foundryvtt-reve-de-dragon/module/rolldata-ajustements.js

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import { RdDItemArme } from "./item-arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { RdDItemMeditation } from "./item-meditation.js";
import { RdDItemSort } from "./item-sort.js";
import { Misc } from "./misc.js";
import { RdDBonus } from "./rdd-bonus.js";
import { RdDCarac } from "./rdd-carac.js";
import { RdDUtility } from "./rdd-utility.js";
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import { ReglesOptionelles } from "./settings/regles-optionelles.js";
/**
* tous les ajustements pouvant s'appliquer.
* un ajustement se compose de `function(rollData, actor)` :
* - isVisible: indique si l'ajustement sera visible (pour les cas il peut être sélectionné)
* - isUsed: évalue si l'ajustement indique s'il est actif ou non
* - getLabel: un libellé texte pour l'affichage de l'ajustement
* - getValue: une valeur numérique correspondant à un modificateur entier
* - getDescr: une valeur textuelle pour les informations non numériques (demi-surprise, bonus de case, ...)
*/
export const referenceAjustements = {
competence: {
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isUsed: (rollData, actor) => rollData.competence,
getLabel: (rollData, actor) => rollData.competence?.name,
getValue: (rollData, actor) => rollData.competence?.system?.niveau,
},
meditation: {
isUsed: (rollData, actor) => rollData.meditation,
getLabel: (rollData, actor) => 'Méditation',
getValue: (rollData, actor) => RdDItemMeditation.calculDifficulte(rollData)
},
diffLibre: {
isUsed: (rollData, actor) => rollData.diffLibre != undefined,
getLabel: (rollData, actor) => rollData.selectedSort?.name ?? rollData.attackerRoll ? 'Imposée' : 'Libre',
getValue: (rollData, actor) => rollData.selectedSort
? RdDItemSort.getDifficulte(rollData.selectedSort, rollData.diffLibre)
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: rollData.diffLibre ?? rollData.competence?.system.default_diffLibre ?? 0
},
diffConditions: {
isUsed: (rollData, actor) => rollData.diffConditions != undefined,
getLabel: (rollData, actor) => 'Conditions',
getValue: (rollData, actor) => rollData.diffConditions
},
tactique: {
isUsed: (rollData, actor) => rollData.tactique,
getLabel: (rollData, actor) => RdDBonus.find(rollData.tactique).descr,
getValue: (rollData, actor) => RdDBonus.find(rollData.tactique).attaque,
},
attaqueDefenseurSurpris: {
isUsed: (rollData, actor) => rollData.surpriseDefenseur,
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getLabel: (rollData, actor) => RdDBonus.find(rollData.surpriseDefenseur).descr + (rollData.attackerRoll ? '' : ' défenseur'),
getValue: (rollData, actor) => RdDBonus.find(rollData.surpriseDefenseur).attaque,
},
etat: {
isUsed: (rollData, actor) => !RdDCarac.isIgnoreEtatGeneral(rollData),
getLabel: (rollData, actor) => 'Etat général',
getValue: (rollData, actor) => actor.getEtatGeneral({ ethylisme: rollData.forceAlcool != undefined })
},
malusArmure: {
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isVisible: (rollData, actor) => RdDCarac.isAgiliteOuDerivee(rollData.selectedCarac),
isUsed: (rollData, actor) => RdDCarac.isAgiliteOuDerivee(rollData.selectedCarac),
getLabel: (rollData, actor) => 'Malus armure',
getValue: (rollData, actor) => actor.getMalusArmure()
},
encTotal: {
isVisible: (rollData, actor) => RdDCarac.isAgiliteOuDerivee(rollData.selectedCarac) && RdDItemCompetence.isMalusEncombrementTotal(rollData.competence),
isUsed: (rollData, actor) => !rollData.oeuvre && RdDCarac.isAgiliteOuDerivee(rollData.selectedCarac) && RdDItemCompetence.isMalusEncombrementTotal(rollData.competence) && rollData.use.encTotal,
getLabel: (rollData, actor) => 'Encombrement total',
getValue: (rollData, actor) => -actor.getEncTotal()
},
surenc: {
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isVisible: (rollData, actor) => actor.isSurenc(),
isUsed: (rollData, actor) => rollData.use?.surenc,
getLabel: (rollData, actor) => 'Sur-encombrement',
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getValue: (rollData, actor) => actor.computeMalusSurEncombrement()
},
moral: {
isVisible: (rollData, actor) => actor.isPersonnage() && RdDCarac.isActionPhysique(rollData.selectedCarac) && rollData.use?.moral,
isUsed: (rollData, actor) => rollData.use?.moral,
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getLabel: (rollData, actor) => 'Appel au moral',
getValue: (rollData, actor) => 1
},
moralTotal: {
isUsed: (rollData, actor) => RdDCarac.isVolonte(rollData.selectedCarac),
getLabel: (rollData, actor) => 'Moral',
getValue: (rollData, actor) => actor.getMoralTotal()
},
astrologique: {
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isUsed: (rollData, actor) => ReglesOptionelles.isUsing("astrologie") && RdDBonus.isAjustementAstrologique(rollData),
getLabel: (rollData, actor) => 'Astrologique',
getValue: (rollData, actor) => actor.ajustementAstrologique()
},
facteurSign: {
isUsed: (rollData, actor) => rollData.diviseurSignificative > 1,
getLabel: (rollData, actor) => Misc.getFractionHtml(rollData.diviseurSignificative),
getDescr: (rollData, actor) => rollData.diviseurSignificative > 1 ? `Facteur significative <span class="rdd-diviseur">&times;${Misc.getFractionHtml(rollData.diviseurSignificative)}</span>` : ''
},
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isEcaille: {
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isVisible: (rollData, actor) => rollData.arme?.system.magique && Number(rollData.arme?.system.ecaille_efficacite) > 0,
isUsed: (rollData, actor) => rollData.arme?.system.magique && Number(rollData.arme?.system.ecaille_efficacite) > 0,
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getLabel: (rollData, actor) => "Ecaille d'Efficacité: ",
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getValue: (rollData, actor) => Math.max(Number(rollData.arme?.system.ecaille_efficacite), 0),
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},
finesse: {
isUsed: (rollData, actor) => RdDBonus.isDefenseAttaqueFinesse(rollData),
getDescr: (rollData, actor) => 'Attaque particulière en finesse',
},
armeParade: {
isUsed: (rollData, actor) => RdDItemArme.needParadeSignificative(rollData.attackerRoll?.arme, rollData.arme),
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getDescr: (rollData, actor) => rollData.attackerRoll && rollData.arme ? `${RdDItemArme.getNomCategorieParade(rollData.attackerRoll?.arme)} vs ${RdDItemArme.getNomCategorieParade(rollData.arme)}` : ''
},
surprise: {
isUsed: (rollData, actor) => actor.getSurprise(rollData.passeArme),
getDescr: (rollData, actor) => RdDBonus.find(actor.getSurprise()).descr
},
bonusCase: {
isUsed: (rollData, actor) => rollData.selectedSort && rollData.tmr.coord,
getDescr: (rollData, actor) => rollData.selectedSort && rollData.tmr.coord ? `Bonus de case: ${RdDItemSort.getCaseBonus(rollData.selectedSort, rollData.tmr.coord)}%` : ''
},
rencontreTMR: {
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isVisible: (rollData, actor) => rollData.tmr && rollData.rencontre?.name,
isUsed: (rollData, actor) => rollData.tmr && rollData.rencontre?.name,
getLabel: (rollData, actor) => rollData.rencontre?.name,
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getValue: (rollData, actor) => - (rollData.rencontre?.system.force ?? 0)
},
ethylismeAlcool: {
isVisible: (rollData, actor) => rollData.nbDoses != undefined,
isUsed: (rollData, actor) => rollData.nbDoses != undefined,
getLabel: (rollData, actor) => "Doses déjà bues: ",
getValue: (rollData, actor) => - rollData.nbDoses,
},
ethylismeDoses: {
isVisible: (rollData, actor) => rollData.nbDoses != undefined,
isUsed: (rollData, actor) => rollData.nbDoses != undefined,
getLabel: (rollData, actor) => "Force de l'alcool: ",
getValue: (rollData, actor) => rollData.forceAlcool,
},
ethylisme:{
isVisible: (rollData, actor) => rollData.ethylisme != undefined,
isUsed: (rollData, actor) => rollData.ethylisme != undefined,
getLabel: (rollData, actor) => "Ethylisme - " + RdDUtility.getNomEthylisme(rollData.ethylisme),
getValue: (rollData, actor) => rollData.ethylisme,
}
}
export class RollDataAjustements {
/* -------------------------------------------- */
static calcul(rollData, actor) {
rollData.ajustements = {};
for (var key in referenceAjustements) {
const reference = referenceAjustements[key];
rollData.ajustements[key] = {
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visible: reference.isVisible && reference.isVisible(rollData, actor),
used: reference.isUsed(rollData, actor),
label: reference.getLabel && reference.getLabel(rollData, actor),
value: reference.getValue && reference.getValue(rollData, actor),
descr: reference.getDescr && reference.getDescr(rollData, actor)
}
}
rollData.finalLevel = RollDataAjustements.sum(rollData.ajustements);
}
/* -------------------------------------------- */
static sum(ajustements) {
let sum = 0;
for (var key in ajustements) {
if (ajustements[key].used && !ajustements[key].descr) {
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sum += parseInt(ajustements[key].value);
}
}
return sum;
}
}