/* Init order = 10 - Legendary 9 - Heroic 8 - Success 7 - Rivals/adversary 6 - Coriaces/tough 5 - Failure 4 - Pietaille 3 - Echec critique */ import { BoLUtility } from "../system/bol-utility.js"; export class BoLCombatManager extends Combat { /************************************************************************************/ async rollInitiative(ids, formula = undefined, messageOptions = {}) { console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions); // Structure input data ids = typeof ids === "string" ? [ids] : ids; //const currentId = this.combatant.id; // calculate initiative for (let cId = 0; cId < ids.length; cId++) { const combatant = this.combatants.get(ids[cId]) let fvttInit = combatant.actor.getInitiativeRank(false, true, { combatId: this.id, combatantId: combatant.id }) fvttInit += (cId / 100) await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]); } } /************************************************************************************/ nextRound() { let combatants = this.combatants.contents let autoRemoveDead = game.settings.get("bol", "auto-remove-dead") // Optionnal auto-removal of dead char. for (let c of combatants) { //let actor = game.actors.get(c.actorId) c.actor.clearRoundModifiers() let toRemove = [] if (autoRemoveDead && c.actor.type == "encounter" && (c.actor.system.chartype == "tough" || c.actor.system.chartype == "creature" || c.actor.system.chartype == "base") && c.actor.system.resources.hp.value <= 0) { toRemove.push( c.id || c._id) } //console.log("REM", autoRemoveDead, toRemove, c.actor) if (toRemove.length>0) { this.deleteEmbeddedDocuments('Combatant', toRemove) } } 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() { let combatants = this.combatants.contents for (let c of combatants) { let actor = game.actors.get(c.actorId) actor.clearInitiative() actor.displayRecuperation() } super._onDelete() } }