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/ * *
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system .
* @ extends { Actor }
* /
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import { RdDUtility } from "./rdd-utility.js" ;
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import { TMRUtility } from "./tmr-utility.js" ;
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import { RdDRollDialog } from "./rdd-roll-dialog.js" ;
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import { RdDRoll } from "./rdd-roll.js" ;
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import { RdDTMRDialog } from "./rdd-tmr-dialog.js" ;
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import { Misc } from "./misc.js" ;
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import { RdDResolutionTable } from "./rdd-resolution-table.js" ;
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import { RdDDice } from "./rdd-dice.js" ;
import { RdDRollTables } from "./rdd-rolltables.js" ;
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import { ChatUtility } from "./chat-utility.js" ;
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import { RdDItemSort } from "./item-sort.js" ;
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export class RdDActor extends Actor {
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/* -------------------------------------------- */
/ * *
* Override the create ( ) function to provide additional RdD functionality .
*
* This overrided create ( ) function adds initial items
* Namely : Basic skills , money ,
*
* @ param { Object } data Barebones actor data which this function adds onto .
* @ param { Object } options ( Unused ) Additional options which customize the creation workflow .
*
* /
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static async create ( data , options ) {
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// Case of compendium global import
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if ( data instanceof Array ) {
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return super . create ( data , options ) ;
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}
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// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
if ( data . items ) {
return super . create ( data , options ) ;
}
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data . items = [ ] ;
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let compendiumName = "" ;
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if ( data . type == "personnage" ) {
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compendiumName = "foundryvtt-reve-de-dragon.competences" ;
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} else if ( data . type == "humanoide" ) {
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compendiumName = "foundryvtt-reve-de-dragon.competences-humanoides" ;
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} else if ( data . type == "creature" ) {
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compendiumName = "foundryvtt-reve-de-dragon.competences-creatures" ;
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} else if ( data . type == "entite" ) {
compendiumName = "foundryvtt-reve-de-dragon.competences-entites" ;
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}
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let competences = [ ] ;
const pack = game . packs . get ( compendiumName ) ;
await pack . getIndex ( ) . then ( index => competences = index ) ;
for ( let comp of competences )
{
let compItem = undefined ;
await pack . getEntity ( comp . _id ) . then ( skill => compItem = skill ) ;
data . items . push ( compItem ) ;
}
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return super . create ( data , options ) ;
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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prepareData ( ) {
super . prepareData ( ) ;
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const actorData = this . data ;
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// Dynamic computing fields
this . encombrementTotal = 0 ;
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/ *
// Auto-resize token
if ( this . isToken ) {
let tokenSize = actorData . data . carac . taille . value / 10 ;
this . token . update ( { height : tokenSize , width : tokenSize } ) ;
} * /
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// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
if ( actorData . type === 'personnage' ) this . _prepareCharacterData ( actorData ) ;
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if ( actorData . type === 'creature' ) this . computeEtatGeneral ( actorData ) ;
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if ( actorData . type === 'humanoide' ) this . computeEtatGeneral ( actorData ) ;
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}
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/* -------------------------------------------- */
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/ * *
* Prepare Character type specific data
* /
_prepareCharacterData ( actorData ) {
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// Initialize empty items
RdDUtility . computeCarac ( actorData . data ) ;
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this . computeEncombrementTotalEtMalusArmure ( ) ;
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this . computeEtatGeneral ( ) ;
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}
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/* -------------------------------------------- */
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getReveActuel ( ) {
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return this . data . data . reve . reve . value ;
}
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getChanceActuel ( ) {
return this . data . data . compteurs . chance . value ;
}
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/* -------------------------------------------- */
getBestDraconic ( ) {
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const list = this . getDraconicList ( ) . sort ( ( a , b ) => b . data . niveau - a . data . niveau ) ;
if ( list . length == 0 )
{
return { name : "none" , niveau : - 11 } ;
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}
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return duplicate ( list [ 0 ] ) ;
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}
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/* -------------------------------------------- */
async deleteSortReserve ( coordTMR ) {
let reserve = duplicate ( this . data . data . reve . reserve ) ;
let len = reserve . list . length ;
let i = 0 ;
let newTable = [ ] ;
for ( i = 0 ; i < len ; i ++ ) {
if ( reserve . list [ i ] . coord != coordTMR )
newTable . push ( reserve . list [ i ] ) ;
}
if ( newTable . length != len ) {
reserve . list = newTable ;
await this . update ( { "data.reve.reserve" : reserve } ) ;
}
}
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/* -------------------------------------------- */
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async performRoll ( rollData , attacker = undefined ) {
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// Cas des bonus de cases pour les sorts
let sortBonus = 0 ;
if ( rollData . selectedSort ) {
sortBonus = RdDItemSort . getCaseBonus ( rollData . selectedSort , rollData . coord ) ;
}
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// garder le résultat
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rollData . rolled = await RdDResolutionTable . roll ( rollData . caracValue , rollData . finalLevel , sortBonus ) ;
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//console.log("performRoll", rollData)
if ( ! rollData . attackerRoll ) { // Store in the registry if not a defense roll
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game . system . rdd . rollDataHandler [ this . data . _id ] = rollData ;
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}
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if ( rollData . rolled . isPart && rollData . arme && ! rollData . attackerRoll ) { // Réussite particulière avec attaque -> choix !
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let message = "<strong>Réussite particulière en attaque</strong>" ;
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message = message + "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerid='" + this . data . _id + "'>Attaquer en Force</a>" ;
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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if ( rollData . selectedCarac . label == "Mêlée" && rollData . diffLibre < 0 ) {
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message = message + "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerid='" + this . data . _id + "'>Attaquer en Rapidité</a>" ;
message = message + "<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerid='" + this . data . _id + "'>Attaquer en Finesse</a>" ;
}
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ChatMessage . create ( { content : message , whisper : ChatMessage . getWhisperRecipients ( this . name ) } ) ;
} else {
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this . continueRoll ( rollData , attacker ) ;
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}
}
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/* -------------------------------------------- */
computeDeteriorationArme ( rollData ) {
if ( rollData . arme && rollData . attackerRoll ) { // C'est une parade
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// Est-ce que l'attaque est une particulière, en force ou charge et que l'attaque n'en est pas une ?
if ( rollData . attackerRoll . rolled . isPart
&& ( ( rollData . attackerRoll . particuliereAttaque && rollData . attackerRoll . particuliereAttaque == 'force' ) || rollData . attackerRoll . isCharge )
&& ! rollData . rolled . isPart ) {
// Jet de résistance de l'arme de parade (p.132)
let resist = RdDResolutionTable . roll ( rollData . arme . data . resistance , rollData . attackerRoll . domArmePlusDom ) ;
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let msg = "" ;
if ( resist . isSuccess ) { // Perte de résistance
msg = "Jet de résistance de votre arme réussit !"
} else {
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rollData . arme . data . resistance -= rollData . attackerRoll . domArmePlusDom ;
if ( rollData . arme . data . resistance <= 0 ) {
this . deleteEmbeddedEntity ( "OwnedItem" , rollData . arme . _id ) ;
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msg = "Votre arme s'est brisée sous le coup de la parade : " + rollData . arme . name ;
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} else {
this . updateEmbeddedEntity ( "OwnedItem" , { _id : rollData . arme . _id , 'data.resistance' : rollData . arme . data . resistance } ) ;
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msg = "Votre arme a perdu de la résistance : " + rollData . arme . name + " - " + rollData . arme . data . resistance ;
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}
}
// Jet de désarmement
if ( ! rollData . arme . includes ( 'Bouclier' ) ) { // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
let desarme = RdDResolutionTable . roll ( this . data . data . carac . force . value , Number ( rollData . competence . data . niveau ) + Number ( rollData . attackerRoll . domArmePlusDom ) ) ;
if ( ! desarme . isSucess ) {
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msg += "<br>De plus, vous êtes désarmé ! Votre arme " + rollData . arme . name + "tombe au sol à vos pieds" ;
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}
}
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ChatMessage . create ( { content : msg ,
user : game . user . _id ,
whisper : [ game . user . _id , ChatMessage . getWhisperRecipients ( "GM" ) ] } ) ;
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}
}
}
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/* -------------------------------------------- */
computeRecul ( rollData ) { // Calcul du recul (p. 132)
if ( rollData . arme || encaisser ) {
if ( ( rollData . attackerRoll . particuliereAttaque && rollData . attackerRoll . particuliereAttaque == 'force' ) || rollData . attackerRoll . isCharge ) {
let reculNiveau = this . data . data . taille . value - ( rollData . attackerRoll . forceValue + rollData . attackerRoll . arme . dommages ) ;
let recul = RdDResolutionTable . roll ( 10 , reculNiveau ) ;
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let msg = "" ;
if ( recul . isSuccess ) {
msg = "Jet de Recul réussit, aucun effet !" ;
} else {
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let chute = RdDResolutionTable . roll ( this . data . data . carac . agilite . value , reculNiveau ) ;
if ( ! chute . isSuccess || recul . isETotal ) {
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msg = "Jet de Recul : Vous subissez le recul du coup, et vous chutez au sol ! Vous ne pouvez plus attaquer ce round." ;
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} else {
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msg = "Jet de Recul : Vous subissez le recul du coup, et vous reculez de quelques mètres ! Vous ne pouvez plus attaquer ce round." ;
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}
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}
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ChatMessage ( { content : msg ,
user : game . user . _id ,
whisper : [ game . user . _id , ChatMessage . getWhisperRecipients ( "GM" ) ] } ) ;
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}
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}
}
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/* -------------------------------------------- */
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async continueRoll ( rollData , attacker = undefined ) {
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let rolled = rollData . rolled ;
let quality = rolled . quality
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// Manage weapon categories when parrying (cf. page 115 )
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let need _resist = false ; // Do we need to make resistance roll for defender ?
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if ( rollData . arme && rollData . attackerRoll ) { // Manage parade depending on weapon type, and change roll results
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let attCategory = RdDUtility . getArmeCategory ( rollData . attackerRoll . arme ) ;
let defCategory = RdDUtility . getArmeCategory ( rollData . arme ) ;
if ( defCategory == "bouclier" )
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rollData . needSignificative = false ;
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else if ( attCategory != defCategory )
rollData . needSignificative = true ;
if ( attCategory . match ( "epee" ) && ( defCategory == "hache" || defCategory == "lance" ) )
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need _resist = true ;
}
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if ( ! this . isEntiteCauchemar ( ) && ( this . data . data . sante . sonne . value || rollData . particuliereAttaque == "finesse" ) ) {
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rollData . needSignificative = true ;
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}
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console . log ( ">>> ROLL" , rollData , rolled ) ;
let xpmsg = RdDResolutionTable . buildXpMessage ( rolled , rollData . finalLevel ) ;
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let resumeCompetence = ( rollData . competence ) ? rollData . competence . name : ( rollData . diffLibre + rollData . diffConditions ) ;
let explications = "<br>Points de taches : " + rolled . ptTache + ", ajustement qualité: " + rolled . ptQualite ;
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// Fight management !
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let defenseMsg ;
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let encaisser = false ;
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if ( rollData . arme || ( rollData . competence && rollData . competence . name . toLowerCase ( ) == 'esquive' ) ) {
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explications = ""
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// In case of fight, replace the message per dommages + localization. it indicates if result is OK or not
if ( rollData . attackerRoll ) { // Defense case !
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if ( rolled . isSign || ( ! rollData . needSignificative && rolled . isSuccess ) ) {
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this . computeDeteriorationArme ( rollData ) ;
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explications += "<br><strong>Attaque parée/esquivée !</strong>" ;
} else {
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explications += "<br><strong>Esquive/Parade échouée, encaissement !</strong>" ;
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if ( rollData . needSignificative )
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explications += " Significative nécessaire!" ;
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}
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this . computeRecul ( rollData ) ;
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encaisser = rollData . needSignificative ? ! rolled . isSign : ! rolled . isSuccess ;
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this . computeRecul ( rollData , encaisser ) ;
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} else { // This is the attack roll!
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if ( rolled . isSuccess ) {
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let target = this . _getTarget ( ) ;
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if ( await this . targetEntiteNonAccordee ( target , 'avant-defense' ) ) {
return ;
}
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// Message spécial pour la rapidité, qui reste difficile à gérer automatiquement
if ( rollData . particuliereAttaque == 'rapidite' ) {
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ChatMessage . create ( { content : "Vous avez attaqué en Rapidité. Ce cas n'est pas géré autmatiquement, donc suivez les directives de votre MJ pour gérer ce cas." ,
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whisper : ChatMessage . getWhisperRecipients ( this . name ) } ) ;
}
rollData . domArmePlusDom = this . _calculBonusDommages ( rollData . selectedCarac , rollData . arme , rollData . particuliereAttaque == 'force' ) ;
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rollData . degats = new Roll ( "2d10" ) . roll ( ) . total + rollData . domArmePlusDom + ( ( rollData . isCharge ) ? 2 : 0 ) ; // Dégats totaux
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rollData . loc = RdDUtility . getLocalisation ( ) ;
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if ( target )
{
rollData . mortalite = RdDActor . _calculMortaliteEncaissement ( rollData , target ) ;
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defenseMsg = RdDUtility . buildDefenseChatCard ( this , target , rollData ) ;
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explications += "<br><strong>Cible</strong> : " + target . actor . data . name ;
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}
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explications += "<br>Encaissement : " + rollData . degats + "<br>Localisation : " + rollData . loc . label ;
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} else {
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explications = "<br>Echec ! Pas de dégâts" ;
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}
}
}
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// Sort management
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if ( rollData . selectedSort ) { // Lancement de sort !
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resumeCompetence = rollData . selectedDraconic . name + "/" + rollData . selectedSort . name ;
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explications = await this . _rollLancementDeSort ( rollData , rolled ) ;
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}
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// Save it for fight in the flags area
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game . system . rdd . rollDataHandler [ this . data . _id ] = duplicate ( rollData ) ;
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// Final chat message
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let chatOptions = {
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content : "<strong>Test : " + rollData . selectedCarac . label + " / " + resumeCompetence + "</strong>"
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+ "<br>Difficultés <strong>libre : " + rollData . diffLibre + "</strong> / conditions : " + Misc . toSignedString ( rollData . diffConditions ) + " / état : " + rollData . etat
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+ RdDResolutionTable . explain ( rolled )
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+ "<br><strong>" + quality + "</strong>"
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+ explications + xpmsg
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}
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ChatUtility . chatWithRollMode ( chatOptions , this . name )
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// This an attack, generate the defense message
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if ( defenseMsg ) {
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defenseMsg . rollData = duplicate ( rollData ) ;
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if ( defenseMsg . toSocket ) {
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game . socket . emit ( "system.foundryvtt-reve-de-dragon" , {
msg : "msg_defense" ,
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data : defenseMsg
} ) ;
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if ( game . user . isGM ) { // Always push the message to the MJ
ChatMessage . create ( defenseMsg ) ;
}
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} else {
defenseMsg . whisper = [ game . user ] ;
ChatMessage . create ( defenseMsg ) ;
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}
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}
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// Get damages!
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if ( encaisser ) {
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this . encaisserDommages ( rollData . attackerRoll , attacker ) ;
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}
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}
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/* -------------------------------------------- */
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static _calculMortaliteEncaissement ( rollData , target ) {
const mortalite = target . actor . isEntiteCauchemar ( ) ? "cauchemar" : ( rollData . mortalite ? rollData . mortalite : "mortel" ) ;
console . log ( "Mortalité : " , mortalite , target . actor . data . type ) ;
return mortalite ;
}
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/* -------------------------------------------- */
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_calculBonusDommages ( carac , arme , isForce = false ) {
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if ( arme . name . toLowerCase ( ) == "esquive" ) return 0 ; // Specific case management
let dmgArme = 0 ;
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const dmgPerso = parseInt ( this . data . data . attributs . plusdom . value ) ;
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if ( arme . data . dommages ) {
dmgArme = parseInt ( arme . data . dommages ) + ( isForce ) ? 5 : 0 ;
if ( carac . label == "Tir" ) {
return dmgArme ;
}
if ( carac . label == "Lancer" ) {
return dmgArme + Math . min ( dmgArme , dmgPerso ) ;
}
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}
return dmgArme + dmgPerso ;
}
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/* -------------------------------------------- */
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async _rollLancementDeSort ( rollData , rolled ) {
let sort = duplicate ( rollData . selectedSort ) ;
let closeTMR = true ;
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let coutReve = sort . data . ptreve _reel ; // toujours positionné par cas de sort à ptreve variables
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let explications = "<br>Lancement du sort <strong>" + sort . name + "</strong> : " + Misc . upperFirst ( sort . data . draconic )
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+ " pour " + coutReve + " points de Rêve"
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+ "<br>Depuis la case " + rollData . coord + " (" + TMRUtility . getTMRDescription ( rollData . coord ) . label + ")" ;
let myReve = duplicate ( this . data . data . reve . reve ) ;
if ( rolled . isSuccess ) { // Réussite du sort !
sort . ptreve _reel = coutReve ;
if ( rolled . isPart ) {
coutReve = Math . max ( Math . ceil ( coutReve / 2 ) , 1 ) ;
}
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// Incrémenter/gére le bonus de case
RdDItemSort . incrementBonusCase ( this , sort , rollData . coord ) ;
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if ( myReve . value > coutReve ) {
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explications += "<br>Réussite du sort: " + coutReve + " points de Rêve sont dépensés (Bonus de case : +" + rolled . bonus + "%)" ;
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if ( rollData . isSortReserve ) {
// Mise en réserve
myReve . value -- ;
await this . sortMisEnReserve ( rollData , sort ) ;
closeTMR = false ;
}
}
else {
// Todo 0 pts de reve !!!!
explications += "<br>Pas assez de rêve" ;
mergeObject ( rollData , RdDResolutionTable . getResultat ( "echec" ) ) ;
}
} else {
if ( rolled . isETotal ) { // Echec total !
coutReve *= 2 ;
myReve . value = myReve . value - coutReve ;
explications += "<br><strong>Echec TOTAL</strong> du sort : " + coutReve + " Points de Rêve" ;
} else {
coutReve = 0
explications += "<br>Echec du sort !" ;
}
}
myReve . value = Math . max ( myReve . value - coutReve , 0 ) ;
await this . update ( { "data.reve.reve" : myReve } ) ;
if ( myReve . value == 0 ) { // 0 points de reve
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ChatMessage . create ( { content : this . name + " est réduit à 0 Points de Rêve, et tombe endormi !" } ) ;
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closeTMR = true ;
}
if ( closeTMR ) {
this . currentTMR . close ( ) ; // Close TMR !
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} else {
this . currentTMR . maximize ( ) ; // Re-display TMR
}
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return explications
}
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/* -------------------------------------------- */
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async dormirChateauDormant ( ) {
let message = {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
content : ""
} ;
const blessures = duplicate ( this . data . data . blessures ) ;
console . log ( "dormirChateauDormant" , blessures )
await this . _recupererBlessures ( message , "legere" , blessures . legeres . liste . filter ( b => b . active ) , [ ] ) ;
await this . _recupererBlessures ( message , "grave" , blessures . graves . liste . filter ( b => b . active ) , blessures . legeres . liste ) ;
await this . _recupererBlessures ( message , "legere" , blessures . critiques . liste . filter ( b => b . active ) , blessures . graves . liste ) ;
await this . update ( { "data.blessures" : blessures } ) ;
await this . _recupererVie ( message ) ;
await this . transformerStress ( message ) ;
await this . retourSeuilDeReve ( message ) ;
message . content = "A la fin Chateau Dormant, " + message . content + "<br>Un nouveau jour se lève" ;
ChatMessage . create ( message ) ;
}
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/* -------------------------------------------- */
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async _recupererBlessures ( message , type , liste , moindres ) {
let count = 0 ;
const definitions = RdDUtility . getDefinitionsBlessures ( ) ;
let definition = definitions . find ( d => d . type == type ) ;
for ( let blessure of liste ) {
if ( blessure . jours >= definition . facteur ) {
let rolled = await this . _jetRecuperationConstitution ( Misc . toInt ( blessure . soins _complets ) , message ) ;
blessure . soins _complets = 0 ;
if ( rolled . isSuccess && this . _retrograderBlessure ( type , blessure , moindres ) ) {
message . content += " -- une blessure " + type + " cicatrise" ;
count ++ ;
}
else if ( rolled . isETotal ) {
message . content += " -- une blessure " + type + " s'infecte (temps de guérison augmenté de " + definition . facteur + " jours, perte de vie)" ;
blessure . jours = 0 ;
await this . santeIncDec ( "vie" , - 1 ) ;
}
else {
message . content += " -- une blessure " + type + " reste stable" ;
}
}
else {
blessure . jours ++ ;
}
}
}
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/* -------------------------------------------- */
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_retrograderBlessure ( type , blessure , blessuresMoindres )
{
if ( type != "legere" ) {
let retrograde = blessuresMoindres . find ( b => ! b . active ) ;
if ( ! retrograde ) {
return false ;
}
mergeObject ( retrograde , { "active" : true , "premiers_soins" : 0 , "soins_complets" : 0 , "jours" : 0 , "localisation" : blessure . localisation } ) ;
}
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this . _supprimerBlessure ( blessure ) ;
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return true ;
}
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/* -------------------------------------------- */
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_supprimerBlessure ( blessure ) {
mergeObject ( blessure , { "active" : false , "premiers_soins" : 0 , "soins_complets" : 0 , "jours" : 0 , "localisation" : "" } ) ;
}
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/* -------------------------------------------- */
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async _recupererVie ( message ) {
let blessures = [ ] . concat ( this . data . data . blessures . legeres . liste ) . concat ( this . data . data . blessures . graves . liste ) . concat ( this . data . data . blessures . critiques . liste ) ;
let nbBlessures = blessures . filter ( b => b . active ) ;
let vieManquante = this . data . data . sante . vie . max - this . data . data . sante . vie . value ;
if ( nbBlessures == 0 && vieManquante > 0 ) {
let bonusSoins = 0 ;
for ( let b of blessures )
{
bonusSoins = Math . max ( bonusSoins , Misc . toInt ( b . soins _complets ) ) ;
}
let rolled = await this . _jetRecuperationConstitution ( bonusSoins , message )
if ( rolled . isSuccess ) {
const gain = Math . min ( rolled . isPart ? 2 : 1 , vieManquante ) ;
message . content += " -- récupération de vie: " + gain ;
await this . santeIncDec ( "vie" , gain ) ;
}
else if ( rolled . isETotal ) {
message . content += " -- perte de vie: 1" ;
await this . santeIncDec ( "vie" , - 1 ) ;
}
else {
message . content += " -- vie stationnaire " ;
}
}
}
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/* -------------------------------------------- */
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async _jetRecuperationConstitution ( bonusSoins , message = undefined ) {
let difficulte = Misc . toInt ( bonusSoins ) + Math . min ( 0 , this . data . data . sante . vie . value - this . data . data . sante . vie . max ) ;
let rolled = await RdDResolutionTable . roll ( this . data . data . carac . constitution . value , difficulte ) ;
if ( message ) {
message . content += RdDResolutionTable . explain ( rolled ) . replace ( /Jet :/ , "Constitution :" ) ;
}
return rolled ;
}
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/* -------------------------------------------- */
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async remiseANeuf ( ) {
let message = {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
content : "Remise à neuf de " + this . name
} ;
const blessures = duplicate ( this . data . data . blessures ) ;
for ( let listeBlessures of [ blessures . legeres . liste , blessures . graves . liste , blessures . critiques . liste ] ) {
for ( let blessure of listeBlessures ) {
this . _supprimerBlessure ( blessure ) ;
}
}
await this . update ( { "data.blessures" : blessures } ) ;
await this . santeIncDec ( "vie" , this . data . data . sante . vie . max - this . data . data . sante . vie . value ) ;
await this . santeIncDec ( "endurance" , this . data . data . sante . endurance . max - this . data . data . sante . endurance . value ) ;
let fatigue = duplicate ( this . data . data . sante . fatigue )
fatigue . value = 0 ;
await this . update ( { "data.sante.fatigue" : fatigue } ) ;
ChatMessage . create ( message ) ;
}
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/* -------------------------------------------- */
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async dormir ( heures = 1 ) {
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let message = {
whisper : ChatUtility . getWhisperRecipientsAndGMs ( this . name ) ,
content : "Vous dormez " + heures + " heure" + ( heures > 1 ? "s" : "" )
} ;
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await this . recupereEndurance ( message ) ;
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for ( let i = 0 ; i < heures ; i ++ ) {
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await this . recupererFatigue ( message ) ;
await this . recuperationReve ( message ) ;
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}
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ChatMessage . create ( message ) ;
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}
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/* -------------------------------------------- */
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async recupereEndurance ( message ) {
const manquant = this . _computeEnduranceMax ( ) - this . data . data . sante . endurance . value ;
if ( manquant > 0 ) {
await this . santeIncDec ( "endurance" , manquant ) ;
message . content += "<br>Vous récuperez " + manquant + " points d'endurance" ;
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}
}
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/* -------------------------------------------- */
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async recupererFatigue ( message ) {
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let fatigue = duplicate ( this . data . data . sante . fatigue )
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const fatigueMin = this . _computeFatigueMin ( ) ;
if ( fatigue . value <= fatigueMin ) {
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message . content += "<br>Vous êtes déjà reposé" ;
return ;
}
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fatigue . value = Math . max ( fatigueMin , this . _calculRecuperationSegment ( fatigue . value ) ) ;
console . log ( "recupererFatigue" , fatigue )
await this . update ( { "data.sante.fatigue" : fatigue } ) ;
if ( fatigue . value == 0 )
{
message . content += "<br>Vous êtes bien reposé" ;
}
}
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/* -------------------------------------------- */
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_calculRecuperationSegment ( actuel )
{
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const segments = RdDUtility . getSegmentsFatigue ( this . data . data . sante . endurance . max ) ;
let cumul = 0 ;
let i ;
for ( i = 0 ; i < 11 ; i ++ ) {
cumul += segments [ i ] ;
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let diff = cumul - actuel ;
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if ( diff >= 0 )
{
const limit2Segments = Math . floor ( segments [ i ] / 2 ) ;
if ( diff > limit2Segments && i > 0 ) {
cumul -= segments [ i - 1 ] ; // le segment est à moins de la moitié, il est récupéré
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}
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cumul -= segments [ i ] ;
break ;
}
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} ;
return cumul ;
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}
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/* -------------------------------------------- */
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async recuperationReve ( message ) {
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const seuil = this . data . data . reve . seuil . value ;
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const reveActuel = this . getReveActuel ( ) ;
if ( reveActuel >= seuil ) {
message . content += "<br>Vous avez suffisament rêvé (seuil " + seuil + ", rêve actuel " + reveActuel + ")" ;
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}
else {
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let deRecuperation = await RdDDice . deDraconique ( ) ;
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console . log ( "recuperationReve" , deRecuperation ) ;
if ( deRecuperation >= 7 )
{
// Rêve de Dragon !
message . content += "<br>Vous faites un <strong>Rêve de Dragon</strong> de " + deRecuperation + " Points de rêve" ;
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message . content += await this . combattreReveDeDragon ( deRecuperation ) ;
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}
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else {
message . content += "<br>Vous récupérez " + deRecuperation + " Points de rêve" ;
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await this . reveActuelIncDec ( deRecuperation ) ;
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}
}
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}
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/* -------------------------------------------- */
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async retourSeuilDeReve ( message ) {
const seuil = this . data . data . reve . seuil . value ;
const reveActuel = this . getReveActuel ( ) ;
if ( reveActuel > seuil ) {
message . content += "<br>Votre rêve redescend vers son seuil naturel (seuil " + seuil + ", nouveau rêve actuel " + ( reveActuel - 1 ) + ")" ;
await this . reveActuelIncDec ( - 1 ) ;
}
}
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/* -------------------------------------------- */
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async combattreReveDeDragon ( force ) {
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let draconic = this . getBestDraconic ( ) ;
let niveau = Math . max ( 0 , draconic . data . niveau ) ;
let etat = this . data . data . compteurs . etat . value ;
let difficulte = niveau - etat - force ;
let reveActuel = this . getReveActuel ( ) ;
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let rolled = await RdDResolutionTable . roll ( reveActuel , difficulte ) ;
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// TODO: xp particulière
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console . log ( "combattreReveDeDragon" , rolled ) ;
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return await this . appliquerReveDeDragon ( rolled , force ) ;
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}
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/* -------------------------------------------- */
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async appliquerReveDeDragon ( roll , force ) {
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let message = "" ;
if ( roll . isSuccess ) {
message += "<br>Vous gagnez " + force + " points de Rêve" ;
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await this . updatePointDeSeuil ( ) ;
await this . reveActuelIncDec ( force ) ;
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}
if ( roll . isPart ) {
// TODO: Dialog pour choix entre HR opu général?
let tete = "à déterminer" ;
message += "<br>Vous gagnez une Tête de dragon: " + tete ;
}
if ( roll . isEchec ) {
message += "<br>Vous subissez une Queue de Dragon" ;
this . ajouterQueue ( ) ;
}
if ( roll . isETotal ) {
message += "<br>A cause de votre échec total, vous subissez une deuxième Queue de Dragon !"
this . ajouterQueue ( ) ;
}
return message ;
}
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/* -------------------------------------------- */
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async sortMisEnReserve ( rollData , sort ) {
let reserve = duplicate ( this . data . data . reve . reserve ) ;
reserve . list . push ( { coord : rollData . coord , sort : sort , draconic : duplicate ( rollData . selectedDraconic ) } ) ;
await this . update ( { "data.reve.reserve" : reserve } ) ;
this . currentTMR . updateSortReserve ( ) ;
}
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/* -------------------------------------------- */
updateCarac ( caracName , caracValue )
{
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let caracpath = "data.carac." + caracName + ".value"
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if ( caracName == "reve" ) {
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if ( caracValue > Misc . toInt ( this . data . data . reve . seuil . value ) ) {
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this . setPointsDeSeuil ( caracValue ) ;
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}
}
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this . update ( { caracpath : caracValue } ) ;
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}
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/* -------------------------------------------- */
async updateCreatureCompetence ( compName , fieldName , compValue )
{
let comp = RdDUtility . findCompetence ( this . data . items , compName ) ;
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console . log ( comp ) ;
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if ( comp ) {
const update = { _id : comp . _id }
if ( fieldName == "niveau" )
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update [ 'data.niveau' ] = compValue ;
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else if ( fieldName == "dommages" )
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update [ 'data.dommages' ] = compValue ;
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else
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update [ 'data.carac_value' ] = compValue ;
console . log ( update ) ;
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const updated = await this . updateEmbeddedEntity ( "OwnedItem" , update ) ; // Updates one EmbeddedEntity
}
}
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/* -------------------------------------------- */
async updateCompetence ( compName , compValue )
{
let comp = RdDUtility . findCompetence ( this . data . items , compName ) ;
if ( comp ) {
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let troncList = RdDUtility . isTronc ( compName ) ;
let maxNiveau = compValue ;
if ( troncList ) {
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let message = "Vous avez modifié une compétence 'tronc'. Vérifiez que les compétences suivantes évoluent ensemble jusqu'au niveau 0 : " ;
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for ( let troncName of troncList ) {
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message += "<br>" + troncName ;
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}
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ChatMessage . create ( { title : "Compétence Tronc" ,
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content : message } ) ;
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}
const update = { _id : comp . _id , 'data.niveau' : maxNiveau } ;
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const updated = await this . updateEmbeddedEntity ( "OwnedItem" , update ) ; // Updates one EmbeddedEntity
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} else {
console . log ( "Competence not found" , compName ) ;
}
}
/* -------------------------------------------- */
async updateCompetenceXP ( compName , compValue )
{
let comp = RdDUtility . findCompetence ( this . data . items , compName ) ;
if ( comp ) {
const update = { _id : comp . _id , 'data.xp' : compValue } ;
const updated = await this . updateEmbeddedEntity ( "OwnedItem" , update ) ; // Updates one EmbeddedEntity
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} else {
console . log ( "Competence not found" , compName ) ;
}
}
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/* -------------------------------------------- */
async updateCompteurValue ( fieldName , fieldValue )
{
//console.log("Update", fieldName, fieldValue);
let content ;
let compteurs = duplicate ( this . data . data . compteurs ) ;
compteurs [ fieldName ] . value = fieldValue ;
await this . update ( { "data.compteurs" : compteurs } ) ;
}
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/* -------------------------------------------- */
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/ * * T e s t e s i l e c o n t e n e u r d e d e s t i n a t i o n a s u f f i s a m e n t d e c a p a c i t é
* pour recevoir le nouvel objet
* /
testConteneurCapacite ( itemId , conteneurId ) {
if ( ! conteneurId ) return true ; // pas de conteneur (porté sur soi), donc toujours OK.
let conteneur = this . items . find ( conteneur => conteneurId == conteneur . _id ) ; // recup conteneur
//console.log("Conteneur trouvé : ", conteneur);
if ( conteneur && conteneur . type == "conteneur" ) {
let currentEnc = 0 ; // Calculer le total actuel des contenus
for ( let id of conteneur . data . data . contenu ) {
let objet = this . items . find ( objet => ( id == objet . _id ) ) ;
currentEnc += ( objet ) ? objet . data . data . encombrement : 0 ;
}
// Et gérer le nouvel objet
let nouvelObjet = this . items . find ( objet => ( itemId == objet . _id ) ) ;
if ( currentEnc + nouvelObjet . data . data . encombrement > Number ( conteneur . data . data . capacite ) )
return false ;
}
return true ;
}
/* -------------------------------------------- */
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/ * * S u p p r i m e u n i t e m d ' u n c o n t e n e u r , s u r l a b a s e
* de leurs ID * /
async enleverDeConteneur ( itemId , conteneurId ) {
if ( ! conteneurId ) return ; // pas de conteneur (porté sur soi)
let conteneur = this . items . find ( conteneur => conteneurId == conteneur . _id ) ; // recup conteneur
if ( conteneur ) { // Si présent
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let data2use = duplicate ( conteneur . data ) ;
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//console.log("Suppression du conteneur1", conteneurId, itemId, conteneur.data.data.contenu);
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let contenu = data2use . data . contenu ;
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let index = contenu . indexOf ( itemId ) ;
while ( index >= 0 ) { // Force cleanup, itemId is unique
contenu . splice ( index , 1 ) ;
index = contenu . indexOf ( itemId ) ;
}
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await this . updateEmbeddedEntity ( "OwnedItem" , data2use ) ;
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}
}
/* -------------------------------------------- */
/ * * A j o u t e u n i t e m d a n s u n c o n t e n e u r , s u r l a b a s e
* de leurs ID * /
async ajouterAConteneur ( itemId , conteneurId ) {
if ( ! conteneurId ) return ; // pas de conteneur (porté sur soi)
let conteneur = this . items . find ( conteneur => conteneurId == conteneur . _id ) ;
if ( conteneur && conteneur . type == 'conteneur' ) {
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let data2use = duplicate ( conteneur . data ) ;
data2use . data . contenu . push ( itemId ) ;
await this . updateEmbeddedEntity ( "OwnedItem" , data2use ) ;
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}
}
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/* -------------------------------------------- */
detectSurEncombrement ( ) {
let diffEnc = Number ( this . encombrementTotal ) - Number ( this . data . data . attributs . encombrement . value ) ;
if ( diffEnc > 0 ) { // Sur-encombrement
let malus = Math . round ( diffEnc ) ;
malus = ( malus == 0 ) ? 1 : malus ; // Always 1 at least
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//console.log("Sur enc malus", malus);
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return malus ;
}
return 0 ;
}
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/* -------------------------------------------- */
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async computeEncombrementTotalEtMalusArmure ( ) {
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let totalEnc = 0 ;
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let malusArmureData = duplicate ( this . data . data . attributs . malusarmure ) ;
let newMalusArmure = 0 ;
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for ( const item of this . data . items ) {
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if ( item . type == 'armure' && item . data . equipe ) { // Armure équipée, intégration du malus armure total
newMalusArmure += item . data . malus ;
}
// Calcul encombrement
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if ( item . data && item . data . encombrement != undefined ) {
if ( ! Number ( item . data . encombrement ) ) item . data . encombrement = 0 ; // Auto-fix
if ( ! item . data . quantite ) item . data . quantite = 1 ; // Auto-fix
item . data . encTotal = Number ( item . data . encombrement ) * Number ( item . data . quantite ) ;
//console.log("Enc:", item.name, item.data.encombrement, item.data.quantite, item.data.encTotal);
totalEnc += item . data . encTotal ;
} else {
item . data . encTotal = 0 ; // Force default enc
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}
}
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// Mise à jour valeur totale et états
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this . encombrementTotal = totalEnc ;
this . detectSurEncombrement ( ) ;
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// Mise à jour éventuelle du malus armure
if ( newMalusArmure != malusArmureData . value ) {
malusArmureData . value = newMalusArmure ;
await this . update ( { "data.attributs.malusarmure" : malusArmureData } ) ;
}
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}
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computeResumeBlessure ( blessures = this . data . data . blessures ) {
let nbLegeres = this . countBlessures ( blessures . legeres . liste ) ;
let nbGraves = this . countBlessures ( blessures . graves . liste ) ;
let nbCritiques = this . countBlessures ( blessures . critiques . liste ) ;
let resume = "Blessures:" ;
if ( nbCritiques > 0 || nbGraves > 0 || nbLegeres > 0 ) {
if ( nbLegeres > 0 ) {
resume += " " + nbLegeres + " légères" ;
}
if ( nbGraves > 0 ) {
if ( nbLegeres > 0 )
resume += "," ;
resume += " " + nbGraves + " graves" ;
}
if ( nbCritiques > 0 ) {
if ( nbGraves > 0 || nbLegeres > 0 )
resume += "," ;
resume += " une CRITIQUE !" ;
}
}
else {
resume += " aucune" ;
}
return resume ;
}
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/* -------------------------------------------- */
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computeEtatGeneral ( )
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{
let data = this . data . data ;
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// Pas d'état général pour les entités forçage à 0
if ( this . data . type == 'entite' ) {
data . compteurs . etat . value = 0 ;
return ;
}
// Pour les autres
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let state = 0 , surenc = 0 ;
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state = state - ( data . sante . vie . max - data . sante . vie . value ) ;
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if ( data . sante . fatigue ) // Creatures n'ont pas de fatigue
state = state + RdDUtility . currentFatigueMalus ( data . sante . fatigue . value , data . sante . endurance . max ) ;
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state = state ;
surenc = - this . detectSurEncombrement ( ) ;
data . compteurs . etat . value = state ;
data . compteurs . surenc . value = surenc ;
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}
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/* -------------------------------------------- */
async ajouterRefoulement ( value = 1 ) {
let ret = "none" ;
let refoulement = duplicate ( this . data . data . reve . refoulement ) ;
refoulement . value = refoulement . value + value ;
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let total = new Roll ( "1d20" ) . roll ( ) . total ;
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if ( total <= refoulement . value ) {
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refoulement . value = 0 ;
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this . ajouterSouffle ( ) ;
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ret = "souffle" ;
}
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await this . update ( { "data.reve.refoulement" : refoulement } ) ;
return ret ;
}
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/* -------------------------------------------- */
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ajouterSouffle ( ) {
let souffle = RdDRollTables . getSouffle ( ) ;
// ChatMessage.create({
// title: "Souffle de Dragon",
// content: this.name + " subit un Souffle de Dragon : " + souffle.name
// });
// this.actor.createOwnedItem(souffle);
}
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/* -------------------------------------------- */
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async ajouterQueue ( ) {
// TODO: Déterminer si Thanatos a été utilisé? => laisser le joueur ne pas choisir Thanatos => choisir sa voie?
let utiliseThanatos = false ;
let queue ;
if ( utiliseThanatos ) {
queue = await RdDRollTables . getOmbre ( ) ;
// mettre à jour: plus d'ombre en vue
}
else {
queue = await RdDRollTables . getQueue ( ) ;
}
/ *
// TODO: convertir la queue obtenue en nouvel item ...
// ou bien l'ajouter à la liste spécifique => this.data.data.reve.queues
this . createOwnedItem ( queue ) ;
ChatMessage . create ( {
content : this . name + " subit un Queue de Dragon : " + queue . name
} ) ;
return queue . name ;
* /
}
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/* -------------------------------------------- */
async deleteTMRRencontreAtPosition ( ) {
let rencontres = duplicate ( this . data . data . reve . rencontre ) ;
let len = rencontres . list . length ;
let i = 0 ;
//console.log("List", rencontres, len);
let newTable = [ ] ;
for ( i = 0 ; i < len ; i ++ ) {
if ( rencontres . list [ i ] . coord != this . data . data . reve . tmrpos . coord )
newTable . push ( rencontres . list [ i ] ) ;
}
if ( newTable . length != len ) {
rencontres . list = newTable ;
//console.log("Result: ", rencontres);
await this . update ( { "data.reve.rencontre" : rencontres } ) ;
}
}
/* -------------------------------------------- */
async addTMRRencontre ( currentRencontre ) {
let rencontres = duplicate ( this . data . data . reve . rencontre ) ;
let len = rencontres . list . length ;
let i = 0 ;
let already = false ;
for ( i = 0 ; i < len ; i ++ ) {
if ( rencontres . list [ i ] . coord == this . data . data . reve . tmrpos . coord )
already = true ;
}
if ( ! already ) {
rencontres . list . push ( { coord : this . data . data . reve . tmrpos . coord , rencontre : currentRencontre } ) ;
await this . update ( { "data.reve.rencontre" : rencontres } ) ;
}
}
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/* -------------------------------------------- */
async updateCoordTMR ( coord ) {
let tmrPos = duplicate ( this . data . data . reve . tmrpos ) ;
tmrPos . coord = coord ;
await this . update ( { "data.reve.tmrpos" : tmrPos } ) ;
}
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/* -------------------------------------------- */
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async reveActuelIncDec ( value ) {
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let reve = duplicate ( this . data . data . reve . reve ) ;
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reve . value = Math . max ( reve . value + value , 0 ) ;
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await this . update ( { "data.reve.reve" : reve } ) ;
}
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/* -------------------------------------------- */
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async updatePointDeSeuil ( value = 1 ) {
const seuil = Misc . toInt ( this . data . data . reve . seuil . value ) ;
const reve = Misc . toInt ( this . data . data . carac . reve . value ) ;
if ( seuil < reve ) {
await this . setPointsDeSeuil ( Math . min ( seuil + value , reve ) ) ;
}
}
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/* -------------------------------------------- */
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async setPointsDeSeuil ( value ) {
let seuil = duplicate ( this . data . data . reve . seuil ) ;
seuil . value = value ;
await this . update ( { "data.reve.seuil" : seuil } ) ;
}
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/* -------------------------------------------- */
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testSiSonne ( sante , endurance )
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{
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let result = new Roll ( "1d20" ) . roll ( ) . total ;
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if ( result <= endurance )
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sante . sonne . value = false ;
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if ( result > endurance || result == 20 ) // 20 is always a failure
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sante . sonne . value = true ;
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if ( result == 1 ) {
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sante . sonne . value = false ;
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let xp = Misc . toInt ( this . data . data . carac . constitution . xp ) + 1 ;
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this . update ( { "data.carac.constitution.xp" : xp } ) ; // +1 XP !
// TODO : Output to chat
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}
}
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/* -------------------------------------------- */
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countBlessures ( blessuresListe )
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{
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return blessuresListe . filter ( b => b . active ) . length
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}
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/* -------------------------------------------- */
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async santeIncDec ( name , inc , isCritique = false ) {
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const sante = duplicate ( this . data . data . sante ) ;
let data = sante [ name ] ;
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if ( data == undefined ) {
return ;
}
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let minValue = 0 ;
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if ( this . type == 'personnage' ) {
// TODO: les animaux/humanoïdes on théoriquement aussi un sconst, mais la SPA n'est pas passé par là
minValue = name == "vie" ? - Number ( this . data . data . attributs . sconst . value ) : 0 ;
}
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let newValue = Math . max ( minValue , Math . min ( data . value + inc , data . max ) ) ;
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//console.log("New value ", inc, minValue, newValue);
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if ( name == "endurance" && this . data . type != 'entite' ) {
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if ( sante . fatigue && inc < 0 ) { // Each endurance lost -> fatigue lost
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sante . fatigue . value = sante . fatigue . value - inc
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}
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if ( ! isCritique && newValue == 0 && inc < 0 ) { // perte endurance et endurance devient 0 -> -1 vie sauf si coup critique
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sante . vie . value = sante . vie . value - 1 ;
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}
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newValue = Math . max ( 0 , newValue ) ;
if ( inc > 0 ) { // le max d'endurance s'applique seulement à la récupération
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newValue = Math . min ( newValue , this . _computeEnduranceMax ( ) )
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}
if ( data . value - newValue > 1 ) {
this . testSiSonne ( sante , newValue ) ; // Peut-être sonné si 2 points d'endurance perdus d'un coup
} else if ( inc > 0 ) {
sante . sonne . value = false ;
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}
}
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data . value = newValue ;
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//console.log(name, inc, data.value, newValue, minValue, data.max);
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if ( sante . fatigue ) { // If endurance lost, then the same amount of fatigue cannot be recovered
sante . fatigue . value = Math . max ( sante . fatigue . value , this . _computeFatigueMin ( ) ) ;
}
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//console.log("SANTE::::", sante);
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await this . update ( { "data.sante" : sante } ) ;
}
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/* -------------------------------------------- */
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_computeFatigueMin ( ) {
return this . data . data . sante . endurance . max - this . data . data . sante . endurance . value ;
}
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/* -------------------------------------------- */
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_computeEnduranceMax ( ) {
let blessures = this . data . data . blessures ;
let diffVie = this . data . data . sante . vie . max - this . data . data . sante . vie . value ;
let maxEndVie = this . data . data . sante . endurance . max - ( diffVie * 2 ) ;
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let nbGraves = this . countBlessures ( blessures . graves . liste ) ;
let nbCritiques = this . countBlessures ( blessures . critiques . liste ) ;
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let maxEndGraves = Math . floor ( this . data . data . sante . endurance . max / ( 2 * nbGraves ) ) ;
let maxEndCritiques = nbCritiques > 0 ? 1 : this . data . data . sante . endurance . max ;
return Math . max ( 0 , Math . min ( maxEndVie , maxEndGraves , maxEndCritiques ) ) ;
}
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/* -------------------------------------------- */
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async manageBlessureFromSheet ( bType , index , active ) {
let bList = duplicate ( this . data . data . blessures ) ;
let blessure = bList [ bType + "s" ] . liste [ index ] ;
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blessure . active = ! blessure . active ;
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if ( ! blessure . active ) {
blessure . premiers _soins = 0 ;
blessure . soins _complets = 0 ;
blessure . jours = 0 ;
blessure . localisation = "" ;
}
//console.log("Blessure update", bType, index, blessure, bList );
await this . update ( { 'data.blessures' : bList } ) ;
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}
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/* -------------------------------------------- */
async setDataBlessureFromSheet ( bType , index , psoins , pcomplets , jours , loc ) {
let bList = duplicate ( this . data . data . blessures ) ;
let blessure = bList [ bType + "s" ] . liste [ index ] ;
blessure . premiers _soins = psoins ;
blessure . soins _complets = pcomplets ;
blessure . jours = jours ;
blessure . localisation = loc ;
await this . update ( { 'data.blessures' : bList } ) ;
}
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/* -------------------------------------------- */
manageBlessures ( blessuresData )
{
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// Fast exit
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if ( this . data . type == 'entite' ) return ; // Une entité n'a pas de blessures
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if ( blessuresData . legeres + blessuresData . graves + blessuresData . critiques == 0 ) return ;
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let workData = duplicate ( blessuresData ) ;
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let blessures = duplicate ( this . data . data . blessures ) ;
// Manage blessures
if ( workData . legeres > 0 ) {
for ( let k = 0 ; k < blessures . legeres . liste . length ; k ++ ) {
let bless = blessures . legeres . liste [ k ] ;
if ( ! bless . active ) {
bless . active = true ;
bless . loc = workData . locName ;
workData . legeres -- ;
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}
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if ( workData . legeres == 0 ) break ;
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}
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}
if ( workData . legeres > 0 ) {
workData . graves += 1 ;
blessuresData . graves += 1 ;
}
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if ( workData . graves > 0 ) {
for ( let k = 0 ; k < blessures . graves . liste . length ; k ++ ) {
let bless = blessures . graves . liste [ k ] ;
if ( ! bless . active ) {
bless . active = true ;
bless . loc = workData . locName ;
workData . graves -- ;
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}
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if ( workData . graves == 0 ) break ;
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}
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}
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if ( workData . graves > 0 ) {
workData . critiques = 1 ;
blessuresData . critiques = 1 ;
}
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if ( workData . critiques > 0 ) {
workData . endurance = this . data . data . sante . endurance . value ; // Patch with real endurance current value (ie end -> 0 when critique)
blessures . critiques . liste [ 0 ] . active = true ;
blessures . critiques . liste [ 0 ] . loc = workData . locName ;
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}
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this . update ( { "data.blessures" : blessures } ) ;
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}
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/* -------------------------------------------- */
async stressTest ( ) {
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const message = {
content : "" ,
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whisper : ChatMessage . getWhisperRecipients ( game . user . name )
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} ;
await this . transformerStress ( message ) ;
ChatMessage . create ( message ) ;
}
async transformerStress ( message ) {
const stress = Misc . toInt ( this . data . data . compteurs . stress . value ) ;
if ( stress <= 0 ) {
return ;
}
let stressRoll = await this . _stressRoll ( ) ;
let convertis = Math . floor ( stress * stressRoll . factor ) ;
let compteurs = duplicate ( this . data . data . compteurs ) ;
compteurs . experience . value += convertis ;
compteurs . stress . value = Math . max ( stress - convertis - 1 , 0 ) ;
message . content += "<br>Vous transformez " + convertis + " points de Stress en Expérience" + stressRoll . comment ;
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await this . update ( { "data.compteurs" : compteurs } ) ;
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}
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/* -------------------------------------------- */
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async _stressRoll ( ) {
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let reveActuel = this . getReveActuel ( ) ;
let result = await RdDResolutionTable . roll ( reveActuel , 0 ) ;
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console . log ( "_stressRoll" , result ) ;
switch ( result . code ) {
case "sign" : return { factor : 0.75 , comment : " (75%): " + result . quality + " - " + result . roll + " sur " + result . score + "%" }
case "norm" : return { factor : 0.5 , comment : " (50%): " + result . quality + " - " + result . roll + " sur " + result . score + "%" }
case "echec" : return { factor : 0.2 , comment : " (20%): " + result . quality + " - " + result . roll + " sur " + result . score + "%" }
case "epart" : return { factor : 0.1 , comment : " (10%): " + result . quality + " - " + result . roll + " sur " + result . score + "%" }
case "etotal" : return { factor : 0 , comment : " (0%): " + result . quality + " - " + result . roll + " sur " + result . score + "%" }
case "part" :
{
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let second = await RdDResolutionTable . roll ( reveActuel , 0 ) ;
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console . log ( "_stressRoll" , second ) ;
switch ( second . code ) {
case "part" : case "sign" :
return { factor : 1.5 , comment : " (150%): Double Particulière - " + result . roll + " puis " + second . roll + " sur " + result . score + "%" }
default :
return { factor : 1 , comment : " (150%): " + result . quality + " - " + result . roll + " puis " + second . roll + " sur " + result . score + "%" }
}
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}
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}
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}
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/* -------------------------------------------- */
async rollUnSort ( coord ) {
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let draconicList = this . getDraconicList ( ) ;
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let sortList = duplicate ( this . getSortList ( ) ) ; // Duplication car les pts de reve sont modifiés dans le sort
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let rollData = {
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selectedCarac : this . data . data . carac . reve ,
etat : this . data . data . compteurs . etat . value ,
draconicList : draconicList ,
sortList : sortList ,
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selectedDraconic : this . getBestDraconic ( ) ,
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selectedSort : sortList [ 0 ] ,
coord : coord ,
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coordLabel : TMRUtility . getTMRDescription ( coord ) . label ,
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finalLevel : 0 ,
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diffConditions : 0 ,
diffLibre : sortList [ 0 ] . data . difficulte , // Per default at startup
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coutreve : Array ( 20 ) . fill ( ) . map ( ( item , index ) => 1 + index ) ,
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ajustementsConditions : CONFIG . RDD . ajustementsConditions ,
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difficultesLibres : CONFIG . RDD . difficultesLibres ,
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malusArmureValue : 0 ,
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surencMalusFlag : false , // A ne pas utiliser pour les sorts
surencMalusValue : 0 ,
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surencMalusApply : false ,
isNatation : false ,
useEncForNatation : false
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}
if ( this . currentTMR ) this . currentTMR . minimize ( ) ; // Hide
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let html = await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-sort.html' , rollData ) ;
new RdDRollDialog ( "sort" , html , rollData , this ) . render ( true ) ;
}
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/* -------------------------------------------- */
async rollCarac ( caracName )
{
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let carac = this . getCaracByName ( caracName ) ;
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let rollData = {
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selectedCarac : carac ,
ajustementsConditions : CONFIG . RDD . ajustementsConditions ,
difficultesLibres : CONFIG . RDD . difficultesLibres ,
etat : this . data . data . compteurs . etat . value ,
finalLevel : 0 ,
diffConditions : 0 ,
diffLibre : 0 ,
malusArmureValue : ( this . data . data . attributs ) ? this . data . data . attributs . malusarmure . value : 0 ,
surencMalusFlag : ( this . data . data . compteurs . surenc . value < 0 ) ,
surencMalusValue : this . data . data . compteurs . surenc . value ,
surencMalusApply : false ,
isNatation : false ,
useEncForNatation : false
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}
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console . log ( caracName , rollData ) ;
let html = await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html' , rollData ) ;
new RdDRollDialog ( "carac" , html , rollData , this ) . render ( true ) ;
}
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async appelChance ( )
{
let rollData = {
selectedCarac : this . getCaracByName ( 'chance-actuelle' ) ,
diffConditions : this . ajustementAstrologique ( )
}
const dialog = await RdDRoll . create (
'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html' ,
this ,
rollData ,
{
name : 'appelChance' ,
label : 'Appel à la chance' ,
callbacks : [
{ action : rollData => this . _appelChanceResultat ( rollData ) }
]
}
) ;
dialog . render ( true ) ;
}
_appelChanceResultat ( rollData ) {
const message = {
user : game . user . _id ,
alias : this . name ,
content : this . name + " fait appel à la chance" + RdDResolutionTable . explain ( rollData . rolled )
} ;
if ( rollData . rolled . isSuccess ) {
message . content += "<br>Dépense d'un point de chance, l'action peut être retentée"
this . chanceActuelleIncDec ( - 1 )
}
ChatMessage . create ( message ) ;
}
async chanceActuelleIncDec ( value ) {
let chance = duplicate ( this . data . data . compteurs . chance ) ;
chance . value = Math . max ( chance . value + value , 0 ) ;
await this . update ( { "data.compteurs.chance" : chance } ) ;
}
ajustementAstrologique ( ) {
//TODO: selon heure et heure de naissance...
return 0 ;
}
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getCaracByName ( caracName ) {
switch ( caracName )
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{
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case 'reveActuel' :
return {
label : 'Rêve Actuel' ,
value : this . getReveActuel ( ) ,
type : "number" ,
ignoreEtatGeneral : true
} ;
case 'chance-actuelle' :
return {
type : "number" ,
value : this . getChanceActuel ( ) ,
label : 'Chance actuelle' ,
ignoreEtatGeneral : true
} ;
default :
return this . data . data . carac [ caracName ] ; // Per default
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}
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}
/* -------------------------------------------- */
getSortList ( ) {
return this . data . items . filter ( item => item . type == "sort" ) ;
}
/* -------------------------------------------- */
getDraconicList ( ) {
return this . data . items . filter ( item => item . data . categorie == 'draconic' )
}
/* -------------------------------------------- */
async displayTMR ( mode = "normal" )
{
let isRapide = mode == "rapide"
if ( mode != "visu" )
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{
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let minReveValue = ( isRapide ) ? 3 : 2 ;
if ( this . getReveActuel ( ) < minReveValue ) {
ChatMessage . create ( {
content : "Vous n'avez plus assez de Points de Reve pour monter dans les Terres Médianes" ,
whisper : ChatMessage . getWhisperRecipients ( game . user . name ) } ) ;
return ;
}
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}
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// Notification au MJ
ChatMessage . create ( { content : game . user . name + " est monté dans les TMR en mode : " + mode , whisper : ChatMessage . getWhisperRecipients ( "GM" ) } ) ;
let data = {
fatigue : {
malus : RdDUtility . calculMalusFatigue ( this . data . data . sante . fatigue . value , this . data . data . sante . endurance . max ) ,
html : "<table class='table-fatigue'>" + RdDUtility . makeHTMLfatigueMatrix ( this . data . data . sante . fatigue . value , this . data . data . sante . endurance . max ) . html ( ) + "</table>"
} ,
draconic : this . getDraconicList ( ) ,
sort : this . getSortList ( ) ,
caracReve : this . data . data . carac . reve . value ,
pointsReve : this . getReveActuel ( ) ,
isRapide : isRapide
}
let html = await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html' , data ) ;
this . currentTMR = new RdDTMRDialog ( html , this , data , mode ) ;
this . currentTMR . render ( true ) ;
}
/* -------------------------------------------- */
rollArme ( armeName , competenceName = undefined ) {
let armeItem = this . data . items . find ( item => item . type === "arme" && ( item . name === armeName ) ) ;
if ( armeItem ) {
if ( competenceName == undefined ) competenceName = armeItem . data . competence ;
this . rollCompetence ( competenceName , armeItem ) ;
} else {
this . rollCompetence ( armeName ) ; //Bypass mode!
}
}
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/* -------------------------------------------- */
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async rollCompetence ( name , armeItem = undefined , attackerRoll = undefined , attacker = undefined ) {
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let competence = RdDUtility . findCompetence ( this . data . items , name ) ;
console . log ( "rollCompetence !!!" , competence , armeItem , attackerRoll ) ;
// Common rollData values
let rollData = {
ajustementsConditions : CONFIG . RDD . ajustementsConditions ,
difficultesLibres : CONFIG . RDD . difficultesLibres ,
etat : this . data . data . compteurs . etat . value ,
diffConditions : 0 ,
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forceValue : this . data . data . carac . force . value , // Utilisé pour le jet de recul
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diffLibre : ( attackerRoll ) ? attackerRoll . diffLibre : 0 ,
attackerRoll : attackerRoll ,
finalLevel : 0 ,
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coupsNonMortels : false ,
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malusArmureValue : ( this . data . data . attributs ) ? this . data . data . attributs . malusarmure . value : 0 ,
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surencMalusFlag : ( this . data . data . compteurs . surenc . value < 0 ) ,
surencMalusValue : this . data . data . compteurs . surenc . value ,
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surencMalusApply : false ,
isNatation : name . toLowerCase ( ) . includes ( "natation" ) ,
useEncForNatation : false ,
encValueForNatation : ( this . encombrementTotal ) ? Math . round ( this . encombrementTotal ) : 0
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}
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if ( competence . type == 'competencecreature' ) { // Specific case for Creatures
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if ( competence . data . iscombat ) {
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armeItem = { name : name , data : { dommages : competence . data . dommages , dommagesReels : competence . data . dommages } } ;
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}
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competence . data . defaut _carac = "carac_creature" ; // Fake default competence
competence . data . categorie = "creature" ; // Fake default competence
rollData . competence = competence ;
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rollData . arme = armeItem ;
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rollData . carac = { carac _creature : { label : name , value : competence . data . carac _value } } ;
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} else { // Usual competence
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rollData . competence = competence ;
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if ( armeItem ) {
armeItem . data . dommagesReels = armeItem . data . dommages ; // Per default
if ( ! armeItem . data . unemain && ! armeItem . data . deuxmains ) // Force default
armeItem . data . unemain = true ;
if ( armeItem . data . unemain && armeItem . data . deuxmains ) { // manage 1/2 main
//console.log("Weapon", armeItem.data.dommages);
if ( armeItem . data . dommages . includes ( "/" ) ) { // Sanity check
if ( name . toLowerCase ( ) . includes ( "1 main" ) )
armeItem . data . dommagesReels = Number ( armeItem . data . dommages . split ( "/" ) [ 0 ] ) ;
else // 2 mains
armeItem . data . dommagesReels = Number ( armeItem . data . dommages . split ( "/" ) [ 1 ] ) ;
} else {
ui . notifications . info ( "Les dommages de l'arme à 1/2 mains " + name + " ne sont pas corrects (ie sous la forme X/Y)" ) ;
}
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}
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}
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rollData . arme = armeItem ;
rollData . carac = this . data . data . carac ;
}
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let html = await renderTemplate ( 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' , rollData ) ;
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if ( rollData . arme ) {
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if ( await this . targetEntiteNonAccordee ( this . _getTarget ( ) , 'avant-attaque' ) ) {
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return ;
}
new RdDRollDialog ( "arme" , html , rollData , this , attacker ) . render ( true ) ;
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} else {
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new RdDRollDialog ( "competence" , html , rollData , this , attacker ) . render ( true ) ;
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}
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}
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_getTarget ( ) {
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if ( game . user . targets && game . user . targets . size == 1 ) {
for ( let target of game . user . targets ) {
return target ;
}
}
return undefined ;
}
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/* -------------------------------------------- */
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async equiperObjet ( itemID ) {
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let item = this . getOwnedItem ( itemID ) ;
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if ( item && item . data . data ) {
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let update = { _id : item . _id , "data.equipe" : ! item . data . data . equipe } ;
await this . updateEmbeddedEntity ( "OwnedItem" , update ) ;
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this . computeEncombrementTotalEtMalusArmure ( ) ; // Mise à jour encombrement
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}
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}
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/* -------------------------------------------- */
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computeArmure ( locData , domArmePlusDom )
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{
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let protection = 0 ;
for ( const item of this . data . items ) {
if ( item . type == "armure" && item . data . equipe ) {
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let update = duplicate ( item ) ;
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protection += new Roll ( update . data . protection . toString ( ) ) . roll ( ) . total ;
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update . data . deterioration += domArmePlusDom ;
domArmePlusDom = 0 ; // Reset it
if ( update . data . deterioration >= 10 ) {
update . data . deterioration = 0 ;
if ( update . data . protection . toString ( ) . length == 1 )
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update . data . protection = "1d" + update . data . protection + "-0" ;
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else {
let regex = /d\(d+)\-(\d+)/g ;
let res = regex . exec ( update . data . protection ) ;
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update . data . protection = "1d" + res [ 1 ] + "-" + ( parseInt ( res [ 2 ] ) + 1 ) ;
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}
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ChatMessage . create ( { content : "Détérioration d'armure: " + update . data . protection } ) ;
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}
this . updateEmbeddedEntity ( "OwnedItem" , update ) ;
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}
}
console . log ( "Final protect" , protection ) ;
return protection ;
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}
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/* -------------------------------------------- */
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async encaisserDommages ( attackerRoll , attacker = undefined ) {
if ( attacker && ! await attacker . accorder ( this , 'avant-encaissement' ) ) {
return ;
}
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console . log ( "encaisserDommages" , attackerRoll )
const armure = this . computeArmure ( attackerRoll . loc , attackerRoll . domArmePlusDom ) ;
let degatsReel = attackerRoll . degats - armure ;
let result = RdDUtility . computeBlessuresSante ( degatsReel , attackerRoll . mortalite ) ;
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await this . santeIncDec ( "vie" , result . vie ) ;
await this . santeIncDec ( "endurance" , result . endurance , ( result . critiques > 0 ) ) ;
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result . locName = ( attackerRoll . loc ) ? attackerRoll . loc . label : "Corps" ;
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this . manageBlessures ( result ) ; // Will upate the result table
const blessureLegere = ( result . legeres > 0 ? "une blessure légère" : "" ) ;
const blessureGrave = ( result . graves > 0 ? "une blessure grave" : "" ) ;
const blessureCritique = ( result . critiques > 0 ? "une blessure critique" : "" ) ;
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let commonMsg = { title : "Blessures !" , content : this . data . name + " a encaissé : " +
"<br>Encaissement final : " + degatsReel +
"<br>" + blessureLegere + blessureGrave + blessureCritique }
let addonMsg = "<br>Et a perdu : <br>" + result . endurance + " Endurance et " + result . vie + " Points de Vie" ;
if ( this . hasPlayerOwner ) {
commonMsg . content += addonMsg ; // Message pour tout le monde
ChatMessage . create ( commonMsg ) ;
} else { // Le defenseur n'est pas un PJ, donc message complet uniquement pour le MJ
ChatMessage . create ( commonMsg ) ; // Message pour tout le monde
let gmMsg = duplicate ( commonMsg ) ;
gmMsg . content = addonMsg ; // Et message complémentaire uniquement pour le MJ
gmMsg . whisper = ChatMessage . getWhisperRecipients ( "GM" ) ;
ChatMessage . create ( gmMsg ) ;
}
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this . computeEtatGeneral ( ) ;
this . sheet . render ( true ) ;
}
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/* -------------------------------------------- */
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parerAttaque ( attackerRoll , armeId , attacker = undefined )
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{
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let armeItem = this . getOwnedItem ( armeId ) ; // Item.data.data !
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console . log ( "Going to PARY !!!!!!!!!" , armeItem , attackerRoll . diffLibre ) ;
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this . rollCompetence ( armeItem . data . data . competence , armeItem . data , attackerRoll , attacker ) ;
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}
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/* -------------------------------------------- */
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esquiverAttaque ( attackerRoll , attacker = undefined )
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{
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this . rollCompetence ( "esquive" , undefined , attackerRoll , attacker ) ;
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}
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/* -------------------------------------------- */
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/** @override */
getRollData ( ) {
const data = super . getRollData ( ) ;
return data ;
}
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/* -------------------------------------------- */
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/* -- entites -- */
/* retourne true si on peut continuer, false si on ne peut pas continuer */
async targetEntiteNonAccordee ( target , when = 'avant-encaissement' )
{
if ( target )
{
return ! await this . accorder ( target . actor , when ) ;
}
return false ;
}
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/* -------------------------------------------- */
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async accorder ( entite , when = 'avant-encaissement' )
{
if ( when != game . settings . get ( "foundryvtt-reve-de-dragon" , "accorder-entite-cauchemar" )
|| ! entite . isEntiteCauchemar ( )
|| entite . isEntiteCauchemarAccordee ( this ) ) {
return true ;
}
let rolled = await RdDResolutionTable . roll ( this . getReveActuel ( ) , - Number ( entite . 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 . name )
} ;
if ( rolled . isSuccess ) {
await entite . setEntiteReveAccordee ( this ) ;
message . content += this . name + " s'est accordé avec " + entite . name ;
}
else {
message . content += this . name + " n'est pas accordé avec " + entite . name ;
}
ChatMessage . create ( message ) ;
return rolled . isSuccess ;
}
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/* -------------------------------------------- */
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isEntiteCauchemar ( )
{
return this . data . type == 'entite' ;
}
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/* -------------------------------------------- */
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isEntiteCauchemarAccordee ( attaquant )
{
if ( ! this . isEntiteCauchemar ( ) ) { return true ; }
let resonnance = this . data . data . sante . resonnance ;
return ( resonnance . actors . find ( it => it == attaquant . _id ) ) ;
}
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/* -------------------------------------------- */
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async setEntiteReveAccordee ( attaquant )
{
if ( ! this . isEntiteCauchemar ( ) ) {
ui . notifications . error ( "Impossible de s'accorder à " + this . name + ": ce n'est pas une entite de cauchemer/rêve" ) ;
return ;
}
let resonnance = duplicate ( this . data . data . sante . resonnance ) ;
if ( resonnance . actors . find ( it => it == attaquant . _id ) ) {
// déjà accordé
return ;
}
resonnance . actors . push ( attaquant . _id ) ;
await this . update ( { "data.sante.resonnance" : resonnance } ) ;
return ;
}
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}
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