foundryvtt-reve-de-dragon/module/rdd-combat.js

629 lines
25 KiB
JavaScript
Raw Normal View History

import { RdDActor } from "./actor.js";
import { ChatUtility } from "./chat-utility.js";
import { RdDItemArme } from "./item-arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { Misc } from "./misc.js";
import { RdDResolutionTable } from "./rdd-resolution-table.js";
import { RdDRoll } from "./rdd-roll.js";
import { RdDUtility } from "./rdd-utility.js";
export class RdDCombat {
static isActive() {
return game.settings.get("foundryvtt-reve-de-dragon", "moteur-combat") == 'experimental';
}
/* -------------------------------------------- */
static createUsingTarget(attacker) {
const target = RdDCombat.getTarget();
if (target == undefined) {
ui.notifications.warn("Vous devez choisir une seule cible à attaquer!");
}
return this.create(attacker, target ? target.actor : undefined, target)
}
static getTarget() {
if (game.user.targets && game.user.targets.size == 1) {
for (let target of game.user.targets) {
return target;
}
}
return undefined;
}
static create(attacker, defender, target = undefined) {
return new RdDCombat(attacker, defender, target)
}
static createForEvent(event) {
let attackerId = event.currentTarget.attributes['data-attackerId'].value;
let attacker = game.actors.get(attackerId);
const dataDefenderTokenId = event.currentTarget.attributes['data-defenderTokenId'];
if (dataDefenderTokenId) {
let defenderToken = canvas.tokens.get(dataDefenderTokenId.value);
let defender = defenderToken.actor;
return this.create(attacker, defender);
}
return this.createUsingTarget(attacker)
}
constructor(attacker, defender, target) {
this.attacker = attacker;
this.defender = defender;
this.target = target;
this.attackerId = this.attacker.data._id;
this.defenderId = this.defender.data._id;
this.defenderTokenId = target ? target.data._id : undefined;
}
/* -------------------------------------------- */
static registerChatCallbacks(html) {
for (let button of ['#parer-button', '#esquiver-button', '#particuliere-attaque', '#encaisser-button']) {
html.on("click", button, event => {
event.preventDefault();
RdDCombat.createForEvent(event).onEvent(button, event);
});
}
}
/* -------------------------------------------- */
async onEvent(button, event) {
if (!RdDCombat.isActive()) {
return;
}
let rollData = game.system.rdd.rollDataHandler[this.attackerId];
if (!rollData) {
ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
return;
}
// TODO: enlever le ChatMessage?
switch (button) {
case '#particuliere-attaque': return await this.choixParticuliere(rollData, event.currentTarget.attributes['data-mode'].value);
case '#parer-button': return this.parade(rollData, event.currentTarget.attributes['data-armeid'].value);
case '#esquiver-button': return this.esquive(rollData);
case '#encaisser-button': return this.encaisser(rollData, event.currentTarget.attributes['data-defenderTokenId'].value);
}
}
/* -------------------------------------------- */
async attaque(competence, arme) {
if (!await this.accorderEntite('avant-attaque')) {
return;
}
let rollData = this._prepareAttaque(competence, arme);
console.log("RdDCombat.attaque >>>", rollData);
const dialog = await RdDRoll.create(this.attacker, rollData,
{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, {
name: 'jet-attaque',
label: 'Attaque: ' + (arme ? arme.name : competence.name),
callbacks: [
this.attacker.createCallbackExperience(),
{ condition: RdDResolutionTable.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
{ condition: r => (RdDResolutionTable.isReussite(r) && !RdDResolutionTable.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
{ condition: RdDResolutionTable.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
{ condition: RdDResolutionTable.isEchec, action: r => this._onAttaqueEchec(r) }
]
});
dialog.render(true);
}
/* -------------------------------------------- */
_prepareAttaque(competence, arme) {
let rollData = {
coupsNonMortels: false,
competence: competence,
surprise: this.attacker.getSurprise()
};
if (this.attacker.isCreature()) {
this._modifieRollDataCreature(rollData, competence);
}
else {
// Usual competence
rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
}
return rollData;
}
_modifieRollDataCreature(rollData, competence) {
competence = duplicate(competence);
competence.data.defaut_carac = "carac_creature";
competence.data.categorie = "creature";
rollData.competence = competence;
rollData.carac = { "carac_creature": { label: competence.name, value: competence.data.carac_value } };
rollData.arme = {
name: competence.name, data: {
dommages: competence.data.dommages,
dommagesReels: competence.data.dommages
}
};
}
/* -------------------------------------------- */
_onAttaqueParticuliere(rollData) {
console.log("RdDCombat.onAttaqueParticuliere >>>", rollData);
let message = "<strong>Réussite particulière en attaque</strong>";
message += "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerId='" + this.attackerId + "'>Attaquer en Force</a>";
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) {
message += "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerId='" + this.attackerId + "'>Attaquer en Rapidité</a>";
message += "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerId='" + this.attackerId + "'>Attaquer en Finesse</a>";
}
game.system.rdd.rollDataHandler[this.attackerId] = rollData;
// TODO: use a dialog?
ChatMessage.create({ content: message, whisper: ChatMessage.getWhisperRecipients(this.attacker.name) });
}
/* -------------------------------------------- */
async _onAttaqueNormale(rollData) {
console.log("RdDCombat.onAttaqueNormale >>>", rollData);
if (!await this.accorderEntite('avant-defense')) {
return;
}
let explications = "";
// Message spécial pour la rapidité, qui reste difficile à gérer automatiquement
if (rollData.particuliereAttaque == 'rapidite') {
ChatMessage.create({
content: "Vous avez attaqué en Rapidité. Vous pourrez faire une deuxième attaque, ou utiliser votre arme pour vous défendre.",
whisper: ChatMessage.getWhisperRecipients(this.attacker.name)
});
}
rollData.dmg = RdDCombat.calculBonusDegats(rollData, this.attacker);
if (this.target) {
rollData.mortalite = this._calculMortaliteEncaissement(rollData);
explications += "<br><strong>Cible</strong> : " + this.defender.data.name;
}
explications += "<br>Encaissement à "+ Misc.toSignedString(rollData.dmg.total)+ " (" + rollData.dmg.loc.label+")";
// Save rollData for defender
game.system.rdd.rollDataHandler[this.attackerId] = duplicate(rollData);
// Final chat message
let chatOptions = {
content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ explications
}
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
if (this.target) {
this._messageDefenseur(rollData);
}
}
/* -------------------------------------------- */
_messageDefenseur(rollData) {
console.log("RdDCombat._messageDefenseur", rollData, " / ", this.attacker, this.target, this.target.actor.isToken, this.attacker.data._id, rollData.competence.data.categorie);
let content = "<strong>" + this.defender.name + "</strong> doit se défendre :<span class='chat-card-button-area'>";
// parades
let filterArmesParade = this._getFilterArmesParade(rollData.competence.data.categorie);
for (const arme of this.defender.data.items.filter(filterArmesParade)) {
content += "<br><a class='chat-card-button' id='parer-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "' data-armeid='" + arme._id + "'>Parer avec " + arme.name + "</a>";
}
// esquive
if (rollData.competence.data.categorie == 'melee' || rollData.competence.data.categorie == "lancer" || rollData.competence.data.categorie == 'competencecreature') {
content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "'>Esquiver</a>";
}
// encaisser
content += "<br><a class='chat-card-button' id='encaisser-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "'>Encaisser à " + Misc.toSignedString(rollData.dmg.total) + " !</a>";
content += "</span>"
let defense = {
title: "Défense en combat",
content: content,
whisper: ChatMessage.getWhisperRecipients(this.defender.name),
attackerId: this.attackerId,
defenderTokenId: this.defenderTokenId,
rollMode: true,
rollData: duplicate(rollData)
};
// envoyer le message de defense
if (!game.user.isGM || this.defender.hasPlayerOwner) {
game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_defense", data: defense });
} else {
defense.whisper = [game.user];
}
if (game.user.isGM) { // Always push the message to the MJ
ChatMessage.create(defense);
}
}
/* -------------------------------------------- */
_getFilterArmesParade(categorie) {
switch (categorie) {
case 'tir':
case 'lancer':
return arme => arme.type == "arme" && arme.data.competence.toLowerCase().match("bouclier");
default:
return arme => (arme.type == "arme" && RdDItemCompetence.isCompetenceMelee(arme.data.competence)) || (arme.type == "competencecreature" && arme.data.isparade)
}
}
/* -------------------------------------------- */
_calculMortaliteEncaissement(rollData) {
const mortalite = this.defender.isEntiteCauchemar() ? "cauchemar" : (rollData.mortalite ? rollData.mortalite : "mortel");
console.log("Mortalité : ", mortalite, this.defender.data.type);
return mortalite;
}
_onAttaqueEchecTotal(rollData) {
console.log("RdDCombat.onEchecTotal >>>", rollData);
// TODO: proposer un résultat d'échec total
let chatOptions = {
content: "<strong>Echec total à l'attaque!</strong>"
}
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
}
_onAttaqueEchec(rollData) {
console.log("RdDCombat.onAttaqueEchec >>>", rollData);
let chatOptions = {
content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ (this.target ? "<br><strong>Cible</strong> : " + this.defender.data.name : "")
}
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
}
/* -------------------------------------------- */
async choixParticuliere(rollData, choix) {
console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
rollData.particuliereAttaque = choix;
await this._onAttaqueNormale(rollData);
}
/* -------------------------------------------- */
async parade(attackerRoll, armeParadeId) {
let arme = this.defender.getOwnedItem(armeParadeId);
console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
let rollData = this._prepareParade(attackerRoll, arme);
const dialog = await RdDRoll.create(this.defender, rollData,
{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, {
name: 'jet-parade',
label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
callbacks: [
this.defender.createCallbackExperience(),
{ condition: RdDResolutionTable.isParticuliere, action: r => this._onParadeParticuliere(r) },
{ condition: RdDResolutionTable.isReussite, action: r => this._onParadeNormale(r) },
{ condition: RdDResolutionTable.isEchecTotal, action: r => this._onParadeEchecTotal(r) },
{ condition: RdDResolutionTable.isEchec, action: r => this._onParadeEchec(r) }
]
});
dialog.render(true);
}
_prepareParade(attackerRoll, arme) {
const isCreature = this.defender.isCreature();
const compName = isCreature ? arme.name : arme.data.data.competence;
const competence = this.defender.getCompetence(compName);
const armeAttaque = attackerRoll.arme;
const armeParade = arme.data;
if (compName != competence.name) {
// TODO: toujours utiliser competence.name ...
ui.notifications.warn("Différence entre compétence " + competence.name + " et compétence de l'arme " + compName);
}
let rollData = {
forceValue: this.defender.getForceValue(),
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: competence,
arme: arme.data,
surprise: this.defender.getSurprise(),
needSignificative: this._needSignificative(attackerRoll) || RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
needResist: this._needResist(armeAttaque, armeParade),
carac: this.defender.data.data.carac
};
if (isCreature) {
this._modifieRollDataCreature(rollData, competence);
}
return rollData;
}
/* -------------------------------------------- */
_needSignificative(attackerRoll) {
return attackerRoll.particuliereAttaque == 'finesse';
}
/* -------------------------------------------- */
_needResist(armeAttaque, armeParade) {
// Manage weapon categories when parrying (cf. page 115 )
let attCategory = RdDItemArme.getCategorieArme(armeAttaque);
let defCategory = RdDItemArme.getCategorieArme(armeParade);
return (attCategory.match("epee") && (defCategory == "hache" || defCategory == "lance"));
}
/* -------------------------------------------- */
_onParadeParticuliere(rollData) {
console.log("RdDCombat._onParadeParticuliere >>>", rollData);
if (!rollData.attackerRoll.isPart) {
// TODO: attaquant doit jouer résistance et peut être désarmé p132
}
let chatOptions = {
content: "<strong>Vous pouvez utiliser votre arme pour une deuxième parade!</strong>"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
async _onParadeNormale(rollData) {
console.log("RdDCombat._onParadeNormale >>>", rollData);
if (rollData.needResist && !rollData.rolled.isPart) {
// TODO: déplacer la logique détérioration armure dans RdDCombat
this.defender.computeDeteriorationArme(rollData);
}
await this.defender.computeRecul(rollData, false);
let chatOptions = {
content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ "<br><strong>Attaque parée!</strong>"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
_onParadeEchecTotal(rollData) {
console.log("RdDCombat._onParadeEchecTotal >>>", rollData);
// TODO: proposer un résultat d'échec total
let chatOptions = {
content: "<strong>Echec total à la parade!</strong>"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
async _onParadeEchec(rollData) {
console.log("RdDCombat._onParadeEchec >>>", rollData);
let explications = "<br><strong>Parade échouée, encaissement !</strong> ";
explications += this.descriptionSurprise(rollData.surprise);
if (rollData.needSignificative) {
explications += " Significative nécessaire!";
}
let chatOptions = {
content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ explications
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
await this.defender.computeRecul(rollData, true);
// TODO: gestion message pour chance/encaissement
this.encaisser(rollData.attackerRoll);
}
/* -------------------------------------------- */
async esquive(attackerRoll) {
let esquive = this.defender.getCompetence("esquive");
if (esquive == undefined) {
ui.notifications.error(this.defender.name + " n'a pas de compétence 'esquive'");
return;
}
console.log("RdDCombat.esquive >>>", attackerRoll, esquive);
let rollData = this._prepareEsquive(attackerRoll, esquive);
const dialog = await RdDRoll.create(this.defender, rollData,
{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, {
name: 'jet-esquive',
label: 'Esquiver',
callbacks: [
this.defender.createCallbackExperience(),
{ condition: RdDResolutionTable.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
{ condition: RdDResolutionTable.isReussite, action: r => this._onEsquiveNormale(r) },
{ condition: RdDResolutionTable.isEchecTotal, action: r => this._onEsquiveEchecTotal(r) },
{ condition: RdDResolutionTable.isEchec, action: r => this._onEsquiveEchec(r) },
]
});
dialog.render(true);
}
_prepareEsquive(attackerRoll, competence) {
let rollData = {
forceValue: this.defender.getForceValue(),
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: competence,
surprise: this.defender.getSurprise(),
needSignificative: this._needSignificative(attackerRoll),
carac: this.defender.data.data.carac
};
if (this.defender.isCreature()) {
this._modifieRollDataCreature(rollData, competence);
}
return rollData;
}
/* -------------------------------------------- */
_onEsquiveParticuliere(rollData) {
console.log("RdDCombat._onEsquiveParticuliere >>>", rollData);
let chatOptions = {
content: "<strong>Vous pouvez esquiver une deuxième attaque!</strong>"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
_onEsquiveNormale(rollData) {
console.log("RdDCombat._onEsquiveNormal >>>", rollData);
let chatOptions = {
content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ "<br><strong>Attaque esquivée!</strong>"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
_onEsquiveEchecTotal(rollData) {
console.log("RdDCombat._onEsquiveEchecTotal >>>", rollData);
// TODO: proposer un résultat d'échec total
let chatOptions = {
content: "<strong>Echec total à l'esquive'!</strong>"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
async _onEsquiveEchec(rollData) {
console.log("RdDCombat._onEsquiveEchec >>>", rollData);
let explications = "<br><strong>Esquive échouée, encaissement !</strong> ";
explications += RdDCombat.descriptionSurprise(rollData.surprise);
if (rollData.needSignificative) {
explications += " Significative nécessaire!";
}
let chatOptions = {
content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ explications
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
await this.defender.computeRecul(rollData, true);
this.encaisser(rollData.attackerRoll);
}
/* -------------------------------------------- */
encaisser(attackerRoll) {
// TODO: gestion message pour chance/encaissement
this.encaisser(attackerRoll, this.defenderTokenId);
}
/* -------------------------------------------- */
encaisser(attackerRoll, defenderTokenId) {
defenderTokenId = defenderTokenId || this.defenderTokenId;
console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
if (game.user.isGM) { // Current user is the GM -> direct access
attackerRoll.attackerId = this.attackerId;
attackerRoll.defenderTokenId = defenderTokenId;
this.defender.encaisserDommages(attackerRoll, this.attacker);
} else { // Emit message for GM
game.socket.emit("system.foundryvtt-reve-de-dragon", {
msg: "msg_encaisser",
data: { attackerId: this.attackerId, defenderTokenId: defenderTokenId }
});
}
}
/* -------------------------------------------- */
/* retourne true si on peut continuer, false si on ne peut pas continuer */
async accorderEntite(when = 'avant-encaissement') {
if (when != game.settings.get("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar")
|| this.defender == undefined
|| !this.defender.isEntiteCauchemar()
|| this.defender.isEntiteCauchemarAccordee(this.attacker)) {
return true;
}
let rolled = await RdDResolutionTable.roll(this.attacker.getReveActuel(), - Number(this.defender.data.data.carac.niveau.value));
let message = {
content: "Jet de points actuels de rêve à " + rolled.finalLevel + RdDResolutionTable.explain(rolled) + "<br>",
whisper: ChatMessage.getWhisperRecipients(this.attacker.name)
};
if (rolled.isSuccess) {
await this.defender.setEntiteReveAccordee(this.attacker);
message.content += this.attacker.name + " s'est accordé avec " + this.defender.name;
}
else {
message.content += this.attacker.name + " n'est pas accordé avec " + this.defender.name;
}
ChatMessage.create(message);
return rolled.isSuccess;
}
/* -------------------------------------------- */
static calculBonusDegats(rollData, actor) {
let dmg = { total: 0, loc: RdDUtility.getLocalisation() };
if (rollData.arme.name.toLowerCase() == "esquive") {
// Specific case management
ui.notifications.warn("Calcul de bonus dégats sur eswquive")
return dmg;
}
dmg.dmgArme = RdDCombat._dmgArme(rollData);
dmg.ignoreArmure = 0; // TODO: calculer pour arcs et arbaletes, gérer pour lmes créatures
dmg.dmgTactique= RdDCombat._dmgTactique(rollData);
dmg.dmgParticuliere= RdDCombat._dmgParticuliere(rollData);
dmg.dmgSurprise= RdDCombat._dmgSurprise(rollData);
dmg.dmgActor = RdDCombat._dmgActor(actor.getBonusDegat(), rollData.selectedCarac.label, dmg.dmgArme);
dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere;
return dmg;
}
static _dmgArme(rollData) {
return parseInt(rollData.arme.data.dommages);
}
static _dmgActor(bonusDegat, categorie, dmgArme) {
switch (categorie) {
case "Tir": return 0;
case "Lancer": return Math.max(0, Math.min(dmgArme, bonusDegat));
}
return bonusDegat;
}
static _dmgTactique(rollData) {
return rollData.isCharge ? 2 : 0;
}
static _dmgParticuliere(rollData) {
return rollData.particuliereAttaque == 'force' ? 5 : 0;
}
static _dmgSurprise(rollData) {
if (rollData.surprise) {
switch (rollData.surprise) {
case 'demi': return 1;
case 'totale': return 10;
}
}
return 0;
}
/* -------------------------------------------- */
static descriptionSurprise(surprise) {
if (surprise) {
switch (surprise) {
case 'demi': return 'demi-surprise';
case 'totale': return 'surprise totale';
}
}
return '';
}
}