Messages de recuperation

This commit is contained in:
LeRatierBretonnien 2023-03-18 10:24:30 +01:00
parent 0c502a2188
commit 83d3f17dd0
7 changed files with 193 additions and 115 deletions

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@ -535,6 +535,10 @@
"BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !", "BOL.chat.criticalinfo": "C'est un succès Héroïque ou Légendaire ! Choisissez vos options et effets !",
"BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire", "BOL.chat.criticalbuttonjournal": "Succès Héroïque/Légendaire",
"BOL.chat.losshp": "{name}} a perdu {lossHP} points de Vitalité. Si il se repose quelques minutes, il peut récupérer {recupHP} points de Vitalité.",
"BOL.chat.applyrecup": "Récupérer pendant quelques minutes (+{recupHP} Vitalité)",
"BOL.chat.inforecup": "{name} vient de récupérer {recupHP} points de Vitalité après quelques minutes de repos.",
"BOL.dialog.soeasy": "Inmanquable (+4)", "BOL.dialog.soeasy": "Inmanquable (+4)",
"BOL.dialog.veryeasy": "Trés Facile (+2)", "BOL.dialog.veryeasy": "Trés Facile (+2)",
"BOL.dialog.easy": "Facile (+1)", "BOL.dialog.easy": "Facile (+1)",

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@ -459,9 +459,11 @@ export class BoLActor extends Actor {
//Spent points //Spent points
this.spentAstrologyPoints(rollData.astrologyPointsCost) this.spentAstrologyPoints(rollData.astrologyPointsCost)
if (rollData.horoscopeType == "minor") { if (rollData.horoscopeType == "minor") {
let horoscope = { name: "SITUATION A SPECIFIER", type :"feature", let horoscope = {
name: "SITUATION A SPECIFIER", type: "feature",
img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp", img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp",
system :{subtype: "horoscope", properties: { system: {
subtype: "horoscope", properties: {
ishoroscopemajor: false, ishoroscopemajor: false,
horoscopeanswer: (rollData.isSuccess) ? "favorable" : "unfavorable", horoscopeanswer: (rollData.isSuccess) ? "favorable" : "unfavorable",
rank: rollData.careerBonus rank: rollData.careerBonus
@ -751,6 +753,42 @@ export class BoLActor extends Actor {
await this.setFlag("world", "last-initiative", rollData) await this.setFlag("world", "last-initiative", rollData)
} }
/*-------------------------------------------- */
storeVitaliteCombat() {
this.setFlag("world", "vitalite-before-combat", duplicate(this.system.resources.hp))
}
/*-------------------------------------------- */
async displayRecuperation() {
let previousHP = this.getFlag("world", "vitalite-before-combat")
let lossHP = previousHP.value - this.system.resources.hp.value
console.log(">>>>> RECUP INFO", previousHP, this.system.resources.hp.value)
if (previousHP && lossHP > 0 && this.system.resources.hp.value > 0) {
let msg = await ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await renderTemplate('systems/bol/templates/chat/chat-recup-information.hbs', {
name: this.name,
actorId: this.id,
lossHP: lossHP,
recupHP: Math.floor(lossHP / 2)
})
})
}
this.unsetFlag("world", "vitalite-before-combat")
}
/*-------------------------------------------- */
async applyRecuperation(recupHP) {
let hp = duplicate(this.system.resources.hp)
hp.value += recupHP
hp.value = Math.min(hp.value, hp.max)
this.update({ 'system.resources.hp': hp })
let msg = await ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: game.i18n.format( "BOL.chat.inforecup", {name: this.name, recupHP: recupHP} )
})
}
/*-------------------------------------------- */ /*-------------------------------------------- */
clearInitiative() { clearInitiative() {
this.unsetFlag("world", "last-initiative") this.unsetFlag("world", "last-initiative")

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@ -766,13 +766,13 @@ export class BoLDefaultRoll {
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption) let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption)
let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage) //console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
this.rollData.damageFormula = damageFormula this.rollData.damageFormula = damageFormula
this.rollData.damageRoll = new Roll(damageFormula) this.rollData.damageRoll = new Roll(damageFormula)
await this.rollData.damageRoll.roll({ "async": false }) await this.rollData.damageRoll.roll({ "async": false })
this.rollData.damageTotal = this.rollData.damageRoll.total this.rollData.damageTotal = this.rollData.damageRoll.total
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
} }
BoLUtility.cleanupButtons(this.rollData.optionsId) BoLUtility.cleanupButtons(this.rollData.optionsId)
this.sendDamageMessage() this.sendDamageMessage()

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@ -41,12 +41,23 @@ export class BoLCombatManager extends Combat {
super.nextRound() super.nextRound()
} }
/************************************************************************************/
startCombat() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get( c.actorId )
actor.storeVitaliteCombat()
}
return super.startCombat()
}
/************************************************************************************/ /************************************************************************************/
_onDelete() { _onDelete() {
let combatants = this.combatants.contents let combatants = this.combatants.contents
for (let c of combatants) { for (let c of combatants) {
let actor = game.actors.get(c.actorId) let actor = game.actors.get(c.actorId)
actor.clearInitiative() actor.clearInitiative()
actor.displayRecuperation()
} }
super._onDelete() super._onDelete()
} }

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@ -8,8 +8,6 @@ export class BoLUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static init() { static init() {
this.attackStore = {}
game.settings.register("bol", "rollArmor", { game.settings.register("bol", "rollArmor", {
name: "Effectuer des jets pour les armures", name: "Effectuer des jets pour les armures",
hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)", hint: "Effectue un jet de dés pour les armures (valeur fixe si désactivé)",
@ -298,13 +296,13 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static sendAttackSuccess(attackDef) { static sendAttackSuccess(rollData) {
if (attackDef.targetId) { if (rollData.targetId) {
// Broadcast to GM or process it directly in case of GM defense // Broadcast to GM or process it directly in case of GM defense
if (!game.user.isGM) { if (!game.user.isGM) {
game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(attackDef) }) game.socket.emit("system.bol", { name: "msg_attack_success", data: duplicate(rollData) })
} else { } else {
BoLUtility.processAttackSuccess(attackDef) BoLUtility.processAttackSuccess(rollData)
} }
} }
} }
@ -397,6 +395,19 @@ export class BoLUtility {
game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } }) game.socket.emit("system.bol", { name: "msg_damage_handling", data: { msgId: msgId, attackId: attackId, defenseMode: defenseMode, weaponId: weaponId } })
} }
}) })
html.on("click", '.recup-vitalite', event => {
event.preventDefault()
let actorId = event.currentTarget.attributes['data-actor-id'].value
let recupHP = event.currentTarget.attributes['data-recup-hp'].value
let actor = game.actors.get(actorId)
let messageId = BoLUtility.findChatMessageId(event.currentTarget)
BoLUtility.removeChatMessageId(messageId)
actor.applyRecuperation(recupHP)
})
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -404,48 +415,50 @@ export class BoLUtility {
if (!game.user.isGM) { if (!game.user.isGM) {
return return
} }
let message = game.messages.get(msgId)
let rollData = message.getFlag("world", "bol-roll-data")
BoLUtility.removeChatMessageId(msgId) BoLUtility.removeChatMessageId(msgId)
console.log("Damage Handling", attackId, defenseMode, weaponId) console.log("Damage Handling", attackId, defenseMode, weaponId)
// Only GM process this // Only GM process this
let attackDef = this.attackStore[attackId] if (rollData && rollData.defenderId) {
if (attackDef && attackDef.defenderId) { if (rollData.defenseDone) {
if (attackDef.defenseDone) {
return return
} // ?? Why ??? } // ?? Why ???
attackDef.defenseDone = true rollData.defenseDone = true
attackDef.defenseMode = defenseMode rollData.defenseMode = defenseMode
let token = game.scenes.current.tokens.get(attackDef.targetId) let token = game.scenes.current.tokens.get(rollData.targetId)
let defender = token.actor let defender = token.actor
if (defenseMode == 'damage-with-armor') { if (defenseMode == 'damage-with-armor') {
let armorFormula = defender.getArmorFormula() let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula) rollData.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll({ async: false }) rollData.rollArmor.roll({ async: false })
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
attackDef.finalDamage = attackDef.damageTotal - attackDef.armorProtect rollData.finalDamage = rollData.damageTotal - rollData.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(attackDef.finalDamage) defender.sufferDamage(rollData.finalDamage)
console.log("Armor roll -> result ", attackDef) console.log("Armor roll -> result ", rollData)
} }
if (defenseMode == 'damage-without-armor') { if (defenseMode == 'damage-without-armor') {
attackDef.finalDamage = attackDef.damageTotal rollData.finalDamage = atrollDatatackDef.damageTotal
defender.sufferDamage(attackDef.finalDamage) defender.sufferDamage(rollData.finalDamage)
} }
if (defenseMode == 'hero-reduce-damage') { if (defenseMode == 'hero-reduce-damage') {
let armorFormula = defender.getArmorFormula() let armorFormula = defender.getArmorFormula()
attackDef.rollArmor = new Roll(armorFormula) rollData.rollArmor = new Roll(armorFormula)
attackDef.rollArmor.roll({ async: false }) rollData.rollArmor.roll({ async: false })
attackDef.armorProtect = (attackDef.rollArmor.total < 0) ? 0 : attackDef.rollArmor.total rollData.armorProtect = (rollData.rollArmor.total < 0) ? 0 : rollData.rollArmor.total
attackDef.rollHero = new Roll("1d6") rollData.rollHero = new Roll("1d6")
attackDef.rollHero.roll({ async: false }) rollData.rollHero.roll({ async: false })
attackDef.finalDamage = attackDef.damageTotal - attackDef.rollHero.total - attackDef.armorProtect rollData.finalDamage = rollData.damageTotal - rollData.rollHero.total - rollData.armorProtect
attackDef.finalDamage = (attackDef.finalDamage < 0) ? 0 : attackDef.finalDamage rollData.finalDamage = (rollData.finalDamage < 0) ? 0 : rollData.finalDamage
defender.sufferDamage(attackDef.finalDamage) defender.sufferDamage(rollData.finalDamage)
defender.subHeroPoints(1) defender.subHeroPoints(1)
} }
if (defenseMode == 'hero-in-extremis') { if (defenseMode == 'hero-in-extremis') {
attackDef.finalDamage = 0; rollData.finalDamage = 0;
attackDef.weaponHero = defender.weapons.find(item => item._id == weaponId); rollData.weaponHero = defender.weapons.find(item => item._id == weaponId);
defender.deleteEmbeddedDocuments("Item", [weaponId]); defender.deleteEmbeddedDocuments("Item", [weaponId]);
} }
@ -456,16 +469,16 @@ export class BoLUtility {
} }
} }
let damageResults = { let damageResults = {
attackId: attackDef.id, attackId: rollData.id,
attacker: attackDef.attacker, attacker: rollData.attacker,
rollArmor: attackDef.rollArmor, rollArmor: rollData.rollArmor,
rollHero: attackDef.rollHero, rollHero: rollData.rollHero,
weaponHero: attackDef.weaponHero, weaponHero: rollData.weaponHero,
armorProtect: attackDef.armorProtect, armorProtect: rollData.armorProtect,
name: defender.name, name: defender.name,
defender: defender, defender: defender,
defenseMode: attackDef.defenseMode, defenseMode: rollData.defenseMode,
finalDamage: attackDef.finalDamage finalDamage: rollData.finalDamage
} }
ChatMessage.create({ ChatMessage.create({
alias: defender.name, alias: defender.name,
@ -552,28 +565,28 @@ export class BoLUtility {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static async processAttackSuccess(attackDef) { static async processAttackSuccess(rollData) {
console.log("Attack success processing", attackDef) console.log("Attack success processing", rollData)
if (!game.user.isGM || !attackDef.defenderId) { // Only GM process this if (!game.user.isGM || !rollData.defenderId) { // Only GM process this
return return
} }
// Build and send the defense message to the relevant people (ie GM + defender) // Build and send the defense message to the relevant people (ie GM + defender)
let defender = game.actors.get(attackDef.defenderId) let defender = game.actors.get(rollData.defenderId)
console.log("DEF WEP", attackDef, defender)
let defenderWeapons = defender.weapons || [] let defenderWeapons = defender.weapons || []
this.attackStore[attackDef.id] = attackDef // Store ! let msg = await ChatMessage.create({
ChatMessage.create({
alias: defender.name, alias: defender.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name), whisper: BoLUtility.getWhisperRecipientsAndGMs(defender.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', { content: await renderTemplate('systems/bol/templates/chat/rolls/defense-request-card.hbs', {
attackId: attackDef.id, attackId: rollData.id,
attacker: attackDef.attacker, attacker: rollData.attacker,
defender: defender, defender: defender,
defenderWeapons: defenderWeapons, defenderWeapons: defenderWeapons,
damageTotal: attackDef.damageRoll.total, damageTotal: rollData.damageTotal,
damagesIgnoresArmor: attackDef.damagesIgnoresArmor, damagesIgnoresArmor: rollData.damagesIgnoresArmor,
}) })
}) })
msg.setFlag("world", "bol-roll-data", rollData)
console.log("DEF WEP", rollData, defender)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

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@ -14,7 +14,7 @@
], ],
"url": "https://www.uberwald.me/gitea/public/bol", "url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt", "license": "LICENSE.txt",
"version": "10.5.8", "version": "10.5.9",
"compatibility": { "compatibility": {
"minimum": "10", "minimum": "10",
"verified": "10" "verified": "10"
@ -202,7 +202,7 @@
], ],
"socket": true, "socket": true,
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json", "manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.8.zip", "download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.5.9.zip",
"background": "systems/bol/ui/page_accueil.webp", "background": "systems/bol/ui/page_accueil.webp",
"gridDistance": 1.5, "gridDistance": 1.5,
"gridUnits": "m", "gridUnits": "m",

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@ -0,0 +1,12 @@
<div>
<img class="chat-icon" src="{{img}}" alt="{{name}}"/>
<h2 class="bad"><strong>{{name}}</strong></h2>
</div>
<div class="flexrow">
{{localize "BOL.chat.losshp" lossHP=lossHP recupHP=recupHP}}
<button class="recup-vitalite" data-actor-id="{{actorId}}" data-recup-hp="{{recupHP}}">{{localize "BOL.chat.applyrecup" recupHP=recupHP}}</button>
</div>