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No commits in common. "6819f1c2f56744d475d1ef830f84e7a7890f9f2e" and "a62281429587ec6642b5bd20bada414b134f2c44" have entirely different histories.
6819f1c2f5
...
a622814295
@ -542,7 +542,7 @@ export class RdDBaseActor extends Actor {
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// Calculer le total actuel des contenus
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const encContenu = dest.getEncContenu();
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const newEnc = moved.getEncTotal(); // Calculer le total actuel du nouvel objet
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const placeDisponible = Misc.keepDecimals(dest.system.capacite - encContenu - newEnc, 4)
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const placeDisponible = Math.roundDecimals(dest.system.capacite - encContenu - newEnc, 4)
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// Teste si le conteneur de destination a suffisament de capacité pour recevoir le nouvel objet
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if (placeDisponible < 0) {
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@ -1,3 +1,4 @@
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import { LOG_HEAD } from "../../constants.js"
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import { ACTOR_TYPES } from "../../item.js"
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import { Misc } from "../../misc.js"
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import { EXPORT_CSV_SCRIPTARIUM, OptionsAvancees } from "../../settings/options-avancees.js"
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@ -27,7 +28,6 @@ export class ExportScriptarium {
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callback: target => this.exportActors(this.$getActors(actorDirectory, target), this.$getTargetName(actorDirectory, target))
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})
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}
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$getTargetName(actorDirectory, target) {
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const li = target.closest(".directory-item")
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const folderId = li.data("folderId")
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@ -36,7 +36,6 @@ export class ExportScriptarium {
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? game.actors.get(actorId).name
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: actorDirectory.folders.find(it => it.id == folderId).name
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}
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$getActors(actorDirectory, target) {
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const li = target.closest(".directory-item")
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const folderId = li.data("folderId")
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@ -50,7 +49,7 @@ export class ExportScriptarium {
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}
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exportActors(actors, targetName) {
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const eol = '\n'
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const eol = '\n\r'
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const header = Misc.join(this.getHeaderLine(), ';')
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const actorLines = actors.map(actor => Misc.join(this.getActorLine(actor), ';'))
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const data = Misc.join([header, ...actorLines], eol)
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@ -65,7 +64,6 @@ export class ExportScriptarium {
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getActorLine(actor) {
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const context = Mapping.prepareContext(actor)
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return this.mapping.map(it => it.getter(actor, context))
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//.map(it => JSON.stringify(it))
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.map(it => this.$escapeQuotes(it))
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.map(it => it.replaceAll("\n", " ").replaceAll("\r", ""))
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}
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@ -5,8 +5,8 @@ import { RdDItemSort } from "../../item-sort.js"
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import { ITEM_TYPES } from "../../item.js"
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import { Misc } from "../../misc.js"
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import { RdDTimestamp } from "../../time/rdd-timestamp.js"
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import { RdDBonus } from "../../rdd-bonus.js"
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import { TMRConstants } from "../../tmr-constants.js"
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import { TMRUtility } from "../../tmr-utility.js"
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const CATEGORIES_COMPETENCES = [
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"generale",
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@ -80,7 +80,8 @@ const MAPPING_BASE = [
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{ column: "armure", getter: (actor, context) => Mapping.getArmure(actor, context) },
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{ column: "protection", getter: (actor, context) => Mapping.getProtectionArmure(actor, context) },
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{ column: "malus-armure", getter: (actor, context) => Mapping.getMalusArmure(actor, context) },
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{ column: "esquive", getter: (actor, context) => Mapping.getEsquiveNiveau(context) },
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{ column: "esquive", getter: (actor, context) => Mapping.getEsquive(actor, context) },
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{ column: "esquive-niv", getter: (actor, context) => Mapping.getEsquiveNiveau(context) },
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{ column: "competences", getter: (actor, context) => Mapping.getCompetences(actor, CATEGORIES_COMPETENCES) },
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{ column: "draconic", getter: (actor, context) => Mapping.getCompetences(actor, CATEGORIES_DRACONIC) },
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]
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@ -88,7 +89,7 @@ const MAPPING_BASE = [
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const MAPPING_ARMES = TABLEAU_ARMES.map(i => ColumnMappingFactory.createMappingArme('name', i))
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.concat(TABLEAU_ARMES.map(i => ColumnMappingFactory.createMappingArme('niveau', i)))
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.concat(TABLEAU_ARMES.map(i => ColumnMappingFactory.createMappingArme('init', i)))
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.concat(TABLEAU_ARMES.map(i => ColumnMappingFactory.createMappingArme('dommages', i)))
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.concat(TABLEAU_ARMES.map(i => ColumnMappingFactory.createMappingArme('dom', i)))
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const MAPPING_SORTS = TABLEAU_SORTS.map(i => ColumnMappingFactory.createMappingSort('voie', i))
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.concat(TABLEAU_SORTS.map(i => ColumnMappingFactory.createMappingSort('description', i)))
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.concat(TABLEAU_SORTS.map(i => ColumnMappingFactory.createMappingSort('bonus', i)))
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@ -112,36 +113,29 @@ export class Mapping {
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}
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static prepareArmes(actor) {
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const armes = actor.items.filter(it => it.type == ITEM_TYPES.arme)
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return armes.map(arme =>
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[
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arme.system.tir != "" ? Mapping.prepareArme(actor, arme, 'tir') : undefined,
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arme.system.lancer = "" ? Mapping.prepareArme(actor, arme, 'lancer') : undefined,
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arme.system.unemain ? Mapping.prepareArme(actor, arme, 'unemain') : undefined,
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arme.system.deuxmains ? Mapping.prepareArme(actor, arme, 'deuxmains') : undefined,
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!(arme.system.unemain || arme.system.deuxmains) ? Mapping.prepareArme(actor, arme, 'competence') : undefined
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]
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.filter(it => it != undefined)
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).reduce((a, b) => a.concat(b), [])
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return actor.items.filter(it => it.type == ITEM_TYPES.arme)
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.map(arme => {
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// TODO: gestion armes 1 ou 2 mains
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const compToUse = RdDItemArme.getCompetenceArme(arme, 'competence');
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const comp = actor.getCompetence(compToUse);
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const bonusDom = Mapping.calculBonusDom(comp, actor)
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return {
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name: arme.name,
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niveau: comp.system.niveau,
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init: Mapping.calculBaseInit(actor, comp.system.categorie) + comp.system.niveau,
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dom: Number(arme.system.dommages) + bonusDom
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};
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});
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}
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static prepareArme(actor, arme, maniement) {
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const nameCompArme = RdDItemArme.getCompetenceArme(arme, maniement)
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const competence = actor.getCompetence(nameCompArme)
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if (RdDItemCompetence.isNiveauBase(competence)) {
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return undefined
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}
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const dmgArme = RdDItemArme.dommagesReels(arme, maniement)
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const dommages = dmgArme + RdDBonus.bonusDmg(actor, maniement, dmgArme)
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return {
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name: arme.name,
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niveau: Misc.toSignedString(competence.system.niveau),
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init: Mapping.calculBaseInit(actor, competence.system.categorie) + competence.system.niveau,
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dommages: Misc.toSignedString(dommages)
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}
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static calculBonusDom(comp, actor) {
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// TODO: reuse dmg calc?
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const appliesBonusDom = ['melee', 'lancer'].includes(comp.system.categorie)
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return appliesBonusDom ? Number(actor.system.attributs.plusdom.value) : 0
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}
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static calculBaseInit(actor, categorie) {
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// TODO: reuse init calc?
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const mapping = MAPPING_BASE.find(it => it.column == categorie)
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if (mapping) {
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switch (categorie) {
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@ -181,22 +175,20 @@ export class Mapping {
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const esquive = esquives[0]
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return {
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name: esquive.name,
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niveau: Misc.toSignedString(esquive.system.niveau)
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niveau: esquive.system.niveau
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}
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}
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return undefined
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}
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static prepareSorts(actor) {
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return actor.itemTypes[ITEM_TYPES.sort].map(it => Mapping.prepareSort(it))
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}
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static prepareSort(sort) {
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return {
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voie: RdDItemSort.getCodeDraconic(sort),
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description: Mapping.descriptionSort(sort),
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bonus: Mapping.bonusCase(sort)
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}
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return actor.itemTypes[ITEM_TYPES.sort].map(it => {
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return {
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voie: RdDItemSort.getCodeDraconic(it),
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description: Mapping.descriptionSort(it),
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bonus: Mapping.bonusCase(it)
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}
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})
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}
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static descriptionSort(sort) {
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@ -206,12 +198,11 @@ export class Mapping {
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}
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static bonusCase(sort) {
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const list = RdDItemSort.bonuscaseStringToList(sort.system.bonuscase).sort(Misc.descending(it => it.bonus))
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const list = RdDItemSort.buildBonusCaseList(sort.system.bonuscase, false).sort(Misc.descending(it => it.bonus))
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if (list.length > 0) {
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const bonus = list[0]
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return `+${bonus.bonus}% en ${bonus.case}`
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}
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return ''
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}
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static getDescription(actor) {
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@ -242,6 +233,10 @@ export class Mapping {
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return context?.armure?.malus ?? 0
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}
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static getEsquive(actor, context) {
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return context.esquive?.name ?? ''
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}
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static getEsquiveNiveau(context) {
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if (context.esquive) {
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const niveau = context.esquive.niveau + context.armure.malus
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@ -265,8 +260,9 @@ export class Mapping {
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}
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const txtCategorieByNiveau = niveaux.map(niveau => {
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const names = Misc.join(byNiveau[niveau].map(it => it.name).sort(Misc.ascending()), ', ')
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return names + ' ' + Misc.toSignedString(niveau)
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})
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return names + ': ' + Misc.toSignedString(niveau)
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}
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)
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const txtCategorie = Misc.join(txtCategorieByNiveau, ' / ')
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return txtCategorie
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}).filter(it => it != '')
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@ -33,12 +33,12 @@ export class RdDItemArme extends Item {
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return RdDItemArme.mainsNues();
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}
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static getCompetenceArme(arme, maniement) {
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static getCompetenceArme(arme, competenceName) {
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switch (arme.type) {
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case ITEM_TYPES.competencecreature:
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return arme.name
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case ITEM_TYPES.arme:
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switch (maniement) {
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switch (competenceName) {
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case 'competence': return arme.system.competence;
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case 'unemain': return RdDItemArme.competence1Mains(arme);
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case 'deuxmains': return RdDItemArme.competence2Mains(arme);
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@ -148,32 +148,30 @@ export class RdDItemArme extends Item {
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return true;
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}
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static dommagesReels(arme, maniement) {
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switch (maniement) {
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case 'tir':
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case 'lancer':
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case 'competence':
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return Number(arme.system.dommages)
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}
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if (arme.system.unemain && arme.system.deuxmains) {
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const containsSlash = !Number.isInteger(arme.system.dommages) && arme.system.dommages.includes("/")
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if (!containsSlash) {
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ui.notifications.info("Les dommages de l'arme à 1/2 mains " + arme.name + " ne sont pas corrects (ie sous la forme X/Y)");
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return Number(arme.system.dommages)
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}
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const tableauDegats = arme.system.dommages.split("/");
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return Number(tableauDegats[maniement == 'unemain' ? 0 : 1])
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}
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return Number(arme.system.dommages);
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}
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/* -------------------------------------------- */
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static armeUneOuDeuxMains(arme, aUneMain) {
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if (arme && !arme.system.cac) {
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arme = foundry.utils.duplicate(arme);
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arme.system.dommagesReels = RdDItemArme.dommagesReels(arme, aUneMain ? 'unemain' : 'deuxmains')
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static armeUneOuDeuxMains(armeData, aUneMain) {
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if (armeData && !armeData.system.cac) {
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armeData.system.unemain = armeData.system.unemain || !armeData.system.deuxmains;
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const uneOuDeuxMains = armeData.system.unemain && armeData.system.deuxmains;
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const containsSlash = !Number.isInteger(armeData.system.dommages) && armeData.system.dommages.includes("/");
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if (containsSlash) { // Sanity check
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armeData = foundry.utils.duplicate(armeData);
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const tableauDegats = armeData.system.dommages.split("/");
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if (aUneMain)
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armeData.system.dommagesReels = Number(tableauDegats[0]);
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else // 2 mains
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armeData.system.dommagesReels = Number(tableauDegats[1]);
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}
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else {
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armeData.system.dommagesReels = Number(armeData.system.dommages);
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}
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if (uneOuDeuxMains != containsSlash) {
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ui.notifications.info("Les dommages de l'arme à 1/2 mains " + armeData.name + " ne sont pas corrects (ie sous la forme X/Y)");
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}
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}
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return arme;
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return armeData;
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}
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static competence1Mains(arme) {
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@ -199,7 +197,7 @@ export class RdDItemArme extends Item {
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static corpsACorps(actor) {
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let competence = actor?.getCompetenceCorpsACorps() ?? { system: { niveau: -6 } };
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let melee = actor ? actor.system.carac['melee'].value : 0
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let melee = actor? actor.system.carac['melee'].value : 0
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return {
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_id: competence?.id,
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name: 'Corps à corps',
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@ -5,11 +5,11 @@ import { Misc } from "./misc.js";
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import { TMRUtility } from "./tmr-utility.js";
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const VOIES_DRACONIC = [
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{ code: 'O', label: "Voie d'Oniros", short: 'Oniros' },
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{ code: 'H', label: "Voie d'Hypnos", short: 'Hypnos' },
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{ code: 'O', label: "Voie d'Oniros", short: 'Oniros'},
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{ code: 'H', label: "Voie d'Hypnos" , short:'Hypnos' },
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{ code: 'N', label: "Voie de Narcos", short: 'Narcos' },
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{ code: 'T', label: "Voie de Thanatos", short: 'Thanatos' },
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{ code: 'O/H/N/T', label: "Oniros/Hypnos/Narcos/Thanatos", short: 'Oniros/Hypnos/Narcos/Thanatos' },
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{ code: 'T', label: "Voie de Thanatos", short:'Thanatos' },
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{ code: 'O/H/N/T', label: "Oniros/Hypnos/Narcos/Thanatos", short:'Oniros/Hypnos/Narcos/Thanatos' },
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{ code: 'O/H/N', label: "Oniros/Hypnos/Narcos" }
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]
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@ -65,9 +65,9 @@ export class RdDItemSort extends Item {
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/* -------------------------------------------- */
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static buildBonusCaseList(bonuscase, newCase) {
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const list = RdDItemSort.bonuscaseStringToList(bonuscase)
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const list = RdDItemSort._bonuscaseStringToList(bonuscase)
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if (newCase) {
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list.push({ case: "Nouvelle", bonus: 0 })
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return list.concat({ case: "Nouvelle", bonus: 0 });
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}
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return list;
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}
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@ -138,11 +138,8 @@ export class RdDItemSort extends Item {
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.sort(Misc.ascending())
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.join(',');
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}
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static bonuscaseStringToList(bonuscase) {
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if (bonuscase == undefined || bonuscase == '') {
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return []
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}
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return bonuscase.split(',').map(it => {
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static _bonuscaseStringToList(bonuscase) {
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return (bonuscase ?? '').split(',').map(it => {
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const b = it.split(':');
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return { case: b[0], bonus: b[1] };
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});
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@ -31,8 +31,8 @@ export class RdDBonus {
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}
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/* -------------------------------------------- */
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static dmg(rollData, actor, isEntiteIncarnee = false) {
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const dmgArme = RdDBonus.dmgArme(rollData.arme)
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static dmg(rollData, dmgActor, isEntiteIncarnee = false) {
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const dmgArme = RdDBonus._dmgArme(rollData)
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let dmg = {
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total: 0,
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dmgArme: dmgArme,
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@ -41,7 +41,7 @@ export class RdDBonus {
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dmgParticuliere: RdDBonus._dmgParticuliere(rollData),
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dmgSurprise: RdDBonus.dmgBonus(rollData.ajustements?.attaqueDefenseurSurpris.used),
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mortalite: RdDBonus._calculMortalite(rollData, isEntiteIncarnee),
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dmgActor: RdDBonus.bonusDmg(actor, rollData.selectedCarac?.label.toLowerCase(), dmgArme)
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dmgActor: RdDBonus._dmgPerso(dmgActor, rollData.selectedCarac?.label, dmgArme)
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}
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere;
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return dmg;
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@ -71,11 +71,11 @@ export class RdDBonus {
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}
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/* -------------------------------------------- */
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static dmgArme(arme) {
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if (arme) {
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let dmgBase = arme.system.dommagesReels ?? Number(arme.system.dommages ?? 0);
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static _dmgArme(rollData) {
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if (rollData.arme) {
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let dmgBase = rollData.arme.system.dommagesReels ?? Number(rollData.arme.system.dommages ?? 0);
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//Le bonus dégats magiques ne peut pas faire dépasser le bonus de l'arme (cf p.278)
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return dmgBase + Math.min(dmgBase, arme.system.magique ? arme.system.ecaille_efficacite : 0);
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return dmgBase + Math.min(dmgBase, rollData.arme.system.magique ? rollData.arme.system.ecaille_efficacite : 0);
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}
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return 0;
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}
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@ -86,14 +86,13 @@ export class RdDBonus {
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}
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/* -------------------------------------------- */
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static bonusDmg(actor, categorie, dmgArme) {
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const dmgActor = actor.getBonusDegat()
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static _dmgPerso(dmgActor, categorie, dmgArme) {
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if (categorie == undefined) {
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return 0
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}
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switch (categorie) {
|
||||
case "tir": return 0;
|
||||
case "lancer": return Math.max(0, Math.min(dmgArme, dmgActor));
|
||||
case "Tir": return 0;
|
||||
case "Lancer": return Math.max(0, Math.min(dmgArme, dmgActor));
|
||||
}
|
||||
return dmgActor;
|
||||
}
|
||||
|
@ -864,7 +864,7 @@ export class RdDCombat {
|
||||
async _onAttaqueNormale(attackerRoll) {
|
||||
console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
|
||||
|
||||
attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker, this.defender.isEntite());
|
||||
attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntite());
|
||||
let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
|
||||
attackerRoll.show = {
|
||||
cible: this.target ? this.defender.name : 'la cible',
|
||||
|
@ -307,7 +307,7 @@ export class RdDRoll extends Dialog {
|
||||
async updateRollResult(html) {
|
||||
const rollData = this.rollData;
|
||||
|
||||
rollData.dmg = rollData.attackerRoll?.dmg ?? RdDBonus.dmg(rollData, this.actor)
|
||||
rollData.dmg = rollData.attackerRoll?.dmg ?? RdDBonus.dmg(rollData, this.actor.getBonusDegat())
|
||||
rollData.caracValue = parseInt(rollData.selectedCarac.value)
|
||||
rollData.dmg.mortalite = rollData.dmg.mortalite ?? 'mortel';
|
||||
rollData.use.appelAuMoral = this.actor.isPersonnage() && RdDCarac.isActionPhysique(rollData.selectedCarac);
|
||||
|
Loading…
Reference in New Issue
Block a user