forked from public/foundryvtt-reve-de-dragon
		
	Fix initiative de masse
L'initiative de masse utilise la première compétence de combat trouvée
This commit is contained in:
		| @@ -72,7 +72,7 @@ export class RdDCombatManager extends Combat { | ||||
|  | ||||
|   /* -------------------------------------------- */ | ||||
|   async finDeRound(options = { terminer: false }) { | ||||
|     this.combatants.map(it => RdDCombatManager.getActorCombatant(it)) | ||||
|     this.combatants.map(it => RdDCombatManager.getActorCombatant(it, { warning: false })) | ||||
|       .filter(it => it != undefined) | ||||
|       .forEach(async actor => { | ||||
|         await actor.finDeRound(options) | ||||
| @@ -80,13 +80,17 @@ export class RdDCombatManager extends Combat { | ||||
|       }) | ||||
|   } | ||||
|  | ||||
|   static getActorCombatant(combatant) { | ||||
|   static getActorCombatant(combatant, options = { warning: true }) { | ||||
|     if (!combatant.actor) { | ||||
|       ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`) | ||||
|       if (options.warning) { | ||||
|         ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`) | ||||
|       } | ||||
|       return undefined | ||||
|     } | ||||
|     else if (!combatant.actor.isActorCombat()) { | ||||
|       ui.notifications.warn(`${combatant.name} ne peut pas combattre!`) | ||||
|       if (options.warning) { | ||||
|         ui.notifications.warn(`${combatant.name} ne peut pas combattre!`) | ||||
|       } | ||||
|       return undefined | ||||
|     } | ||||
|     return combatant.actor | ||||
| @@ -100,56 +104,27 @@ export class RdDCombatManager extends Combat { | ||||
|   } | ||||
|  | ||||
|   /************************************************************************************/ | ||||
|   async rollInitiative(ids, formula = undefined, messageOptions = {}) { | ||||
|     console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions); | ||||
|   async rollInitiative(ids, messageOptions = {}) { | ||||
|     console.log(`${game.system.title} | Combat.rollInitiative()`, ids, messageOptions) | ||||
|     ids = typeof ids === "string" ? [ids] : ids | ||||
|     ids.forEach(async id => | ||||
|       await this.rollInitRdD(id, undefined, messageOptions) | ||||
|     ) | ||||
|     return this | ||||
|   } | ||||
|  | ||||
|     ids = typeof ids === "string" ? [ids] : ids; | ||||
|     // calculate initiative | ||||
|     for (let cId = 0; cId < ids.length; cId++) { | ||||
|       const combatant = this.combatants.get(ids[cId]); | ||||
|       const ajustement = RdDCombatManager.calculAjustementInit(combatant.actor, undefined); | ||||
|       let rollFormula = formula ?? RdDCombatManager.formuleInitiative(2, 10, 0, ajustement); | ||||
|  | ||||
|       if (!formula) { | ||||
|         if (combatant.actor.type == 'creature' || combatant.actor.type == 'entite') { | ||||
|           const competence = combatant.actor.items.find(it => RdDItemCompetenceCreature.isAttaque(it)) | ||||
|           if (competence) { | ||||
|             rollFormula = RdDCombatManager.formuleInitiative(2, competence.system.carac_value, competence.system.niveau, etatGeneral); | ||||
|           } | ||||
|         } else { | ||||
|           const armeCombat = combatant.actor.itemTypes['arme'].find(it => it.system.equipe) | ||||
|           let compName = "Corps à corps" | ||||
|           if (armeCombat) { | ||||
|             if (armeCombat.system.competence != "") { | ||||
|               compName = armeCombat.system.competence | ||||
|             } | ||||
|             if (armeCombat.system.lancer != "") { | ||||
|               compName = armeCombat.system.lancer | ||||
|             } | ||||
|             if (armeCombat.system.tir != "") { | ||||
|               compName = armeCombat.system.tir | ||||
|             } | ||||
|           } | ||||
|           const competence = RdDItemCompetence.findCompetence(combatant.actor.items, compName); | ||||
|           if (competence && competence.system.defaut_carac) { | ||||
|             const carac = combatant.actor.system.carac[competence.system.defaut_carac].value; | ||||
|             const niveau = competence.system.niveau; | ||||
|  | ||||
|             const ajustement = RdDCombatManager.calculAjustementInit(combatant.actor, armeCombat) | ||||
|             rollFormula = RdDCombatManager.formuleInitiative(2, carac, niveau, ajustement); | ||||
|           } else { | ||||
|             ui.notifications.warn(`Votre arme ${armeCombat.name} n'a pas de compétence renseignée`); | ||||
|           } | ||||
|         } | ||||
|       } | ||||
|   async rollInitRdD(id, formula, messageOptions = {}) { | ||||
|     const combatant = this.combatants.get(id); | ||||
|     const actor = RdDCombatManager.getActorCombatant(combatant) | ||||
|     if (actor) { | ||||
|       const rollFormula = formula ?? RdDCombatManager.getFirstInitRollFormula(actor) | ||||
|       const roll = combatant.getInitiativeRoll(rollFormula); | ||||
|       if (!roll.total) { | ||||
|         await roll.evaluate(); | ||||
|       } | ||||
|       const total = Math.max(roll.total, 0.00); | ||||
|       console.log("Compute init for", rollFormula, roll, total, combatant); | ||||
|       let id = combatant._id || combatant.id; | ||||
|       await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: total }]); | ||||
|       await this.updateEmbeddedDocuments("Combatant", [{ _id: combatant._id || combatant.id, initiative: total }]); | ||||
|  | ||||
|       // Send a chat message | ||||
|       let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode"); | ||||
| @@ -161,7 +136,7 @@ export class RdDCombatManager extends Combat { | ||||
|           alias: combatant.token.name, | ||||
|           sound: CONFIG.sounds.dice, | ||||
|         }, | ||||
|         flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.info})<br>`, | ||||
|         flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.info})<br>` | ||||
|       }, | ||||
|         messageOptions); | ||||
|       roll.toMessage(messageData, { rollMode, create: true }); | ||||
| @@ -169,7 +144,20 @@ export class RdDCombatManager extends Combat { | ||||
|       RdDCombatManager.processPremierRoundInit(); | ||||
|     } | ||||
|     return this; | ||||
|   }; | ||||
|   } | ||||
|  | ||||
|   static getFirstInitRollFormula(actor) { | ||||
|     const actions = actor.listActionsCombat() | ||||
|     if (actions.length > 0) { | ||||
|       const action = actions[0] | ||||
|       const init = RdDCombatManager.getInitData(actor, action) | ||||
|       const ajustement = RdDCombatManager.calculAjustementInit(actor, action) | ||||
|       return RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement); | ||||
|     } | ||||
|  | ||||
|     let ajustement = RdDCombatManager.calculAjustementInit(actor, undefined); | ||||
|     return RdDCombatManager.formuleInitiative(2, 10, 0, ajustement); | ||||
|   } | ||||
|  | ||||
|   static formuleInitiative(rang, carac, niveau, bonusMalus) { | ||||
|     return `${rang} +( (${RdDCombatManager.calculInitiative(niveau, carac, bonusMalus)} )/100)`; | ||||
| @@ -316,7 +304,7 @@ export class RdDCombatManager extends Combat { | ||||
|     const ajustement = RdDCombatManager.calculAjustementInit(actor, action) | ||||
|     const rollFormula = RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement); | ||||
|  | ||||
|     game.combat.rollInitiative(combatantId, rollFormula, init); | ||||
|     game.combat.rollInitRdD(combatantId, rollFormula, init); | ||||
|   } | ||||
|  | ||||
|   static getInitData(actor, action) { | ||||
| @@ -352,35 +340,34 @@ export class RdDCombatManager extends Combat { | ||||
|   /* -------------------------------------------- */ | ||||
|   static displayInitiativeMenu(html, combatantId) { | ||||
|     const combatant = game.combat.combatants.get(combatantId) | ||||
|     const actions = RdDCombatManager.listActionsCombatant(combatant); | ||||
|     // Build the relevant submenu | ||||
|     const menuItems = actions.map(action => { | ||||
|       return { | ||||
|         name: action.system.competence, | ||||
|         icon: "<i class='fas fa-dice-d6'></i>", | ||||
|         callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) } | ||||
|     const actor = RdDCombatManager.getActorCombatant(combatant, { warning: false }) | ||||
|     if (actor) { | ||||
|       const actions = RdDCombatManager.listActionsActorCombatant(actor) | ||||
|       // Build the relevant submenu | ||||
|       const menuItems = actions.map(action => { | ||||
|         return { | ||||
|           name: action.system.competence, | ||||
|           icon: "<i class='fas fa-dice-d6'></i>", | ||||
|           callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) } | ||||
|         } | ||||
|       }) | ||||
|       if (menuItems.length > 0) { | ||||
|         new ContextMenu(html, ".directory-list", menuItems).render(); | ||||
|       } | ||||
|     }) | ||||
|     if (menuItems.length > 0) { | ||||
|       new ContextMenu(html, ".directory-list", menuItems).render(); | ||||
|     } | ||||
|   } | ||||
|  | ||||
|   /* -------------------------------------------- */ | ||||
|   static listActionsCombatant(combatant) { | ||||
|     const actor = RdDCombatManager.getActorCombatant(combatant) | ||||
|     if (actor) { | ||||
|       const possessions = actor.listActionsPossessions() | ||||
|       const actions = possessions.length > 0 | ||||
|         ? possessions | ||||
|         : actor.listActionsCombat() | ||||
|   static listActionsActorCombatant( actor) { | ||||
|     const possessions = actor.listActionsPossessions() | ||||
|     const actions = possessions.length > 0 | ||||
|       ? possessions | ||||
|       : actor.listActionsCombat() | ||||
|  | ||||
|       for (let index = 0; index < actions.length; index++) { | ||||
|         actions[index].index = index | ||||
|       } | ||||
|       return actions | ||||
|     for (let index = 0; index < actions.length; index++) { | ||||
|       actions[index].index = index | ||||
|     } | ||||
|     return [] | ||||
|     return actions | ||||
|   } | ||||
|  | ||||
|  | ||||
|   | ||||
| @@ -28,16 +28,15 @@ export class RdDTokenHud { | ||||
|     await RdDTokenHud.addExtensionHudSoins(html, actor); | ||||
|  | ||||
|     if (isCombat) { | ||||
|       let combatant = game.combat.combatants.find(c => c.tokenId == tokenId); | ||||
|       if (!(combatant?.actor)) { | ||||
|         ui.notifications.warn(`Le combatant ${token.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`) | ||||
|         return; | ||||
|       const combatant = game.combat.combatants.find(c => c.tokenId == tokenId) | ||||
|       const actor = RdDCombatManager.getActorCombatant(combatant, { warning: false }) | ||||
|       if (actor) { | ||||
|         let actions = RdDCombatManager.listActionsActorCombatant(actor) | ||||
|         // initiative | ||||
|         await RdDTokenHud.addExtensionHudInit(html, combatant, actions) | ||||
|         // combat | ||||
|         await RdDTokenHud.addExtensionHudCombat(html, combatant, token, actions) | ||||
|       } | ||||
|       let actions = RdDCombatManager.listActionsCombatant(combatant); | ||||
|       // initiative | ||||
|       await RdDTokenHud.addExtensionHudInit(html, combatant, actions); | ||||
|       // combat | ||||
|       await RdDTokenHud.addExtensionHudCombat(html, combatant, token, actions); | ||||
|     } | ||||
|  | ||||
|  | ||||
|   | ||||
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