Review fight automation
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ef5cf6f393
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7259d3dc21
@ -363,6 +363,7 @@ export class BoLActor extends Actor {
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}
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}
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/*-------------------------------------------- */
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getAlchemistBonus() {
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let sorcerer = this.careers.find(item => item.data.properties.alchemist == true)
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if (sorcerer) {
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@ -370,6 +371,7 @@ export class BoLActor extends Actor {
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}
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return 0;
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}
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/*-------------------------------------------- */
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getSorcererBonus() {
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let sorcerer = this.careers.find(item => item.data.properties.sorcerer == true)
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if (sorcerer) {
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@ -378,6 +380,7 @@ export class BoLActor extends Actor {
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return 0;
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}
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/*-------------------------------------------- */
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heroReroll() {
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if (this.type == 'character') {
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return this.data.data.resources.hero.value > 0;
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@ -550,7 +553,7 @@ export class BoLActor extends Actor {
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async manageHealthState() {
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let hpID = "lastHP" + this.id
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let lastHP = await this.getFlag("world", hpID)
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if (lastHP != this.data.data.resources.hp.value && this.isOwner ) {
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if (lastHP != this.data.data.resources.hp.value && game.user.isGM ) { // Only GM sends this
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await this.setFlag("world", hpID, this.data.data.resources.hp.value)
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if (this.data.data.resources.hp.value <= 0) {
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ChatMessage.create({
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@ -614,9 +617,9 @@ export class BoLActor extends Actor {
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/* -------------------------------------------- */
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rollProtection(itemId) {
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let armor = this.data.items.get(itemId)
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let armor = duplicate(this.data.items.get(itemId))
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if (armor) {
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let armorFormula = "max("+armor.data.data.properties.soak.formula + ", 0)"
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let armorFormula = "max("+armor.data.properties.soak.formula + ", 0)"
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let rollArmor = new Roll(armorFormula)
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rollArmor.roll({ async: false }).toMessage()
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}
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@ -624,7 +627,7 @@ export class BoLActor extends Actor {
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/* -------------------------------------------- */
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rollWeaponDamage(itemId) {
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let weapon = this.data.items.get(itemId)
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let weapon = duplicate(this.data.items.get(itemId))
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if (weapon) {
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let r = new BoLDefaultRoll({ id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actorId: this.id, actor: this })
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r.setSuccess(true)
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@ -72,7 +72,7 @@ export class BoLRoll {
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let target = BoLUtility.getTarget()
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let weaponData = weapon.data.data
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let weaponData = weapon.data
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let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
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let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
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@ -109,23 +109,25 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static weaponCheck(actor, event) {
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const li = $(event.currentTarget).parents(".item")
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const weapon = actor.items.get(li.data("item-id"))
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let weapon = actor.items.get(li.data("item-id"))
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if (!weapon) {
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ui.notifications.warn("Unable to find weapon !")
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return
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}
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weapon = duplicate(weapon)
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return this.weaponCheckWithWeapon(actor, weapon)
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}
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/* -------------------------------------------- */
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static alchemyCheck(actor, event) {
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const li = $(event.currentTarget).parents(".item");
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const alchemy = actor.items.get(li.data("item-id"));
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let alchemy = actor.items.get(li.data("item-id"));
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if (!alchemy) {
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ui.notifications.warn("Unable to find Alchemy !");
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return;
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}
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let alchemyData = alchemy.data.data
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alchemy = dupicate(alchemy)
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let alchemyData = alchemy.data
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if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
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ui.notifications.warn("Pas assez de Points de Cration investis dans la Préparation !")
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return
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@ -154,7 +156,7 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static spellCheckWithSpell( actor, spell ) {
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let spellData = spell.data.data
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let spellData = spell.data
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let spellDef = {
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mode: "spell",
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actorId: actor.id,
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@ -184,11 +186,12 @@ export class BoLRoll {
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return
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}
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const li = $(event.currentTarget).parents(".item")
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const spell = actor.items.get(li.data("item-id"))
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let spell = actor.items.get(li.data("item-id"))
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if (!spell) {
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ui.notifications.warn("Impossible de trouver ce sort !")
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return
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}
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spell = duplicate(spell)
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return this.spellCheckWithSpell( actor, spell)
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}
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@ -207,7 +210,7 @@ export class BoLRoll {
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$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
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}
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let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
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if ( this.rollData.weapon && this.rollData.weapon.data.data.properties.onlymodifier ) {
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if ( this.rollData.weapon && this.rollData.weapon.data.properties.onlymodifier ) {
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rollbase = ""
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}
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$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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@ -337,8 +340,8 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static preProcessWeapon(rollData, defender) {
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if (rollData.mode == "weapon") {
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rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
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rollData.weaponModifier = rollData.weapon.data.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.data.properties.attackBonusDice
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if (defender) { // If target is selected
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rollData.defence = defender.defenseValue
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rollData.armorMalus = defender.armorMalusValue
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@ -429,7 +432,7 @@ export class BoLRoll {
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rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
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let rollbase = rollData.attrValue + rollData.aptValue
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if ( rollData.weapon && rollData.weapon.data.data.properties.onlymodifier ) {
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if ( rollData.weapon && rollData.weapon.data.properties.onlymodifier ) {
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rollbase = 0
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}
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const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
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@ -454,7 +457,6 @@ export class BoLRoll {
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export class BoLDefaultRoll {
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constructor(rollData) {
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BoLUtility.storeRoll(rollData)
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this.rollData = rollData
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if (this.rollData.isSuccess == undefined) { // First init
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this.rollData.isSuccess = false;
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@ -500,7 +502,7 @@ export class BoLDefaultRoll {
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actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
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}
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if (this.rollData.mode == "alchemy") { // PP cost management
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actor.resetAlchemyStatus(this.rollData.alchemy.id)
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actor.resetAlchemyStatus(this.rollData.alchemy._id)
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}
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await this.sendChatMessage()
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@ -509,14 +511,15 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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async sendChatMessage() {
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let actor = game.actors.get( this.rollData.actorId)
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this._buildChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.roll.toMessage({
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this._buildChatMessage(this.rollData).then( async msgFlavor => {
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let msg = await this.rollData.roll.toMessage({
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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})
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msg.setFlag("world", "bol-roll-data", this.rollData)
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})
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}
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@ -555,14 +558,15 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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async sendDamageMessage() {
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let actor = game.actors.get( this.rollData.actorId)
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this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.damageRoll.toMessage({
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this._buildDamageChatMessage(this.rollData).then(async msgFlavor => {
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let msg = await this.rollData.damageRoll.toMessage({
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user: game.user.id,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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flags: { msgType: "default" }
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})
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});
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msg.setFlag("world", "bol-roll-data", this.rollData)
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})
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}
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/* -------------------------------------------- */
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@ -582,7 +586,7 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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async rollDamage() {
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if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
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return;
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return
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}
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if (this.rollData.isSuccess) {
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@ -594,8 +598,9 @@ export class BoLDefaultRoll {
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if (this.rollData.damageMode == 'damage-plus-12') {
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bonusDmg = 12
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}
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let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.data.properties.damageAttribute)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data, this.rollData.fightOption)
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console.log("ROLLWEAPON: ", this.rollData)
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let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.properties.damageAttribute)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data, this.rollData.fightOption)
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let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
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console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
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@ -31,7 +31,7 @@ export class BoLTokenHud {
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let actionIndex = Number(event.currentTarget.attributes['data-action-index'].value)
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let action = hudData.actionsList[actionIndex]
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const weapon = actor.items.get( action._id )
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BoLRoll.weaponCheckWithWeapon(hudData.actor, weapon)
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BoLRoll.weaponCheckWithWeapon(hudData.actor, duplicate(weapon))
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//console.log("Clicked", action)
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} )
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@ -63,12 +63,12 @@ export class BoLUtility {
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/* -------------------------------------------- */
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static storeRoll(roll) {
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this.lastRoll = roll
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this.rollTab[roll.id] = roll
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}
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/* -------------------------------------------- */
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static getLastRoll() {
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return this.lastRoll
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static getRoll(rollId) {
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return this.rollTab[roll.id]
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}
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/* -------------------------------------------- */
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@ -180,27 +180,34 @@ export class BoLUtility {
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}
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}
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/* -------------------------------------------- */
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static getRollDataFromMessage( event ) {
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let messageId = BoLUtility.findChatMessageId(event.currentTarget)
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let message = game.messages.get(messageId)
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return message.getFlag("world", "bol-roll-data")
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}
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/* -------------------------------------------- */
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static async chatListeners(html) {
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// Damage handling
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html.on("click", '.chat-damage-apply', event => {
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let rollData = BoLUtility.getLastRoll()
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let rollData = BoLUtility.getRollDataFromMessage(event)
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console.log("DATA !!!", rollData)
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$(`#${rollData.applyId}`).hide()
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BoLUtility.sendAttackSuccess(rollData)
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});
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html.on("click", '.chat-damage-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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rollData.damageMode = event.currentTarget.attributes['data-damage-mode'].value;
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let bolRoll = new BoLDefaultRoll(rollData)
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bolRoll.rollDamage()
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});
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html.on("click", '.transform-legendary-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let actor = game.actors.get( rollData.actorId)
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actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
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@ -209,7 +216,7 @@ export class BoLUtility {
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html.on("click", '.transform-heroic-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let actor = game.actors.get( rollData.actorId)
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actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
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@ -218,7 +225,7 @@ export class BoLUtility {
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html.on("click", '.hero-reroll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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let rollData = BoLUtility.getRollDataFromMessage(event)
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let actor = game.actors.get( rollData.actorId)
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actor.subHeroPoints(1)
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rollData.reroll = false // Disable reroll option for second roll
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@ -264,15 +271,15 @@ export class BoLUtility {
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let armorFormula = defender.getArmorFormula()
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attackDef.rollArmor = new Roll(armorFormula)
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attackDef.rollArmor.roll( { async: false } )
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console.log("Armor roll ", attackDef.rollArmor)
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attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total;
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attackDef.finalDamage = attackDef.damageRoll.total - attackDef.armorProtect;
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attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage;
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defender.sufferDamage(attackDef.finalDamage);
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attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
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attackDef.finalDamage = attackDef.damageTotal - attackDef.armorProtect
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attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
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defender.sufferDamage(attackDef.finalDamage)
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console.log("Armor roll -> result ", attackDef)
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}
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if (defenseMode == 'damage-without-armor') {
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attackDef.finalDamage = attackDef.damageRoll.total;
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defender.sufferDamage(attackDef.finalDamage);
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attackDef.finalDamage = attackDef.damageTotal
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defender.sufferDamage(attackDef.finalDamage)
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}
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if (defenseMode == 'hero-reduce-damage') {
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let armorFormula = defender.getArmorFormula()
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@ -281,7 +288,7 @@ export class BoLUtility {
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attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total
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attackDef.rollHero = new Roll("1d6")
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attackDef.rollHero.roll({ async: false })
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attackDef.finalDamage = attackDef.damageRoll.total - attackDef.rollHero.total - attackDef.armorProtect
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attackDef.finalDamage = attackDef.damageTotal - attackDef.rollHero.total - attackDef.armorProtect
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attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage
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defender.sufferDamage(attackDef.finalDamage)
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defender.subHeroPoints(1)
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@ -417,8 +424,8 @@ export class BoLUtility {
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/* -------------------------------------------- */
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static computeSpellCost(spell, nbOptCond = 0) {
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let pp = spell.data.data.properties.ppcost
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let minpp = __circle2minpp[spell.data.data.properties.circle]
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let pp = spell.data.properties.ppcost
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let minpp = __circle2minpp[spell.data.properties.circle]
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pp = (pp - nbOptCond < minpp) ? minpp : pp - nbOptCond
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return pp
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}
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