } });
    for (let index = 0; index < actions.length; index++) {
      actions[index].index = index;
    }
    return actions;
  }

  /* -------------------------------------------- */
  static processPremierRoundInit() {
    // Check if we have the whole init !
    if (game.user.isGM && game.combat.current.round == 1) {
      let initMissing = game.combat.data.combatants.find(it => !it.initiative);
      if (!initMissing) { // Premier round !
        for (let combatant of game.combat.data.combatants) {
          let arme = combatant.initiativeData?.arme;
          //console.log("Parsed !!!", combatant, initDone, game.combat.current, arme);
          if (arme && arme.type == "arme") {
            for (let initData of premierRoundInit) {
              if (arme.data.initpremierround.toLowerCase().includes(initData.pattern)) {
                let msg = `<h4>L'initiative de ${combatant.actor.name} a été modifiée !</h4>
                      <hr>
                      <div>
                        Etant donné son ${arme.name}, son initative pour ce premier round est désormais de ${initData.init}.
                      </div>`
                ChatMessage.create({ content: msg });
                game.combat.setInitiative(combatant._id, initData.init);
              }
            }
          }
        }
      }
    }
  }

  /* -------------------------------------------- */
  static incDecInit(combatantId, incDecValue) {
    const combatant = game.combat.getCombatant(combatantId);
    let initValue = combatant.initiative + incDecValue;
    game.combat.setInitiative(combatantId, initValue);
  }

  /* -------------------------------------------- */
  static pushInitiativeOptions(html, options) {
    for (let i = 0; i < options.length; i++) {
      let option = options[i];
      if (option.name == 'COMBAT.CombatantReroll') { // Replace !
        option.name = "Sélectionner l'initiative...";
        option.condition = true;
        option.icon = '<i class="far fa-question-circle"></i>';
        option.callback = target => {
          RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id'));
        }
      }
    }
    options = [
      { name: "Incrémenter initiative", condition: true, icon: '<i class="fas fa-plus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +0.01); } },
      { name: "Décrémenter initiative", condition: true, icon: '<i class="fas fa-minus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -0.01); } }
    ].concat(options);
  }
  /* -------------------------------------------- */
  static rollInitiativeCompetence(combatantId, arme) {
    const combatant = game.combat.getCombatant(combatantId);
    if (combatant.actor == undefined) {
      ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`)
      return [];
    }

    let initInfo = "";
    let initOffset = 0;
    let caracForInit = 0;
    let compNiveau = 0;
    let compData = { name: "Aucune" };
    if (combatant.actor.getSurprise() == "totale") {
      initOffset = -1; // To force 0
      initInfo = "Surprise Totale"
    } else if (combatant.actor.getSurprise() == "demi") {
      initOffset = 0;
      initInfo = "Demi Surprise"
    } else if (arme.name == "Autre action") {
      initOffset = 2;
      initInfo = "Autre Action"
    } else if (arme.name == "Draconic") {
      initOffset = 7;
      initInfo = "Draconic"
    } else {
      initOffset = 3; // Melée = 3.XX
      compData = Misc.data(RdDItemCompetence.findCompetence(combatant.actor.data.items, arme.data.competence));
      compNiveau = compData.data.niveau;
      initInfo = arme.name + " / " + arme.data.competence;

      if (combatant.actor.data.type == 'creature' || combatant.actor.data.type == 'entite') {
        caracForInit = compData.data.carac_value;
        if (compData.data.categorie == "lancer") {
          initOffset = 5;
        }
      } else {
        caracForInit = Misc.data(combatant.actor).data.carac[compData.data.defaut_carac].value;
        if (compData.data.categorie == "lancer") { // Offset de principe pour les armes de jet
          initOffset = 4;
        }
        if (compData.data.categorie == "tir") { // Offset de principe pour les armes de jet
          initOffset = 5;
        }
        if (compData.data.categorie == "melee") { // Offset de principe pour les armes de jet
          initOffset = 3;
        }
      }
    }
    let malus = combatant.actor.getEtatGeneral(); // Prise en compte état général 
    // Cas des créatures et entités vs personnages
    let rollFormula = initOffset + "+ ( (" + RdDCombatManager.calculInitiative(compNiveau, caracForInit) + " + " + malus + ") /100)";
    // Garder la trace de l'arme/compétence utilisée pour l'iniative
    combatant.initiativeData = { arme: arme } // pour reclasser l'init au round 0
    game.combat.rollInitiative(combatantId, rollFormula, { initInfo: initInfo });
  }

  /* -------------------------------------------- */
  static displayInitiativeMenu(html, combatantId) {
    console.log("Combatant ; ", combatantId);
    const combatant = game.combat.getCombatant(combatantId);
    let armesList = RdDCombatManager.buildListeActionsCombat(combatant);

    // Build the relevant submenu
    if (armesList) {
      let menuItems = [];
      for (let arme of armesList) {
        menuItems.push({
          name: arme.data.competence,
          icon: "<i class='fas fa-dice-d6'></i>",
          callback: target => { RdDCombatManager.rollInitiativeCompetence(combatantId, arme) }
        });
      }
      new ContextMenu(html, ".directory-list", menuItems).render();
    }
  }

}

/* -------------------------------------------- */
export class RdDCombat {

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

  /* -------------------------------------------- */
  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, change, options, userId) {
    if (combat.data.round != 0 && combat.turns && combat.data.active) {
      RdDCombat.combatNouveauTour(combat);
    }
  }

  /* -------------------------------------------- */
  static onPreDeleteCombat(combat, options, userId) {
    if (game.user.isGM) {
      combat.cleanItemUse();
      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 combatNouveauTour(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!");
    }
    else {
      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);
        if (rddCombat) {
          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);
        if (rddCombat) {

          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;
      case 'demi': return !rollData.rolled.isSign;
    }
    return rollData.rolled.isEchec;
  }

  /* -------------------------------------------- */
  static isEchecTotal(rollData) {
    if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
      return rollData.rolled.isEchec && rollData.rolled.code != 'notSign';
    }
    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;
      case 'demi': return rollData.rolled.isSign;
    }
    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);
    if (arme) {
      this.attacker.verifierForceMin(arme);
    }

    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(),
        this.attacker.createCallbackAppelAuMoral(),
        { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
        { condition: r => arme && !RdDCombat.isParticuliere(r), action: r => this.attacker.incDecItemUse(arme._id) },
        { 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: {}
    };

    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.competence.type == 'competencecreature' || 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 });
    }

    // # utilisation esquive
    const esquive = Misc.data(this.defender.getCompetence("esquive"));
    const corpsACorps = Misc.data(this.defender.getCompetence("Corps à corps"));
    const esquiveUsage = esquive ? this.defender.getItemUse(esquive._id) : 0;

    const paramChatDefense = {
      passeArme: attackerRoll.passeArme,
      essais: attackerRoll.essais,
      defender: Misc.data(this.defender),
      attacker: Misc.data(this.attacker),
      attackerId: this.attackerId,
      esquiveUsage: esquiveUsage,
      defenderTokenId: this.defenderTokenId,
      mainsNues: attackerRoll.dmg.mortalite != 'mortel' && corpsACorps,
      armes: this._filterArmesParade(this.defender, 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: defenderRoll,
        paramChatDefense: paramChatDefense,
        rollMode: true
      }
    });
  }

  /* -------------------------------------------- */
  _filterArmesParade(defender, competence) {
    let items = defender.data.items;
    items = items.filter(it => RdDItemArme.isArmeUtilisable(it) || RdDItemCompetenceCreature.isCompetenceParade(it));
    for (let item of items) {
      item.data.nbUsage = defender.getItemUse(item._id); // Ajout du # d'utilisation ce round  
    }
    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);

    ChatMessage.create({
      whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
      content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
        attackerId: this.attackerId,
        attacker: Misc.data(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>Maladresse 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);

    if (choix != "rapidite") {
      this.attacker.incDecItemUse(rollData.arme._id);
    }

    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(),
        this.defender.createCallbackAppelAuMoral(),
        { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
        { condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(armeParadeId) },
        { 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;
    const parade = Misc.data(this.defender.getCompetence(compName));

    let defenderRoll = {
      passeArme: attackerRoll.passeArme,
      diffLibre: attackerRoll.diffLibre,
      attackerRoll: attackerRoll,
      competence: parade,
      arme: armeParade,
      surprise: this.defender.getSurprise(true),
      needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
      needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade),
      carac: Misc.templateData(this.defender).carac,
      show: {}
    };

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

    return defenderRoll;
  }

  /* -------------------------------------------- */
  _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) {
    const esquive = Misc.data(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(),
        this.defender.createCallbackAppelAuMoral(),
        { condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(esquive._id) },
        { 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: Misc.templateData(this.defender).carac,
      show: {}
    };

    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.updateEmbeddedDocuments('Item', [{ _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.updateEmbeddedDocuments('Item', [{ _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 ?? attaque.arme.data.dommages;
    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: Misc.connectedGMOrUser(),
        }
      });
    }
    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(Misc.templateData(this.defender).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)
    });
  }
}