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 { ReglesOptionelles } from "./regles-optionelles.js"; /** * Extend the base Dialog entity to select roll parameters * @extends {Dialog} */ /* -------------------------------------------- */ export class RdDRoll extends Dialog { /* -------------------------------------------- */ static async create(actor, rollData, dialogConfig, ...actions) { if (actor.isRollWindowsOpened()) { ui.notifications.warn("Vous avez déja une fenêtre de Test ouverte, il faut la fermer avant d'en ouvrir une autre.") return; } actor.setRollWindowsOpened(true); RdDRoll._ensureCorrectActions(actions); RdDRoll._setDefaultOptions(actor, rollData); const html = await renderTemplate(dialogConfig.html, rollData); let options = { classes: ["rdddialog"], width: 600, height: 500, 'z-index': 99999 }; if (dialogConfig.options) { mergeObject(options, dialogConfig.options, { overwrite: true }) } return new RdDRoll(actor, rollData, html, options, actions, dialogConfig.close); } /* -------------------------------------------- */ static _setDefaultOptions(actor, rollData) { const actorData = actor.system 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: actorData.carac, finalLevel: 0, diffConditions: 0, diffLibre: rollData.competence?.system.default_diffLibre ?? 0, malusArmureValue: actor.getMalusArmure(), surencMalusFlag: actor.isPersonnage() ? (actorData.compteurs.surenc.value < 0) : false, surencMalusValue: actor.computeMalusSurEncombrement(), useMalusSurenc: false, useMoral: false, /* Est-ce que le joueur demande d'utiliser le moral ? Utile si le joueur change plusieurs fois de carac associée. */ perteMoralEchec: false, /* Pour l'affichage dans le chat */ use: { libre: true, conditions: true, surenc: false, encTotal: false }, isMalusEncombrementTotal: rollData.competence ? RdDItemCompetence.isMalusEncombrementTotal(rollData.competence) : 0, useMalusEncTotal: false, 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 ( actorData.type == "personnage") { defaultRollData.carac["reve-actuel"] = actorData.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 (!ReglesOptionelles.isUsing('tripleSignificative')) { facteurSign = Math.min(facteurSign, 4); } return facteurSign; } /* -------------------------------------------- */ static _ensureCorrectActions(actions) { if (actions.length == 0) { throw 'No action defined'; } actions.forEach(action => { if (action.callbacks == undefined) { action.callbacks = [{ action: r => console.log(action.name, r) }]; } }); } /* -------------------------------------------- */ constructor(actor, rollData, html, options, actions, close = undefined) { let conf = { title: actions[0].label, content: html, buttons: {}, default: actions[0].name, close: close }; for (let action of actions) { conf.buttons[action.name] = { label: action.label, callback: html => { this.rollData.canClose = true; this.onAction(action, html) } }; } super(conf, options); this.actor = actor; this.rollData = rollData; } close() { if (this.rollData.canClose) { this.actor.setRollWindowsOpened(false); return super.close(); } ui.notifications.info("Vous devez faire ce jet de dés!"); } /* -------------------------------------------- */ async onAction(action, html) { this.rollData.forceDiceResult = Number.parseInt($('#force-dice-result').val()) ?? -1; await RdDResolutionTable.rollData(this.rollData); console.log("RdDRoll -=>", this.rollData, this.rollData.rolled); this.actor.setRollWindowsOpened(false); if (action.callbacks) for (let callback of action.callbacks) { if (callback.condition == undefined || callback.condition(this.rollData)) { await callback.action(this.rollData); } } } /* -------------------------------------------- */ activateListeners(html) { super.activateListeners(html); this.bringToTop(); var dialog = this; function onLoad() { let rollData = dialog.rollData; console.log('Ouverture RdDRoll', rollData); // Update html, according to rollData if (rollData.competence) { const defaut_carac = rollData.competence.system.defaut_carac // Set the default carac from the competence item rollData.selectedCarac = rollData.carac[defaut_carac]; $("#carac").val(defaut_carac); } if (rollData.selectedSort) { dialog.setSelectedSort(rollData.selectedSort); $(".draconic").val(rollData.selectedSort.system.listIndex); // Uniquement a la selection du sort, pour permettre de changer } RdDItemSort.setCoutReveReel(rollData.selectedSort); $("#diffLibre").val(Misc.toInt(rollData.diffLibre)); $("#diffConditions").val(Misc.toInt(rollData.diffConditions)); dialog.updateRollResult(); } // Setup everything onload $(function () { onLoad(); }); // Update ! html.find('#diffLibre').change((event) => { this.rollData.diffLibre = Misc.toInt(event.currentTarget.value); // Update the selected bonus/malus this.updateRollResult(); }); html.find('#diffConditions').change((event) => { this.rollData.diffConditions = Misc.toInt(event.currentTarget.value); // Update the selected bonus/malus this.updateRollResult(); }); html.find('#force-dice-result').change((event) => { this.rollData.forceDiceResult = Misc.toInt(event.currentTarget.value); }); html.find('#carac').change((event) => { let caracKey = event.currentTarget.value; this.rollData.selectedCarac = this.rollData.carac[caracKey]; // Update the selectedCarac this.updateRollResult(); }); 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.find('.roll-sort').change((event) => { let sortKey = Misc.toInt(event.currentTarget.value); this.setSelectedSort(this.rollData.sortList[sortKey]); this.updateRollResult(); $("#diffLibre").val(this.rollData.diffLibre); }); html.find('.roll-signedraconique').change((event) => { let sortKey = Misc.toInt(event.currentTarget.value); this.setSelectedSigneDraconique(this.rollData.signes[sortKey]); this.updateRollResult(); }); html.find('#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.find("[name='coupsNonMortels']").change((event) => { this.rollData.dmg.mortalite = event.currentTarget.checked ? "non-mortel" : "mortel"; this.updateRollResult(); }); html.find('.cuisine-proportions').change((event) => { this.rollData.proportions = Number(event.currentTarget.value); this.updateRollResult(); }); html.find('.select-by-name').change((event) => { const attribute = event.currentTarget.attributes['name'].value; this.rollData[attribute] = event.currentTarget.value; this.updateRollResult(); }); html.find('.checkbox-by-name').change((event) => { const attribute = event.currentTarget.attributes['name'].value; this.rollData[attribute] = event.currentTarget.checked; this.updateRollResult(); }); html.find('.appel-moral').click((event) => { /* l'appel au moral, qui donne un bonus de +1 */ this.rollData.useMoral = !this.rollData.useMoral; const appelMoral = html.find('.icon-appel-moral')[0]; const tooltip = html.find('.tooltipAppelAuMoralText')[0]; if (this.rollData.useMoral) { 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(); }); // Section Méditation html.find('.conditionMeditation').change((event) => { let condition = event.currentTarget.attributes['id'].value; this.rollData.conditionMeditation[condition] = event.currentTarget.checked; this.updateRollResult(); }); } 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 }); $(".sort-ou-rituel").text(sort.system.isrituel ? "rituel" : "sort"); $(".bonus-case").text(`${this.rollData.bonus}%`); $(".details-sort").remove(); $(".description-sort").append(htmlSortDescription); $(".roll-draconic").val(sort.system.listIndex); $(".div-sort-difficulte-fixe").text(Misc.toSignedString(sort.system.difficulte)); $(".div-sort-ptreve-fixe").text(sort.system.ptreve); const diffVariable = RdDItemSort.isDifficulteVariable(sort); const coutVariable = RdDItemSort.isCoutVariable(sort); HtmlUtility._showControlWhen($(".div-sort-non-rituel"), !sort.system.isrituel); HtmlUtility._showControlWhen($(".div-sort-difficulte-var"), diffVariable); HtmlUtility._showControlWhen($(".div-sort-difficulte-fixe"), !diffVariable); HtmlUtility._showControlWhen($(".div-sort-ptreve-var"), coutVariable); HtmlUtility._showControlWhen($(".div-sort-ptreve-fixe"), !coutVariable); } async setSelectedSigneDraconique(signe){ this.rollData.signe = signe; this.rollData.diffLibre = signe.system.difficulte, $(".signe-difficulte").text(Misc.toSignedString(this.rollData.diffLibre)); } /* -------------------------------------------- */ async updateRollResult() { let rollData = this.rollData; rollData.dmg = rollData.attackerRoll?.dmg ?? RdDBonus.dmg(rollData, this.actor.getBonusDegat()) rollData.caracValue = parseInt(rollData.selectedCarac.value) rollData.mortalite = rollData.attackerRoll?.dmg.mortalite ?? rollData.dmg.mortalite ?? 'mortel'; rollData.coupsNonMortels = (rollData.attackerRoll?.dmg.mortalite ?? rollData.dmg.mortalite) == 'non-mortel'; rollData.use.appelAuMoral = this.actor.isPersonnage() && RdDCarac.isActionPhysique(rollData.selectedCarac); let dmgText = Misc.toSignedString(rollData.dmg.total); switch (rollData.mortalite){ case 'non-mortel': dmgText = `(${dmgText}) non-mortel`; break; case 'empoignade': dmgText = `empoignade`; break; } RollDataAjustements.calcul(rollData, this.actor); rollData.finalLevel = this._computeFinalLevel(rollData); HtmlUtility._showControlWhen($(".diffMoral"), rollData.ajustements.moralTotal.used); HtmlUtility._showControlWhen($(".divAppelAuMoral"), rollData.use.appelAuMoral); HtmlUtility._showControlWhen($("#etat-general"), !RdDCarac.isIgnoreEtatGeneral(rollData)); HtmlUtility._showControlWhen($("#ajust-astrologique"), RdDResolutionTable.isAjustementAstrologique(rollData)); // Mise à jour valeurs $(".dialog-roll-title").text(this._getTitle(rollData)); $("[name='coupsNonMortels']").prop('checked', rollData.mortalite == 'non-mortel'); $(".dmg-arme-actor").text(dmgText); $('.table-ajustement').remove(); $(".table-resolution").remove(); $(".table-proba-reussite").remove(); $("#tableAjustements").append(await this.buildAjustements(rollData)); $("#tableResolution").append(RdDResolutionTable.buildHTMLTableExtract(rollData.caracValue, rollData.finalLevel)); $("#tableProbaReussite").append(RdDResolutionTable.buildHTMLResults(rollData.caracValue, rollData.finalLevel)); } /* -------------------------------------------- */ async buildAjustements(rollData) { const html = await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/partial-roll-ajustements.html`, rollData); return html; } /* -------------------------------------------- */ _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; } /* -------------------------------------------- */ _computeDiffLibre(rollData) { let diffLibre = Misc.toInt(rollData.diffLibre); if (rollData.draconicList && rollData.selectedSort) { return RdDItemSort.getDifficulte(rollData.selectedSort, diffLibre); } return diffLibre; } /* -------------------------------------------- */ _computeMalusArmure(rollData) { let malusArmureValue = 0; if (rollData.malusArmureValue && (rollData.selectedCarac.label == "Agilité" || rollData.selectedCarac.label == "Dérobée")) { $("#addon-message").text("Malus armure appliqué : " + rollData.malusArmureValue); malusArmureValue = rollData.malusArmureValue; } else { $("#addon-message").text(""); } 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 } }