Review fight automation

This commit is contained in:
sladecraven 2022-06-11 10:21:18 +02:00
parent ef5cf6f393
commit 7259d3dc21
4 changed files with 59 additions and 44 deletions

View File

@ -363,6 +363,7 @@ export class BoLActor extends Actor {
}
}
/*-------------------------------------------- */
getAlchemistBonus() {
let sorcerer = this.careers.find(item => item.data.properties.alchemist == true)
if (sorcerer) {
@ -370,6 +371,7 @@ export class BoLActor extends Actor {
}
return 0;
}
/*-------------------------------------------- */
getSorcererBonus() {
let sorcerer = this.careers.find(item => item.data.properties.sorcerer == true)
if (sorcerer) {
@ -378,6 +380,7 @@ export class BoLActor extends Actor {
return 0;
}
/*-------------------------------------------- */
heroReroll() {
if (this.type == 'character') {
return this.data.data.resources.hero.value > 0;
@ -550,7 +553,7 @@ export class BoLActor extends Actor {
async manageHealthState() {
let hpID = "lastHP" + this.id
let lastHP = await this.getFlag("world", hpID)
if (lastHP != this.data.data.resources.hp.value && this.isOwner ) {
if (lastHP != this.data.data.resources.hp.value && game.user.isGM ) { // Only GM sends this
await this.setFlag("world", hpID, this.data.data.resources.hp.value)
if (this.data.data.resources.hp.value <= 0) {
ChatMessage.create({
@ -614,9 +617,9 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
rollProtection(itemId) {
let armor = this.data.items.get(itemId)
let armor = duplicate(this.data.items.get(itemId))
if (armor) {
let armorFormula = "max("+armor.data.data.properties.soak.formula + ", 0)"
let armorFormula = "max("+armor.data.properties.soak.formula + ", 0)"
let rollArmor = new Roll(armorFormula)
rollArmor.roll({ async: false }).toMessage()
}
@ -624,7 +627,7 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
rollWeaponDamage(itemId) {
let weapon = this.data.items.get(itemId)
let weapon = duplicate(this.data.items.get(itemId))
if (weapon) {
let r = new BoLDefaultRoll({ id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actorId: this.id, actor: this })
r.setSuccess(true)

View File

@ -72,7 +72,7 @@ export class BoLRoll {
let target = BoLUtility.getTarget()
let weaponData = weapon.data.data
let weaponData = weapon.data
let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
@ -109,23 +109,25 @@ export class BoLRoll {
/* -------------------------------------------- */
static weaponCheck(actor, event) {
const li = $(event.currentTarget).parents(".item")
const weapon = actor.items.get(li.data("item-id"))
let weapon = actor.items.get(li.data("item-id"))
if (!weapon) {
ui.notifications.warn("Unable to find weapon !")
return
}
weapon = duplicate(weapon)
return this.weaponCheckWithWeapon(actor, weapon)
}
/* -------------------------------------------- */
static alchemyCheck(actor, event) {
const li = $(event.currentTarget).parents(".item");
const alchemy = actor.items.get(li.data("item-id"));
let alchemy = actor.items.get(li.data("item-id"));
if (!alchemy) {
ui.notifications.warn("Unable to find Alchemy !");
return;
}
let alchemyData = alchemy.data.data
alchemy = dupicate(alchemy)
let alchemyData = alchemy.data
if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
ui.notifications.warn("Pas assez de Points de Cration investis dans la Préparation !")
return
@ -154,7 +156,7 @@ export class BoLRoll {
/* -------------------------------------------- */
static spellCheckWithSpell( actor, spell ) {
let spellData = spell.data.data
let spellData = spell.data
let spellDef = {
mode: "spell",
actorId: actor.id,
@ -184,11 +186,12 @@ export class BoLRoll {
return
}
const li = $(event.currentTarget).parents(".item")
const spell = actor.items.get(li.data("item-id"))
let spell = actor.items.get(li.data("item-id"))
if (!spell) {
ui.notifications.warn("Impossible de trouver ce sort !")
return
}
spell = duplicate(spell)
return this.spellCheckWithSpell( actor, spell)
}
@ -207,7 +210,7 @@ export class BoLRoll {
$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
}
let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
if ( this.rollData.weapon && this.rollData.weapon.data.data.properties.onlymodifier ) {
if ( this.rollData.weapon && this.rollData.weapon.data.properties.onlymodifier ) {
rollbase = ""
}
$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
@ -337,8 +340,8 @@ export class BoLRoll {
/* -------------------------------------------- */
static preProcessWeapon(rollData, defender) {
if (rollData.mode == "weapon") {
rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0;
rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
rollData.weaponModifier = rollData.weapon.data.properties.attackModifiers ?? 0;
rollData.attackBonusDice = rollData.weapon.data.properties.attackBonusDice
if (defender) { // If target is selected
rollData.defence = defender.defenseValue
rollData.armorMalus = defender.armorMalusValue
@ -429,7 +432,7 @@ export class BoLRoll {
rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
let rollbase = rollData.attrValue + rollData.aptValue
if ( rollData.weapon && rollData.weapon.data.data.properties.onlymodifier ) {
if ( rollData.weapon && rollData.weapon.data.properties.onlymodifier ) {
rollbase = 0
}
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
@ -454,7 +457,6 @@ export class BoLRoll {
export class BoLDefaultRoll {
constructor(rollData) {
BoLUtility.storeRoll(rollData)
this.rollData = rollData
if (this.rollData.isSuccess == undefined) { // First init
this.rollData.isSuccess = false;
@ -500,7 +502,7 @@ export class BoLDefaultRoll {
actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
}
if (this.rollData.mode == "alchemy") { // PP cost management
actor.resetAlchemyStatus(this.rollData.alchemy.id)
actor.resetAlchemyStatus(this.rollData.alchemy._id)
}
await this.sendChatMessage()
@ -509,14 +511,15 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
async sendChatMessage() {
let actor = game.actors.get( this.rollData.actorId)
this._buildChatMessage(this.rollData).then(msgFlavor => {
this.rollData.roll.toMessage({
this._buildChatMessage(this.rollData).then( async msgFlavor => {
let msg = await this.rollData.roll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: actor }),
})
msg.setFlag("world", "bol-roll-data", this.rollData)
})
}
@ -555,14 +558,15 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
async sendDamageMessage() {
let actor = game.actors.get( this.rollData.actorId)
this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
this.rollData.damageRoll.toMessage({
this._buildDamageChatMessage(this.rollData).then(async msgFlavor => {
let msg = await this.rollData.damageRoll.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: actor }),
flags: { msgType: "default" }
})
});
msg.setFlag("world", "bol-roll-data", this.rollData)
})
}
/* -------------------------------------------- */
@ -582,7 +586,7 @@ export class BoLDefaultRoll {
/* -------------------------------------------- */
async rollDamage() {
if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
return;
return
}
if (this.rollData.isSuccess) {
@ -594,8 +598,9 @@ export class BoLDefaultRoll {
if (this.rollData.damageMode == 'damage-plus-12') {
bonusDmg = 12
}
let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.data.properties.damageAttribute)
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data, this.rollData.fightOption)
console.log("ROLLWEAPON: ", this.rollData)
let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.properties.damageAttribute)
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data, this.rollData.fightOption)
let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)

View File

@ -31,7 +31,7 @@ export class BoLTokenHud {
let actionIndex = Number(event.currentTarget.attributes['data-action-index'].value)
let action = hudData.actionsList[actionIndex]
const weapon = actor.items.get( action._id )
BoLRoll.weaponCheckWithWeapon(hudData.actor, weapon)
BoLRoll.weaponCheckWithWeapon(hudData.actor, duplicate(weapon))
//console.log("Clicked", action)
} )

View File

@ -63,12 +63,12 @@ export class BoLUtility {
/* -------------------------------------------- */
static storeRoll(roll) {
this.lastRoll = roll
this.rollTab[roll.id] = roll
}
/* -------------------------------------------- */
static getLastRoll() {
return this.lastRoll
static getRoll(rollId) {
return this.rollTab[roll.id]
}
/* -------------------------------------------- */
@ -180,27 +180,34 @@ export class BoLUtility {
}
}
/* -------------------------------------------- */
static getRollDataFromMessage( event ) {
let messageId = BoLUtility.findChatMessageId(event.currentTarget)
let message = game.messages.get(messageId)
return message.getFlag("world", "bol-roll-data")
}
/* -------------------------------------------- */
static async chatListeners(html) {
// Damage handling
html.on("click", '.chat-damage-apply', event => {
let rollData = BoLUtility.getLastRoll()
let rollData = BoLUtility.getRollDataFromMessage(event)
console.log("DATA !!!", rollData)
$(`#${rollData.applyId}`).hide()
BoLUtility.sendAttackSuccess(rollData)
});
html.on("click", '.chat-damage-roll', event => {
event.preventDefault();
let rollData = BoLUtility.getLastRoll()
rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value;
let rollData = BoLUtility.getRollDataFromMessage(event)
let bolRoll = new BoLDefaultRoll(rollData)
bolRoll.rollDamage()
});
html.on("click", '.transform-legendary-roll', event => {
event.preventDefault();
let rollData = BoLUtility.getLastRoll()
let rollData = BoLUtility.getRollDataFromMessage(event)
let actor = game.actors.get( rollData.actorId)
actor.subHeroPoints(1)
let r = new BoLDefaultRoll(rollData)
@ -209,7 +216,7 @@ export class BoLUtility {
html.on("click", '.transform-heroic-roll', event => {
event.preventDefault();
let rollData = BoLUtility.getLastRoll()
let rollData = BoLUtility.getRollDataFromMessage(event)
let actor = game.actors.get( rollData.actorId)
actor.subHeroPoints(1)
let r = new BoLDefaultRoll(rollData)
@ -218,7 +225,7 @@ export class BoLUtility {
html.on("click", '.hero-reroll', event => {
event.preventDefault();
let rollData = BoLUtility.getLastRoll()
let rollData = BoLUtility.getRollDataFromMessage(event)
let actor = game.actors.get( rollData.actorId)
actor.subHeroPoints(1)
rollData.reroll = false // Disable reroll option for second roll
@ -264,15 +271,15 @@ export class BoLUtility {
let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll( { async: false } )
console.log("Armor roll ", attackDef.rollArmor)
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total;
attackDef.finalDamage = attackDef.damageRoll.total - attackDef.armorProtect;
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
defender.sufferDamage(attackDef.finalDamage);
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
attackDef.finalDamage = attackDef.damageTotal - attackDef.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
defender.sufferDamage(attackDef.finalDamage)
console.log("Armor roll -> result ", attackDef)
}
if (defenseMode == 'damage-without-armor') {
attackDef.finalDamage = attackDef.damageRoll.total;
defender.sufferDamage(attackDef.finalDamage);
attackDef.finalDamage = attackDef.damageTotal
defender.sufferDamage(attackDef.finalDamage)
}
if (defenseMode == 'hero-reduce-damage') {
let armorFormula = defender.getArmorFormula()
@ -281,7 +288,7 @@ export class BoLUtility {
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
attackDef.rollHero = new Roll("1d6")
attackDef.rollHero.roll({ async: false })
attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.total - attackDef.armorProtect
attackDef.finalDamage = attackDef.damageTotal - attackDef.rollHero.total - attackDef.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
defender.sufferDamage(attackDef.finalDamage)
defender.subHeroPoints(1)
@ -417,8 +424,8 @@ export class BoLUtility {
/* -------------------------------------------- */
static computeSpellCost(spell, nbOptCond = 0) {
let pp = spell.data.data.properties.ppcost
let minpp = __circle2minpp[spell.data.data.properties.circle]
let pp = spell.data.properties.ppcost
let minpp = __circle2minpp[spell.data.properties.circle]
pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
return pp
}