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 } /* -------------------------------------------- */