478 lines
18 KiB
JavaScript
478 lines
18 KiB
JavaScript
/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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import { RdDUtility } from "./rdd-utility.js";
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import { RdDRollDialog } from "./rdd-roll-dialog.js";
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export class RdDActor extends Actor {
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/* -------------------------------------------- */
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/**
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* Override the create() function to provide additional RdD functionality.
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*
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* This overrided create() function adds initial items
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* Namely: Basic skills, money,
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*
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* @param {Object} data Barebones actor data which this function adds onto.
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* @param {Object} options (Unused) Additional options which customize the creation workflow.
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*
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*/
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static async create(data, options) {
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
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if (data.items) {
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return super.create(data, options);
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}
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data.items = [];
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if (data.type == "personnage")
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{
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let competences = [];
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const pack = game.packs.get("foundryvtt-reve-de-dragon.competences");
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await pack.getIndex().then(index => competences = index);
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for (let comp of competences)
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{
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let compItem = undefined;
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await pack.getEntity(comp._id).then(skill => compItem = skill);
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data.items.push(compItem);
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}
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}
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super.create(data, options);
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}
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/* -------------------------------------------- */
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prepareData() {
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super.prepareData();
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const actorData = this.data;
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const data = actorData.data;
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const flags = actorData.flags;
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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if (actorData.type === 'personnage') this._prepareCharacterData(actorData);
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}
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/* -------------------------------------------- */
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/**
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* Prepare Character type specific data
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*/
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_prepareCharacterData(actorData) {
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// Initialize empty items
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RdDUtility.computeCarac(actorData.data);
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this.computeEtatGeneral();
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}
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/* -------------------------------------------- */
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async performRoll( rollData ) {
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let myroll = new Roll("d100");
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myroll.roll();
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let quality = "Echec";
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let xpmsg = "";
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let tache = 0;
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//console.log(">>> ROLL", rollData.selectedCarac.label, rollData.rollTarget.score, myroll.total );
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let result = myroll.total;
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if (result <= rollData.rollTarget.part) {
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quality = "Réussite Particulière!";
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if ( rollData.finalLevel < 0 ) {
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let xpcarac = Math.floor( Math.abs(rollData.finalLevel) / 2);
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let xpcomp = (Math.abs(rollData.finalLevel) % 2 == 1) ? xpcarac+1 : xpcarac;
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xpmsg = "<br>Points d'expérience gagné ! " + xpcarac + " - " + xpcomp;
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}
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rollData.pointsDeTache = 4;
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rollData.qualite = 2;
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} else if (result <= (rollData.rollTarget.score /2) ) {
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quality = "Réussite Significative";
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rollData.pointsDeTache = 2;
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rollData.qualite = 1;
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} else if (result <= (rollData.rollTarget.score) ) {
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quality = "Réussite Normale";
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rollData.pointsDeTache = 1;
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rollData.qualite = 0;
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} else if (result < (rollData.rollTarget.epart) ) {
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quality = "Echec Normal";
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rollData.pointsDeTache = 0;
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rollData.qualite = -2;
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} else if (result < (rollData.rollTarget.etotal) ) {
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quality = "Echec Particulier";
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rollData.pointsDeTache = -2;
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rollData.qualite = -4;
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} else if (result >= (rollData.rollTarget.etotal) ) {
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quality = "Echec Total";
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rollData.pointsDeTache = -4;
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rollData.qualite = -6;
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}
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// Manage weapon categories when parrying (cf. page 115 )
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let need_significative = false; // Do we need to have a sgnificative ?
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let need_resist = false; // Do we need to have a sgnificative ?
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if ( rollData.arme && rollData.attackerRoll ) { // Manage parade depeding on weapon type, and change roll results
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let attCategory = RdDUtility.getArmeCategory( rollData.attackerRoll.arme );
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let defCategory = RdDUtility.getArmeCategory( rollData.arme );
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if ( defCategory == "bouclier" )
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need_significative = true;
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else if ( attCategory != defCategory )
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need_significative = true;
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if ( attCategory.match("epee") && ( defCategory == "hache" || defCategory == "lance") )
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need_resist = true;
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}
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// Sonne management or if need_significative is set
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if ( this.data.data.sante.sonne.value || need_significative) {
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if (rollData.pointsDeTache >= 2 ) { // Reussite normale dès que significative
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quality = "Réussite Normale";
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rollData.pointsDeTache = 1;
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rollData.qualite = 0;
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} else if (rollData.pointsDeTache < 2 ) { // Not a "significative"
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quality = "Echec Normal";
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rollData.pointsDeTache = 0;
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rollData.qualite = -2;
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}
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}
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// Fight management !
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let defenseMsg;
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let encaisser = false;
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let specialStr = "<br>Points de taches : " + rollData.pointsDeTache; // Per default
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if ( rollData.arme ) { // In case of fight, replace the "tache" message per dommages + localization. "tache" indicates if result is OK or not
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if ( rollData.attackerRoll) { // Defense case !
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if ( rollData.pointsDeTache > 0 ) { // Réussite !
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specialStr = "<br><strong>Attaque parée/esquivée !</strong>";
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} else {
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specialStr = "<br><strong>Esquive/Parade échouée, encaissement !</strong>";
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encaisser = true;
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}
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} else { // This is the attack roll!
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if ( rollData.pointsDeTache > 0 ) {
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let myroll = new Roll("2d10");
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myroll.roll();
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rollData.domArmePlusDom = parseInt(rollData.arme.data.dommages);
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if ( rollData.selectedCarac.label == "Mêlée" ) // +dom only for Melee
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rollData.domArmePlusDom += parseInt(this.data.data.attributs.plusdom.value);
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if ( rollData.selectedCarac.label == "Lancer" ) { // +dom only for Melee/Lancer
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let bdom = parseInt(this.data.data.attributs.plusdom.value);
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if ( bdom > parseInt(rollData.arme.data.dommages)*2 )
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bdom = parseInt(rollData.arme.data.dommages)*2;
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rollData.domArmePlusDom += bdom
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}
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rollData.degats = parseInt(myroll.result) + rollData.domArmePlusDom;
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rollData.loc = RdDUtility.getLocalisation();
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for (let target of game.user.targets) {
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defenseMsg = RdDUtility.buildDefenseChatCard(this, target, rollData );
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specialStr = "<br><strong>Cible</strong> : " + target.actor.data.name;
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}
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specialStr += "<br>Dommages : " + rollData.degats + "<br>Localisation : " + rollData.loc.label;
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} else {
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specialStr = "<br>Echec ! Pas de dommages";
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}
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}
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}
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// Save it for fight
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await this.setFlag( "foundryvtt-reve-de-dragon", "rollData", undefined );
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await this.setFlag( "foundryvtt-reve-de-dragon", "rollData", rollData );
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let lvl = (rollData.competence) ? rollData.competence.name : rollData.bmValue;
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let chatOptions = { content: "<strong>Test : " + rollData.selectedCarac.label + " / " + lvl + "</strong><br>Jet : " +
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rollData.selectedCarac.value + " / " + rollData.finalLevelStr + " -> " + rollData.rollTarget.score + "%<br><strong>Résutat : </strong>" + myroll.total + "<br>" +
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"<strong>" + quality + "</strong>" + specialStr + xpmsg,
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user: game.user._id,
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title: "Résultat du test"
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}
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ChatMessage.create( chatOptions );
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// This an attack, generate the defense message
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if ( defenseMsg ) { // target hit !
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ChatMessage.create( defenseMsg );
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}
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// Get damages!
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if ( encaisser ) {
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this.encaisserDommages( rollData.attackerRoll );
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}
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}
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/* -------------------------------------------- */
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updateCarac( caracName, caracValue )
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{
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let caracpath = "data.carac." + caracName + ".value"
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this.update( { caracpath: caracValue } );
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}
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/* -------------------------------------------- */
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async updateCompetence( compName, compValue )
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{
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let comp = RdDUtility.findCompetence( this.data.items, compName);
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if ( comp ) {
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const update = {_id: comp._id, 'data.niveau': compValue };
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const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
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} else {
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console.log("Competence not found", compName);
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}
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}
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/* -------------------------------------------- */
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async updateCompetenceXP( compName, compValue )
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{
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let comp = RdDUtility.findCompetence( this.data.items, compName);
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if ( comp ) {
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const update = {_id: comp._id, 'data.xp': compValue };
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const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
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} else {
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console.log("Competence not found", compName);
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}
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}
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/* -------------------------------------------- */
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computeEtatGeneral( )
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{
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let data = this.data.data;
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let state = 0;
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state = state - (data.sante.vie.max - data.sante.vie.value);
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state = state + RdDUtility.currentFatigueMalus(data.sante.fatigue.value, data.sante.endurance.max);
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data.compteurs.etat.value = state;
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}
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/* -------------------------------------------- */
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testSiSonne( sante, endurance )
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{
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let myroll = new Roll("d20");
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myroll.roll();
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let result = myroll.total;
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if ( result <= endurance.value)
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sante.sonne.value = false;
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if ( result > endurance.value || result == 20) // 20 is always a failure
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sante.sonne.value = true;
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if (result == 1) {
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sante.sonne.value = false;
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let xp = parseInt(this.data.data.carac.constitution.xp) + parseInt(1);
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this.update( {"data.carac.constitution.xp": xp } ); // +1 XP !
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// TODO : Output to chat
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}
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}
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/* -------------------------------------------- */
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async santeIncDec(name, inc ) {
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const sante = duplicate(this.data.data.sante);
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let data = sante[name];
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let lastValue = data.value; // Useful for Endurance and Sonné
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data.value = data.value + inc;
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if ( data.value > data.max ) data.value = data.max;
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if ( data.value < 0 ) data.value = 0;
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if (name == "endurance") {
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if ( inc < 0 ) // Each endurance lost -> fatigue lost
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sante.fatigue.value = sante.fatigue.value - inc
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// If endurance is 0 -> -1 vie
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if ( data.value == 0 && sante.vie.value > 0) {
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sante.vie.value = sante.vie.value - 1;
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}
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let diffVie = sante.vie.max - sante.vie.value;
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if ( data.value > data.max - (diffVie*2) ) {
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data.value = data.max - (diffVie*2);
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}
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if ( data.value < 0 ) data.value = 0; // Security
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let blessures = this.data.data.blessures;
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let maxEnd = Math.floor( data.max / blessures.graves.nombre);
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if (data.value > maxEnd ) data.value = maxEnd;
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if ( blessures.critiques.nombre > 0 && data.value > 1) data.value = 1;
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if (lastValue - data.value > 1) this.testSiSonne(sante, data); // Peut-être sonné si 2 points d'endurance perdus d'un coup
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}
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console.log(name, inc, data.value);
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let diffEndurance = sante.endurance.max - this.data.data.sante.endurance.value;
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if ( sante.fatigue.value < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered
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sante.fatigue.value = diffEndurance;
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console.log("SANTE::::", sante);
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await this.update( {"data.sante": sante } );
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}
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/* -------------------------------------------- */
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manageBlessures( blessuresData )
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{
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if ( blessuresData.legeres > 0 || blessuresData.graves > 0 || blessuresData.critiques > 0 ) {
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let blessures = duplicate(this.data.data.blessures);
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while ( blessuresData.legeres > 0 ) {
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let nLegeres = 0;
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for (let k=0; k<blessures.legeres.liste.length; k++) {
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let bless = blessures.legeres.liste[k];
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if ( !bless.active ) {
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bless.active = true;
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bless.loc = blessuresData.locName;
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blessuresData.legeres--;
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} else {
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nLegeres++;
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}
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}
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if ( nLegeres == 5) break;
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}
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if ( blessuresData.legeres > 0 )
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blessuresData.graves += 1;
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while ( blessuresData.graves > 0) {
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let nGraves = 0;
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for (let k=0; k<blessures.graves.liste.length; k++) {
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let bless = blessures.graves.liste[k];
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if ( !bless.active ) {
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bless.active = true;
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bless.loc = blessuresData.locName;
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blessuresData.graves--;
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} else {
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nGraves++;
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}
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}
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if ( nGraves == 2) break;
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}
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if ( blessuresData.graves > 0 )
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blessuresData.critiques = 1;
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if ( blessuresData.critiques > 0 ) {
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blessuresData.endurance = this.data.data.sante.endurance.value; // Patch with real endurance current value (ie end -> 0 when critique)
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blessures.critiques.liste[0].active = true;
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blessures.critiques.liste[0].loc = blessuresData.locName;
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}
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this.update( { "data.blessures": blessures } );
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}
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}
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/* -------------------------------------------- */
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async rollCarac( caracName )
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{
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let rollData = {
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"selectedCarac": this.data.data.carac[caracName],
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"bonusmalusTable": CONFIG.RDD.bonusmalus,
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"etat": this.data.data.compteurs.etat.value,
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"finalLevel": 0,
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"bmValue": 0
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}
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console.log(caracName, rollData);
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let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html', rollData);
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new RdDRollDialog("carac", html, rollData, this ).render(true);
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}
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/* -------------------------------------------- */
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rollArme( armeName )
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{
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let armeItem = RdDUtility.findCompetence( this.data.items, armeName );
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if ( armeItem && armeItem.data.competence )
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this.rollCompetence( armeItem.data.competence, armeItem );
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else
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this.rollCompetence( armeName ); //Bypass mode!
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}
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/* -------------------------------------------- */
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async rollCompetence( compName, armeItem=undefined, attackerRoll=undefined )
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{
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console.log("!!!!!!", compName, armeItem);
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let compItem = RdDUtility.findCompetence( this.data.items, compName);
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let rollData = {
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"competence": compItem,
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"arme": armeItem,
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"carac": this.data.data.carac,
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"bonusmalusTable": CONFIG.RDD.bonusmalus,
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"etat": this.data.data.compteurs.etat.value,
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"bmValue": (attackerRoll) ? attackerRoll.bmValue : 0,
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"attackerRoll": attackerRoll,
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"finalLevel": 0
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}
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let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData);
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if (armeItem) {
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new RdDRollDialog("arme", html, rollData, this ).render(true);
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} else {
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new RdDRollDialog("competence", html, rollData, this ).render(true);
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}
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}
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/* -------------------------------------------- */
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equiperObjet( itemID )
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{
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let item = this.getOwnedItem(itemID);
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if ( item && item.data.data ) {
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let update = duplicate(item);
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update.data.equipe = !update.data.equipe;
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this.updateEmbeddedEntity("OwnedItem", update);
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}
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}
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/* -------------------------------------------- */
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computeArmure( locData, domArmePlusDom )
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{
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let protection = 0;
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for (const item of this.data.items) {
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if (item.type == "armure" && item.data.equipe) {
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let update = duplicate(item);
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let myroll = new Roll(update.data.protection.toString());
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myroll.roll();
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protection += myroll.total;
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update.data.deterioration += domArmePlusDom;
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domArmePlusDom = 0; // Reset it
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if ( update.data.deterioration >= 10) {
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update.data.deterioration = 0;
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if ( update.data.protection.toString().length == 1 )
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update.data.protection = "d"+update.data.protection+"-0";
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else {
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let regex = /d\(d+)\-(\d+)/g;
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let res = regex.exec( update.data.protection );
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update.data.protection = "d"+res[1]+"-"+(parseInt(res[2])+1);
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}
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/* TODO - POST chat message */
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}
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this.updateEmbeddedEntity("OwnedItem", update);
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}
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}
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console.log("Final protect", protection);
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return protection;
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}
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/* -------------------------------------------- */
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encaisserDommages( attackerRoll )
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{
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//let attackerRoll = rollData.attackerRoll;
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let degatsReel = attackerRoll.degats - this.computeArmure(attackerRoll.loc, attackerRoll.domArmePlusDom);
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console.log("RollData from attacker!", attackerRoll, degatsReel);
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let result = RdDUtility.computeBlessuresSante(degatsReel);
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this.santeIncDec("vie", result.vie);
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this.santeIncDec("endurance", result.endurance);
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result.locName = attackerRoll.loc.label; // Add the localisation namme
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this.manageBlessures( result ); // Will upate the result table
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ChatMessage.create( {title: "Blessures !", content: this.data.name + " a encaissé : " +
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"<br>" + result.legeres + " légères, " + result.graves + " graves et " +
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result.critiques + " critique." +
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"<br>Et perdu : " +
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"<br>" + result.endurance + " Endurance et " + result.vie + " Points de Vie" } );
|
|
|
|
this.computeEtatGeneral();
|
|
this.sheet.render(true);
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
parerAttaque( attackerRoll, armeId )
|
|
{
|
|
let armeItem = this.getOwnedItem(armeId); // Item.data.data !
|
|
console.log("Going to PARY !!!!!!!!!", armeItem, attackerRoll.bmValue);
|
|
this.rollCompetence( armeItem.data.data.competence, armeItem.data, attackerRoll );
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
/** @override */
|
|
getRollData() {
|
|
const data = super.getRollData();
|
|
|
|
return data;
|
|
}
|
|
}
|