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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" ;
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import { RdDUtility } from "./rdd-utility.js" ;
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import { ReglesOptionelles } from "./settings/regles-optionelles.js" ;
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/ * *
* tous les ajustements pouvant s ' appliquer .
* un ajustement se compose de ` function(rollData, actor) ` :
* - isVisible : indique si l ' ajustement sera visible ( pour les cas où 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 ,
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} ,
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
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} ,
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' ) ,
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getValue : ( rollData , actor ) => RdDBonus . find ( rollData . surpriseDefenseur ) . attaque ,
} ,
etat : {
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isUsed : ( rollData , actor ) => ! RdDCarac . isIgnoreEtatGeneral ( rollData ) ,
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getLabel : ( rollData , actor ) => 'Etat général' ,
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getValue : ( rollData , actor ) => actor . getEtatGeneral ( { ethylisme : rollData . forceAlcool != undefined } )
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} ,
malusArmure : {
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isVisible : ( rollData , actor ) => RdDCarac . isAgiliteOuDerivee ( rollData . selectedCarac ) ,
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isUsed : ( rollData , actor ) => RdDCarac . isAgiliteOuDerivee ( rollData . selectedCarac ) ,
getLabel : ( rollData , actor ) => 'Malus armure' ,
getValue : ( rollData , actor ) => actor . getMalusArmure ( )
} ,
encTotal : {
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isVisible : ( rollData , actor ) => RdDCarac . isAgiliteOuDerivee ( rollData . selectedCarac ) && RdDItemCompetence . isMalusEncombrementTotal ( rollData . competence ) ,
isUsed : ( rollData , actor ) => RdDCarac . isAgiliteOuDerivee ( rollData . selectedCarac ) && RdDItemCompetence . isMalusEncombrementTotal ( rollData . competence ) && rollData . use . encTotal ,
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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 ,
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getLabel : ( rollData , actor ) => 'Sur-encombrement' ,
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getValue : ( rollData , actor ) => actor . computeMalusSurEncombrement ( )
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} ,
moral : {
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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' ,
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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 ) ,
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getLabel : ( rollData , actor ) => 'Astrologique' ,
getValue : ( rollData , actor ) => actor . ajustementAstrologique ( )
} ,
facteurSign : {
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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">× ${ Misc . getFractionHtml ( rollData . diviseurSignificative ) } </span> ` : ''
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} ,
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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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} ,
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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 ) } ` : ''
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} ,
surprise : {
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isUsed : ( rollData , actor ) => actor . getSurprise ( rollData . passeArme ) ,
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getDescr : ( rollData , actor ) => RdDBonus . find ( actor . getSurprise ( ) ) . descr
} ,
bonusCase : {
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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 ) } % ` : ''
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} ,
rencontreTMR : {
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isVisible : ( rollData , actor ) => rollData . tmr && rollData . rencontre ? . name ,
isUsed : ( rollData , actor ) => rollData . tmr && rollData . rencontre ? . name ,
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getLabel : ( rollData , actor ) => rollData . rencontre ? . name ,
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getValue : ( rollData , actor ) => - ( rollData . rencontre ? . system . force ? ? 0 )
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} ,
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 ,
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}
}
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 ) ,
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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 )
}
}
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rollData . finalLevel = RollDataAjustements . sum ( rollData . ajustements ) ;
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}
/* -------------------------------------------- */
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 ) ;
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}
}
return sum ;
}
}