/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
import { RdDUtility } from "./rdd-utility.js";
import { TMRUtility } from "./tmr-utility.js";
import { RdDRollDialog } from "./rdd-roll-dialog.js";
import { RdDTMRDialog } from "./rdd-tmr-dialog.js";
export class RdDActor extends Actor {
/* -------------------------------------------- */
/**
* Override the create() function to provide additional RdD functionality.
*
* This overrided create() function adds initial items
* Namely: Basic skills, money,
*
* @param {Object} data Barebones actor data which this function adds onto.
* @param {Object} options (Unused) Additional options which customize the creation workflow.
*
*/
static async create(data, options) {
// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
if (data.items) {
return super.create(data, options);
}
data.items = [];
let compendiumName = "";
if (data.type == "personnage")
{
compendiumName = "foundryvtt-reve-de-dragon.competences";
}
if (data.type == "humanoide")
{
compendiumName = "foundryvtt-reve-de-dragon.competences-humanoides";
}
if (data.type == "creature")
{
compendiumName = "foundryvtt-reve-de-dragon.competences-creatures";
}
let competences = [];
const pack = game.packs.get(compendiumName);
await pack.getIndex().then(index => competences = index);
for (let comp of competences)
{
let compItem = undefined;
await pack.getEntity(comp._id).then(skill => compItem = skill);
data.items.push(compItem);
}
return super.create(data, options);
}
/* -------------------------------------------- */
/* -------------------------------------------- */
prepareData() {
super.prepareData();
const actorData = this.data;
const data = actorData.data;
const flags = actorData.flags;
// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
if (actorData.type === 'personnage') this._prepareCharacterData(actorData);
if (actorData.type === 'creature') this.computeEtatGeneral(actorData);
if (actorData.type === 'humanoide') this.computeEtatGeneral(actorData);
}
/* -------------------------------------------- */
/**
* Prepare Character type specific data
*/
_prepareCharacterData(actorData) {
// Initialize empty items
RdDUtility.computeCarac(actorData.data);
this.computeEtatGeneral();
}
/* -------------------------------------------- */
getCurrentReve() {
return this.data.data.reve.reve.value;
}
/* -------------------------------------------- */
getBestDraconic() {
let draconic = {name: "none", niveau: -11 };
for (const item of this.data.items) {
//console.log(item);
if ( item.data.categorie && item.data.categorie.toLowerCase() == "draconic") {
if (item.data.niveau > draconic.niveau) draconic = duplicate(item);
}
}
return draconic;
}
/* -------------------------------------------- */
async deleteSortReserve(coordTMR) {
let reserve = duplicate(this.data.data.reve.reserve);
let len = reserve.list.length;
let i = 0;
let newTable = [];
for( i=0; i < len; i++) {
if (reserve.list[i].coord != coordTMR )
newTable.push(reserve.list[i]);
}
if ( newTable.length != len ) {
reserve.list = newTable;
await this.update( {"data.reve.reserve": reserve } );
}
}
/* -------------------------------------------- */
async performRoll( rollData ) {
let result = new Roll("d100").roll().total;
let quality = "Echec";
let xpmsg = "";
let tache = 0;
//console.log(">>> ROLL", rollData.selectedCarac.label, rollData.rollTarget.score, myroll.total );
if (result <= rollData.rollTarget.part) {
quality = "Réussite Particulière!";
if ( rollData.finalLevel < 0 ) {
let xpcarac = Math.floor( Math.abs(rollData.finalLevel) / 2);
let xpcomp = (Math.abs(rollData.finalLevel) % 2 == 1) ? xpcarac+1 : xpcarac;
xpmsg = "
Points d'expérience gagné ! " + xpcarac + " - " + xpcomp;
}
rollData.pointsDeTache = 4;
rollData.qualite = 2;
} else if (result <= (rollData.rollTarget.score /2) ) {
quality = "Réussite Significative";
rollData.pointsDeTache = 2;
rollData.qualite = 1;
} else if (result <= (rollData.rollTarget.score) ) {
quality = "Réussite Normale";
rollData.pointsDeTache = 1;
rollData.qualite = 0;
} else if (result < (rollData.rollTarget.epart) ) {
quality = "Echec Normal";
rollData.pointsDeTache = 0;
rollData.qualite = -2;
} else if (result < (rollData.rollTarget.etotal) ) {
quality = "Echec Particulier";
rollData.pointsDeTache = -2;
rollData.qualite = -4;
} else if (result >= (rollData.rollTarget.etotal) ) {
quality = "Echec Total";
rollData.pointsDeTache = -4;
rollData.qualite = -6;
}
// Manage weapon categories when parrying (cf. page 115 )
let need_significative = false; // Do we need to have a sgnificative ?
let need_resist = false; // Do we need to have a sgnificative ?
if ( rollData.arme && rollData.attackerRoll ) { // Manage parade depeding on weapon type, and change roll results
let attCategory = RdDUtility.getArmeCategory( rollData.attackerRoll.arme );
let defCategory = RdDUtility.getArmeCategory( rollData.arme );
if ( defCategory == "bouclier" )
need_significative = true;
else if ( attCategory != defCategory )
need_significative = true;
if ( attCategory.match("epee") && ( defCategory == "hache" || defCategory == "lance") )
need_resist = true;
}
// Sonne management or if need_significative is set
if ( this.data.data.sante.sonne.value || need_significative) {
if (rollData.pointsDeTache >= 2 ) { // Reussite normale dès que significative
quality = "Réussite Normale";
rollData.pointsDeTache = 1;
rollData.qualite = 0;
} else if (rollData.pointsDeTache < 2 ) { // Not a "significative"
quality = "Echec Normal";
rollData.pointsDeTache = 0;
rollData.qualite = -2;
}
}
// Fight management !
let defenseMsg;
let encaisser = false;
let specialStr = "
Points de taches : " + rollData.pointsDeTache; // Per default
if ( rollData.arme ) { // In case of fight, replace the "tache" message per dommages + localization. "tache" indicates if result is OK or not
if ( rollData.attackerRoll) { // Defense case !
if ( rollData.pointsDeTache > 0 ) { // Réussite !
specialStr = "
Attaque parée/esquivée !";
} else {
specialStr = "
Esquive/Parade échouée, encaissement !";
encaisser = true;
}
} else { // This is the attack roll!
if ( rollData.pointsDeTache > 0 ) {
let myroll = new Roll("2d10");
myroll.roll();
rollData.domArmePlusDom = parseInt(rollData.arme.data.dommages);
if ( rollData.selectedCarac.label == "Mêlée" ) // +dom only for Melee
rollData.domArmePlusDom += parseInt(this.data.data.attributs.plusdom.value);
if ( rollData.selectedCarac.label == "Lancer" ) { // +dom only for Melee/Lancer
let bdom = parseInt(this.data.data.attributs.plusdom.value);
if ( bdom > parseInt(rollData.arme.data.dommages)*2 )
bdom = parseInt(rollData.arme.data.dommages)*2;
rollData.domArmePlusDom += bdom
}
rollData.degats = parseInt(myroll.result) + rollData.domArmePlusDom;
rollData.loc = RdDUtility.getLocalisation();
for (let target of game.user.targets) {
defenseMsg = RdDUtility.buildDefenseChatCard(this, target, rollData );
specialStr = "
Cible : " + target.actor.data.name;
}
specialStr += "
Dommages : " + rollData.degats + "
Localisation : " + rollData.loc.label;
} else {
specialStr = "
Echec ! Pas de dommages";
}
}
}
// Sort management
let lvl = ""
if ( rollData.selectedSort) { // Lancement de sort !
let draconic = rollData.selectedSort.data.draconic;
specialStr = "
Lancement du sort " + rollData.selectedSort.name + " : " + draconic.charAt(0).toUpperCase() + draconic.slice(1) + "/" + rollData.selectedSort.data.difficulte +
"/" + rollData.selectedSort.data.caseTMR + "/R" + rollData.selectedSort.data.ptreve;
specialStr += "
Depuis la case " + rollData.coord + " (" + TMRUtility.getTMRDescription(rollData.coord).label + ")";
lvl = rollData.selectedDraconic.name +"/"+ rollData.selectedSort.name;
let costReve = rollData.selectedSort.data.ptreve;
let myReve = duplicate(this.data.data.reve.reve);
if ( rollData.pointsDeTache > 0 ) { // Réussite du sort !
if (rollData.pointsDeTache >= 4 ) costReve = Math.ceil(costReve/2);
if (costReve < 1 ) costReve = 1;
myReve.value = myReve.value - costReve; // Todo 0 pts de reve !!!!
if (myReve.value < 0) myReve.value = 0;
await this.update( {"data.reve.reve": myReve } );
specialStr += "
Réussite du sort pour " + costReve + " Points de Rêve";
if ( !rollData.isSortReserve) {
this.currentTMR.close(); // Close TMR !
} else { // Mise en réserve
let reserve = duplicate(this.data.data.reve.reserve);
reserve.list.push( { coord: rollData.coord, sort: duplicate(rollData.selectedSort), draconic: duplicate(rollData.selectedDraconic) });
await this.update( {"data.reve.reserve": reserve} );
this.currentTMR.updateSortReserve();
}
} else {
if ( rollData.pointsDeTache == -4) { // Echec total !
costReve *= 2;
myReve.value = myReve.value - costReve; // Todo 0 pts de reve !!!!
if (myReve.value < 0) myReve.value = 0;
await this.update( {"data.reve.reve": myReve } );
specialStr += "
Echec TOTAL du sort : " + costReve + " Points de Rêve";
} else {
specialStr += "
Echec du sort !";
}
this.currentTMR.close(); // Close TMR !
}
if (myReve.value == 0) { // 0 points de reve
ChatMessage.create( {title: "Zero Points de Reve !", content: this.name + " est réduit à 0 Points de Rêve, et tombe endormi !" } );
this.currentTMR.close(); // Close TMR !
}
} else {
lvl = (rollData.competence) ? rollData.competence.name : rollData.bmValue;
}
// Save it for fight in the flags area
await this.setFlag( 'world', 'rollData', null );
await this.setFlag( 'world', 'rollData', rollData );
// Final chat message
let chatOptions = { content: "Test : " + rollData.selectedCarac.label + " / " + lvl + "
Jet : " +
rollData.selectedCarac.value + " / " + rollData.finalLevelStr + " -> " + rollData.rollTarget.score + "%
Résutat : " + result + "
" +
"" + quality + "" + specialStr + xpmsg,
user: game.user._id,
title: "Résultat du test"
}
ChatMessage.create( chatOptions );
// This an attack, generate the defense message
if ( defenseMsg ) {
if ( defenseMsg.toSocket) {
game.socket.emit("system.foundryvtt-reve-de-dragon", {
msg: "msg_defense",
data: defenseMsg
} );
} else {
defenseMsg.whisper = [ game.user];
ChatMessage.create( defenseMsg );
}
}
// Get damages!
if ( encaisser ) {
this.encaisserDommages( rollData.attackerRoll );
}
}
/* -------------------------------------------- */
updateCarac( caracName, caracValue )
{
let caracpath = "data.carac." + caracName + ".value"
this.update( { caracpath: caracValue } );
}
/* -------------------------------------------- */
async updateCreatureCompetence( compName, fieldName, compValue )
{
let comp = RdDUtility.findCompetence( this.data.items, compName);
console.log( comp );
if ( comp ) {
const update = {_id: comp._id }
if (fieldName == "niveau")
update['data.niveau'] = compValue;
else if (fieldName == "dommages")
update['data.dommages'] = compValue;
else
update['data.carac_value'] = compValue;
console.log(update);
const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
async updateCompetence( compName, compValue )
{
let comp = RdDUtility.findCompetence( this.data.items, compName);
if ( comp ) {
let troncList = RdDUtility.isTronc( compName );
let maxNiveau = compValue;
if ( troncList ) {
let message = "Vous avez modifié une compétence 'tronc'. Vérifiez que les compétences suivantes évoluent ensemble jusqu'au niveau 0 : ";
for(let troncName of troncList) {
message += "
" + troncName;
}
ChatMessage.create( { title : "Compétence Tron",
content: message } );
}
const update = {_id: comp._id, 'data.niveau': maxNiveau };
const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
} else {
console.log("Competence not found", compName);
}
}
/* -------------------------------------------- */
async updateCompetenceXP( compName, compValue )
{
let comp = RdDUtility.findCompetence( this.data.items, compName);
if ( comp ) {
const update = {_id: comp._id, 'data.xp': compValue };
const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
} else {
console.log("Competence not found", compName);
}
}
/* -------------------------------------------- */
async updateCompteurValue( fieldName, fieldValue )
{
//console.log("Update", fieldName, fieldValue);
let content;
let compteurs = duplicate(this.data.data.compteurs);
compteurs[fieldName].value = fieldValue;
await this.update( {"data.compteurs": compteurs } );
}
/* -------------------------------------------- */
computeEtatGeneral( )
{
let data = this.data.data;
let state = 0;
state = state - (data.sante.vie.max - data.sante.vie.value);
if (data.sante.fatigue) // Creatures n'ont pas de fatigue
state = state + RdDUtility.currentFatigueMalus(data.sante.fatigue.value, data.sante.endurance.max);
data.compteurs.etat.value = state;
}
/* -------------------------------------------- */
async ajouterRefoulement( value=1) {
let ret = "none";
let refoulement = duplicate(this.data.data.reve.refoulement);
refoulement.value = refoulement.value + value;
let total = new Roll("d20").roll().total;
if ( total <= refoulement.value ) {
ChatMessage.create( { title : "Souffle de Dragon",
content: game.user.name + " subit un Souffle de Dragon !" } );
refoulement.value = 0;
ret = "souffle";
}
await this.update( {"data.reve.refoulement": refoulement } );
return ret;
}
/* -------------------------------------------- */
async deleteTMRRencontreAtPosition( ) {
let rencontres = duplicate(this.data.data.reve.rencontre);
let len = rencontres.list.length;
let i = 0;
//console.log("List", rencontres, len);
let newTable = [];
for( i=0; i < len; i++) {
if (rencontres.list[i].coord != this.data.data.reve.tmrpos.coord )
newTable.push(rencontres.list[i]);
}
if ( newTable.length != len ) {
rencontres.list = newTable;
//console.log("Result: ", rencontres);
await this.update( {"data.reve.rencontre": rencontres } );
}
}
/* -------------------------------------------- */
async addTMRRencontre( currentRencontre ) {
let rencontres = duplicate(this.data.data.reve.rencontre);
let len = rencontres.list.length;
let i = 0;
let already = false;
for( i=0; i < len; i++) {
if (rencontres.list[i].coord == this.data.data.reve.tmrpos.coord )
already = true;
}
if ( !already ) {
rencontres.list.push( {coord: this.data.data.reve.tmrpos.coord, rencontre: currentRencontre} );
await this.update( {"data.reve.rencontre": rencontres } );
}
}
/* -------------------------------------------- */
async updatePointsDeReve( value ) {
let reve = duplicate(this.data.data.reve.reve);
reve.value = reve.value + value;
await this.update( {"data.reve.reve": reve } );
}
/* -------------------------------------------- */
testSiSonne( sante, endurance )
{
let result = new Roll("d20").roll().total;
if ( result <= endurance.value)
sante.sonne.value = false;
if ( result > endurance.value || result == 20) // 20 is always a failure
sante.sonne.value = true;
if (result == 1) {
sante.sonne.value = false;
let xp = parseInt(this.data.data.carac.constitution.xp) + parseInt(1);
this.update( {"data.carac.constitution.xp": xp } ); // +1 XP !
// TODO : Output to chat
}
}
/* -------------------------------------------- */
GetNumberBlessures( blessuresListe )
{
let nbB = 0;
for ( let b of blessuresListe) {
nbB += ( b.active) ? 1 : 0;
}
return nbB;
}
/* -------------------------------------------- */
async santeIncDec(name, inc ) {
const sante = duplicate(this.data.data.sante);
let data = sante[name];
let lastValue = data.value; // Useful for Endurance and Sonné
data.value = data.value + inc;
if ( data.value > data.max ) data.value = data.max;
if ( data.value < 0 ) data.value = 0;
if (name == "endurance") {
if ( inc < 0 ) // Each endurance lost -> fatigue lost
sante.fatigue.value = sante.fatigue.value - inc
// If endurance is 0 -> -1 vie
if ( data.value == 0 && sante.vie.value > 0) {
sante.vie.value = sante.vie.value - 1;
}
let diffVie = sante.vie.max - sante.vie.value;
if ( data.value > data.max - (diffVie*2) ) {
data.value = data.max - (diffVie*2);
}
if ( data.value < 0 ) data.value = 0; // Security
let blessures = this.data.data.blessures;
let nbGraves = this.GetNumberBlessures(blessures.graves.liste);
let nbCritiques = this.GetNumberBlessures(blessures.critiques.liste);
let maxEnd = Math.floor( data.max / nbGraves);
if (data.value > maxEnd ) data.value = maxEnd;
if ( nbCritiques > 0 && data.value > 1) data.value = 1;
if (lastValue - data.value > 1) this.testSiSonne(sante, data); // Peut-être sonné si 2 points d'endurance perdus d'un coup
}
//console.log(name, inc, data.value);
let diffEndurance = sante.endurance.max - this.data.data.sante.endurance.value;
if ( sante.fatigue && sante.fatigue.value < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered
sante.fatigue.value = diffEndurance;
//console.log("SANTE::::", sante);
await this.update( {"data.sante": sante } );
}
/* -------------------------------------------- */
async manageBlessureFromSheet( bType, index, active ) {
let bList = duplicate(this.data.data.blessures);
let blessure = bList[bType+"s"].liste[index];
blessure.active = !blessure.active;
if ( !blessure.active ) {
blessure.premiers_soins = 0;
blessure.soins_complets = 0;
blessure.jours = 0;
blessure.localisation = "";
}
//console.log("Blessure update", bType, index, blessure, bList );
await this.update( { 'data.blessures': bList } );
}
/* -------------------------------------------- */
async setDataBlessureFromSheet( bType, index, psoins, pcomplets, jours, loc) {
let bList = duplicate(this.data.data.blessures);
let blessure = bList[bType+"s"].liste[index];
blessure.premiers_soins = psoins;
blessure.soins_complets = pcomplets;
blessure.jours = jours;
blessure.localisation = loc;
await this.update( { 'data.blessures': bList } );
}
/* -------------------------------------------- */
manageBlessures( blessuresData )
{
let workData = duplicate(blessuresData);
// Fast exit
if ( blessuresData.legeres + blessuresData.graves + blessuresData.critiques == 0 ) return;
let blessures = duplicate(this.data.data.blessures);
// Manage blessures
if ( workData.legeres > 0 ) {
for (let k=0; k 0 ) {
workData.graves += 1;
blessuresData.graves += 1;
}
if ( workData.graves > 0) {
for (let k=0; k 0 ) {
workData.critiques = 1;
blessuresData.critiques = 1;
}
if ( workData.critiques > 0 ) {
workData.endurance = this.data.data.sante.endurance.value; // Patch with real endurance current value (ie end -> 0 when critique)
blessures.critiques.liste[0].active = true;
blessures.critiques.liste[0].loc = workData.locName;
}
this.update( { "data.blessures": blessures } );
}
/* -------------------------------------------- */
async stressTest( ) {
let compteurs = duplicate(this.data.data.compteurs);
let stress = compteurs.stress;
let xp = compteurs.experience;
let scoreTarget = RdDUtility.getResolutionField( this.data.data.carac.reve.value, 0 );
scoreTarget.sig = Math.floor(scoreTarget.score / 2);
let scoreValue = new Roll("d100").roll().total;
let newXP = xp.value;
let factor = 0;
let comment = "Echec Total (0%)"
if (scoreValue <= scoreTarget.part ) {
scoreValue = new Roll("d100").roll().total;
if (scoreValue <= scoreTarget.sig) {
factor = 1.5;
comment = "Double Particulière (150%)"
} else {
factor = 1;
comment = "Particulière (100%)"
}
} else {
if ( scoreValue <= scoreTarget.sig ) {
factor = 0.75;
comment = "Significative (75%)"
} else {
if ( scoreValue <= scoreTarget.score ) {
factor = 0.5;
comment = "Normale (50%)"
} else if (scoreValue <= scoreTarget.epart) {
factor = 0.2;
comment = "Echec (20%)"
} else if (scoreValue <= scoreTarget.etotal) {
factor = 0.1;
comment = "Echec (10%)"
}
}
}
let xpValue = Math.floor(stress.value * factor);
stress.value -= xpValue;
stress.value -= 1;
if (stress.value < 0 ) stress.value = 0;
ChatMessage.create( { title: "Jet de Stress", content: "Vous avez transformé "+ xpValue + " points de Stress en Expérience avec une réussite " + comment ,
whisper: ChatMessage.getWhisperRecipients(game.user.name) } );
xp.value += xpValue;
await this.update( { "data.compteurs": compteurs } );
}
/* -------------------------------------------- */
async rollUnSort( coord ) {
let draconicList = this.getDraconicList();
let sortList = this.getSortList();
let rollData = {
selectedCarac: this.data.data.carac.reve,
etat: this.data.data.compteurs.etat.value,
draconicList: draconicList,
sortList: sortList,
selectedDraconic: draconicList[0],
selectedSort: sortList[0],
coord: coord,
finalLevel: 0,
bmValue: 0
}
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-roll-sort.html', rollData);
new RdDRollDialog("sort", html, rollData, this ).render(true);
}
/* -------------------------------------------- */
async rollCarac( caracName )
{
let rollData = {
"selectedCarac": this.data.data.carac[caracName],
"bonusmalusTable": CONFIG.RDD.bonusmalus,
"etat": this.data.data.compteurs.etat.value,
"finalLevel": 0,
"bmValue": 0
}
console.log(caracName, rollData);
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html', rollData);
new RdDRollDialog("carac", html, rollData, this ).render(true);
}
/* -------------------------------------------- */
getSortList( ) {
let sortList = []
for (const item of this.data.items) {
if (item.type == "sort" )
sortList.push(item);
}
return sortList;
}
/* -------------------------------------------- */
getDraconicList( ) {
let draconicList = []
for (const item of this.data.items) {
if (item.type == "competence" && item.data.categorie == 'draconic' )
draconicList.push(item);
}
return draconicList;
}
/* -------------------------------------------- */
async displayTMR( isRapide=false )
{
let minReveValue = (isRapide) ? 3 : 2;
if (this.data.data.reve.reve.value <= minReveValue ) {
ChatMessage.create( { title: "Montée impossible !", content: "Vous n'avez plus assez de Points de Reve pour monter dans les Terres Médianes",
whisper: ChatMessage.getWhisperRecipients(game.user.name) } );
return;
}
let data = {
fatigueHTML:"" + RdDUtility.makeHTMLfatigueMatrix( this.data.data.sante.fatigue.value, this.data.data.sante.endurance.max ).html() + "
",
draconic: this.getDraconicList(),
sort: this.getSortList(),
caracReve: this.data.data.carac.reve.value,
pointsReve: this.data.data.reve.reve.value,
isRapide: isRapide
}
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html', data );
this.currentTMR = new RdDTMRDialog(html, this, data );
this.currentTMR.render(true);
}
/* -------------------------------------------- */
rollArme( armeName )
{
let armeItem = RdDUtility.findCompetence( this.data.items, armeName );
if ( armeItem && armeItem.data.competence )
this.rollCompetence( armeItem.data.competence, armeItem );
else
this.rollCompetence( armeName ); //Bypass mode!
}
/* -------------------------------------------- */
async rollCreatureCompetence( compName, armeItem=undefined, attackerRoll=undefined )
{
let compItem = RdDUtility.findCompetence( this.data.items, compName);
if ( compItem.data.iscombat ) {
armeItem = { name: compName, data: { dommages: compItem.data.dommages} };
}
compItem.data.defaut_carac = "carac_creature"; // Fake default competence
let rollData = {
"competence": compItem,
"arme": armeItem,
"carac": { carac_creature: { label: compName, value: compItem.data.carac_value } },
"bonusmalusTable": CONFIG.RDD.bonusmalus,
"etat": this.data.data.compteurs.etat.value,
"bmValue": (attackerRoll) ? attackerRoll.bmValue : 0,
"attackerRoll": attackerRoll,
"finalLevel": 0
}
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData);
if (armeItem) {
new RdDRollDialog("arme", html, rollData, this ).render(true);
} else {
new RdDRollDialog("competence", html, rollData, this ).render(true);
}
}
/* -------------------------------------------- */
async rollCompetence( compName, armeItem=undefined, attackerRoll=undefined )
{
console.log("!!!!!!", compName, armeItem);
let compItem = RdDUtility.findCompetence( this.data.items, compName);
let rollData = {
"competence": compItem,
"arme": armeItem,
"carac": this.data.data.carac,
"bonusmalusTable": CONFIG.RDD.bonusmalus,
"etat": this.data.data.compteurs.etat.value,
"bmValue": (attackerRoll) ? attackerRoll.bmValue : 0,
"attackerRoll": attackerRoll,
"finalLevel": 0
}
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData);
if (armeItem) {
new RdDRollDialog("arme", html, rollData, this ).render(true);
} else {
new RdDRollDialog("competence", html, rollData, this ).render(true);
}
}
/* -------------------------------------------- */
equiperObjet( itemID )
{
let item = this.getOwnedItem(itemID);
if ( item && item.data.data ) {
let update = duplicate(item);
update.data.equipe = !update.data.equipe;
this.updateEmbeddedEntity("OwnedItem", update);
}
}
/* -------------------------------------------- */
computeArmure( locData, domArmePlusDom )
{
let protection = 0;
for (const item of this.data.items) {
if (item.type == "armure" && item.data.equipe) {
let update = duplicate(item);
protection += new Roll(update.data.protection.toString()).roll().total;
update.data.deterioration += domArmePlusDom;
domArmePlusDom = 0; // Reset it
if ( update.data.deterioration >= 10) {
update.data.deterioration = 0;
if ( update.data.protection.toString().length == 1 )
update.data.protection = "d"+update.data.protection+"-0";
else {
let regex = /d\(d+)\-(\d+)/g;
let res = regex.exec( update.data.protection );
update.data.protection = "d"+res[1]+"-"+(parseInt(res[2])+1);
}
/* TODO - POST chat message */
}
this.updateEmbeddedEntity("OwnedItem", update);
}
}
console.log("Final protect", protection);
return protection;
}
/* -------------------------------------------- */
encaisserDommages( attackerRoll )
{
//let attackerRoll = rollData.attackerRoll;
let degatsReel = attackerRoll.degats - this.computeArmure(attackerRoll.loc, attackerRoll.domArmePlusDom);
console.log("RollData from attacker!", attackerRoll, degatsReel);
let result = RdDUtility.computeBlessuresSante(degatsReel);
this.santeIncDec("vie", result.vie);
this.santeIncDec("endurance", result.endurance);
result.locName = attackerRoll.loc.label; // Add the localisation namme
this.manageBlessures( result ); // Will upate the result table
ChatMessage.create( {title: "Blessures !", content: this.data.name + " a encaissé : " +
"
Encaissement final : " + degatsReel +
"
" + result.legeres + " légères, " + result.graves + " graves et " +
result.critiques + " critique." +
"
Et perdu : " +
"
" + result.endurance + " Endurance et " + result.vie + " Points de Vie" } );
this.computeEtatGeneral();
this.sheet.render(true);
}
/* -------------------------------------------- */
encaisserDommagesHorsCombat( degats )
{
let degatsReel = degats - this.computeArmure("Corps", 0);
console.log("Enciasser dommages", degatsReel);
let result = RdDUtility.computeBlessuresSante(degatsReel);
this.santeIncDec("vie", result.vie);
this.santeIncDec("endurance", result.endurance);
result.locName = "Corps"; // Add the localisation namme
this.manageBlessures( result ); // Will upate the result table
ChatMessage.create( {title: "Blessures !", content: this.data.name + " a encaissé : " +
"
Encaissement final : " + degatsReel +
"
" + result.legeres + " légères, " + result.graves + " graves et " +
result.critiques + " critique." +
"
Et perdu : " +
"
" + result.endurance + " Endurance et " + result.vie + " Points de Vie" } );
this.computeEtatGeneral();
this.sheet.render(true);
}
/* -------------------------------------------- */
parerAttaque( attackerRoll, armeId )
{
let armeItem = this.getOwnedItem(armeId); // Item.data.data !
console.log("Going to PARY !!!!!!!!!", armeItem, attackerRoll.bmValue);
this.rollCompetence( armeItem.data.data.competence, armeItem.data, attackerRoll );
}
/* -------------------------------------------- */
esquiverAttaque( attackerRoll )
{
console.log("Going to DODGE !!!!!!!!!", attackerRoll.bmValue);
this.rollCompetence( "esquive", undefined, attackerRoll );
}
/* -------------------------------------------- */
/** @override */
getRollData() {
const data = super.getRollData();
return data;
}
}