import { RdDActor } from "./actor.js"; import { ChatUtility } from "./chat-utility.js"; import { RdDItemArme } from "./item-arme.js"; import { RdDItemCompetence } from "./item-competence.js"; import { Misc } from "./misc.js"; import { RdDResolutionTable } from "./rdd-resolution-table.js"; import { RdDRoll } from "./rdd-roll.js"; import { RdDUtility } from "./rdd-utility.js"; export class RdDCombat { static isActive() { return game.settings.get("foundryvtt-reve-de-dragon", "moteur-combat") == 'experimental'; } /* -------------------------------------------- */ static createUsingTarget(attacker) { const target = RdDCombat.getTarget(); if (target == undefined) { ui.notifications.warn("Vous devez choisir une seule cible à attaquer!"); } return this.create(attacker, target ? target.actor : undefined, target) } static getTarget() { if (game.user.targets && game.user.targets.size == 1) { for (let target of game.user.targets) { return target; } } return undefined; } static create(attacker, defender, target = undefined) { return new RdDCombat(attacker, defender, target) } static createForEvent(event) { let attackerId = event.currentTarget.attributes['data-attackerId'].value; let attacker = game.actors.get(attackerId); const dataDefenderTokenId = event.currentTarget.attributes['data-defenderTokenId']; if (dataDefenderTokenId) { let defenderToken = canvas.tokens.get(dataDefenderTokenId.value); let defender = defenderToken.actor; return this.create(attacker, defender); } return this.createUsingTarget(attacker) } constructor(attacker, defender, target) { this.attacker = attacker; this.defender = defender; this.target = target; this.attackerId = this.attacker.data._id; this.defenderId = this.defender.data._id; this.defenderTokenId = target ? target.data._id : undefined; } /* -------------------------------------------- */ static registerChatCallbacks(html) { for (let button of ['#parer-button', '#esquiver-button', '#particuliere-attaque', '#encaisser-button']) { html.on("click", button, event => { event.preventDefault(); RdDCombat.createForEvent(event).onEvent(button, event); }); } } /* -------------------------------------------- */ async onEvent(button, event) { if (!RdDCombat.isActive()) { return; } let rollData = game.system.rdd.rollDataHandler[this.attackerId]; // TODO: enlever le ChatMessage? switch (button) { case '#particuliere-attaque': return await this.choixParticuliere(rollData, event.currentTarget.attributes['data-mode'].value); case '#parer-button': return this.parade(rollData, event.currentTarget.attributes['data-armeid'].value); case '#esquiver-button': return this.esquive(rollData); case '#encaisser-button': return this.encaisser(rollData, event.currentTarget.attributes['data-defenderTokenId'].value); } } /* -------------------------------------------- */ async attaque(competence, arme) { if (!await this.accorderEntite('avant-attaque')) { return; } let rollData = this._prepareAttaque(competence, arme); console.log("RdDCombat.attaque >>>", rollData); const dialog = await RdDRoll.create(this.attacker, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, { name: 'jet-attaque', label: 'Attaque: ' + (arme ? arme.name : competence.name), callbacks: [ this.attacker.createCallbackExperience(), { condition: RdDResolutionTable.isParticuliere, action: r => this._onAttaqueParticuliere(r) }, { condition: r => (RdDResolutionTable.isReussite(r) && !RdDResolutionTable.isParticuliere(r)), action: r => this._onAttaqueNormale(r) }, { condition: RdDResolutionTable.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) }, { condition: RdDResolutionTable.isEchec, action: r => this._onAttaqueEchec(r) } ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareAttaque(competence, arme) { let rollData = { coupsNonMortels: false, competence: competence, surprise: this.attacker.getSurprise() }; if (this.attacker.isCreature()) { this._modifieRollDataCreature(rollData, competence); } else { // Usual competence rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence)); } return rollData; } _modifieRollDataCreature(rollData, competence) { competence = duplicate(competence); competence.data.defaut_carac = "carac_creature"; competence.data.categorie = "creature"; rollData.competence = competence; rollData.carac = { "carac_creature": { label: competence.name, value: competence.data.carac_value } }; rollData.arme = { name: competence.name, data: { dommages: competence.data.dommages, dommagesReels: competence.data.dommages } }; } /* -------------------------------------------- */ _onAttaqueParticuliere(rollData) { console.log("RdDCombat.onAttaqueParticuliere >>>", rollData); let message = "Réussite particulière en attaque"; message += "
Attaquer en Force"; // Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) { message += "
Attaquer en Rapidité"; message += "
Attaquer en Finesse"; } game.system.rdd.rollDataHandler[this.attackerId] = rollData; // TODO: use a dialog? ChatMessage.create({ content: message, whisper: ChatMessage.getWhisperRecipients(this.attacker.name) }); } /* -------------------------------------------- */ async _onAttaqueNormale(rollData) { console.log("RdDCombat.onAttaqueNormale >>>", rollData); if (!await this.accorderEntite('avant-defense')) { return; } let explications = ""; // Message spécial pour la rapidité, qui reste difficile à gérer automatiquement if (rollData.particuliereAttaque == 'rapidite') { ChatMessage.create({ content: "Vous avez attaqué en Rapidité. Vous pourrez faire une deuxième attaque, ou utiliser votre arme pour vous défendre.", whisper: ChatMessage.getWhisperRecipients(this.attacker.name) }); } rollData.dmg = RdDCombat.calculBonusDegats(rollData, this.attacker); if (this.target) { rollData.mortalite = this._calculMortaliteEncaissement(rollData); explications += "
Cible : " + this.defender.data.name; } explications += "
Encaissement à "+ Misc.toSignedString(rollData.dmg.total)+ " (" + rollData.dmg.loc.label+")"; // Save rollData for defender game.system.rdd.rollDataHandler[this.attackerId] = duplicate(rollData); // Final chat message let chatOptions = { content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "" + "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat + RdDResolutionTable.explain(rollData.rolled) + explications } ChatUtility.chatWithRollMode(chatOptions, this.attacker.name) if (this.target) { this._messageDefenseur(rollData); } } /* -------------------------------------------- */ _messageDefenseur(rollData) { console.log("RdDCombat._messageDefenseur", rollData, " / ", this.attacker, this.target, this.target.actor.isToken, this.attacker.data._id, rollData.competence.data.categorie); let content = "" + this.defender.name + " doit se défendre :"; // parades let filterArmesParade = this._getFilterArmesParade(rollData.competence.data.categorie); for (const arme of this.defender.data.items.filter(filterArmesParade)) { content += "
Parer avec " + arme.name + ""; } // esquive if (rollData.competence.data.categorie == 'melee' || rollData.competence.data.categorie == "lancer" || rollData.competence.data.categorie == 'competencecreature') { content += "
Esquiver"; } // encaisser content += "
Encaisser à " + Misc.toSignedString(rollData.dmg.total) + " !"; content += "
" let defense = { title: "Défense en combat", content: content, whisper: ChatMessage.getWhisperRecipients(this.defender.name), attackerId: this.attackerId, defenderTokenId: this.defenderTokenId, rollMode: true, rollData: duplicate(rollData) }; // envoyer le message de defense if (!game.user.isGM || this.defender.hasPlayerOwner) { game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_defense", data: defense }); } else { defense.whisper = [game.user]; } if (game.user.isGM) { // Always push the message to the MJ ChatMessage.create(defense); } } /* -------------------------------------------- */ _getFilterArmesParade(categorie) { switch (categorie) { case 'tir': case 'lancer': return arme => arme.type == "arme" && arme.data.competence.toLowerCase().match("bouclier"); default: return arme => (arme.type == "arme" && RdDItemCompetence.isCompetenceMelee(arme.data.competence)) || (arme.type == "competencecreature" && arme.data.isparade) } } /* -------------------------------------------- */ _calculMortaliteEncaissement(rollData) { const mortalite = this.defender.isEntiteCauchemar() ? "cauchemar" : (rollData.mortalite ? rollData.mortalite : "mortel"); console.log("Mortalité : ", mortalite, this.defender.data.type); return mortalite; } _onAttaqueEchecTotal(rollData) { console.log("RdDCombat.onEchecTotal >>>", rollData); // TODO: proposer un résultat d'échec total let chatOptions = { content: "Echec total à l'attaque!" } ChatUtility.chatWithRollMode(chatOptions, this.attacker.name) } _onAttaqueEchec(rollData) { console.log("RdDCombat.onAttaqueEchec >>>", rollData); let chatOptions = { content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "" + "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat + RdDResolutionTable.explain(rollData.rolled) + (this.target ? "
Cible : " + this.defender.data.name : "") } ChatUtility.chatWithRollMode(chatOptions, this.attacker.name) } /* -------------------------------------------- */ async choixParticuliere(rollData, choix) { console.log("RdDCombat.choixParticuliere >>>", rollData, choix); rollData.particuliereAttaque = choix; await this._onAttaqueNormale(rollData); } /* -------------------------------------------- */ async parade(attackerRoll, armeParadeId) { let arme = this.defender.getOwnedItem(armeParadeId); console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme); let rollData = this._prepareParade(attackerRoll, arme); const dialog = await RdDRoll.create(this.defender, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, { name: 'jet-parade', label: 'Parade: ' + (arme ? arme.name : rollData.competence.name), callbacks: [ this.defender.createCallbackExperience(), { condition: RdDResolutionTable.isParticuliere, action: r => this._onParadeParticuliere(r) }, { condition: RdDResolutionTable.isReussite, action: r => this._onParadeNormale(r) }, { condition: RdDResolutionTable.isEchecTotal, action: r => this._onParadeEchecTotal(r) }, { condition: RdDResolutionTable.isEchec, action: r => this._onParadeEchec(r) } ] }); dialog.render(true); } _prepareParade(attackerRoll, arme) { const isCreature = this.defender.isCreature(); const compName = isCreature ? arme.name : arme.data.data.competence; const competence = this.defender.getCompetence(compName); const armeAttaque = attackerRoll.arme; const armeParade = arme.data; if (compName != competence.name) { // TODO: toujours utiliser competence.name ... ui.notifications.warn("Différence entre compétence " + competence.name + " et compétence de l'arme " + compName); } let rollData = { forceValue: this.defender.getForceValue(), diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: competence, arme: arme.data, surprise: this.defender.getSurprise(), needSignificative: this._needSignificative(attackerRoll) || RdDItemArme.needParadeSignificative(armeAttaque, armeParade), needResist: this._needResist(armeAttaque, armeParade), carac: this.defender.data.data.carac }; if (isCreature) { this._modifieRollDataCreature(rollData, competence); } return rollData; } /* -------------------------------------------- */ _needSignificative(attackerRoll) { return attackerRoll.particuliereAttaque == 'finesse'; } /* -------------------------------------------- */ _needResist(armeAttaque, armeParade) { // Manage weapon categories when parrying (cf. page 115 ) let attCategory = RdDItemArme.getCategorieArme(armeAttaque); let defCategory = RdDItemArme.getCategorieArme(armeParade); return (attCategory.match("epee") && (defCategory == "hache" || defCategory == "lance")); } /* -------------------------------------------- */ _onParadeParticuliere(rollData) { console.log("RdDCombat._onParadeParticuliere >>>", rollData); if (!rollData.attackerRoll.isPart) { // TODO: attaquant doit jouer résistance et peut être désarmé p132 } let chatOptions = { content: "Vous pouvez utiliser votre arme pour une deuxième parade!" } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) } /* -------------------------------------------- */ async _onParadeNormale(rollData) { console.log("RdDCombat._onParadeNormale >>>", rollData); if (rollData.needResist && !rollData.rolled.isPart) { // TODO: déplacer la logique détérioration armure dans RdDCombat this.defender.computeDeteriorationArme(rollData); } await this.defender.computeRecul(rollData, false); let chatOptions = { content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "" + "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat + RdDResolutionTable.explain(rollData.rolled) + "
Attaque parée!" } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) } /* -------------------------------------------- */ _onParadeEchecTotal(rollData) { console.log("RdDCombat._onParadeEchecTotal >>>", rollData); // TODO: proposer un résultat d'échec total let chatOptions = { content: "Echec total à la parade!" } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) } /* -------------------------------------------- */ async _onParadeEchec(rollData) { console.log("RdDCombat._onParadeEchec >>>", rollData); let explications = "
Parade échouée, encaissement ! "; explications += this.descriptionSurprise(rollData.surprise); if (rollData.needSignificative) { explications += " Significative nécessaire!"; } let chatOptions = { content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "" + "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat + RdDResolutionTable.explain(rollData.rolled) + explications } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) await this.defender.computeRecul(rollData, true); // TODO: gestion message pour chance/encaissement this.encaisser(rollData.attackerRoll); } /* -------------------------------------------- */ async esquive(attackerRoll) { let esquive = this.defender.getCompetence("esquive"); if (esquive == undefined) { ui.notifications.error(this.defender.name + " n'a pas de compétence 'esquive'"); return; } console.log("RdDCombat.esquive >>>", attackerRoll, esquive); let rollData = this._prepareEsquive(attackerRoll, esquive); const dialog = await RdDRoll.create(this.defender, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, { name: 'jet-esquive', label: 'Esquiver', callbacks: [ this.defender.createCallbackExperience(), { condition: RdDResolutionTable.isParticuliere, action: r => this._onEsquiveParticuliere(r) }, { condition: RdDResolutionTable.isReussite, action: r => this._onEsquiveNormale(r) }, { condition: RdDResolutionTable.isEchecTotal, action: r => this._onEsquiveEchecTotal(r) }, { condition: RdDResolutionTable.isEchec, action: r => this._onEsquiveEchec(r) }, ] }); dialog.render(true); } _prepareEsquive(attackerRoll, competence) { let rollData = { forceValue: this.defender.getForceValue(), diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: competence, surprise: this.defender.getSurprise(), needSignificative: this._needSignificative(attackerRoll), carac: this.defender.data.data.carac }; if (this.defender.isCreature()) { this._modifieRollDataCreature(rollData, competence); } return rollData; } /* -------------------------------------------- */ _onEsquiveParticuliere(rollData) { console.log("RdDCombat._onEsquiveParticuliere >>>", rollData); let chatOptions = { content: "Vous pouvez esquiver une deuxième attaque!" } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) } /* -------------------------------------------- */ _onEsquiveNormale(rollData) { console.log("RdDCombat._onEsquiveNormal >>>", rollData); let chatOptions = { content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "" + "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat + RdDResolutionTable.explain(rollData.rolled) + "
Attaque esquivée!" } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) } /* -------------------------------------------- */ _onEsquiveEchecTotal(rollData) { console.log("RdDCombat._onEsquiveEchecTotal >>>", rollData); // TODO: proposer un résultat d'échec total let chatOptions = { content: "Echec total à l'esquive'!" } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) } /* -------------------------------------------- */ async _onEsquiveEchec(rollData) { console.log("RdDCombat._onEsquiveEchec >>>", rollData); let explications = "
Esquive échouée, encaissement ! "; explications += RdDCombat.descriptionSurprise(rollData.surprise); if (rollData.needSignificative) { explications += " Significative nécessaire!"; } let chatOptions = { content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "" + "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat + RdDResolutionTable.explain(rollData.rolled) + explications } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) await this.defender.computeRecul(rollData, true); this.encaisser(rollData.attackerRoll); } /* -------------------------------------------- */ encaisser(attackerRoll) { // TODO: gestion message pour chance/encaissement this.encaisser(attackerRoll, this.defenderTokenId); } /* -------------------------------------------- */ encaisser(attackerRoll, defenderTokenId) { defenderTokenId = defenderTokenId || this.defenderTokenId; console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId); if (game.user.isGM) { // Current user is the GM -> direct access attackerRoll.attackerId = this.attackerId; attackerRoll.defenderTokenId = defenderTokenId; this.defender.encaisserDommages(attackerRoll, this.attacker); } else { // Emit message for GM game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_encaisser", data: { attackerId: this.attackerId, defenderTokenId: defenderTokenId } }); } } /* -------------------------------------------- */ /* retourne true si on peut continuer, false si on ne peut pas continuer */ async accorderEntite(when = 'avant-encaissement') { if (when != game.settings.get("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar") || this.defender == undefined || !this.defender.isEntiteCauchemar() || this.defender.isEntiteCauchemarAccordee(this.attacker)) { return true; } let rolled = await RdDResolutionTable.roll(this.attacker.getReveActuel(), - Number(this.defender.data.data.carac.niveau.value)); let message = { content: "Jet de points actuels de rêve à " + rolled.finalLevel + RdDResolutionTable.explain(rolled) + "
", whisper: ChatMessage.getWhisperRecipients(this.attacker.name) }; if (rolled.isSuccess) { await this.defender.setEntiteReveAccordee(this.attacker); message.content += this.attacker.name + " s'est accordé avec " + this.defender.name; } else { message.content += this.attacker.name + " n'est pas accordé avec " + this.defender.name; } ChatMessage.create(message); return rolled.isSuccess; } /* -------------------------------------------- */ static calculBonusDegats(rollData, actor) { let dmg = { total: 0, loc: RdDUtility.getLocalisation() }; if (rollData.arme.name.toLowerCase() == "esquive") { // Specific case management ui.notifications.warn("Calcul de bonus dégats sur eswquive") return dmg; } dmg.dmgArme = RdDCombat._dmgArme(rollData); dmg.ignoreArmure = 0; // TODO: calculer pour arcs et arbaletes, gérer pour lmes créatures dmg.dmgTactique= RdDCombat._dmgTactique(rollData); dmg.dmgParticuliere= RdDCombat._dmgParticuliere(rollData); dmg.dmgSurprise= RdDCombat._dmgSurprise(rollData); dmg.dmgActor = RdDCombat._dmgActor(actor.getBonusDegat(), rollData.selectedCarac.label, dmg.dmgArme); dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere; return dmg; } static _dmgArme(rollData) { return parseInt(rollData.arme.data.dommages); } static _dmgActor(bonusDegat, categorie, dmgArme) { switch (categorie) { case "Tir": return 0; case "Lancer": return Math.max(0, Math.min(dmgArme, bonusDegat)); } return bonusDegat; } static _dmgTactique(rollData) { return rollData.isCharge ? 2 : 0; } static _dmgParticuliere(rollData) { return rollData.particuliereAttaque == 'force' ? 5 : 0; } static _dmgSurprise(rollData) { if (rollData.surprise) { switch (rollData.surprise) { case 'demi': return 1; case 'totale': return 10; } } return 0; } /* -------------------------------------------- */ static descriptionSurprise(surprise) { if (surprise) { switch (surprise) { case 'demi': return 'demi-surprise'; case 'totale': return 'surprise totale'; } } return ''; } }