import { ChatUtility } from "./chat-utility.js"; import { RdDItemArme } from "./item-arme.js"; import { RdDItemCompetence } from "./item-competence.js"; import { RdDItemCompetenceCreature } from "./item-competencecreature.js"; import { Misc } from "./misc.js"; import { RdDBonus } from "./rdd-bonus.js"; import { RdDResolutionTable } from "./rdd-resolution-table.js"; import { RdDRoll } from "./rdd-roll.js"; import { RdDRollTables } from "./rdd-rolltables.js"; export class RdDCombat { static init() { this.initStorePasseArmes(); Hooks.on("updateCombat", (combat, data) => { RdDCombat.onUpdateCombat(combat, data) }); Hooks.on("preDeleteCombat", (combat, options) => { RdDCombat.onPreDeleteCombat(combat, options); }); } /* -------------------------------------------- */ static initStorePasseArmes() { game.system.rdd.combatStore = { attaques: {}, defenses: {} }; } /* -------------------------------------------- */ static onSocketMessage(sockmsg) { switch (sockmsg.msg) { case "msg_encaisser": return RdDCombat.onMsgEncaisser(sockmsg.data); case "msg_defense": return RdDCombat.onMsgDefense(sockmsg.data); } } /* -------------------------------------------- */ static onUpdateCombat(combat, data) { if (combat.data.round != 0 && combat.turns && combat.data.active) { RdDCombat.combatNouveauRound(combat); } } /* -------------------------------------------- */ static onPreDeleteCombat(combat, options) { if (game.user.isGM) { ChatUtility.removeChatMessageContaining(`
`) /* * TODO: support de plusieurs combats parallèles * il faudrait avoir un id de combat en plus de celui de passe d'armes */ for (const key in game.system.rdd.combatStore.attaques) { const attackerRoll = game.system.rdd.combatStore.attaques[key]; ChatUtility.removeChatMessageContaining(`
`); } for (const key in game.system.rdd.combatStore.defenses) { const defenderRoll = game.system.rdd.combatStore.defenses[key]; ChatUtility.removeChatMessageContaining(`
`); } RdDCombat.initStorePasseArmes(); } } /* -------------------------------------------- */ static combatNouveauRound(combat) { let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId); if (game.user.isGM) { // seul le GM notifie le status this.displayActorCombatStatus(combat, turn.actor); // TODO Playaudio for player?? } } /* -------------------------------------------- */ static isActive() { return true; } /* -------------------------------------------- */ static createUsingTarget(attacker) { const target = RdDCombat.getTarget(); if (target == undefined) { ui.notifications.warn((game.user.targets?.size ?? 0) > 1 ? "Vous devez choisir une seule cible à attaquer!" : "Vous devez choisir une cible à attaquer!"); } const defender = target?.actor; const defenderTokenId = target?.data._id; return this.create(attacker, defender, defenderTokenId, target) } /* -------------------------------------------- */ static getTarget() { if (game.user.targets && game.user.targets.size == 1) { for (let target of game.user.targets) { return target; } } return undefined; } /* -------------------------------------------- */ static _storeAttaque(attackerId, attackerRoll) { game.system.rdd.combatStore.attaques[attackerId] = duplicate(attackerRoll); } /* -------------------------------------------- */ static _getAttaque(attackerId) { return game.system.rdd.combatStore.attaques[attackerId]; } /* -------------------------------------------- */ static _deleteAttaque(attackerId) { delete game.system.rdd.combatStore.attaques[attackerId]; } /* -------------------------------------------- */ static _storeDefense(defenderRoll) { game.system.rdd.combatStore.defenses[defenderRoll.passeArme] = duplicate(defenderRoll); } /* -------------------------------------------- */ static _getDefense(passeArme) { return game.system.rdd.combatStore.defenses[passeArme]; } /* -------------------------------------------- */ static _deleteDefense(passeArme) { delete game.system.rdd.combatStore.defenses[passeArme]; } /* -------------------------------------------- */ static create(attacker, defender, defenderTokenId, target = undefined) { return new RdDCombat(attacker, defender, defenderTokenId, target) } /* -------------------------------------------- */ static createForAttackerAndDefender(attackerId, defenderTokenId) { const attacker = game.actors.get(attackerId); if (defenderTokenId) { const defenderToken = canvas.tokens.get(defenderTokenId); const defender = defenderToken.actor; return RdDCombat.create(attacker, defender, defenderTokenId); } return RdDCombat.createUsingTarget(attacker) } /* -------------------------------------------- */ static onMsgEncaisser(data) { let attackerRoll = RdDCombat._getAttaque(data.attackerId); // Retrieve the rolldata from the store if (game.user.id === data.gmId) { // Seul le GM effectue l'encaissement sur la fiche let attacker = data.attackerId ? game.actors.get(data.attackerId) : null; let defender = canvas.tokens.get(data.defenderTokenId).actor; defender.encaisserDommages(attackerRoll, attacker); } RdDCombat._deleteDefense(attackerRoll.passeArme); RdDCombat._deleteAttaque(data.attackerId); } /* -------------------------------------------- */ static onMsgDefense(msg) { let defenderToken = canvas.tokens.get(msg.defenderTokenId); if (defenderToken) { if (!game.user.isGM && !game.user.character) { // vérification / sanity check ui.notifications.error("Le joueur " + game.user.name + " n'est connecté à aucun personnage. Impossible de continuer."); return; } if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character._id == defenderToken.actor.data._id))) { const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId); const defenderRoll = msg.defenderRoll; RdDCombat._storeAttaque(msg.attackerId, defenderRoll.attackerRoll); RdDCombat._storeDefense(defenderRoll); rddCombat.removeChatMessageActionsPasseArme(defenderRoll.passeArme); rddCombat._chatMessageDefense(msg.paramChatDefense); } } } /* -------------------------------------------- */ static _callJetDeVie(event) { let actorId = event.currentTarget.attributes['data-actorId'].value; let actor = game.actors.get(actorId); actor.jetVie(); } /* -------------------------------------------- */ static registerChatCallbacks(html) { for (let button of [ '#parer-button', '#esquiver-button', '#particuliere-attaque', '#encaisser-button', '#appel-chance-defense', '#appel-destinee-defense', '#appel-chance-attaque', '#appel-destinee-attaque', '#echec-total-attaque', ]) { html.on("click", button, event => { const rddCombat = RdDCombat.createForAttackerAndDefender( event.currentTarget.attributes['data-attackerId']?.value, event.currentTarget.attributes['data-defenderTokenId']?.value); rddCombat.onEvent(button, event); event.preventDefault(); }); } html.on("click", '#chat-jet-vie', event => { event.preventDefault(); RdDCombat._callJetDeVie(event); }); } /* -------------------------------------------- */ constructor(attacker, defender, defenderTokenId, target) { this.attacker = attacker; this.defender = defender; this.target = target; this.attackerId = this.attacker.data._id; this.defenderId = this.defender.data._id; this.defenderTokenId = defenderTokenId; } /* -------------------------------------------- */ async onEvent(button, event) { const attackerRoll = RdDCombat._getAttaque(this.attackerId); if (!attackerRoll) { ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)") return; } const defenderRoll = game.system.rdd.combatStore.defenses[attackerRoll.passeArme]; const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value; const armeParadeId = event.currentTarget.attributes['data-armeid']?.value; switch (button) { case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value); case '#parer-button': return this.parade(attackerRoll, armeParadeId); case '#esquiver-button': return this.esquive(attackerRoll); case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId); case '#echec-total-attaque': return this._onEchecTotal(attackerRoll); case '#appel-chance-attaque': return this.attacker.rollAppelChance( () => this.attaqueChanceuse(attackerRoll), () => this._onEchecTotal(attackerRoll)); case '#appel-chance-defense': return this.defender.rollAppelChance( () => this.defenseChanceuse(attackerRoll, defenderRoll), () => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true })); case '#appel-destinee-attaque': return this.attacker.appelDestinee( () => this.attaqueSignificative(attackerRoll), () => { }); case '#appel-destinee-defense': return this.defender.appelDestinee( () => this.defenseDestinee(attackerRoll), () => { }); } } /* -------------------------------------------- */ attaqueChanceuse(attackerRoll) { ui.notifications.info("L'attaque est rejouée grâce à la chance") attackerRoll.essais.attaqueChance = true; this.attaque(attackerRoll, attackerRoll.arme); } /* -------------------------------------------- */ attaqueDestinee(attackerRoll) { ui.notifications.info('Attaque significative grâce à la destinée') RdDResolutionTable.forceSignificative(attackerRoll.rolled); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); this._onAttaqueNormale(attackerRoll); } /* -------------------------------------------- */ defenseChanceuse(attackerRoll, defenderRoll) { ui.notifications.info("La défense est rejouée grâce à la chance") attackerRoll.essais.defenseChance = true; attackerRoll.essais.defense = false; this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais); } /* -------------------------------------------- */ defenseDestinee(attackerRoll) { let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme); if (defenderRoll) { ui.notifications.info('Défense significative grâce à la destinée') RdDResolutionTable.forceSignificative(defenderRoll.rolled); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); if (defenderRoll.arme) { this._onParadeNormale(defenderRoll); } else { this._onEsquiveNormale(defenderRoll); } } else { ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!") } } /* -------------------------------------------- */ afficherOptionsDefense(attackerRoll, defenderRoll, essais) { ui.notifications.info("La chance n'est pas avec vous"); this._sendMessageDefense(attackerRoll, defenderRoll, essais); } /* -------------------------------------------- */ removeChatMessageActionsPasseArme(passeArme) { if (game.settings.get("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat")) { ChatUtility.removeChatMessageContaining(`
`); } } /* -------------------------------------------- */ static isEchec(rollData) { switch (rollData.ajustements.surprise.used) { case 'totale': return true; } return rollData.rolled.isEchec; } /* -------------------------------------------- */ static isEchecTotal(rollData) { if (!rollData.attackerRoll && rollData.ajustements.surprise.used) { return rollData.rolled.isEchec; } return rollData.rolled.isETotal; } /* -------------------------------------------- */ static isParticuliere(rollData) { if (!rollData.attackerRoll && rollData.ajustements.surprise.used) { return false; } return rollData.rolled.isPart; } /* -------------------------------------------- */ static isReussite(rollData) { switch (rollData.ajustements.surprise.used) { case 'totale': return false; } return rollData.rolled.isSuccess; } /* -------------------------------------------- */ async attaque(competence, arme = undefined) { 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', options: { height: 540 } }, { name: 'jet-attaque', label: 'Attaque: ' + (arme?.name ?? competence.name), callbacks: [ this.attacker.createCallbackExperience(), { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) }, { condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) }, { condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) }, { condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) }, ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareAttaque(competence, arme) { let rollData = { passeArme: randomID(16), coupsNonMortels: false, competence: competence, surprise: this.attacker.getSurprise(true), surpriseDefenseur: this.defender.getSurprise(true), essais: {} }; rollData.diviseurSignificative = this._getDiviseurSignificative(rollData); if (this.attacker.isCreature()) { RdDItemCompetenceCreature.setRollDataCreature(rollData); } else if (arme) { // Usual competence rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence)); } else { // sans armes: à mains nues rollData.arme = RdDItemArme.mainsNues({ niveau: competence.data.niveau }); } return rollData; } /* -------------------------------------------- */ async _onAttaqueParticuliere(rollData) { RdDCombat._storeAttaque(this.attackerId, rollData); // Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum const isMeleeDiffNegative = rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0; ChatMessage.create({ alias: this.attacker.name, whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name), content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', { alias: this.attacker.name, attackerId: this.attackerId, defenderTokenId: this.defenderTokenId, isFinesse: isMeleeDiffNegative, isRapide: isMeleeDiffNegative && rollData.arme.data.rapide, passeArme: rollData.passeArme }) }); } /* -------------------------------------------- */ async _onAttaqueNormale(attackerRoll) { console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll); attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar()); let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} } // Save rollData for defender RdDCombat._storeAttaque(this.attackerId, attackerRoll); RdDCombat._storeDefense(defenderRoll) attackerRoll.show = { cible: this.target ? this.defender.data.name : 'la cible', isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge') } await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html'); if (!await this.accorderEntite('avant-defense')) { return; } if (this.target) { await this._sendMessageDefense(attackerRoll, defenderRoll); } } /* -------------------------------------------- */ async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) { console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); if (essaisPrecedents) { mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true }); } const paramChatDefense = { passeArme: attackerRoll.passeArme, essais: attackerRoll.essais, defender: this.defender, attacker: this.attacker, attackerId: this.attackerId, defenderTokenId: this.defenderTokenId, mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"), armes: this._filterArmesParade(this.defender.data.items, attackerRoll.competence, attackerRoll.arme), diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0, attaqueParticuliere: attackerRoll.particuliere, attaqueCategorie: attackerRoll.competence.data.categorie, attaqueArme: attackerRoll.arme, surprise: this.defender.getSurprise(true), dmg: attackerRoll.dmg, }; const selfMessage = essaisPrecedents != undefined; if (!selfMessage && (!game.user.isGM || this.defender.hasPlayerOwner)) { this._socketSendMessageDefense(paramChatDefense, defenderRoll); } else { await this._chatMessageDefense(paramChatDefense); } } /* -------------------------------------------- */ async _chatMessageDefense(paramDemandeDefense) { ChatMessage.create({ // message privé: du défenseur à lui même (et aux GMs) speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)), alias: this.attacker.name, whisper: ChatUtility.getWhisperRecipientsAndGMs(this.defender.name), content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense), }); } /* -------------------------------------------- */ _socketSendMessageDefense(paramChatDefense, defenderRoll) { // envoyer le message au destinataire game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_defense", data: { attackerId: this.attacker?.data._id, defenderId: this.defender?.data._id, defenderTokenId: this.defenderTokenId, defenderRoll: duplicate(defenderRoll), paramChatDefense: paramChatDefense, rollMode: true } }); } /* -------------------------------------------- */ _filterArmesParade(items, competence) { items = items.filter(item => (item.type == 'arme' && item.data.equipe) || (item.type == 'competencecreature' && item.data.isparade)); switch (competence.data.categorie) { case 'tir': case 'lancer': return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers') default: // Le fléau ne peut être paré qu’au bouclier p115 if (competence.name == "Fléau") { return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers') } return items.filter(item => RdDItemArme.getCategorieParade(item)); } } /* -------------------------------------------- */ async _onAttaqueEchecTotal(attackerRoll) { RdDCombat._storeAttaque(this.attackerId, attackerRoll); // Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum ChatMessage.create({ whisper: ChatMessage.getWhisperRecipients(this.attacker.name), content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', { attackerId: this.attackerId, attacker: this.attacker, defenderTokenId: this.defenderTokenId, essais: attackerRoll.essais }) }); } /* -------------------------------------------- */ async _onEchecTotal(rollData) { console.log("RdDCombat._onEchecTotal >>>", rollData); const arme = rollData.arme; const avecArme = arme?.data.categorie_parade != 'sans-armes'; const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque"); ChatUtility.createChatWithRollMode(this.defender.name, { content: `Echec total à ${action}! ` + await RdDRollTables.getMaladresse({ arme: avecArme }) }); } /* -------------------------------------------- */ async _onAttaqueEchec(rollData) { console.log("RdDCombat.onAttaqueEchec >>>", rollData); await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html'); } /* -------------------------------------------- */ async choixParticuliere(rollData, choix) { console.log("RdDCombat.choixParticuliere >>>", rollData, choix); this.removeChatMessageActionsPasseArme(rollData.passeArme); rollData.particuliere = choix; await this._onAttaqueNormale(rollData); } /* -------------------------------------------- */ async parade(attackerRoll, armeParadeId) { let arme = this.defender.getArmeParade(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', options: { height: 540 } }, { name: 'jet-parade', label: 'Parade: ' + (arme ? arme.name : rollData.competence.name), callbacks: [ this.defender.createCallbackExperience(), { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) }, { condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) }, { condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) }, ] }); dialog.render(true); } _prepareParade(attackerRoll, armeParade) { const compName = armeParade.data.competence; const armeAttaque = attackerRoll.arme; let rollData = { passeArme: attackerRoll.passeArme, forceValue: this.defender.getForceValue(), diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: this.defender.getCompetence(compName), arme: armeParade, surprise: this.defender.getSurprise(true), needParadeSignificative: RdDItemArme.needParadeSignificative(armeAttaque, armeParade), needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade), carac: this.defender.data.data.carac, show: {} }; rollData.diviseurSignificative = this._getDiviseurSignificative(rollData); if (this.defender.isCreature()) { RdDItemCompetenceCreature.setRollDataCreature(rollData); } return rollData; } /* -------------------------------------------- */ _getDiviseurSignificative(defenderRoll) { let facteurSign = 1; if (defenderRoll.surprise == 'demi') { facteurSign *= 2; } if (defenderRoll.needParadeSignificative) { facteurSign *= 2; } if (RdDBonus.isDefenseAttaqueFinesse(defenderRoll)) { facteurSign *= 2; } return facteurSign; } /* -------------------------------------------- */ _onParadeParticuliere(defenderRoll) { console.log("RdDCombat._onParadeParticuliere >>>", defenderRoll); if (!defenderRoll.attackerRoll.isPart) { // TODO: attaquant doit jouer résistance et peut être désarmé p132 ChatUtility.createChatWithRollMode(this.defender.name, { content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)` }); } } /* -------------------------------------------- */ async _onParadeNormale(defenderRoll) { console.log("RdDCombat._onParadeNormale >>>", defenderRoll); await this.computeRecul(defenderRoll); await this.computeDeteriorationArme(defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html'); RdDCombat._deleteDefense(defenderRoll.passeArme); } /* -------------------------------------------- */ async _onParadeEchec(defenderRoll) { console.log("RdDCombat._onParadeEchec >>>", defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html'); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true }); RdDCombat._storeDefense(defenderRoll); } /* -------------------------------------------- */ 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(), { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) }, { condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) }, { condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) }, ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareEsquive(attackerRoll, competence) { let rollData = { passeArme: attackerRoll.passeArme, forceValue: this.defender.getForceValue(), diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: competence, surprise: this.defender.getSurprise(true), surpriseDefenseur: this.defender.getSurprise(true), carac: this.defender.data.data.carac, show: {} }; rollData.diviseurSignificative = this._getDiviseurSignificative(rollData); if (this.defender.isCreature()) { RdDItemCompetenceCreature.setRollDataCreature(rollData); } return rollData; } /* -------------------------------------------- */ _onEsquiveParticuliere(rollData) { console.log("RdDCombat._onEsquiveParticuliere >>>", rollData); ChatUtility.createChatWithRollMode(this.defender.name, { content: "Vous pouvez esquiver une deuxième fois!" }); } /* -------------------------------------------- */ async _onEsquiveNormale(defenderRoll) { console.log("RdDCombat._onEsquiveNormal >>>", defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html'); RdDCombat._deleteDefense(defenderRoll.passeArme); } /* -------------------------------------------- */ async _onEsquiveEchec(defenderRoll) { console.log("RdDCombat._onEsquiveEchec >>>", defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html'); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true }) RdDCombat._storeDefense(defenderRoll); } /* -------------------------------------------- */ async computeDeteriorationArme(rollData) { const attackerRoll = rollData.attackerRoll; // Est-ce une parade normale? if (rollData.arme && attackerRoll && !rollData.rolled.isPart) { // Est-ce que l'attaque est une particulière en force ou une charge if (rollData.needResist || attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge') { rollData.show = rollData.show || {} const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor; let resistance = Misc.toInt(rollData.arme.data.resistance); let msg = ""; // Jet de résistance de l'arme de parade (p.132) let resistRoll = await RdDResolutionTable.rollData({ caracValue: resistance, finalLevel: - dmg, showDice: false }); if (resistRoll.rolled.isSuccess) { // Perte de résistance rollData.show.deteriorationArme = 'resiste'; } else { resistance -= dmg; if (resistance <= 0) { this.defender.deleteEmbeddedEntity("OwnedItem", rollData.arme._id); rollData.show.deteriorationArme = 'brise'; } else { this.defender.updateEmbeddedEntity("OwnedItem", { _id: rollData.arme._id, 'data.resistance': resistance }); rollData.show.deteriorationArme = 'perte'; rollData.show.perteResistance = dmg; } } // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132) if (resistance > 0 && !RdDItemArme.getCategorieParade(rollData.arme) == 'boucliers') { let desarme = await RdDResolutionTable.rollData({ caracValue: this.defender.data.data.carac.force.value, finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg, showDice: false }); rollData.show.desarme = desarme.rolled.isEchec; if (desarme.rolled.isEchec) { rollData.show.desarme = true; } } } } } /* -------------------------------------------- */ async computeRecul(defenderRoll) { // Calcul du recul (p. 132) const attackerRoll = defenderRoll.attackerRoll; if (this._isAttaqueCauseRecul(attackerRoll)) { let impactRecul = this._computeImpactRecul(attackerRoll); const agilite = 10; if ( this.defender.data.data.carac.agilite ) { agilite = this.defender.data.data.carac.agilite.value; } else if ( this.defender.data.data.carac.force) { agilite = this.defender.data.data.carac.force.value; } else if ( this.defender.isEntiteCauchemar()) { agilite = this.defender.data.data.carac.reve.value; } else ui.notifications.warn("Recul impossible pour cette créature/entité"); return; } let rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impactRecul, showDice: false }); if (rollRecul.isSuccess) { defenderRoll.show.recul = 'encaisse'; } else if (rollRecul.isETotal) { defenderRoll.show.recul = 'chute'; } else { let chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impactRecul, showDice: false }); defenderRoll.show.recul = (chute.isSuccess) ? 'recul' : 'chute'; } } } _isAttaqueCauseRecul(attaque) { return attaque.particuliere == 'force' || attaque.tactique == 'charge'; } _computeImpactRecul(attaque) { return Misc.toInt(this.defender.data.data.carac.taille.value) - (attaque.forceValue + attaque.arme.data.dommagesReels); } /* -------------------------------------------- */ async encaisser(attackerRoll, defenderTokenId) { defenderTokenId = defenderTokenId || this.defenderTokenId; console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId); let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme); if (!defenderRoll) { ui.notifications.warn("Cette passe d'arme est déjà terminée!") return; } if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) { this._onEchecTotal(defenderRoll); } if (game.user.isGM) { // Current user is the GM -> direct access attackerRoll.attackerId = this.attackerId; attackerRoll.defenderTokenId = defenderTokenId; await this.computeRecul(defenderRoll); this.defender.encaisserDommages(attackerRoll, this.attacker); } else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_encaisser", data: { attackerId: this.attackerId, defenderTokenId: defenderTokenId, attackerRoll: attackerRoll, gmId: game.users.entities.find(u => u.isGM)?.id, } }); } RdDCombat._deleteDefense(attackerRoll.passeArme); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); } /* -------------------------------------------- */ /* 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 async displayActorCombatStatus(combat, actor) { let data = { combatId: combat._id, alias: actor.name, etatGeneral: actor.getEtatGeneral(), isSonne: actor.getSonne(), blessuresStatus: actor.computeResumeBlessure(), SConst: actor.getSConst(), actorId: actor.data._id, isGrave: false, isCritique: false } if (actor.countBlessuresByName("critiques") > 0) { // Pour éviter le cumul grave + critique data.isCritique = true; } else if (actor.countBlessuresByName("graves") > 0) { data.isGrave = true; } ChatUtility.createChatWithRollMode(actor.name, { content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data) }); } }