bol/module/system/bol-combat.js

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/*
Init order =
10 - Legendary
9 - Heroic
8 - Success
7 - Rivals/adversary
6 - Coriaces/tough
5 - Failure
4 - Pietaille
3 - Echec critique
*/
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import { BoLUtility } from "../system/bol-utility.js";
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export class BoLCombatManager extends Combat {
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/************************************************************************************/
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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// Structure input data
ids = typeof ids === "string" ? [ids] : ids;
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//const currentId = this.combatant.id;
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// calculate initiative
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for (let cId = 0; cId < ids.length; cId++) {
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const combatant = this.combatants.get(ids[cId])
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let fvttInit = combatant.actor.getInitiativeRank(false, true)
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fvttInit += (cId / 100)
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await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
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}
}
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/************************************************************************************/
nextRound() {
let combatants = this.combatants.contents
for (let c of combatants) {
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let actor = game.actors.get( c.actorId )
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actor.clearRoundModifiers()
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}
super.nextRound()
}
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/************************************************************************************/
_onDelete() {
let combatants = this.combatants.contents
for (let c of combatants) {
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let actor = game.actors.get(c.actorId)
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actor.clearInitiative()
}
super._onDelete()
}
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}
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