Autoriser le combat sans cible
This commit is contained in:
parent
5424763ad6
commit
f57f03547a
103
module/actor.js
103
module/actor.js
@ -223,8 +223,18 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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getReveActuel() {
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return Misc.toInt(this.system.reve?.reve?.value ?? this.carac.reve.value);
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switch(this.type) {
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case 'personnage':
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return Misc.toInt(this.system.reve?.reve?.value ?? this.carac.reve.value);
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case 'creature':
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case 'entite':
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return Misc.toInt(this.system.carac.reve?.value)
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case 'vehicule':
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default:
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return 0;
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}
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}
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/* -------------------------------------------- */
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getChanceActuel() {
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return Misc.toInt(this.system.compteurs.chance?.value ?? 10);
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@ -2535,48 +2545,43 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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async rollCompetence(idOrName) {
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let rollData = { competence: this.getCompetence(idOrName) }
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async rollCompetence(idOrName, options = {tryTarget: true}) {
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let rollData = {
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carac: this.system.carac,
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competence: this.getCompetence(idOrName)
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}
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if (rollData.competence.type == 'competencecreature') {
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if (rollData.competence.system.iscombat) {
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if (rollData.competence.system.ispossession) {
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RdDPossession.onAttaquePossession(this, rollData.competence)
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return
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}
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else if (RdDCombat.getTarget()) {
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const arme = RdDItemCompetenceCreature.toActionArme(rollData.competence)
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RdDCombat.createUsingTarget(this)?.attaque(competence, arme)
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return
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if (rollData.competence.system.iscombat && options.tryTarget) {
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const target = RdDCombat.getTarget();
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if (target) {
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if (rollData.competence.system.ispossession) {
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RdDPossession.onAttaquePossession(target, this, rollData.competence)
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}
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else {
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const arme = RdDItemCompetenceCreature.armeNaturelle(rollData.competence)
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RdDCombat.rddCombatTarget(this, target).attaque(competence, arme)
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}
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return;
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}
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}
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// Fake competence pour créature
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// Transformer la competence de créature
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RdDItemCompetenceCreature.setRollDataCreature(rollData)
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} else {
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rollData.carac = this.system.carac
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}
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console.log("rollCompetence !!!", rollData);
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const dialog = await RdDRoll.create(this, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' }, {
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name: 'jet-competence',
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label: 'Jet ' + Grammar.apostrophe('de', rollData.competence.name),
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callbacks: [
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this.createCallbackExperience(),
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this.createCallbackAppelAuMoral(),
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{ action: r => this._competenceResult(r) }
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{ action: r => this.$onRollCompetence(r) }
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]
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});
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dialog.render(true);
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}
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/* -------------------------------------------- */
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conjurerPossession(possession) {
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let draconic = this.getDraconicOuPossession();
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RdDPossession.onAttaquePossession(this, draconic, possession)
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}
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/* -------------------------------------------- */
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async _competenceResult(rollData) {
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async $onRollCompetence(rollData) {
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await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-competence.html')
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}
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@ -3217,26 +3222,42 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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rollArme(arme) {
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let competence = this.getCompetence(arme.system.competence)
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if (arme || (competence.type == 'competencecreature' && competence.system.iscombat)) {
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if (competence.system.ispossession) {
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RdDPossession.onAttaquePossession(this, competence);
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} else {
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RdDCombat.createUsingTarget(this)?.attaque(competence, arme);
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}
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} else {
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this.rollCompetence(competence.name);
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const target = RdDCombat.getTarget();
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if (!target) {
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RdDConfirm.confirmer({
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settingConfirmer: "confirmer-combat-sans-cible",
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content: `<p>Voulez vous faire un jet de compétence ${arme.system.competence} sans choisir de cible valide?
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<br>Tous les jets de combats devront être gérés à la main
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</p>`,
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title: 'Ne pas utiliser les automatisation de combat',
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buttonLabel: "Pas d'automatisation",
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onAction: async () => {
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this.rollCompetence(arme.system.competence, {tryTarget: false})
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}
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});
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return;
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}
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if (RdDCombat.isTargetEntite(target)){
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ui.notifications.warn(`Vous ne pouvez pas attaquer une entité non incarnée avec votre ${arme.name}!!!!`);
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return;
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}
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// if (RdDCombat.isTargetEntite(targets[0])) {
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// ui.notifications.warn("Vous ne pouvez pas cibler une entité non incarnée!");
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// return;
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// }
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const competence = this.getCompetence(arme.system.competence)
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if (competence.system.ispossession) {
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return RdDPossession.onAttaquePossession(target, this, competence);
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}
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RdDCombat.rddCombatTarget(this, target).attaque(competence, arme);
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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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return target;
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}
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}
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return undefined;
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conjurerPossession(possession) {
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// TODO: choix de la compétence de draconic ou de possession
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let draconic = this.getDraconicOuPossession();
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RdDPossession.onConjurerPossession(this, draconic, possession)
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}
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/* -------------------------------------------- */
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@ -470,51 +470,49 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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static createUsingTarget(attacker) {
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const target = RdDCombat.getTarget()
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if (target == undefined) {
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ui.notifications.warn((game.user.targets?.size ?? 0) > 1
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? "Vous devez choisir <strong>une seule</strong> cible à attaquer!"
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: "Vous devez choisir une cible à attaquer!");
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}
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else {
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const defender = target?.actor;
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const defenderTokenId = target?.id;
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if (defender.type == 'entite' && defender.system.definition.typeentite == ENTITE_NONINCARNE) {
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ui.notifications.warn("Vous ne pouvez pas cibler une entité non incarnée !!!!");
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} else {
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return this.create(attacker, defender, defenderTokenId, target)
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}
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}
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static rddCombatTarget(attacker, target) {
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const defender = target?.actor;
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const defenderTokenId = target?.id;
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return new RdDCombat(attacker, defender, defenderTokenId, target)
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}
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static isTargetEntite(target) {
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return target?.actor.type == 'entite' && target?.actor.system.definition.typeentite == ENTITE_NONINCARNE;
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}
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/* -------------------------------------------- */
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static 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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return target;
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const targets = game.user.targets;
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switch (targets?.size ?? 0) {
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case 1:
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for (let t of targets) {
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return t;
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}
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default:
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ui.notifications.warn("Vous devez choisir une cible (et <strong>une seule</strong>) à attaquer!");
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return;
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}
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}
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/* -------------------------------------------- */
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static rddCombatForAttackerAndDefender(attackerId, defenderTokenId) {
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const attacker = game.actors.get(attackerId);
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let defender = defenderTokenId ? canvas.tokens.get(defenderTokenId)?.actor : undefined;
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let target = undefined
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if (!defenderTokenId || !defender) {
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target = RdDCombat.getTarget()
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if (!target) {
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return;
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}
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defenderTokenId = target.id;
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defender = target.actor;
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if (!defenderTokenId || !defender) {
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return;
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}
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}
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return undefined;
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}
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/* -------------------------------------------- */
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static create(attacker, defender, defenderTokenId, target = undefined) {
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return new RdDCombat(attacker, defender, defenderTokenId, target)
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}
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/* -------------------------------------------- */
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static createForAttackerAndDefender(attackerId, defenderTokenId) {
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const attacker = game.actors.get(attackerId);
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if (defenderTokenId) {
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const defenderToken = canvas.tokens.get(defenderTokenId);
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const defender = defenderToken.actor;
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return RdDCombat.create(attacker, defender, defenderTokenId);
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}
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return RdDCombat.createUsingTarget(attacker)
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}
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/* -------------------------------------------- */
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static onMsgEncaisser(msg) {
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let defender = canvas.tokens.get(msg.defenderTokenId).actor;
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@ -523,7 +521,7 @@ export class RdDCombat {
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let attacker = msg.attackerId ? game.actors.get(msg.attackerId) : undefined;
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defender.encaisserDommages(attackerRoll, attacker);
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const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
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const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
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rddCombat?.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
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}
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}
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@ -532,7 +530,7 @@ export class RdDCombat {
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static onMsgDefense(msg) {
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let defenderToken = canvas.tokens.get(msg.defenderTokenId);
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if (defenderToken && Misc.isUniqueConnectedGM()) {
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const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
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const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
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rddCombat?.removeChatMessageActionsPasseArme(msg.defenderRoll.passeArme);
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rddCombat?._chatMessageDefense(msg.paramChatDefense, msg.defenderRoll);
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}
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@ -559,11 +557,10 @@ export class RdDCombat {
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'#echec-total-attaque',
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]) {
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html.on("click", button, event => {
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const rddCombat = RdDCombat.createForAttackerAndDefender(
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const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(
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event.currentTarget.attributes['data-attackerId']?.value,
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event.currentTarget.attributes['data-defenderTokenId']?.value);
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if (rddCombat) {
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rddCombat.onEvent(button, event);
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event.preventDefault();
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}
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@ -27,7 +27,133 @@ export class RdDPossession {
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}
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/* -------------------------------------------- */
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static updateEtatPossession(possession) {
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static async onAttaquePossession(target, attacker, competence, possession = undefined) {
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const defender = target.actor;
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possession = duplicate(possession ?? this.searchPossessionFromEntite(attacker, defender) ?? (await this.createPossession(attacker, defender)));
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this.$updateEtatPossession(possession)
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let rollData = {
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mode: "possession",
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isECNIDefender: false,
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competence: competence,
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possession: possession,
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attacker: attacker,
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defender: defender
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};
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if (attacker.isCreature()) {
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RdDItemCompetenceCreature.setRollDataCreature(rollData)
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}
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await RdDPossession.$rollAttaquePossession(attacker, rollData);
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}
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/* -------------------------------------------- */
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static async onConjurerPossession(attacker, competence, possession) {
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possession = duplicate(possession);
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this.$updateEtatPossession(possession)
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let rollData = {
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mode: "possession",
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isECNIDefender: true,
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competence: competence,
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possession: possession,
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attacker: attacker,
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defender: game.actors.get(possession.system.possesseurid)
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};
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await RdDPossession.$rollAttaquePossession(attacker, rollData);
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}
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/* -------------------------------------------- */
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static async onDefensePossession(attackerId, defenderId, possessionId) {
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let attacker = game.actors.get(attackerId)
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let possession = attacker?.getPossession(possessionId)
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defenderId = defenderId ?? possession?.system.possesseurid ?? undefined
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let defender = game.actors.get(defenderId)
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possession = possession ?? defender?.getPossession(possessionId) ?? undefined;
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if (!possession) {
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ui.notifications.warn("Une erreur s'est produite : Aucune possession trouvée !!")
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return
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}
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// Update for draconic roll
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let rollData = {
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mode: "conjuration",
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isECNIDefender: defender.type == "entite",
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possession: duplicate(possession),
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attacker: attacker,
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defender: defender,
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competence: defender.getDraconicOuPossession(),
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selectedCarac: defender.system.carac.reve,
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forceCarac: { 'reve-actuel': { label: "Rêve Actuel", value: defender.getReveActuel() } }
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}
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rollData.competence.system.defaut_carac = 'reve-actuel'
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await RdDPossession.$rollDefensePossesion(defender, rollData);
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}
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/* -------------------------------------------- */
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static async $rollAttaquePossession(attacker, rollData) {
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const dialog = await RdDRoll.create(attacker, rollData,
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{
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html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html'
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}, {
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name: 'jet-possession',
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label: rollData.isECNIDefender ? 'Conjurer la possession' : 'Possession',
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callbacks: [
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{ condition: r => (r.rolled.isSuccess), action: async (r) => await this.$onRollPossession(r, true) },
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{ condition: r => (r.rolled.isEchec), action: async (r) => await this.$onRollPossession(r, false) },
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]
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});
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dialog.render(true);
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}
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/* -------------------------------------------- */
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static async $rollDefensePossesion(defender, rollData) {
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const dialog = await RdDRoll.create(defender, rollData,
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{
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html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-defense-possession.html'
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},
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{
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name: 'conjurer',
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label: 'Conjurer une Possession',
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callbacks: [
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{ action: async (r) => await this.$onRollConjuration(r) }
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]
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}
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);
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dialog.render(true);
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}
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/* -------------------------------------------- */
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static async $onRollPossession(rollData, isSuccess) {
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rollData.possession.isSuccess = isSuccess;
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this.$updateEtatPossession(rollData.possession);
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await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-possession.html');
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}
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/* -------------------------------------------- */
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static async $onRollConjuration(rollData) {
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let actor = game.actors.get(rollData.possession.system.possedeid)
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if (!rollData.rolled.isSuccess) {
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if (rollData.isECNIDefender) {
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rollData.possession.system.compteur--
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} else {
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rollData.possession.system.compteur++
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}
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let update = { _id: rollData.possession._id, "system.compteur": rollData.possession.system.compteur }
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await actor.updateEmbeddedDocuments('Item', [update])
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}
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this.$updateEtatPossession(rollData.possession)
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await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-possession.html')
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if (rollData.possession.isPosseder || rollData.possession.isConjurer) {
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// conjuration
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actor.deleteEmbeddedDocuments("Item", [rollData.possession._id])
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}
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}
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/* -------------------------------------------- */
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static $updateEtatPossession(possession) {
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possession.ptsConjuration = 0
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possession.ptsPossession = 0
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console.log("Possession", possession)
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@ -47,111 +173,6 @@ export class RdDPossession {
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}
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}
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/* -------------------------------------------- */
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static async resultConjuration(rollData) {
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let actor = game.actors.get(rollData.possession.system.possedeid)
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if (!rollData.rolled.isSuccess) {
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if (rollData.isECNIDefender) {
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rollData.possession.system.compteur--
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} else {
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rollData.possession.system.compteur++
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}
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let update = { _id: rollData.possession._id, "system.compteur": rollData.possession.system.compteur }
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await actor.updateEmbeddedDocuments('Item', [update])
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}
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this.updateEtatPossession(rollData.possession)
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await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-possession.html')
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if (rollData.possession.isPosseder || rollData.possession.isConjurer) {
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actor.deleteEmbeddedDocuments("Item", [rollData.possession._id])
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}
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}
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/* -------------------------------------------- */
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static async onDefensePossession(attackerId, defenderId, possessionId) {
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let attacker = game.actors.get(attackerId)
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let defender = game.actors.get(defenderId)
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let possession = attacker.getPossession(possessionId) ?? defender.getPossession(possessionId) ;
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if (!possession) {
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ui.notifications.warn("Une erreur s'est produite : Aucune possession trouvée !!")
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return
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}
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// Update for draconic roll
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let rollData = {
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mode: "conjuration",
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isECNIDefender: defender.type == "entite",
|
||||
possession: duplicate(possession),
|
||||
attacker: attacker,
|
||||
defender: defender,
|
||||
competence: defender.getDraconicOuPossession(),
|
||||
selectedCarac: defender.system.carac.reve,
|
||||
forceCarac: { 'reve-actuel': { label: "Rêve Actuel", value: defender.getReveActuel() } }
|
||||
}
|
||||
rollData.competence.system.defaut_carac = 'reve-actuel'
|
||||
|
||||
|
||||
const dialog = await RdDRoll.create(defender, rollData,
|
||||
{
|
||||
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-defense-possession.html'
|
||||
},
|
||||
{
|
||||
name: 'conjurer',
|
||||
label: 'Conjurer une Possession',
|
||||
callbacks: [
|
||||
{ action: async r => await this.resultConjuration(r) }
|
||||
]
|
||||
}
|
||||
);
|
||||
dialog.render(true)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async onAttaquePossession(attacker, competence, possession = undefined) {
|
||||
const target = RdDCombat.getTarget()
|
||||
if (target == undefined) {
|
||||
ui.notifications.warn((game.user.targets?.size ?? 0) > 1
|
||||
? "Vous devez choisir <strong>une seule</strong> cible à posséder!"
|
||||
: "Vous devez choisir une cible à posséder!");
|
||||
return;
|
||||
}
|
||||
|
||||
const defender = target.actor;
|
||||
possession = duplicate(possession ?? this.searchPossessionFromEntite(attacker, defender) ??(await this.createPossession(attacker, defender)));
|
||||
|
||||
this.updateEtatPossession(possession)
|
||||
let rollData = {
|
||||
mode: "possession",
|
||||
isECNIDefender: defender.type == "entite",
|
||||
competence: competence,
|
||||
possession: possession,
|
||||
attacker: attacker,
|
||||
defender: defender
|
||||
};
|
||||
if (attacker.isCreature()) {
|
||||
RdDItemCompetenceCreature.setRollDataCreature(rollData)
|
||||
}
|
||||
|
||||
const dialog = await RdDRoll.create(attacker, rollData,
|
||||
{
|
||||
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html'
|
||||
}, {
|
||||
name: 'jet-possession',
|
||||
label: rollData.isECNIDefender ? 'Conjurer la possession' : 'Possession',
|
||||
callbacks: [
|
||||
{ condition: r => (r.rolled.isSuccess), action: async r => await this._onRollPossession(r, true) },
|
||||
{ condition: r => (r.rolled.isEchec), action: async r => await this._onRollPossession(r, false) },
|
||||
]
|
||||
});
|
||||
dialog.render(true)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async _onRollPossession(rollData, isSuccess) {
|
||||
rollData.possession.isSuccess = isSuccess;
|
||||
this.updateEtatPossession(rollData.possession);
|
||||
await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-possession.html');
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async createPossession(attacker, defender) {
|
||||
let possessionData = {
|
||||
|
@ -18,6 +18,7 @@ const listeReglesOptionelles = [
|
||||
{ group: 'Règles générales', name: 'appliquer-fatigue', descr: "Appliquer les règles de fatigue"},
|
||||
{ group: 'Règles générales', name: 'afficher-colonnes-reussite', descr: "Afficher le nombre de colonnes de réussite ou d'échec", default: false },
|
||||
|
||||
{ group: 'Confirmations', name: 'confirmer-combat-sans-cible', descr: "Confirmer avant une attaque sans cible", scope: "client"},
|
||||
{ group: 'Confirmations', name: 'confirmation-tmr', descr: "Confirmer pour monter dans les TMR", scope: "client"},
|
||||
{ group: 'Confirmations', name: 'confirmation-refouler', descr: "Confirmer avant de refouler", scope: "client"},
|
||||
{ group: 'Confirmations', name: 'confirmation-vider', descr: "Confirmer pour vider l'équipement", scope: "client"},
|
||||
|
Loading…
Reference in New Issue
Block a user