Merge branch 'working' into 'master'
Refactoring See merge request LeRatierBretonnien/foundryvtt-reve-de-dragon!9
This commit is contained in:
commit
fb52e394e7
@ -15,6 +15,7 @@ import { RdDActorCreatureSheet } from "./actor-creature-sheet.js";
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import { RdDActorHumanoideSheet } from "./actor-humanoide-sheet.js";
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import { RdDUtility } from "./rdd-utility.js";
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import { RdDCalendrier } from "./rdd-calendrier.js";
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import { RdDResolutionTable } from "./rdd-resolution-table.js";
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/* -------------------------------------------- */
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/* Foundry VTT Initialization */
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@ -112,12 +113,12 @@ Hooks.once("init", async function() {
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// Define custom Entity classes
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CONFIG.Actor.entityClass = RdDActor;
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CONFIG.RDD = {}
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CONFIG.RDD.resolutionTable = RdDUtility.buildResolutionTable();
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CONFIG.RDD.level_category = RdDUtility.getLevelCategory();
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CONFIG.RDD.carac_array = RdDUtility.getCaracArray();
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CONFIG.RDD.bonusmalus = RdDUtility.getBonusMalus();
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game.data.RdDUtility = RdDUtility;
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CONFIG.RDD = {
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resolutionTable : RdDResolutionTable.resolutionTable,
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level_category : RdDUtility.getLevelCategory(),
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carac_array : RdDUtility.getCaracArray(),
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bonusmalus : RdDUtility.getBonusMalus()
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}
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// Register sheet application classes
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Actors.unregisterSheet("core", ActorSheet);
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99
module/rdd-resolution-table.js
Normal file
99
module/rdd-resolution-table.js
Normal file
@ -0,0 +1,99 @@
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export class RdDResolutionTable {
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static resolutionTable = this.build()
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/* -------------------------------------------- */
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static build() {
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let table = []
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for (var carac = 0; carac <= 30; carac++) {
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table[carac] = this._computeRow(carac);
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}
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return table;
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}
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/* -------------------------------------------- */
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static _computeRow(carac) {
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let dataRow = [
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this._computeScore(-10, Math.max(Math.floor(carac / 4), 1)),
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this._computeScore(-9, Math.max(Math.floor(carac / 2), 1))
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]
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for (var diff = -8; diff <= 22; diff++) {
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dataRow[diff + 10] = this._computeScore(diff, Math.max(Math.floor(carac * (diff + 10) / 2), 1));
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}
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return dataRow;
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}
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static _computeScore(diff, score) {
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return {
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niveau: diff,
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score: score,
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sign: this._reussiteSignificative(score),
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part: this._reussitePart(score),
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epart: this._echecParticulier(score),
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etotal: this._echecTotal(score)
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}
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}
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static _reussiteSignificative(score) {
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return Math.floor(score / 2);
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}
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static _reussitePart(score) {
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return Math.ceil(score / 5);
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}
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static _echecParticulier(score) {
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return Math.ceil(score / 5) + 80;
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}
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static _echecTotal(score) {
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return Math.ceil(score / 10) + 91;
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}
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/* -------------------------------------------- */
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static buildHTMLTable(caracValue, levelValue, minCarac = 1, maxCarac = 21, minLevel = -10, maxLevel = 11) {
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return this._buildHTMLTable(caracValue, levelValue, minCarac, maxCarac, minLevel, maxLevel)
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}
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/* -------------------------------------------- */
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static _buildHTMLTable(caracValue, levelValue, minCarac, maxCarac, minLevel, maxLevel) {
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minCarac = Math.max(minCarac, 1);
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maxCarac = Math.min(maxCarac, 30);
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minLevel = Math.max(minLevel, -10);
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maxLevel = Math.min(maxLevel, 22);
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var table = $("<table class='table-resolution'/>")
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.append(this._buildHTMLHeader(this.resolutionTable[0], minLevel, maxLevel));
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for (var carac = minCarac; carac <= maxCarac; carac++) {
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table.append(this._buildHTMLRow(this.resolutionTable[carac], carac, caracValue, levelValue, minLevel, maxLevel));
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}
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return table;
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}
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static _buildHTMLHeader(dataRow, minLevel, maxLevel) {
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var tr = $("<tr/>");
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for (var difficulte = minLevel; difficulte <= maxLevel; difficulte++) {
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const niveau = dataRow[difficulte + 10].niveau;
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const txt = (niveau > 0 ? "+" : "") + niveau;
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tr.append($("<th class='table-resolution-level'/>").text(txt));
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}
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return tr;
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}
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static _buildHTMLRow(dataRow, rowIndex, caracValue, levelValue, minLevel, maxLevel) {
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var tr = $("<tr/>");
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for (var difficulte = minLevel; difficulte <= maxLevel; difficulte++) {
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var td = $("<td/>");
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let score = dataRow[difficulte + 10].score;
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if (rowIndex == caracValue && levelValue == difficulte) {
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td.addClass('table-resolution-target');
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} else if (difficulte == -8) {
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td.addClass('table-resolution-carac');
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}
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tr.append(td.text(score));
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}
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return tr;
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}
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}
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@ -1,59 +1,57 @@
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import { RdDResolutionTable } from "./rdd-resolution-table.js";
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import { RdDUtility } from "./rdd-utility.js";
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/**
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* Extend the base Dialog entity by defining a custom window to perform roll.
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* @extends {Dialog}
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*/
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export class RdDRollDialog extends Dialog {
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/* -------------------------------------------- */
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constructor(mode, html, rollData, actor) {
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let myButtons = { rollButton: {
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label: "Lancer",
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callback: html => this.performRollSort(html, false)
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} };
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let myButtons
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if (mode == "sort") {
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myButtons['reserveButton'] = { label: "Mettre en reserve",
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callback: html => this.performRollSort(html, true)
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myButtons = {
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rollButton: { label: "Lancer le sort", callback: html => this.performRollSort(html, false) },
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reserveButton: { label: "Mettre en reserve", callback: html => this.performRollSort(html, true) }
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}
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}
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else {
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myButtons = {
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rollButton: { label: "Lancer", callback: html => this.actor.performRoll(this.rollData) }
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};
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}
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// Common conf
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let dialogConf = {
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content: html,
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buttons: myButtons,
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default: "rollButton"
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}
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let dialogOptions = { classes: [ "rdddialog"] }
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let dialogConf = { content: html, title: "Test", buttons: myButtons, default: "rollButton" }
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let dialogOptions = { classes: ["rdddialog"], width: 600, height: 400 }
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// Select proper roll dialog template and stuff
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if (mode == "competence" ) {
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dialogConf.title = "Test de compétence",
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dialogOptions.width = 600;
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dialogOptions.height = 360;
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if (mode == "competence") {
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dialogConf.title = "Test de compétence"
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dialogConf.height = 400
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} else if (mode == "arme") {
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dialogConf.title = "Test de combat/arme",
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dialogOptions.width = 600;
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dialogOptions.height = 360;
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dialogConf.title = "Test de combat/arme"
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dialogConf.height = 430
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} else if (mode == "carac") {
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dialogConf.title = "Test de caractéristique",
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dialogOptions.width = 600;
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dialogOptions.height = 320;
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dialogConf.title = "Test de caractéristique"
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dialogOptions.height = 350
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} else if (mode == "sort") {
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dialogConf.title = "Lancer un sort",
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dialogOptions.width = 600;
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dialogOptions.height = 380;
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dialogConf.title = "Lancer un sort"
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dialogConf.height = 450
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}
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super(dialogConf, dialogOptions);
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super(dialogConf, dialogOptions)
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this.mode = mode;
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this.rollData = rollData;
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this.actor = actor;
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this.mode = mode
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this.rollData = rollData
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this.actor = actor
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}
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/* -------------------------------------------- */
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performRollSort (html, isReserve=false) {
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performRollSort(html, isReserve = false) {
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this.rollData.isSortReserve = isReserve;
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this.actor.performRoll( this.rollData );
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this.actor.performRoll(this.rollData);
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}
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/* -------------------------------------------- */
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@ -63,43 +61,30 @@ export class RdDRollDialog extends Dialog {
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// Get the rollData stuff
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var rollData = this.rollData;
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function updateRollResult( rollData ) {
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if ( rollData.competence )
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rollData.finalLevel = parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue) + parseInt(rollData.etat);
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else if ( rollData.draconicList )
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rollData.finalLevel = parseInt(rollData.selectedDraconic.data.niveau) + parseInt(rollData.selectedSort.data.difficulte) + parseInt(rollData.etat);
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else
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rollData.finalLevel = parseInt(rollData.bmValue) + parseInt(rollData.etat);
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function updateRollResult(rollData) {
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let caracValue = parseInt(rollData.selectedCarac.value)
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let rollLevel = RdDRollDialog._computeFinalLevel(rollData);
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rollData.finalLevelStr = (rollData.finalLevel >= 0 ) ? "+" + rollData.finalLevel : rollData.finalLevel;
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$("#roll-param").text( rollData.selectedCarac.value + " / " + rollData.finalLevelStr );
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rollData.rollTarget = game.data.RdDUtility.getResolutionField( rollData.selectedCarac.value, rollData.finalLevel);
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rollData.finalLevel = rollLevel;
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rollData.finalLevelStr = (rollLevel > 0 ? "+" : "") + rollLevel;
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rollData.rollTarget = RdDUtility.getResolutionField(rollData.selectedCarac.value, rollData.finalLevel);
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let armeTitle = ( rollData.arme ) ? " ("+rollData.arme.name+") " : ""; // If a weapon is there, add it in the title
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let niveauStr = "";
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if ( rollData.competence ) {
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niveauStr = (rollData.competence.data.niveau >= 0) ? "+" + rollData.competence.data.niveau : rollData.competence.data.niveau;
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$("#compdialogTitle").text( rollData.selectedCarac.label + "/" + rollData.competence.name + armeTitle + " " + niveauStr );
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} else if ( rollData.draconicList) {
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$("#compdialogTitle").text( rollData.selectedDraconic.name + " - " + rollData.selectedSort.name );
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} else {
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$("#compdialogTitle").text( rollData.selectedCarac.label );
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}
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$("#roll-param").text(rollData.selectedCarac.value + " / " + rollData.finalLevelStr);
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$("#compdialogTitle").text(RdDRollDialog._getTitle(rollData));
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$(".table-resolution").remove();
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game.data.RdDUtility.makeHTMLResolutionTable( $("#resolutionTable"), rollData.selectedCarac.value-2, parseInt(rollData.selectedCarac.value) + 2, -10, 11,
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rollData.selectedCarac.value, rollData.finalLevel );
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$("#resolutionTable").append(RdDResolutionTable.buildHTMLTable(caracValue, rollLevel, caracValue - 2, caracValue + 2));
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}
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// Setup everything onload
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$(function() {
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$(function () {
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// Update html, according to data
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if (rollData.competence) {
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// Set the default carac from the competence item
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console.log(rollData.competence.data.defaut_carac, rollData.carac);
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rollData.selectedCarac = rollData.carac[rollData.competence.data.defaut_carac];
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$("#carac").val( rollData.competence.data.defaut_carac );
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$("#carac").val(rollData.competence.data.defaut_carac);
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}
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$("#bonusmalus").val( rollData.bmValue );
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$("#bonusmalus").val(rollData.bmValue);
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updateRollResult(rollData);
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});
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@ -127,6 +112,30 @@ export class RdDRollDialog extends Dialog {
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//console.log("CARAC CLICKED !!!", rollData.selectedCarac, rollData.competence.data.niveau, rollData.bmValue);
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updateRollResult(rollData);
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});
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}
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static _computeFinalLevel(rollData) {
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let etat = rollData.etat === undefined ? 0 : parseInt(rollData.etat);
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if (rollData.competence) {
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return etat + parseInt(rollData.competence.data.niveau) + parseInt(rollData.bmValue);
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}
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if (rollData.draconicList) {
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return etat + parseInt(rollData.selectedDraconic.data.niveau) + parseInt(rollData.selectedSort.data.difficulte);
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}
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return etat + parseInt(rollData.bmValue);
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}
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static _getTitle(rollData) {
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if (rollData.competence) {
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// If a weapon is there, add it in the title
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let armeTitle = (rollData.arme) ? " (" + rollData.arme.name + ") " : "";
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let niveauStr = (rollData.competence.data.niveau > 0 ? "+" : "") + rollData.competence.data.niveau;
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return rollData.selectedCarac.label + "/" + rollData.competence.name + armeTitle + " " + niveauStr
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}
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if (rollData.draconicList) {
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return rollData.selectedDraconic.name + " - " + rollData.selectedSort.name;
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}
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return rollData.selectedCarac.label;
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}
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}
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@ -1,8 +1,8 @@
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/* Common useful functions shared between objects */
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import { RdDActor } from "./actor.js";
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import { TMRUtility } from "./tmr-utility.js";
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import { RdDRollTables } from "./rdd-rolltables.js";
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import { RdDResolutionTable } from "./rdd-resolution-table.js";
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const level_category = {
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"generale": "-4",
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@ -48,12 +48,12 @@ const specialResults = [ { "part": 0, "epart": 0, "etotal": 0 }, // 0
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{ "part": 19, "epart": 99, "etotal": 100 }, // 81-95
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{ "part": 20, "epart": 100, "etotal": 100 } // 96-00
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];
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const levelDown = [ { "level": -11, "score": 1, "part": 0, "epart": 2, "etotal": 90 },
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{ "level": -12, "score": 1, "part": 0, "epart": 2, "etotal": 70 },
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{ "level": -13, "score": 1, "part": 0, "epart": 2, "etotal": 50 },
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{ "level": -14, "score": 1, "part": 0, "epart": 2, "etotal": 30 },
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{ "level": -15, "score": 1, "part": 0, "epart": 2, "etotal": 10 },
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{ "level": -16, "score": 1, "part": 0, "epart": 2, "etotal": 2 }
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const levelDown = [ { "level": -11, "score": 1, "sign": 0, "part": 0, "epart": 2, "etotal": 90 },
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{ "level": -12, "score": 1, "sign": 0, "part": 0, "epart": 2, "etotal": 70 },
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{ "level": -13, "score": 1, "sign": 0, "part": 0, "epart": 2, "etotal": 50 },
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{ "level": -14, "score": 1, "sign": 0, "part": 0, "epart": 2, "etotal": 30 },
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{ "level": -15, "score": 1, "sign": 0, "part": 0, "epart": 2, "etotal": 10 },
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{ "level": -16, "score": 1, "sign": 0, "part": 0, "epart": 2, "etotal": 2 }
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];
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const fatigueMatrix = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, // Dummy filler for the array.
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[2, 3, 3, 2, 3, 3, 2, 3, 3, 2, 3, 3 ],
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@ -102,7 +102,7 @@ const definitionsEncaissement = {
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{ minimum: 20, maximum: undefined, endurance: "100", vie: "1", legeres: 1, graves: 0, critiques: 0 },
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],
|
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"cauchemar": [
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{ minimum: undefined, maximum: 0, gravite: "frayeur", endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
|
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{ minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
|
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{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 16, maximum: 19, endurance: "2d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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@ -161,39 +161,6 @@ export class RdDUtility {
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return loadTemplates(templatePaths);
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}
|
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/* -------------------------------------------- */
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static buildResolutionTable( ) {
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let tableRes = []
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for (var j=0; j<=21; j++) {
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let subtab = [];
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for (var i=-10; i<=22; i++) {
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var m = (i + 10) * 0.5;
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var v;
|
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if (i == -9) {
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v = Math.floor(j / 2);
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} else if (i == -10) {
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v = Math.floor(j / 4);
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} else {
|
||||
if (j % 2 == 0) {
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var v = Math.ceil(j * m);
|
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} else {
|
||||
var v = Math.floor(j * m);
|
||||
}
|
||||
}
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if (v < 1) v = 1;
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let specResults
|
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if ( v > 100 )
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specResults = { part: Math.ceil(v / 5), epart: 1000, etotal: 1000 };
|
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else
|
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specResults = specialResults[Math.ceil(v / 5 )];
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let tabIndex = i+10;
|
||||
subtab[tabIndex] = { niveau: i, score: v, part: specResults.part, epart: specResults.epart, etotal: specResults.etotal }
|
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}
|
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tableRes[j] = subtab;
|
||||
}
|
||||
return tableRes;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static getLevelCategory( )
|
||||
{
|
||||
@ -208,55 +175,6 @@ export class RdDUtility {
|
||||
return bonusmalus;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static __buildHTMLResolutionHead( dataRow, minLevel=0, maxLevel=32 ) {
|
||||
let r = dataRow;
|
||||
var row = $("<tr/>");
|
||||
for (var colIndex=minLevel; colIndex <= maxLevel; colIndex++) {
|
||||
let c = dataRow[colIndex];
|
||||
let txt = (c.niveau > 0) ? "+"+c.niveau : c.niveau;
|
||||
row.append($("<th class='table-resolution-level'/>").text(txt) );
|
||||
}
|
||||
return row;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static __buildHTMLResolutionRow( dataRow, minLevel=0, maxLevel=32, rowIndex, caracValue, levelValue ) {
|
||||
let r = dataRow;
|
||||
var row = $("<tr/>");
|
||||
for (var colIndex=minLevel; colIndex <= maxLevel; colIndex++) {
|
||||
let c = dataRow[colIndex];
|
||||
if (rowIndex == caracValue && levelValue+10 == colIndex) {
|
||||
row.append($("<td class='table-resolution-target'/>").text(c.score));
|
||||
} else {
|
||||
if ( colIndex == 2 )
|
||||
row.append($("<td class='table-resolution-carac'/>").text(c.score));
|
||||
else
|
||||
row.append($("<td/>").text(c.score));
|
||||
}
|
||||
}
|
||||
return row;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static makeHTMLResolutionTable(container, minCarac = 1, maxCarac = 21, minLevel=-10, maxLevel=22, caracValue, levelValue) {
|
||||
minCarac = (minCarac < 1) ? 1 : minCarac;
|
||||
maxCarac = (maxCarac > 21) ? 21 : maxCarac;
|
||||
let data = CONFIG.RDD.resolutionTable;
|
||||
var table = $("<table/>").addClass('table-resolution');
|
||||
// Build first row of levels
|
||||
minLevel = (minLevel < -10) ? 0 : minLevel+10;
|
||||
maxLevel = (maxLevel > 22) ? 32 : maxLevel+10;
|
||||
let row = this.__buildHTMLResolutionHead( data[0], minLevel, maxLevel );
|
||||
table.append(row);
|
||||
// Then the rest...
|
||||
for (var rowIndex=minCarac; rowIndex <= maxCarac; rowIndex++) {
|
||||
let row = this.__buildHTMLResolutionRow( data[rowIndex], minLevel, maxLevel, rowIndex, caracValue, levelValue );
|
||||
table.append(row);
|
||||
}
|
||||
return container.append(table);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static isTronc( compName )
|
||||
{
|
||||
@ -273,8 +191,9 @@ export class RdDUtility {
|
||||
static getResolutionField(caracValue, levelValue )
|
||||
{
|
||||
if ( levelValue < -16 ) {
|
||||
return { "score": 0, "part": 0, "epart": 1, "etotal": 1};
|
||||
} if ( levelValue < -10 ) {
|
||||
return { score: 0, sign:0, part: 0, epart: 1, etotal: 1};
|
||||
}
|
||||
if ( levelValue < -10 ) {
|
||||
return levelDown.find(levelData => levelData.level == levelValue);
|
||||
}
|
||||
return CONFIG.RDD.resolutionTable[caracValue][levelValue+10];
|
||||
|
Loading…
Reference in New Issue
Block a user