ad2a68aedd
# Conflicts: # module/rdd-combat.js
906 lines
34 KiB
JavaScript
906 lines
34 KiB
JavaScript
import { ChatUtility } from "./chat-utility.js";
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import { RdDItemArme } from "./item-arme.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { Misc } from "./misc.js";
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import { RdDBonus } from "./rdd-bonus.js";
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import { RdDResolutionTable } from "./rdd-resolution-table.js";
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import { RdDRoll } from "./rdd-roll.js";
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import { RdDRollTables } from "./rdd-rolltables.js";
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export class RdDCombat {
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static init() {
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this.initStorePasseArmes();
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Hooks.on("updateCombat", (combat, data) => { RdDCombat.onUpdateCombat(combat, data) });
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Hooks.on("preDeleteCombat", (combat, options) => { RdDCombat.onPreDeleteCombat(combat, options); });
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}
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/* -------------------------------------------- */
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static initStorePasseArmes() {
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game.system.rdd.combatStore = {
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attaques: {},
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defenses: {}
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};
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}
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/* -------------------------------------------- */
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static onSocketMessage(sockmsg) {
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switch (sockmsg.msg) {
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case "msg_encaisser":
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return RdDCombat.onMsgEncaisser(sockmsg.data);
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case "msg_defense":
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return RdDCombat.onMsgDefense(sockmsg.data);
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}
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}
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/* -------------------------------------------- */
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static onUpdateCombat(combat, data) {
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if (combat.data.round != 0 && combat.turns && combat.data.active) {
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RdDCombat.combatNouveauRound(combat);
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}
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}
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/* -------------------------------------------- */
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static onPreDeleteCombat(combat, options) {
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if (game.user.isGM) {
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ChatUtility.removeChatMessageContaining(`<div data-combatid="${combat.id}" data-combatmessage="actor-turn-summary">`)
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/*
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* TODO: support de plusieurs combats parallèles
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* il faudrait avoir un id de combat en plus de celui de passe d'armes
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*/
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for (const key in game.system.rdd.combatStore.attaques) {
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const attackerRoll = game.system.rdd.combatStore.attaques[key];
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ChatUtility.removeChatMessageContaining(`<div data-passearme="${attackerRoll.passeArme}">`);
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}
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for (const key in game.system.rdd.combatStore.defenses) {
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const defenderRoll = game.system.rdd.combatStore.defenses[key];
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ChatUtility.removeChatMessageContaining(`<div data-passearme="${defenderRoll.passeArme}">`);
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}
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RdDCombat.initStorePasseArmes();
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}
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}
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/* -------------------------------------------- */
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static combatNouveauRound(combat) {
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let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId);
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if (game.user.isGM) {
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// seul le GM notifie le status
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this.displayActorCombatStatus(combat, turn.actor);
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// TODO Playaudio for player??
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}
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}
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/* -------------------------------------------- */
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static isActive() {
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return true;
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}
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/* -------------------------------------------- */
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static createUsingTarget(attacker) {
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const target = RdDCombat.getTarget();
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if (target == undefined) {
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ui.notifications.warn((game.user.targets?.size ?? 0) > 1
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? "Vous devez choisir <strong>une seule</strong> cible à attaquer!"
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: "Vous devez choisir une cible à attaquer!");
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}
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const defender = target?.actor;
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const defenderTokenId = target?.data._id;
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return this.create(attacker, defender, defenderTokenId, target)
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}
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/* -------------------------------------------- */
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static getTarget() {
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if (game.user.targets && game.user.targets.size == 1) {
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for (let target of game.user.targets) {
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return target;
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}
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}
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return undefined;
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}
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/* -------------------------------------------- */
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static _storeAttaque(attackerId, attackerRoll) {
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game.system.rdd.combatStore.attaques[attackerId] = duplicate(attackerRoll);
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}
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/* -------------------------------------------- */
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static _getAttaque(attackerId) {
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return game.system.rdd.combatStore.attaques[attackerId];
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}
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/* -------------------------------------------- */
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static _deleteAttaque(attackerId) {
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delete game.system.rdd.combatStore.attaques[attackerId];
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}
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/* -------------------------------------------- */
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static _storeDefense(defenderRoll) {
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game.system.rdd.combatStore.defenses[defenderRoll.passeArme] = duplicate(defenderRoll);
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}
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/* -------------------------------------------- */
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static _getDefense(passeArme) {
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return game.system.rdd.combatStore.defenses[passeArme];
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}
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/* -------------------------------------------- */
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static _deleteDefense(passeArme) {
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delete game.system.rdd.combatStore.defenses[passeArme];
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}
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/* -------------------------------------------- */
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static create(attacker, defender, defenderTokenId, target = undefined) {
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return new RdDCombat(attacker, defender, defenderTokenId, target)
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}
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/* -------------------------------------------- */
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static createForAttackerAndDefender(attackerId, defenderTokenId) {
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const attacker = game.actors.get(attackerId);
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if (defenderTokenId) {
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const defenderToken = canvas.tokens.get(defenderTokenId);
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const defender = defenderToken.actor;
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return RdDCombat.create(attacker, defender, defenderTokenId);
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}
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return RdDCombat.createUsingTarget(attacker)
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}
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/* -------------------------------------------- */
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static onMsgEncaisser(data) {
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let attackerRoll = RdDCombat._getAttaque(data.attackerId); // Retrieve the rolldata from the store
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if (game.user.id === data.gmId) { // Seul le GM effectue l'encaissement sur la fiche
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let attacker = data.attackerId ? game.actors.get(data.attackerId) : null;
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let defender = canvas.tokens.get(data.defenderTokenId).actor;
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defender.encaisserDommages(attackerRoll, attacker);
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}
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RdDCombat._deleteDefense(attackerRoll.passeArme);
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RdDCombat._deleteAttaque(data.attackerId);
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}
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/* -------------------------------------------- */
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static onMsgDefense(msg) {
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let defenderToken = canvas.tokens.get(msg.defenderTokenId);
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if (defenderToken) {
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if (!game.user.isGM && !game.user.character) { // vérification / sanity check
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ui.notifications.error("Le joueur " + game.user.name + " n'est connecté à aucun personnage. Impossible de continuer.");
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return;
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}
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if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character._id == defenderToken.actor.data._id))) {
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const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
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const defenderRoll = msg.defenderRoll;
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RdDCombat._storeAttaque(msg.attackerId, defenderRoll.attackerRoll);
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RdDCombat._storeDefense(defenderRoll);
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rddCombat.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
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rddCombat._chatMessageDefense(msg.paramChatDefense);
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}
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}
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}
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/* -------------------------------------------- */
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static _callJetDeVie(event) {
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let actorId = event.currentTarget.attributes['data-actorId'].value;
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let actor = game.actors.get(actorId);
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actor.jetVie();
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}
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/* -------------------------------------------- */
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static registerChatCallbacks(html) {
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for (let button of [
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'#parer-button',
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'#esquiver-button',
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'#particuliere-attaque',
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'#encaisser-button',
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'#appel-chance-defense',
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'#appel-destinee-defense',
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'#appel-chance-attaque',
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'#appel-destinee-attaque',
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'#echec-total-attaque',
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]) {
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html.on("click", button, event => {
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const rddCombat = RdDCombat.createForAttackerAndDefender(
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event.currentTarget.attributes['data-attackerId']?.value,
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event.currentTarget.attributes['data-defenderTokenId']?.value);
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rddCombat.onEvent(button, event);
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event.preventDefault();
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});
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}
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html.on("click", '#chat-jet-vie', event => {
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event.preventDefault();
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RdDCombat._callJetDeVie(event);
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});
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}
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/* -------------------------------------------- */
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constructor(attacker, defender, defenderTokenId, target) {
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this.attacker = attacker;
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this.defender = defender;
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this.target = target;
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this.attackerId = this.attacker.data._id;
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this.defenderId = this.defender.data._id;
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this.defenderTokenId = defenderTokenId;
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}
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/* -------------------------------------------- */
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async onEvent(button, event) {
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const attackerRoll = RdDCombat._getAttaque(this.attackerId);
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if (!attackerRoll) {
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ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
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return;
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}
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const defenderRoll = game.system.rdd.combatStore.defenses[attackerRoll.passeArme];
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const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value;
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const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
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switch (button) {
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case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
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case '#parer-button': return this.parade(attackerRoll, armeParadeId);
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case '#esquiver-button': return this.esquive(attackerRoll);
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case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
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case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
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case '#appel-chance-attaque': return this.attacker.rollAppelChance(
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() => this.attaqueChanceuse(attackerRoll),
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() => this._onEchecTotal(attackerRoll));
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case '#appel-chance-defense': return this.defender.rollAppelChance(
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() => this.defenseChanceuse(attackerRoll, defenderRoll),
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() => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true }));
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case '#appel-destinee-attaque': return this.attacker.appelDestinee(
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() => this.attaqueSignificative(attackerRoll),
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() => { });
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case '#appel-destinee-defense': return this.defender.appelDestinee(
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() => this.defenseDestinee(attackerRoll),
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() => { });
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}
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}
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/* -------------------------------------------- */
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attaqueChanceuse(attackerRoll) {
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ui.notifications.info("L'attaque est rejouée grâce à la chance")
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attackerRoll.essais.attaqueChance = true;
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this.attaque(attackerRoll, attackerRoll.arme);
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}
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/* -------------------------------------------- */
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attaqueDestinee(attackerRoll) {
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ui.notifications.info('Attaque significative grâce à la destinée')
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RdDResolutionTable.significativeRequise(attackerRoll.rolled);
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this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
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this._onAttaqueNormale(attackerRoll);
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}
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/* -------------------------------------------- */
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defenseChanceuse(attackerRoll, defenderRoll) {
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ui.notifications.info("La défense est rejouée grâce à la chance")
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attackerRoll.essais.defenseChance = true;
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attackerRoll.essais.defense = false;
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this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
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this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais);
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}
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/* -------------------------------------------- */
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defenseDestinee(attackerRoll) {
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let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme);
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if (defenderRoll) {
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ui.notifications.info('Défense significative grâce à la destinée')
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RdDResolutionTable.significativeRequise(defenderRoll.rolled);
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this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
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if (defenderRoll.arme) {
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this._onParadeNormale(defenderRoll);
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}
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else {
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this._onEsquiveNormale(defenderRoll);
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}
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}
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else {
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ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!")
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}
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}
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/* -------------------------------------------- */
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afficherOptionsDefense(attackerRoll, defenderRoll, essais) {
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ui.notifications.info("La chance n'est pas avec vous");
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this._sendMessageDefense(attackerRoll, defenderRoll, essais);
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}
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/* -------------------------------------------- */
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removeChatMessageActionsPasseArme(passeArme) {
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if (game.settings.get("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat")) {
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ChatUtility.removeChatMessageContaining(`<div data-passearme="${passeArme}">`);
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}
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}
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/* -------------------------------------------- */
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static isEchec(rollData) {
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switch (rollData.ajustements.surprise.used) {
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case 'totale': return true;
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}
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return rollData.rolled.isEchec;
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}
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/* -------------------------------------------- */
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static isEchecTotal(rollData) {
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if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
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return rollData.rolled.isEchec;
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}
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return rollData.rolled.isETotal;
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}
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/* -------------------------------------------- */
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static isParticuliere(rollData) {
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if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
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return false;
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}
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return rollData.rolled.isPart;
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}
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/* -------------------------------------------- */
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static isReussite(rollData) {
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switch (rollData.ajustements.surprise.used) {
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case 'totale': return false;
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}
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return rollData.rolled.isSuccess;
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}
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/* -------------------------------------------- */
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async attaque(competence, arme = undefined) {
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if (!await this.accorderEntite('avant-attaque')) {
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return;
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}
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let rollData = this._prepareAttaque(competence, arme);
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console.log("RdDCombat.attaque >>>", rollData);
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const dialog = await RdDRoll.create(this.attacker, rollData,
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{
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html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
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options: { height: 540 }
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}, {
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name: 'jet-attaque',
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label: 'Attaque: ' + (arme?.name ?? competence.name),
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callbacks: [
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this.attacker.createCallbackExperience(),
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{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
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{ condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
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{ condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
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{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
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{ condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
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]
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});
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dialog.render(true);
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}
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/* -------------------------------------------- */
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_prepareAttaque(competence, arme) {
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let rollData = {
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passeArme: randomID(16),
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coupsNonMortels: false,
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competence: competence,
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surprise: this.attacker.getSurprise(true),
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surpriseDefenseur: this.defender.getSurprise(true),
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essais: {}
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};
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rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);
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if (this.attacker.isCreature()) {
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RdDItemCompetenceCreature.setRollDataCreature(rollData);
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}
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else if (arme) {
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// Usual competence
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rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
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}
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else {
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// sans armes: à mains nues
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rollData.arme = RdDItemArme.mainsNues({ niveau: competence.data.niveau });
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}
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return rollData;
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}
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/* -------------------------------------------- */
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async _onAttaqueParticuliere(rollData) {
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RdDCombat._storeAttaque(this.attackerId, rollData);
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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const isMeleeDiffNegative = rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0;
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ChatMessage.create({
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alias: this.attacker.name,
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whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', {
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alias: this.attacker.name,
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attackerId: this.attackerId,
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defenderTokenId: this.defenderTokenId,
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isFinesse: isMeleeDiffNegative,
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isRapide: isMeleeDiffNegative && rollData.arme.data.rapide,
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passeArme: rollData.passeArme
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})
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});
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}
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/* -------------------------------------------- */
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async _onAttaqueNormale(attackerRoll) {
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console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
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attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
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let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
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// Save rollData for defender
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RdDCombat._storeAttaque(this.attackerId, attackerRoll);
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RdDCombat._storeDefense(defenderRoll)
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attackerRoll.show = {
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cible: this.target ? this.defender.data.name : 'la cible',
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isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
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}
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await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html');
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if (!await this.accorderEntite('avant-defense')) {
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return;
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}
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if (this.target) {
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await this._sendMessageDefense(attackerRoll, defenderRoll);
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}
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}
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/* -------------------------------------------- */
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async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) {
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console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);
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this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
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if (essaisPrecedents) {
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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: `<strong>Echec total à ${action}!</strong> ` + 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,
|
||
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,
|
||
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: "<strong>Vous pouvez esquiver une deuxième fois!</strong>"
|
||
});
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
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.getForce(),
|
||
finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg,
|
||
showDice: false
|
||
});
|
||
rollData.show.desarme = desarme.rolled.isEchec;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
/* -------------------------------------------- */
|
||
async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
|
||
const attackerRoll = defenderRoll.attackerRoll;
|
||
if (this._isAttaqueCauseRecul(attackerRoll)) {
|
||
|
||
const impact = this._computeImpactRecul(attackerRoll);
|
||
const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
|
||
|
||
if (rollRecul.rolled.isSuccess) {
|
||
defenderRoll.show.recul = 'encaisse';
|
||
} else if (rollRecul.rolled.isETotal) {
|
||
defenderRoll.show.recul = 'chute';
|
||
}
|
||
else {
|
||
const agilite = this.defender.getAgilite();
|
||
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact });
|
||
defenderRoll.show.recul = (chute.rolled.isSuccess) ? 'recul' : 'chute';
|
||
}
|
||
}
|
||
}
|
||
|
||
_isAttaqueCauseRecul(attaque) {
|
||
return attaque.particuliere == 'force' || attaque.tactique == 'charge';
|
||
}
|
||
|
||
_computeImpactRecul(attaque) {
|
||
const taille = this.defender.getTaille();
|
||
const force = this.attacker.getForce();
|
||
const dommages = attaque.arme.data.dommagesReels;
|
||
return taille - (force + dommages);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
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, defenderRoll);
|
||
} 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) + "<br>",
|
||
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)
|
||
});
|
||
}
|
||
|
||
} |