/* Common useful functions shared between objects */

import { RdDActor } from "./actor.js";
import { TMRUtility } from "./tmr-utility.js";

const level_category = { 
  "generale": "-4", 
  "particuliere": "-8", 
  "speciale": "-11", 
  "connaissance": "-11", 
  "draconic": "-11", 
  "melee": "-6", 
  "tir": "-8", 
  "lancer": "-8"
}
const competenceTroncs = [ ["Esquive", "Dague", "Corps à corps"],
                           ["Epée à 1 main", "Epée à 2 mains", "Hache à 1 main", "Hache à 2 mains", "Lance", "Masse à 1 main", "Masse à 2 mains"] ];
const competence_xp = {
  "-11" : [ 5, 10, 15, 25, 35, 45, 55, 70, 85, 100, 115, 135, 155, 175 ],
  "-8"  : [ 10, 20, 30, 40, 55, 70, 85, 100, 120, 140,160],
  "-6"  : [ 10, 20, 35, 50, 65, 80, 100, 120, 140],
  "-4"  : [ 15, 30, 45, 60, 80, 100, 120]
}
// This table starts at 0 -> niveau -10
const competence_xp_par_niveau = [ 5, 5, 5, 10, 10, 10, 10, 15, 15, 15, 15, 20, 20, 20, 20, 30, 30, 40, 40, 60, 60, 100, 100, 100, 100, 100, 100, 100, 100, 100];
const carac_array = [ "taille", "apparence", "constitution", "force", "agilite", "dexterite", "vue", "ouie", "odoratgout", "volonte", "intellect", "empathie", "reve", "chance", "melee", "tir", "lancer", "derobee"];
const bonusmalus  = [-10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, +1, +2, +3, +4, +5, +6, +7, +8, +9, +10];
const specialResults = [ { "part":  0, "epart": 0,  "etotal":   0 },  // 0
                           { "part":  1, "epart": 81, "etotal":  92 }, // 01-05
                           { "part":  2, "epart": 82, "etotal":  92 }, // 06-10
                           { "part":  3, "epart": 83, "etotal":  93 }, // 11-15
                           { "part":  4, "epart": 84, "etotal":  93 }, // 16-20                           
                           { "part":  5, "epart": 85, "etotal":  94 }, // 21-25
                           { "part":  6, "epart": 86, "etotal":  94 }, // 26-30
                           { "part":  7, "epart": 87, "etotal":  95 }, // 31-35
                           { "part":  8, "epart": 88, "etotal":  95 }, // 36-40
                           { "part":  9, "epart": 89, "etotal":  96 }, // 41-45
                           { "part": 10, "epart": 90, "etotal":  96 }, // 46-50
                           { "part": 11, "epart": 91, "etotal":  97 }, // 51-55
                           { "part": 12, "epart": 92, "etotal":  97 }, // 56-60
                           { "part": 13, "epart": 93, "etotal":  98 }, // 61-65
                           { "part": 14, "epart": 94, "etotal":  98 }, // 65-70
                           { "part": 15, "epart": 95, "etotal":  99 }, // 71-75
                           { "part": 16, "epart": 96, "etotal":  99 }, // 76-80
                           { "part": 17, "epart": 97, "etotal": 100 }, // 81-85
                           { "part": 18, "epart": 98, "etotal": 100 }, // 86-90
                           { "part": 19, "epart": 99, "etotal": 100 }, // 81-95
                           { "part": 20, "epart": 100, "etotal": 100 }  // 96-00
                          ];
const levelDown = [ { "level": -11, "score": 1, "part": 0, "epart": 2, "etotal": 90 },
                    { "level": -12, "score": 1, "part": 0, "epart": 2, "etotal": 70 },
                    { "level": -13, "score": 1, "part": 0, "epart": 2, "etotal": 50 },
                    { "level": -14, "score": 1, "part": 0, "epart": 2, "etotal": 30 },
                    { "level": -15, "score": 1, "part": 0, "epart": 2, "etotal": 10 },
                    { "level": -16, "score": 1, "part": 0, "epart": 2, "etotal":  2 }
                  ];
const fatigueMatrix = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, // Dummy filler for the array.
                        [2, 3, 3, 2, 3, 3, 2, 3, 3, 2, 3, 3 ],
                        [2, 3, 3, 3, 3, 3, 2, 3, 3, 3, 3, 3 ],
                        [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 ],
                        [3, 3, 3, 3, 3, 4, 3, 3, 3, 3, 3, 4 ],
                        [3, 3, 4, 3, 3, 4, 3, 3, 4, 3, 3, 4 ],
                        [3, 3, 4, 3, 4, 4, 3, 3, 4, 3, 4, 4 ],
                        [3, 4, 4, 3, 4, 4, 3, 4, 4, 3, 4, 4 ],
                        [3, 4, 4, 4, 4, 4, 3, 4, 4, 4, 4, 4 ],
                        [4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ],
                        [4, 4, 4, 4, 4, 5, 4, 4, 4, 4, 4, 5 ],
                        [4, 4, 5, 4, 4, 5, 4, 4, 5, 4, 4, 5 ],
                        [4, 4, 5, 4, 5, 5, 4, 4, 5, 4, 5, 5 ],
                        [4, 5, 5, 4, 5, 5, 4, 5, 5, 4, 5, 5 ],
                        [4, 5, 5, 5, 5, 5, 4, 5, 5, 5, 5, 5 ],
                        [5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 ] ];
const fatigueMalus = [ 0, 0, 0, -1, -1, -1, -2, -3, -4, -5, -6, -7 ]; // Provides the malus for each segment of fatigue
const fatigueLineSize =  [ 3, 6, 7, 8, 9, 10, 11, 12];
const fatigueLineMalus = [ 0, -1, -2, -3, -4, -5, -6, -7 ];
const fatigueMarche = { "aise":      { "4":1, "6":2, "8":3, "10":4, "12":6 },
                        "malaise":   { "4":2, "6":3, "8":4, "10":6 },
                        "difficile": { "4":3, "6":4, "8":6 },
                        "tresdifficile": { "4":4, "6":6 } }
/* Static tables for commands /table */
const table2func = { "queues":  {descr: "queues : Tire une queue de Dragon", func: TMRUtility.getQueue}, 
                     "ombre":   { descr: "ombre: Tire une Ombre de Dragon", func: TMRUtility.getOmbre }, 
                     "tetehr":  {descr: "tetehr: Tire une Tête de Dragon pour Hauts Revants", fund: TMRUtility.getTeteHR},
                     "tete"  :  { descr: "tete: Tire une Tête de Dragon", func: TMRUtility.getTete},
                     "souffle": { descr: "souffle: Tire un Souffle de Dragon", func: TMRUtility.getSouffle} };

/* -------------------------------------------- */
export class RdDUtility  {
  
  /* -------------------------------------------- */
  static async preloadHandlebarsTemplates( ) {
    const templatePaths = [
      //Character Sheets
      'systems/foundryvtt-reve-de-dragon/templates/actor-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/actor-creature-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/actor-humanoide-sheet.html',
      //Items
      'systems/foundryvtt-reve-de-dragon/templates/item-competence-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-competencecreature-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-arme-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-armure-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-objet-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-conteneur-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-sort-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-herbe-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-ingredient-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-livre-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-tache-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-potion-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-rentontresTMR-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-queue-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-souffle-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-tete-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/item-ombre-sheet.html',
      'systems/foundryvtt-reve-de-dragon/templates/competence-categorie.html',
      'systems/foundryvtt-reve-de-dragon/templates/competence-carac-defaut.html',
      'systems/foundryvtt-reve-de-dragon/templates/competence-base.html',
      'systems/foundryvtt-reve-de-dragon/templates/arme-competence.html',
      'systems/foundryvtt-reve-de-dragon/templates/sort-draconic.html',
      'systems/foundryvtt-reve-de-dragon/templates/sort-tmr.html',
      // Dialogs
      'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
      'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html',
      'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-sort.html',
      'systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html',
      // Calendrier
      'systems/foundryvtt-reve-de-dragon/templates/calendar_template.html'
    ];

    return loadTemplates(templatePaths);
  }
  
  /* -------------------------------------------- */
  static buildResolutionTable( ) {
    let tableRes = []
    for (var j=0; j<=21; j++) {
      let subtab = [];
      for (var i=-10; i<=22; i++) {
        var m = (i + 10) * 0.5;
        var v;
        if (i == -9) {
          v = Math.floor(j / 2);
        } else if (i == -10) {
          v = Math.floor(j / 4);
        } else {
          if (j % 2 == 0) {
            var v = Math.ceil(j * m);
          } else {
            var v = Math.floor(j * m);
          }
        }
        if (v < 1) v = 1;
        let specResults
        if ( v > 100 )
          specResults = { part: Math.ceil(v / 5), epart: 1000, etotal: 1000 };
        else 
           specResults = specialResults[Math.ceil(v / 5 )];        
        let tabIndex = i+10;
        subtab[tabIndex] = { niveau: i, score: v, part: specResults.part, epart: specResults.epart, etotal: specResults.etotal } 
      }
      tableRes[j] = subtab;
    }
    return tableRes;
  }

  /* -------------------------------------------- */
  static getLevelCategory( )  
  {
    return level_category;
  }
  static getCaracArray()
  {
    return carac_array;
  }
  static getBonusMalus()
  {
    return bonusmalus;
  }

  /* -------------------------------------------- */
  static __buildHTMLResolutionHead( dataRow, minLevel=0, maxLevel=32 ) {
    let r = dataRow;
    var row = $("<tr/>");
    for (var colIndex=minLevel; colIndex <= maxLevel; colIndex++) {
      let c = dataRow[colIndex];
      let txt = (c.niveau > 0) ? "+"+c.niveau : c.niveau;
      row.append($("<th class='table-resolution-level'/>").text(txt) );
    }
    return row;
  }
  
  /* -------------------------------------------- */
  static __buildHTMLResolutionRow( dataRow, minLevel=0, maxLevel=32, rowIndex, caracValue, levelValue ) {
    let r = dataRow;
    var row = $("<tr/>");
    for (var colIndex=minLevel; colIndex <= maxLevel; colIndex++) {
      let c = dataRow[colIndex];
      if (rowIndex == caracValue && levelValue+10 == colIndex) {
        row.append($("<td class='table-resolution-target'/>").text(c.score));
      } else {
        if ( colIndex == 2 )
          row.append($("<td class='table-resolution-carac'/>").text(c.score));
        else 
          row.append($("<td/>").text(c.score));
      }
    }
    return row;
  }

  /* -------------------------------------------- */
  static  makeHTMLResolutionTable(container, minCarac = 1, maxCarac = 21, minLevel=-10, maxLevel=22, caracValue, levelValue) {
    minCarac = (minCarac < 1) ? 1 : minCarac;
    maxCarac = (maxCarac > 21) ? 21 : maxCarac;
    let data = CONFIG.RDD.resolutionTable;
    var table = $("<table/>").addClass('table-resolution');    
    // Build first row of levels
    minLevel = (minLevel < -10) ? 0 : minLevel+10;
    maxLevel = (maxLevel > 22) ? 32 : maxLevel+10;
    let row = this.__buildHTMLResolutionHead( data[0], minLevel, maxLevel  );
    table.append(row);    
    // Then the rest...
    for (var rowIndex=minCarac; rowIndex <= maxCarac; rowIndex++) {
      let row = this.__buildHTMLResolutionRow( data[rowIndex], minLevel, maxLevel, rowIndex, caracValue, levelValue );
      table.append(row);    
    }        
    return container.append(table);
  }
  
  /* -------------------------------------------- */
  static isTronc( compName )
  {
    for (let troncList of competenceTroncs) {
      for (let troncName of troncList) {
        if ( troncName == compName) 
          return troncList;
      }
    }
    return false;
  }

  /* -------------------------------------------- */
  static getResolutionField(caracValue, levelValue ) 
  {
    if ( levelValue < -16 ) {
      return { "score": 0, "part": 0, "epart": 1, "etotal": 1};
    }  if ( levelValue < -10 ) {
      return levelDown.find(levelData => levelData.level == levelValue);
    }
    return CONFIG.RDD.resolutionTable[caracValue][levelValue+10];
  }
  
  /* -------------------------------------------- */
  static computeCompetenceXPCost( competence )
  {
    let minLevel = competence.data.base;
    if ( minLevel == competence.data.niveau) return 0;
    if ( competence.data.niveau < -10) return 0;

    let xp = 0;
    for (let i=minLevel+1; i<=competence.data.niveau; i++) {
       xp += competence_xp_par_niveau[i+10];
       //console.log(i, i+10, competence_xp_par_niveau[i+10]);
    }
    return xp;
  } 

  /* -------------------------------------------- */
  static computeCompetenceTroncXP( competenceList )
  {
    let xp = 0;
    for (let troncList of competenceTroncs) {
      let minNiveau = 15;
      for (let troncName of troncList) {
        let comp = RdDUtility.findCompetence( competenceList, troncName);
        minNiveau = (comp.data.niveau < minNiveau) ? comp.data.niveau : minNiveau; 
      }
      if ( minNiveau > 0 ) minNiveau = 0; // Clamp à 0, pour le tronc commun
      let minNiveauXP = competence_xp_par_niveau[minNiveau+10];
      xp += minNiveauXP;
      for (let troncName of troncList) {
        let comp = RdDUtility.findCompetence( competenceList, troncName);
        xp += competence_xp_par_niveau[comp.data.niveau+10] - minNiveauXP;
      }
    }
    return xp;
  }
  
  /* -------------------------------------------- */
  static computeCarac( data)
  {
    let fmax = parseInt(data.carac.taille.value) + 4;
    if ( data.carac.force.value > fmax ) 
        data.carac.force.value = fmax;
        
    data.carac.derobee.value = Math.floor(parseInt(((21 - data.carac.taille.value)) + parseInt(data.carac.agilite.value)) / 2);
    let bonusDomKey = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2);
    data.attributs.plusdom.value = 2
    if (bonusDomKey < 8) 
      data.attributs.plusdom.value = -1;
    else if (bonusDomKey < 12) 
      data.attributs.plusdom.value = 0;
    else if (bonusDomKey < 14) 
      data.attributs.plusdom.value = 1;
      
    data.attributs.encombrement.value = (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2;
    data.carac.melee.value = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.agilite.value)) / 2);
    data.carac.tir.value = Math.floor( (parseInt(data.carac.vue.value) + parseInt(data.carac.dexterite.value)) / 2);
    data.carac.lancer.value = Math.floor( (parseInt(data.carac.tir.value) + parseInt(data.carac.force.value)) / 2);
    
    data.sante.vie.max = Math.ceil( (parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value)) /2 );
    if ( data.sante.vie.value > data.sante.vie.max)
      data.sante.vie.value = data.sante.vie.max;
    let endurance = Math.max( parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value), parseInt(data.sante.vie.max) + parseInt(data.carac.volonte.value) );
    data.sante.endurance.max = endurance;
    if ( data.sante.endurance.value > endurance)
      data.sante.endurance.value = endurance;
    data.sante.fatigue.max   = endurance*2;
    if ( data.sante.fatigue.value > data.sante.fatigue.max )
      data.sante.fatigue.value = data.sante.fatigue.max;
    
    data.attributs.sconst.value = 5; // Max !
    if ( data.carac.constitution.value < 9 ) 
      data.attributs.sconst.value = 2;
    else if (data.carac.constitution.value < 12 )
      data.attributs.sconst.value = 3;
    else if (data.carac.constitution.value < 15 )
      data.attributs.sconst.value = 4;      
    
    data.attributs.sust.value = 4; // Max !
    if ( data.carac.taille.value < 10 ) 
      data.attributs.sust.value = 2;
    else if (data.carac.taille.value < 14 )
      data.attributs.sust.value = 3;
      
    //Compteurs
    //data.compteurs.reve.value   = data.carac.reve.value;
    data.reve.reve.max = data.carac.reve.value;
    //data.compteurs.chance.value = data.carac.chance.value;
    data.compteurs.chance.max = data.carac.chance.value;
  }
  
  /* -------------------------------------------- */
  // Build the nice (?) html table used to manage fatigue.
  // max should Mbe the endurance max value
  static makeHTMLfatigueMatrix( value, max  ) 
  {
    max = (max < 16) ? 16 : max;
    max = (max > 30) ? 30 : max;
    value = (value > max*2) ? max*2 : value;
    value = (value < 0) ? 0 : value;
    
    let fatigueTab = fatigueMatrix[max];

    let table = $("<table/>").addClass('table-fatigue'); 
    let segmentIdx = 0;
    let fatigueCount = 0;
    for (var line=0; line < fatigueLineSize.length; line++) {
      let row = $("<tr/>");
      let segmentsPerLine = fatigueLineSize[line];
      row.append("<td class='fatigue-malus'>" + fatigueLineMalus[line] + "</td>");
      while (segmentIdx < segmentsPerLine) {
        let freeSize = fatigueTab[segmentIdx];
        for (let col=0; col <5; col++) {
          if ( col < freeSize ) {
           if (fatigueCount < value ) 
              row.append("<td class='fatigue-used'/>");
            else
              row.append("<td class='fatigue-free'/>");
            fatigueCount++;
          } else { 
            row.append("<td class='fatigue-none'/>");
          }
        }
        row.append("<td class='fatigue-separator'/>");
        segmentIdx = segmentIdx + 1;
      }
      table.append(row);
    }
    //console.log("fatigue", table);
    return table;
  }
  
  /* -------------------------------------------- */
  static getLocalisation( ) 
  {    
    let result = new Roll("d20").roll().total;
    let txt = ""
    if ( result <= 3 )  txt = "Jambe, genou, pied, jarret";
    else if ( result <= 7 )  txt = "Hanche, cuisse, fesse";
    else if ( result <= 9 )  txt = "Ventre, reins";
    else if ( result <= 12 ) txt = "Poitrine, dos";
    else if ( result <= 14 ) txt = "Avant-bras, main, coude";
    else if ( result <= 18 ) txt = "Epaule, bras, omoplate";
    else if ( result == 19)  txt = "Tête autre";
    else if ( result == 20)  txt = "Tête visage";
    
    return { result: result, label: txt };
  }
  
  /* -------------------------------------------- */
  static computeBlessuresSante( degats ) 
  {
    console.log("Degats !!", degats);
    let result = { vie: 0, 
                   endurance: 0,
                   legeres: 0,
                   graves: 0,
                   critiques: 0 
                 };
                 
    if ( degats < 11 ) {
      result.type = "contusion";            
      let myroll = new Roll("1d4").roll();
      result.endurance = -myroll.result;
    } else if ( degats < 16 ) {
      result.type = "blessure légère";            
      let myroll = new Roll("1d6").roll();
      result.endurance = -myroll.result;
      result.legeres = 1;
    } else if (degats < 20 ) { 
      result.type = "blessure grave";            
      let myroll = new Roll("2d6").roll();
      result.endurance = -myroll.result;
      result.vie       = -2;
      result.graves    = 1;
    } else { 
      result.type = "critique";            
      result.endurance = -100; // Force endurance to 0
      result.vie       = -4 - (degats - 20);
      result.critiques = 1;      
    }
    return result;
  }
  
  /* -------------------------------------------- */
  static currentFatigueMalus( value, max)
  {
    max = (max < 16) ? 16 : max;
    max = (max > 30) ? 30 : max;
    value = (value > max*2) ? max*2 : value;
    value = (value < 0) ? 0 : value;
    
    let fatigueTab = fatigueMatrix[max];
    let fatigueRem = value;
    for (let idx=0; idx<fatigueTab.length; idx++) {
      fatigueRem -= fatigueTab[idx];
      if ( fatigueRem <= 0) {
        return fatigueMalus[idx];
      }
    }
    return -7; // This is the max !
  }
  
  /* -------------------------------------------- */  
  static findCompetence(compList, compName)  
  {
    for (const item of compList) {
      if (item.name == compName) {
        //console.log("Found item !", item);
        return item;
      }
    }
  }
  
  /* -------------------------------------------- */
  static getArmeCategory( arme )
  {
    let compname = arme.data.competence.toLowerCase(); 
    if ( compname.match("hache") ) return "hache";
    if ( compname.match("hast") ) return "hast";
    if ( compname.match("lance") ) return "lance";
    if ( compname.match("bouclier") ) return "bouclier";
    if ( compname.match("masse") ) return "masse";
    if ( compname.match("fléau") ) return "fleau";
    if ( compname.match("epée") ) { 
      let armename = arme.name.toLowerCase();
      if (armename == "dague" || armename.match("gnome") )
        return "epee_courte";
    }
    return "epee_longue";
  }
  
  /* -------------------------------------------- */
  static isArmeMelee( compName) 
  {
    let comp = compName.toLowerCase();
    if (comp.match("epée") || comp.match("hache") || comp.match("fleau") || comp.match("mass") || comp.match("lance") || comp.match("hast") || comp == "dague" || comp=="bouclier")
      return true;
    return false;
  }
  
  /* -------------------------------------------- */
  static buildDefenseChatCard( attacker, target, rollData )
  {
    let myTarget = target.actor;
    let defenseMsg = { title: "Défense en combat", 
                       content: "<strong>"+myTarget.name+"</strong> doit se défendre : <br><span class='chat-card-button-area'>" +
                                "<a class='chat-card-button' id='encaisser-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "'>Encaisser !</a></span>",                                                         
                       whisper: ChatMessage.getWhisperRecipients( myTarget.name ),
                       defenderid: myTarget.data._id,
                       rollMode: true
                      };
    
    if ( rollData.competence.data.categorie == "melee" ) { // Melee attack
      let defenderArmes = [];
      for (const arme of myTarget.data.items) {
        if (arme.type == "arme" && this.isArmeMelee(arme.data.competence)) {
          defenderArmes.push( arme );
          defenseMsg.content +=  "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
        }
      }
      defenseMsg.content +=  "<br><a class='chat-card-button' id='esquiver-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "'>Esquiver</a></span>";
    }
    if ( rollData.competence.data.categorie == "tir" ) {
      for (const arme of myTarget.data.items) { // Bouclier for parry
        if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
          defenderArmes.push( arme );
          defenseMsg.content +=  "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
        }
      }
    }
    if ( rollData.competence.data.categorie == "lancer" ) {
      for (const arme of myTarget.data.items) { // Bouclier for parry  Dodge/Esquive
        if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
          defenderArmes.push( arme );
          defenseMsg.content +=  "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
        }
      }
      defenseMsg.content +=  "<br><a class='chat-card-button' id='esquiver-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "'>Esquiver</a></span>";
    }
    
    defenseMsg.toSocket = (!game.user.isGM) ? true : false;

    return defenseMsg;
  }

  /* -------------------------------------------- */
  static performSocketMesssage( sockmsg ) 
  {
    console.log(">>>>> MSG RECV", sockmsg);
    if ( sockmsg.msg == "msg_encaisser" ) {
      if ( game.user.isGM ) {
        console.log("Encaisser ici !!!");
        let defenderActor = game.actors.get( sockmsg.data.defenderid );
        defenderActor.encaisserDommages( sockmsg.data );
      }
    } else if (sockmsg.msg == "msg_defense" ) {
      let defenderActor = game.actors.get( sockmsg.data.defenderid );
      if ( (game.user.isGM && !defenderActor.isPC) || (defenderActor.isPC && game.user.character.id == defenderActor.id ) ) {
        console.log("User is pushing message...", game.user.name);
        sockmsg.data.whisper = [ game.user ];
        sockmsg.data.blind   = true;
        sockmsg.data.rollMode = "blindroll";
        ChatMessage.create( sockmsg.data );
      }
    }
  }
  
  /* -------------------------------------------- */
  static async chatListeners( html )
  {
    html.on("click", '#encaisser-button', event => {
      event.preventDefault();
      let attackerActor = game.actors.get( event.currentTarget.attributes['data-attackerid'].value );
      let rollData = attackerActor.getFlag( "world", "rollData" );
      rollData.attackerid = event.currentTarget.attributes['data-attackerid'].value;
      rollData.defenderid = event.currentTarget.attributes['data-defenderid'].value;
      let defenderActor = game.actors.get( rollData.defenderid );
      if ( game.user.isGM ) { // Current user is the GM -> direct access
        console.log("Encaissement direct", rollData);
        defenderActor.encaisserDommages( rollData );
      } else { // Emit message for GM
        game.socket.emit("system.foundryvtt-reve-de-dragon", {
              msg: "msg_encaisser",
              data: rollData 
          } );
      }
    });
    
    html.on("click", '#parer-button', event => {
      event.preventDefault();
      let attackerActor = game.actors.get(event.currentTarget.attributes['data-attackerid'].value );
      let defenderActor = game.actors.get(event.currentTarget.attributes['data-defenderid'].value );
      let armeId = event.currentTarget.attributes['data-armeid'].value;
      let rollData = attackerActor.getFlag( "world", "rollData" );
      defenderActor.parerAttaque( rollData, armeId );
    }); 

    html.on("click", '#esquiver-button', event => {
      event.preventDefault();
      let attackerActor = game.actors.get(event.currentTarget.attributes['data-attackerid'].value );
      let defenderActor = game.actors.get(event.currentTarget.attributes['data-defenderid'].value );
      let rollData = attackerActor.getFlag( "world", "rollData" );
      defenderActor.esquiverAttaque( rollData );
    }); 
    
  }

  /* -------------------------------------------- */
  /* Display help for /table */
  static displayHelpTable( msg )
  {
    msg.content = "";
    for (let [name, tableData] of Object.entries(table2func)) {
      msg.content += "<br>" + tableData.descr;
    }
    ChatMessage.create( msg );
  }

  /* -------------------------------------------- */
  /* Manage chat commands */
  static  processChatCommand( commands, content, msg ) {    
    // Setup new message's visibility
    let rollMode = game.settings.get("core", "rollMode");
    if (["gmroll", "blindroll"].includes(rollMode)) msg["whisper"] = ChatMessage.getWhisperRecipients("GM");
    if (rollMode === "blindroll") msg["blind"] = true;
    msg["type"] = 0;

    let command = commands[0];

    // Roll on a table
    if (command === "/table") {
      if ( commands[1] ) {
        let tableName = commands[1].toLowerCase();
        table2func[tableName].func();
      } else { 
        this.displayHelpTable( msg );
      }
      return false
    } else if (command === "/tmrr") {
        TMRUtility.getRencontre(commands[1], commands[2] )
        return false
    } else if (command === "/tmra") {
        TMRUtility.getTMRAleatoire( )
        return false
    }

    return true;
  }
}