import { RdDItemArme } from "./item-arme.js"; import { RdDItemCompetence } from "./item-competence.js"; import { RdDItemMeditation } from "./item-meditation.js"; import { RdDItemSort } from "./item-sort.js"; import { Misc } from "./misc.js"; import { RdDBonus } from "./rdd-bonus.js"; import { RdDCarac } from "./rdd-carac.js"; import { ReglesOptionelles } from "./regles-optionelles.js"; /** * tous les ajustements pouvant s'appliquer. * un ajustement se compose de `function(rollData, actor)` : * - isVisible: indique si l'ajustement sera visible (pour les cas où il peut être sélectionné) * - isUsed: évalue si l'ajustement indique s'il est actif ou non * - getLabel: un libellé texte pour l'affichage de l'ajustement * - getValue: une valeur numérique correspondant à un modificateur entier * - getDescr: une valeur textuelle pour les informations non numériques (demi-surprise, bonus de case, ...) */ export const referenceAjustements = { competence: { isUsed: (rollData, actor) => rollData.competence, getLabel: (rollData, actor) => rollData.competence?.name, getValue: (rollData, actor) => rollData.competence?.data?.niveau, }, meditation: { isUsed: (rollData, actor) => rollData.meditation, getLabel: (rollData, actor) => 'Méditation', getValue: (rollData, actor) => RdDItemMeditation.calculDifficulte(rollData) }, diffLibre: { isUsed: (rollData, actor) => rollData.diffLibre != undefined, getLabel: (rollData, actor) => rollData.selectedSort?.name ?? rollData.attackerRoll ? 'Imposée' : 'Libre', getValue: (rollData, actor) => rollData.selectedSort ? RdDItemSort.getDifficulte(rollData.selectedSort, rollData.diffLibre) : rollData.diffLibre ?? rollData.competence?.data.default_diffLibre ?? 0 }, diffConditions: { isUsed: (rollData, actor) => rollData.diffConditions != undefined, getLabel: (rollData, actor) => 'Conditions', getValue: (rollData, actor) => rollData.diffConditions }, tactique: { isUsed: (rollData, actor) => rollData.tactique, getLabel: (rollData, actor) => RdDBonus.find(rollData.tactique).descr, getValue: (rollData, actor) => RdDBonus.find(rollData.tactique).attaque, }, attaqueDefenseurSurpris: { isUsed: (rollData, actor) => rollData.surpriseDefenseur, getLabel: (rollData, actor) => RdDBonus.find(rollData.surpriseDefenseur).descr + (rollData.attackerRoll ? '' : ' défenseur'), getValue: (rollData, actor) => RdDBonus.find(rollData.surpriseDefenseur).attaque, }, etat: { isUsed: (rollData, actor) => !RdDCarac.isIgnoreEtatGeneral(rollData.selectedCarac, rollData.competence), getLabel: (rollData, actor) => 'Etat général', getValue: (rollData, actor) => actor.getEtatGeneral() }, malusArmure: { isVisible: (rollData, actor) => RdDCarac.isAgiliteOuDerivee(rollData.competence), isUsed: (rollData, actor) => RdDCarac.isAgiliteOuDerivee(rollData.selectedCarac), getLabel: (rollData, actor) => 'Malus armure', getValue: (rollData, actor) => actor.getMalusArmure() }, encTotal: { isVisible: (rollData, actor) => RdDItemCompetence.isMalusEncombrementTotal(rollData.competence), isUsed: (rollData, actor) => rollData.useMalusEncTotal, getLabel: (rollData, actor) => 'Encombrement total', getValue: (rollData, actor) => -actor.getEncTotal() }, surenc: { isVisible: (rollData, actor) => rollData.useMalusSurenc, isUsed: (rollData, actor) => rollData.useMalusSurenc, getLabel: (rollData, actor) => 'Sur-encombrement', getValue: (rollData, actor) => actor.getSurenc() }, moral: { isVisible: (rollData, actor) => RdDCarac.isActionPhysique(rollData.selectedCarac), isUsed: (rollData, actor) => rollData.use?.appelAuMoral, getLabel: (rollData, actor) => 'Appel au moral', getValue: (rollData, actor) => 1 }, moralTotal: { isUsed: (rollData, actor) => RdDCarac.isVolonte(rollData.selectedCarac), getLabel: (rollData, actor) => 'Moral', getValue: (rollData, actor) => actor.getMoralTotal() }, astrologique: { isUsed: (rollData, actor) => ReglesOptionelles.isUsing("astrologie") && RdDBonus.isAjustementAstrologique(rollData), getLabel: (rollData, actor) => 'Astrologique', getValue: (rollData, actor) => actor.ajustementAstrologique() }, facteurSign: { isUsed: (rollData, actor) => rollData.diviseurSignificative > 1, getLabel: (rollData, actor) => Misc.getFractionHtml(rollData.diviseurSignificative), getDescr: (rollData, actor) => rollData.diviseurSignificative > 1 ? `Facteur significative ×${Misc.getFractionHtml(rollData.diviseurSignificative)}` : '' }, isEcaille: { isVisible: (rollData, actor) => rollData.arme && rollData.arme.data.magique && Number(rollData.arme.data.ecaille_efficacite) > 0, isUsed: (rollData, actor) => rollData.arme && rollData.arme.data.magique && Number(rollData.arme.data.ecaille_efficacite) > 0, getLabel: (rollData, actor) => "Ecaille d'Efficacité: ", getValue: (rollData, actor) => (rollData.arme && rollData.arme.data.magique && Number(rollData.arme.data.ecaille_efficacite) > 0) ? rollData.arme.data.ecaille_efficacite : 0, }, finesse: { isUsed: (rollData, actor) => RdDBonus.isDefenseAttaqueFinesse(rollData), getDescr: (rollData, actor) => 'Attaque particulière en finesse', }, armeParade: { isUsed: (rollData, actor) => RdDItemArme.needParadeSignificative(rollData.attackerRoll?.arme, rollData.arme), getDescr: (rollData, actor) => rollData.attackerRoll && rollData.arme ? `${RdDItemArme.getNomCategorieParade(rollData.attackerRoll?.arme)} vs ${RdDItemArme.getNomCategorieParade(rollData.arme)}` : '' }, surprise: { isUsed: (rollData, actor) => actor.getSurprise(rollData.passeArme), getDescr: (rollData, actor) => RdDBonus.find(actor.getSurprise()).descr }, bonusCase: { isUsed: (rollData, actor) => rollData.selectedSort && rollData.coord, getDescr: (rollData, actor) => rollData.selectedSort && rollData.coord ? `Bonus de case: ${RdDItemSort.getCaseBonus(rollData.selectedSort, rollData.coord)}%` : '' }, rencontreTMR: { isVisible: (rollData, actor) => rollData.tmr && rollData.rencontre.name, isUsed: (rollData, actor) => rollData.tmr && rollData.rencontre.name, getLabel: (rollData, actor) => rollData.rencontre?.name, getValue: (rollData, actor) => - (rollData.rencontre?.force ?? 0) } } export class RollDataAjustements { /* -------------------------------------------- */ static calcul(rollData, actor) { rollData.ajustements = {}; for (var key in referenceAjustements) { const reference = referenceAjustements[key]; rollData.ajustements[key] = { used: reference.isUsed(rollData, actor), label: reference.getLabel && reference.getLabel(rollData, actor), value: reference.getValue && reference.getValue(rollData, actor), descr: reference.getDescr && reference.getDescr(rollData, actor) } } } /* -------------------------------------------- */ static sum(ajustements) { let sum = 0; for (var key in ajustements) { if (ajustements[key].used && !ajustements[key].descr) { sum += ajustements[key].value; } } return sum; } }