diff --git a/module/actor.js b/module/actor.js
index 6a77d702..369ee973 100644
--- a/module/actor.js
+++ b/module/actor.js
@@ -813,53 +813,34 @@ export class RdDActor extends Actor {
console.log("Final protect", protection);
return protection;
}
-
- /* -------------------------------------------- */
- encaisserDommages( attackerRoll )
- {
- //let attackerRoll = rollData.attackerRoll;
- let degatsReel = attackerRoll.degats - this.computeArmure(attackerRoll.loc, attackerRoll.domArmePlusDom);
- console.log("RollData from attacker!", attackerRoll, degatsReel);
-
- let result = RdDUtility.computeBlessuresSante(degatsReel);
+
+ /* -------------------------------------------- */
+ encaisserDommages( attackerRoll ) {
+ console.log("encaisserDommages", attackerRoll )
+ const armure = this.computeArmure( attackerRoll.loc, attackerRoll.domArmePlusDom);
+ let degatsReel = attackerRoll.degats - armure;
+
+ let result = RdDUtility.computeBlessuresSante(degatsReel, attackerRoll.mortalite);
this.santeIncDec("vie", result.vie);
this.santeIncDec("endurance", result.endurance);
-
- result.locName = attackerRoll.loc.label; // Add the localisation namme
- this.manageBlessures( result ); // Will upate the result table
- ChatMessage.create( {title: "Blessures !", content: this.data.name + " a encaissé : " +
- "
Encaissement final : " + degatsReel +
- "
" + result.legeres + " légères, " + result.graves + " graves et " +
- result.critiques + " critique." +
- "
Et perdu : " +
- "
" + result.endurance + " Endurance et " + result.vie + " Points de Vie" } );
-
+ result.locName = attackerRoll.loc.label;
+
+ this.manageBlessures(result); // Will upate the result table
+ const blessureLegere = (result.legeres > 0 ? "une blessure légère" : "");
+ const blessureGrave = (result.graves > 0 ? "une blessure grave" : "");
+ const blessureCritique = (result.critiques > 0 ? "une blessure critique" : "");
+ ChatMessage.create({
+ title: "Blessures !", content: this.data.name + " a encaissé : " +
+ "
Encaissement final : " + degatsReel +
+ "
" + blessureLegere + blessureGrave + blessureCritique +
+ "
Et a perdu : " +
+ "
" + result.endurance + " Endurance et " + result.vie + " Points de Vie"
+ });
+
this.computeEtatGeneral();
this.sheet.render(true);
}
- /* -------------------------------------------- */
- encaisserDommagesHorsCombat( degats )
- {
- let degatsReel = degats - this.computeArmure("Corps", 0);
- console.log("Enciasser dommages", degatsReel, this.computeArmure("Corps", 0), degats);
-
- let result = RdDUtility.computeBlessuresSante(degatsReel);
- this.santeIncDec("vie", result.vie);
- this.santeIncDec("endurance", result.endurance);
-
- result.locName = "Corps"; // Add the localisation namme
- this.manageBlessures( result ); // Will upate the result table
- ChatMessage.create( {title: "Blessures !", content: this.data.name + " a encaissé : " +
- "
Encaissement final : " + degatsReel +
- "
" + result.legeres + " légères, " + result.graves + " graves et " +
- result.critiques + " critique." +
- "
Et perdu : " +
- "
" + result.endurance + " Endurance et " + result.vie + " Points de Vie" } );
-
- this.computeEtatGeneral();
- this.sheet.render(true);
- }
/* -------------------------------------------- */
parerAttaque( attackerRoll, armeId )
diff --git a/module/rdd-roll-encaisser.js b/module/rdd-roll-encaisser.js
index 32369235..d0f17708 100644
--- a/module/rdd-roll-encaisser.js
+++ b/module/rdd-roll-encaisser.js
@@ -2,54 +2,57 @@
* Extend the base Dialog entity by defining a custom window to perform roll.
* @extends {Dialog}
*/
-
export class RdDEncaisser extends Dialog {
-
- /* -------------------------------------------- */
+
+ /* -------------------------------------------- */
constructor(html, actor) {
- let myButtons = { rollButton: {
- label: "Lancer",
- callback: html => this.performEncaisser(html, false)
- } };
// Common conf
- let dialogConf = {
+ let dialogConf = {
+ title: "Jet d'Encaissement",
content: html,
- buttons: myButtons,
- default: "rollButton"
+ buttons: {
+ "mortel": { label: "mortel", callback: html => this.performEncaisser(html, "mortel") },
+ "non-mortel": { label: "non-mortel", callback: html => this.performEncaisser(html, "non-mortel") },
+ "cauchemar": { label: "cauchemar", callback: html => this.performEncaisser(html, "cauchemar") }
+ },
+ default: "coupMortel"
}
- let dialogOptions = { classes: [ "rdddialog"] }
-
+
+ let dialogOptions = {
+ classes: ["rdddialog"],
+ width: 320,
+ height: 240
+ }
+
// Select proper roll dialog template and stuff
- dialogConf.title = "Jet d'Encaissement",
- dialogOptions.width = 320;
- dialogOptions.height = 160;
super(dialogConf, dialogOptions);
- this.actor = actor;
+ this.actor = actor;
this.modifier = 0;
- }
-
- /* -------------------------------------------- */
- performEncaisser (html, isReserve=false) {
- //console.log("On va encaisser !!", this.modifier);
- let result = Number(new Roll("2d10").roll().result);
- result += Number(this.modifier);
- this.actor.encaisserDommagesHorsCombat(result);
- //console.log("ENCAISSER:", result);
}
- /* -------------------------------------------- */
- activateListeners(html) {
+ /* -------------------------------------------- */
+ performEncaisser(html, mortalite = "mortel") {
+ this.actor.encaisserDommages({
+ degats: new Roll("2d10").roll().total,
+ domArmePlusDom: Number(this.modifier),
+ loc: { result: 0, label: "Corps" },
+ mortalite: mortalite
+ });
+ }
+
+ /* -------------------------------------------- */
+ activateListeners(html) {
super.activateListeners(html);
// Setup everything onload
- $(function() {
- $("#modificateurDegats").val( "0" );
+ $(function () {
+ $("#modificateurDegats").val("0");
});
- html.find('#modificateurDegats').click((event) => {
+ html.find('#modificateurDegats').click((event) => {
this.modifier = event.currentTarget.value; // Update the selected bonus/malus
});
}
-
+
}
diff --git a/module/rdd-utility.js b/module/rdd-utility.js
index cbab70fe..066121dd 100644
--- a/module/rdd-utility.js
+++ b/module/rdd-utility.js
@@ -84,6 +84,30 @@ const table2func = { "queues": {descr: "queues : Tire une queue de Dragon", fun
"tete" : { descr: "tete: Tire une Tête de Dragon", func: TMRUtility.getTete},
"souffle": { descr: "souffle: Tire un Souffle de Dragon", func: TMRUtility.getSouffle} };
+const definitionsEncaissement = {
+ "mortel": [
+ { minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ { minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ { minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 1, graves: 0, critiques: 0 },
+ { minimum: 16, maximum: 19, endurance: "2d6", vie: "2", legeres: 0, graves: 1, critiques: 0 },
+ { minimum: 20, maximum: undefined, endurance: "100", vie: "4 + @over20", legeres: 0, graves: 0, critiques: 1 },
+ ],
+ "non-mortel": [
+ { minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ { minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ { minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ { minimum: 16, maximum: 19, endurance: "2d6", vie: "0", legeres: 1, graves: 0, critiques: 0 },
+ { minimum: 20, maximum: undefined, endurance: "100", vie: "1", legeres: 1, graves: 0, critiques: 0 },
+ ],
+ "cauchemar": [
+ { minimum: undefined, maximum: 0, gravite: "frayeur", endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ { minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ { minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ { minimum: 16, maximum: 19, endurance: "2d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ { minimum: 20, maximum: undefined, endurance: "3d6 + @over20", vie: "0", legeres: 0, graves: 0, critiques: 0 },
+ ]
+};
+
/* -------------------------------------------- */
export class RdDUtility {
@@ -401,40 +425,32 @@ export class RdDUtility {
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;
+
+ static computeBlessuresSante( degats, mortalite="mortel" ) {
+ let encaissement = RdDUtility.selectEncaissement(degats, mortalite)
+ let over20 = degats > 20 ? degats - 20 : 0
+ encaissement.endurance = - RdDUtility._evaluatePerte(encaissement.endurance, over20)
+ encaissement.vie = - RdDUtility._evaluatePerte(encaissement.vie, degats, over20)
+ return encaissement;
+ }
+
+ static selectEncaissement( degats, mortalite ) {
+ const table = definitionsEncaissement[mortalite] === undefined ? definitionsEncaissement["mortel"] : definitionsEncaissement[mortalite];
+ for (let encaissement of table) {
+ if ((encaissement.minimum === undefined || encaissement.minimum <= degats)
+ && (encaissement.maximum === undefined || degats <= encaissement.maximum)) {
+ return duplicate(encaissement);
+ }
}
- return result;
+ return duplicate(table[0]);
+ }
+
+
+ static _evaluatePerte(formula, over20) {
+ console.log("_evaluatePerte", formula, over20 )
+ let perte = new Roll(formula, { over20:over20})
+ perte.evaluate()
+ return perte.total
}
/* -------------------------------------------- */