43 Init et attaque vie HUD ou fiche de perso
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@ -74,18 +74,21 @@ export class RdDActorSheet extends ActorSheet {
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// To avoid armour and so on...
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data.data.combat = duplicate( RdDUtility.checkNull(data.itemsByType['arme']));
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data.data.combat = RdDUtility.finalizeArmeList( data.data.combat, data.competenceByCategory );
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data.data.combat = RdDUtility.finalizeArmeList( data.data.combat, data.itemsByType.competence, data.data.carac );
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if (data.competenceByCategory && data.competenceByCategory.melee) {
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//Specific case for Esquive and Corps à Corps
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for ( const melee of data.competenceByCategory.melee ) {
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if (melee.name == "Esquive")
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data.data.combat.push( { name: "Esquive", data: { niveau: melee.data.niveau, description: "", force: 6, competence: "Esquive", dommages: 0} } );
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if (melee.name == "Corps à corps")
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data.data.combat.push( { name: "Corps à corps", data: { niveau: melee.data.niveau, description: "", force: 6, competence: "Corps à corps", dommages: data.data.attributs.plusdom.value } } );
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data.data.combat.push( { name: "Esquive", data: { niveau: melee.data.niveau, description: "", force: 6, initiative: "-", competence: "Esquive", dommages: 0} } );
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if (melee.name == "Corps à corps") {
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let cc_init = "1d6" + melee.data.niveau + "+" + Math.ceil(data.data.carac['melee'].value / 2 );
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data.data.combat.push( { name: "Corps à corps", data: { niveau: melee.data.niveau, description: "", force: 6, initiative: cc_init, competence: "Corps à corps", dommages: data.data.attributs.plusdom.value } } );
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}
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}
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}
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this.armesList = duplicate(data.data.combat);
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data.data.carac.taille.isTaille = true; // To avoid button link;
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data.data.nbLegeres = this.actor.countBlessures(data.data.blessures.legeres.liste );
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data.data.nbGraves = this.actor.countBlessures(data.data.blessures.graves.liste );
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@ -263,14 +266,24 @@ export class RdDActorSheet extends ActorSheet {
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// Points de reve actuel
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html.find('.ptreve-actuel a').click((event) => {
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this.actor.rollCarac( 'reveActuel' );
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});
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});
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// Roll Weapon1
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html.find('.arme-label a').click((event) => {
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let armeName = event.currentTarget.text;
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let competenceName = event.currentTarget.attributes['data-competence-name'].value;
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this.actor.rollArme( armeName, competenceName);
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});
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// Initiative pour l'arme
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html.find('.arme-initiative a').click((event) => {
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let combatant = game.combat.data.combatants.find(c => c.actor.data._id == this.actor.data._id );
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if ( combatant ) {
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let armeName = event.currentTarget.attributes['data-arme-name'].value;
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let arme = this.armesList.find( a => a.name == armeName);
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RdDUtility.rollInitiativeCompetence( combatant._id, arme);
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} else {
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ui.notifications.info("Impossible de lancer l'initiative sans être dans un combat.");
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}
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});
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// Display TMR, normal
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html.find('#visu-tmr').click((event) => {
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this.actor.displayTMR( "visu");
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@ -163,6 +163,13 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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computeDeteriorationArme( rollData ) {
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if ( rollData.arme && rollData.attackerRoll) { // C'est une parade
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}
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}
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/* -------------------------------------------- */
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async continueRoll(rollData, attacker = undefined) {
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let rolled = rollData.rolled;
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@ -198,6 +205,7 @@ export class RdDActor extends Actor {
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// In case of fight, replace the message per dommages + localization. it indicates if result is OK or not
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if (rollData.attackerRoll) { // Defense case !
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if (rolled.isSign || (!rollData.needSignificative && rolled.isSuccess)) {
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this.computeDeteriorationArme( rollData );
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explications += "<br><strong>Attaque parée/esquivée !</strong>";
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} else {
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explications += "<br><strong>Esquive/Parade échouée, encaissement !</strong>";
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@ -277,6 +285,7 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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static _calculMortaliteEncaissement(rollData, target) {
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const mortalite = target.actor.isEntiteCauchemar() ? "cauchemar" : (rollData.mortalite ? rollData.mortalite : "mortel");
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console.log("Mortalité : ", mortalite, target.actor.data.type);
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@ -410,6 +419,7 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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_retrograderBlessure(type, blessure, blessuresMoindres)
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{
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if (type != "legere") {
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@ -423,10 +433,12 @@ export class RdDActor extends Actor {
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return true;
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}
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/* -------------------------------------------- */
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_supprimerBlessure(blessure) {
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mergeObject(blessure, { "active": false, "premiers_soins": 0, "soins_complets": 0, "jours": 0, "localisation": "" });
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}
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/* -------------------------------------------- */
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async _recupererVie(message) {
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let blessures = [].concat(this.data.data.blessures.legeres.liste).concat(this.data.data.blessures.graves.liste).concat(this.data.data.blessures.critiques.liste);
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let nbBlessures = blessures.filter(b => b.active);
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@ -452,7 +464,8 @@ export class RdDActor extends Actor {
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}
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}
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}
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/* -------------------------------------------- */
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async _jetRecuperationConstitution(bonusSoins, message = undefined) {
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let difficulte = Misc.toInt(bonusSoins) + Math.min(0, this.data.data.sante.vie.value - this.data.data.sante.vie.max);
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let rolled = await RdDResolutionTable.roll(this.data.data.carac.constitution.value, difficulte);
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@ -462,7 +475,7 @@ export class RdDActor extends Actor {
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return rolled;
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}
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/* -------------------------------------------- */
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async remiseANeuf() {
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let message = {
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whisper: ChatUtility.getWhisperRecipientsAndGMs( this.name ),
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@ -568,6 +581,8 @@ export class RdDActor extends Actor {
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}
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}
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}
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/* -------------------------------------------- */
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async retourSeuilDeReve(message) {
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const seuil = this.data.data.reve.seuil.value;
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const reveActuel = this.getReveActuel();
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@ -733,10 +748,6 @@ export class RdDActor extends Actor {
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contenu.splice(index, 1);
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index = contenu.indexOf(itemId);
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}
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//console.log("REMOVED: ", itemId, contenu );
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//let newContenu = conteneur.data.data.contenu.filter( function(value, index, arr) { return value != itemId } );
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//console.log("Suppression du conteneur2", conteneurId, itemId, newContenu);
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//let update = {_id: conteneurId, "data.contenu": newContenu };
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await this.updateEmbeddedEntity("OwnedItem", data2use);
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}
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}
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@ -1330,6 +1341,7 @@ export class RdDActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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getTarget() {
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if (game.user.targets && game.user.targets.size == 1) {
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for (let target of game.user.targets) {
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@ -1363,13 +1375,13 @@ export class RdDActor extends Actor {
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if ( update.data.deterioration >= 10) {
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update.data.deterioration = 0;
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if ( update.data.protection.toString().length == 1 )
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update.data.protection = "d"+update.data.protection+"-0";
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update.data.protection = "1d"+update.data.protection+"-0";
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else {
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let regex = /d\(d+)\-(\d+)/g;
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let res = regex.exec( update.data.protection );
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update.data.protection = "d"+res[1]+"-"+(parseInt(res[2])+1);
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update.data.protection = "1d"+res[1]+"-"+(parseInt(res[2])+1);
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}
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/* TODO - POST chat message */
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ChatMessage.create( {content: "Détérioration d'armure: " + update.data.protection } );
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}
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this.updateEmbeddedEntity("OwnedItem", update);
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}
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@ -1442,6 +1454,7 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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/* -- entites -- */
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/* retourne true si on peut continuer, false si on ne peut pas continuer */
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async targetEntiteNonAccordee(target, when='avant-encaissement')
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@ -1453,6 +1466,7 @@ export class RdDActor extends Actor {
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return false;
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}
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/* -------------------------------------------- */
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async accorder(entite, when = 'avant-encaissement')
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{
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if (when != game.settings.get("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar")
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@ -1480,11 +1494,13 @@ export class RdDActor extends Actor {
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return rolled.isSuccess;
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}
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/* -------------------------------------------- */
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isEntiteCauchemar()
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{
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return this.data.type == 'entite';
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}
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/* -------------------------------------------- */
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isEntiteCauchemarAccordee(attaquant)
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{
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if (!this.isEntiteCauchemar()) { return true; }
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@ -1492,6 +1508,7 @@ export class RdDActor extends Actor {
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return (resonnance.actors.find(it => it == attaquant._id));
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}
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/* -------------------------------------------- */
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async setEntiteReveAccordee(attaquant)
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{
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if (!this.isEntiteCauchemar()) {
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@ -23,30 +23,40 @@ export class RdDTokenHud {
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// Get combatant stuff
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let combatant = game.combat.data.combatants.find(c => c.tokenId == token.data._id );
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if ( combatant ) {
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// Create space for Hud Extensions next to combat icon
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let divTokenHudExt = '<div class="tokenhudext right">';
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html.find('.control-icon.combat').wrap(divTokenHudExt);
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let armesList = RdDUtility.buildArmeList( combatant );
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let htmlList = "";
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// Create space for Hud Extensions next to combat icon
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let htmlInit = '<div class="tokenhudext right">';
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let htmlCombat = '<div class="tokenhudext rightright">';
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console.log("Token !!!", combatant, armesList);
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for( let armeIndex=0; armeIndex<armesList.length; armeIndex++) {
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let arme = armesList[armeIndex];
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htmlList += '<div class="control-icon tokenhudicon right" title="'+ arme.name +'">';
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htmlList += '<label class="hud-text-small" data-combatant-id="'+combatant._id+'" data-arme-id="'+armeIndex+'"></i>'+arme.name+'</label></div>';
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htmlInit += '<div class="control-icon tokenhudicon right" title="'+ arme.name +'">';
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htmlInit += '<label class="hud-text-small" data-combatant-id="'+combatant._id+'" data-arme-id="'+armeIndex+'"></i>I:'+arme.name+'</label></div>';
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if ( !arme.data.initOnly) {
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htmlCombat += '<div class="control-icon tokenhudicon right" title="'+ arme.name +'">';
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htmlCombat += '<label class="hud-text-small" data-combatant-id="'+combatant._id+'" data-arme-id="'+armeIndex+'"></i>C:'+arme.name+'</label></div>';
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}
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}
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let hudInitiative = $(htmlList);
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//let hudInitiative = $('<div class="control-icon tokenhudicon right" title="' + TooltipInitiative + '"><i class="fas fa-spinner"></i> ' + Dague + '</div>');
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//let hudInitiative = $('<div class="control-icon tokenhudicon right" title="Dague"><i class="fas fa-spinner"></i>Dague</div>');
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htmlInit += "</div>";
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htmlCombat += "</div>";
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let hudInitiative = $(htmlInit);
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html.find('.control-icon.combat').after(hudInitiative); // Add Initiative and Agility token tip
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// Add interactions for Initiative and Agility
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let hudCombat = $(htmlCombat);
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html.find('.control-icon.combat').after(hudCombat); // Add Initiative and Agility token tip
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// Add interactions for Initiative
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hudInitiative.find('label').click(async (event) => {
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let armeIndex = event.currentTarget.attributes['data-arme-id'].value;
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let combatantId = event.currentTarget.attributes['data-combatant-id'].value;
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let arme = armesList[armeIndex];
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console.log("CLICKED !", armeIndex, arme);
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RdDUtility.rollInitiativeCompetence( combatantId, arme );
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});
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// Add interactions for Combat
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hudCombat.find('label').click(async (event) => {
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let armeIndex = event.currentTarget.attributes['data-arme-id'].value;
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let arme = armesList[armeIndex];
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actor.rollArme( arme.name, arme.data.competence);
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});
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}
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}
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}
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@ -403,19 +403,20 @@ export class RdDUtility {
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/* -------------------------------------------- */
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/** Retourne une liste triée d'armes avec le split arme1 main / arme 2 main */
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static finalizeArmeList( armeList, competenceByCategory ) {
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static finalizeArmeList( armeList, competenceList, carac ) {
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// Gestion des armes 1/2 mains
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let arme2mains = []; // Tableau contenant la duplication des armes 1m/2m
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for (const arme of armeList) {
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let comp = competenceList.find(c => c.name == arme.data.competence);
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arme.data.initiative = "1d6+" + arme.data.niveau + "+" + Math.ceil(carac[comp.data.defaut_carac].value/2);
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// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
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if (arme.data.unemain && arme.data.deuxmains) {
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let arme2main = duplicate(arme);
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arme2main.data.dommages = arme2main.data.dommages.split("/")[1]; // Existence temporaire uniquement dans la liste des armes, donc OK
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arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace !
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for ( const melee of competenceByCategory.melee ) {
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if (melee.name == arme2main.data.competence )
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arme2main.data.niveau = melee.data.niveau
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}
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let comp = competenceList.find(c => c.name == arme2main.data.competence);
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arme2main.data.niveau = comp.data.niveau;
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arme2main.data.initiative = "1d6+" + arme2main.data.niveau + "+" + Math.ceil(carac[comp.data.defaut_carac].value/2);
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arme2mains.push(arme2main);
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}
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}
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@ -782,9 +783,9 @@ export class RdDUtility {
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// Force corps à corps et Draconic
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let cc = RdDUtility.findCompetence( combatant.actor.data.items, "Corps à corps");
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armesList.push( { name: "Corps à corps", data: { niveau: cc.data.niveau, description: "", force: 6, competence: "Corps à corps", dommages: combatant.actor.data.data.attributs.plusdom.value } } );
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armesList.push( { name: "Draconic", data: { competence: "Draconic" } } );
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armesList.push( { name: "Draconic", data: { initOnly: true, competence: "Draconic" } } );
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}
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armesList.push( { name: "Autre action", data: { competence: "Autre action" } } );
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armesList.push( { name: "Autre action", data: { initOnly: true, competence: "Autre action" } } );
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return armesList;
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}
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font-weight: 600;
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}
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.tokenhudext.right {
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justify-content: flex-start;
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justify-content: flex-start;
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flex-direction: column;
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position: absolute;
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top: 2.75rem;
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right: -6rem;
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}
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.tokenhudext.rightright {
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justify-content: flex-start;
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flex-direction: column;
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position: absolute;
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top: 2.75rem;
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right: -13rem;
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}
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.control-icon.tokenhudicon {
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width: fit-content;
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min-width: 42px;
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flex-basis: auto;
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padding: 0 8px;
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margin: 8px 0px;
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width: fit-content;
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height: fit-content;
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min-width: 6rem;
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flex-basis: auto;
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padding: 0;
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line-height: 1rem;
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margin: 0.25rem;
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}
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.control-icon.tokenhudicon.right {
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margin-left: 8px;
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