import { RollDataAjustements } from "./rolldata-ajustements.js"; import { HtmlUtility } from "./html-utility.js"; import { RdDItemCompetence } from "./item-competence.js"; import { RdDItemSort } from "./item-sort.js"; import { Misc } from "./misc.js"; import { RdDBonus } from "./rdd-bonus.js"; import { RdDCarac } from "./rdd-carac.js"; import { RdDResolutionTable } from "./rdd-resolution-table.js"; import { ReglesOptionnelles } from "./settings/regles-optionnelles.js"; /** * Extend the base Dialog entity to select roll parameters * @extends {Dialog} */ /* -------------------------------------------- */ export class RdDRoll extends Dialog { /* -------------------------------------------- */ static async create(actor, rollData, dialogConfig, action) { RdDRoll._ensureCorrectAction(action); RdDRoll._setDefaultOptions(actor, rollData); const html = await renderTemplate(dialogConfig.html, rollData); let options = { classes: ["rdd-roll-dialog"], width: 600, height: 'fit-content', 'z-index': 99999, close: html => {} }; if (dialogConfig.close) { options.close = dialogConfig.close; } return new RdDRoll(actor, rollData, html, options, action); } /* -------------------------------------------- */ static _setDefaultOptions(actor, rollData) { let defaultRollData = { alias: actor.name, ajustementsConditions: CONFIG.RDD.ajustementsConditions, difficultesLibres: CONFIG.RDD.difficultesLibres, etat: actor.getEtatGeneral(), moral: actor.getMoralTotal(), /* La valeur du moral pour les jets de volonté */ carac: actor.system.carac, finalLevel: 0, diffConditions: 0, diffLibre: rollData.competence?.system.default_diffLibre ?? 0, perteMoralEchec: false, /* Pour l'affichage dans le chat */ use: { moral: false, /* Est-ce que le joueur demande d'utiliser le moral ? Utile si le joueur change plusieurs fois de carac associée. */ libre: true, conditions: true, surenc: actor.isSurenc(), encTotal: true }, isMalusEncombrementTotal: RdDItemCompetence.isMalusEncombrementTotal(rollData.competence), malusArmureValue: actor.getMalusArmure(), surencMalusValue: actor.computeMalusSurEncombrement(), encTotal: actor.getEncTotal(), ajustementAstrologique: actor.ajustementAstrologique(), surprise: actor.getSurprise(false), canClose: true, isGM: game.user.isGM, forceDiceResult: -1 } // Mini patch :Ajout du rêve actuel if (actor.system.type == "personnage") { defaultRollData.carac["reve-actuel"] = actor.system.reve.reve } mergeObject(rollData, defaultRollData, { recursive: true, overwrite: false }); if (rollData.forceCarac) { rollData.carac = rollData.forceCarac; } rollData.diviseurSignificative = RdDRoll.getDiviseurSignificative(rollData); RollDataAjustements.calcul(rollData, actor); } /* -------------------------------------------- */ static getDiviseurSignificative(rollData) { let facteurSign = 1; if (rollData.surprise == 'demi') { facteurSign *= 2; } if (rollData.needParadeSignificative) { facteurSign *= 2; } if (RdDBonus.isDefenseAttaqueFinesse(rollData)) { facteurSign *= 2; } if (!ReglesOptionnelles.isUsing('tripleSignificative')) { facteurSign = Math.min(facteurSign, 4); } return facteurSign; } /* -------------------------------------------- */ static _ensureCorrectAction(action) { if (action.callbacks == undefined) { console.warn('No callback defined for ', action.name); action.callbacks = [{ action: r => console.warn(action.name, r) }]; } } /* -------------------------------------------- */ constructor(actor, rollData, html, options, action) { let conf = { title: action.label, content: html, buttons: { "onAction": { label: action.label, callback: html => { this.rollData.canClose = true; this.onAction(action) } } }, default: "onAction", close: options.close }; super(conf, options); this.actor = actor; this.rollData = rollData; } activateListeners(html) { super.activateListeners(html); this.html = html; this.bringToTop(); console.log('RdDRoll.activateListeners', this.rollData); // Update html, according to rollData if (this.rollData.competence) { const defaut_carac = this.rollData.competence.system.defaut_carac // Set the default carac from the competence item this.rollData.selectedCarac = this.rollData.carac[defaut_carac]; this.html.find("[name='carac']").val(defaut_carac); } if (this.rollData.selectedSort) { this.setSelectedSort(this.rollData.selectedSort); this.html.find(".draconic").val(this.rollData.selectedSort.system.listIndex); // Uniquement a la selection du sort, pour permettre de changer } RdDItemSort.setCoutReveReel(this.rollData.selectedSort); this.html.find("[name='diffLibre']").val(Misc.toInt(this.rollData.diffLibre)); this.html.find("[name='diffConditions']").val(Misc.toInt(this.rollData.diffConditions)); this.updateRollResult(html); this.html.find("[name='diffLibre']").change((event) => { this.rollData.diffLibre = Misc.toInt(event.currentTarget.value); // Update the selected bonus/malus this.updateRollResult(html); }); this.html.find("[name='diffConditions']").change((event) => { this.rollData.diffConditions = Misc.toInt(event.currentTarget.value); // Update the selected bonus/malus this.updateRollResult(html); }); this.html.find("[name='force-dice-result']").change((event) => { this.rollData.forceDiceResult = Misc.toInt(event.currentTarget.value); }); this.html.find("[name='carac']").change((event) => { let caracKey = event.currentTarget.value; this.rollData.selectedCarac = this.rollData.carac[caracKey]; // Update the selectedCarac this.updateRollResult(html); }); this.html.find('.roll-draconic').change((event) => { let draconicKey = Misc.toInt(event.currentTarget.value); this.rollData.competence = this.rollData.draconicList[draconicKey]; // Update the selectedCarac this.updateRollResult(html); }); this.html.find('.roll-sort').change((event) => { let sortKey = Misc.toInt(event.currentTarget.value); this.setSelectedSort(this.rollData.sortList[sortKey]); this.updateRollResult(html); this.html.find("[name='diffLibre']").val(this.rollData.diffLibre); }); this.html.find('.roll-carac-competence').change((event) => { const competence = event.currentTarget.value; this.rollData.competence = this.rollData.competences.find(it => it.name == competence); this.updateRollResult(html); }); this.html.find('.roll-signedraconique').change((event) => { let sortKey = Misc.toInt(event.currentTarget.value); this.setSelectedSigneDraconique(this.rollData.signes[sortKey]); this.updateRollResult(html); }); this.html.find("[name='ptreve-variable']").change((event) => { let ptreve = Misc.toInt(event.currentTarget.value); this.rollData.selectedSort.system.ptreve_reel = ptreve; console.log("RdDRollSelectDialog - Cout reve", ptreve); this.updateRollResult(html); }); this.html.find("[name='coupsNonMortels']").change((event) => { this.rollData.dmg.mortalite = event.currentTarget.checked ? "non-mortel" : "mortel"; this.updateRollResult(html); }); this.html.find('.cuisine-proportions').change((event) => { this.rollData.proportions = Number(event.currentTarget.value); this.updateRollResult(html); }); this.html.find('.select-by-name').change((event) => { const attribute = event.currentTarget.attributes['name'].value; this.rollData[attribute] = event.currentTarget.value; this.updateRollResult(html); }); this.html.find('.checkbox-by-name').change((event) => { const attribute = event.currentTarget.attributes['name'].value; this.rollData[attribute] = event.currentTarget.checked; this.updateRollResult(html); }); this.html.find('input.use-encTotal').change((event) => { this.rollData.use.encTotal = event.currentTarget.checked; this.updateRollResult(html); }); this.html.find('input.use-surenc').change((event) => { this.rollData.use.surenc = event.currentTarget.checked; this.updateRollResult(html); }); this.html.find('.appel-moral').click((event) => { /* l'appel au moral, qui donne un bonus de +1 */ this.rollData.use.moral = !this.rollData.use.moral; const appelMoral = this.html.find('.icon-appel-moral')[0]; const tooltip = this.html.find('.tooltipAppelAuMoralText')[0]; if (this.rollData.use.moral) { if (this.rollData.moral > 0) { tooltip.innerHTML = "Appel au moral"; appelMoral.src = "/systems/foundryvtt-reve-de-dragon/icons/moral-heureux.svg"; } else { tooltip.innerHTML = "Appel à l'énergie du désespoir"; appelMoral.src = "/systems/foundryvtt-reve-de-dragon/icons/moral-malheureux.svg"; } } else { tooltip.innerHTML = "Sans appel au moral"; appelMoral.src = "/systems/foundryvtt-reve-de-dragon/icons/moral-neutre.svg"; } this.updateRollResult(html); }); // Section Méditation this.html.find('.conditionMeditation').change((event) => { let condition = event.currentTarget.attributes['name'].value; this.rollData.conditionMeditation[condition] = event.currentTarget.checked; this.updateRollResult(html); }); } /* -------------------------------------------- */ close() { if (this.rollData.canClose) { return super.close(); } ui.notifications.info("Vous devez faire ce jet de dés!"); } async onAction(action) { this.rollData.forceDiceResult = Number.parseInt(this.html.find("[name='force-dice-result']").val()) ?? -1; await RdDResolutionTable.rollData(this.rollData); console.log("RdDRoll -=>", this.rollData, this.rollData.rolled); if (action.callbacks) for (let callback of action.callbacks) { if (callback.condition == undefined || callback.condition(this.rollData)) { await callback.action(this.rollData); } } } async setSelectedSort(sort) { this.rollData.selectedSort = sort; // Update the selectedCarac this.rollData.competence = RdDItemCompetence.getVoieDraconic(this.rollData.draconicList, sort.system.draconic); this.rollData.bonus = RdDItemSort.getCaseBonus(sort, this.rollData.tmr.coord); this.rollData.diffLibre = RdDItemSort.getDifficulte(sort, -7); RdDItemSort.setCoutReveReel(sort); const htmlSortDescription = await renderTemplate("systems/foundryvtt-reve-de-dragon/templates/partial-description-sort.html", { sort: sort }); this.html.find(".sort-ou-rituel").text(sort.system.isrituel ? "rituel" : "sort"); this.html.find(".bonus-case").text(`${this.rollData.bonus}%`); this.html.find(".placeholder-description-sort").children().remove(); this.html.find(".placeholder-description-sort").append(htmlSortDescription); this.html.find(".roll-draconic").val(sort.system.listIndex); this.html.find(".div-sort-difficulte-fixe").text(Misc.toSignedString(sort.system.difficulte)); this.html.find(".div-sort-ptreve-fixe").text(sort.system.ptreve); const diffVariable = RdDItemSort.isDifficulteVariable(sort); const coutVariable = RdDItemSort.isCoutVariable(sort); HtmlUtility.showControlWhen(this.html.find(".div-sort-non-rituel"), !sort.system.isrituel); HtmlUtility.showControlWhen(this.html.find(".div-sort-difficulte-var"), diffVariable); HtmlUtility.showControlWhen(this.html.find(".div-sort-difficulte-fixe"), !diffVariable); HtmlUtility.showControlWhen(this.html.find(".div-sort-ptreve-var"), coutVariable); HtmlUtility.showControlWhen(this.html.find(".div-sort-ptreve-fixe"), !coutVariable); } async setSelectedSigneDraconique(signe) { this.rollData.signe = signe; this.rollData.diffLibre = signe.system.difficulte, $(".signe-difficulte").text(Misc.toSignedString(this.rollData.diffLibre)); } /* -------------------------------------------- */ async updateRollResult(html) { let rollData = this.rollData; rollData.dmg = rollData.attackerRoll?.dmg ?? RdDBonus.dmg(rollData, this.actor.getBonusDegat()) rollData.caracValue = parseInt(rollData.selectedCarac.value) rollData.mortalite = rollData.attackerRoll?.dmg.mortalite ?? rollData.dmg.mortalite ?? 'mortel'; rollData.coupsNonMortels = (rollData.attackerRoll?.dmg.mortalite ?? rollData.dmg.mortalite) == 'non-mortel'; rollData.use.appelAuMoral = this.actor.isPersonnage() && RdDCarac.isActionPhysique(rollData.selectedCarac); let dmgText = Misc.toSignedString(rollData.dmg.total); switch (rollData.mortalite) { case 'non-mortel': dmgText = `(${dmgText}) non-mortel`; break; case 'empoignade': dmgText = `empoignade`; break; } RollDataAjustements.calcul(rollData, this.actor); rollData.finalLevel = this._computeFinalLevel(rollData); const resolutionTable = await RdDResolutionTable.buildHTMLTable(RdDResolutionTable.subTable(rollData.caracValue, rollData.finalLevel)) const adjustements = await this.buildAjustements(rollData); HtmlUtility.showControlWhen(this.html.find(".use-encTotal"), rollData.ajustements.encTotal.visible && RdDCarac.isAgiliteOuDerobee(rollData.selectedCarac)); HtmlUtility.showControlWhen(this.html.find(".use-surenc"), rollData.ajustements.surenc.visible && RdDCarac.isActionPhysique(rollData.selectedCarac)); HtmlUtility.showControlWhen(this.html.find(".utilisation-moral"), rollData.use.appelAuMoral); HtmlUtility.showControlWhen(this.html.find(".divAppelAuMoral"), rollData.use.appelAuMoral); HtmlUtility.showControlWhen(this.html.find(".diffMoral"), rollData.ajustements.moralTotal.used); // Mise à jour valeurs this.html.find(".dialog-roll-title").text(this._getTitle(rollData)); this.html.find("[name='coupsNonMortels']").prop('checked', rollData.mortalite == 'non-mortel'); this.html.find(".dmg-arme-actor").text(dmgText); this.html.find("div.placeholder-ajustements").empty().append(adjustements); this.html.find("div.placeholder-resolution").empty().append(resolutionTable) } /* -------------------------------------------- */ async buildAjustements(rollData) { return await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/partial-roll-ajustements.html`, rollData); } /* -------------------------------------------- */ _computeFinalLevel(rollData) { return RollDataAjustements.sum(rollData.ajustements); } /* -------------------------------------------- */ _computeDiffCompetence(rollData) { if (rollData.competence) { return Misc.toInt(rollData.competence.system.niveau); } if (rollData.draconicList) { return Misc.toInt(rollData.competence.system.niveau); } return 0; } /* -------------------------------------------- */ _computeMalusArmure(rollData) { let malusArmureValue = 0; if (rollData.malusArmureValue && (rollData.selectedCarac.label == "Agilité" || rollData.selectedCarac.label == "Dérobée")) { malusArmureValue = rollData.malusArmureValue; } return malusArmureValue; } /* -------------------------------------------- */ _getTitle(rollData) { const carac = rollData.selectedCarac.label; if (!rollData.competence) { return carac; } const compName = rollData.competence.name; if (rollData.draconicList && rollData.selectedSort) { return compName + " - " + rollData.selectedSort.name; } // If a weapon is there, add it in the title const niveau = Misc.toSignedString(rollData.competence.system.niveau) if (compName == carac) { // cas des créatures return carac + " Niveau " + niveau } const armeTitle = (rollData.arme) ? " (" + rollData.arme.name + ") " : ""; return carac + "/" + compName + armeTitle + " Niveau " + niveau } }