Merge pull request 'v10' (#576) from VincentVk/foundryvtt-reve-de-dragon:v10 into v10

Reviewed-on: #576
This commit is contained in:
uberwald 2022-11-18 11:24:12 +01:00
commit 091ce15dce
11 changed files with 85 additions and 48 deletions

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@ -3199,11 +3199,12 @@ export class RdDActor extends Actor {
signes: this.listItemsData("signedraconique"), signes: this.listItemsData("signedraconique"),
caracReve: this.system.carac.reve.value, caracReve: this.system.carac.reve.value,
pointsReve: this.getReveActuel(), pointsReve: this.getReveActuel(),
isRapide: isRapide isRapide: isRapide,
isGM: game.user.isGM,
hasPlayerOwner: this.hasPlayerOwner
} }
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html', tmrFormData); this.currentTMR = await RdDTMRDialog.create(this, tmrFormData);
this.currentTMR = await RdDTMRDialog.create(html, this, tmrFormData);
this.currentTMR.render(true); this.currentTMR.render(true);
} }

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@ -177,7 +177,7 @@ export class RdDItemArme extends Item {
equipe: true, equipe: true,
rapide: true, rapide: true,
force: 0, force: 0,
dommages: 0, dommages: "0",
dommagesReels: 0, dommagesReels: 0,
mortalite: 'non-mortel', mortalite: 'non-mortel',
competence: 'Corps à corps', competence: 'Corps à corps',

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@ -151,50 +151,61 @@ export class RdDCombatManager extends Combat {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** Retourne une liste triée d'actions d'armes avec le split arme1 main / arme 2 main */ /** Retourne une liste triée d'actions d'armes avec le split arme1 main / arme 2 main / lancer */
static listActionsArmes(armes, competences, carac) { static listActionsArmes(armes, competences, carac) {
// Gestion des armes 1/2 mains let actions = [];
let actionsArme = [];
for (const arme of armes) { for (const arme of armes) {
let action = duplicate(arme) if (arme.system.equipe) {
if (action.system.equipe) { const dommages = arme.system.dommages;
let compData = competences.find(c => c.name == action.system.competence) const tableauDommages = dommages.includes("/") ? dommages.split("/") : [dommages, dommages] ;
if (arme.system.unemain && arme.system.deuxmains && !dommages.includes("/")) {
actionsArme.push(action); ui.notifications.info("Les dommages de l'arme à 1/2 mains " + arme.name + " ne sont pas corrects (ie sous la forme X/Y)");
action.action = 'attaque'; }
action.system.dommagesReels = Number(action.system.dommages); if (arme.system.unemain) {
action.system.niveau = compData.system.niveau; actions.push(RdDCombatManager.$prepareAttaqueArme({
action.system.initiative = RdDCombatManager.calculInitiative(compData.system.niveau, carac[compData.system.defaut_carac].value); arme: arme,
// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence infoMain: "(1 main)",
if (action.system.unemain && !action.system.deuxmains) { dommagesReel: Number(tableauDommages[0]),
action.system.mainInfo = "(1m)"; competence: arme.system.competence,
} else if (!action.system.unemain && action.system.deuxmains) { carac: carac,
action.system.mainInfo = "(2m)"; competences: competences
} else if (action.system.unemain && action.system.deuxmains) { }));
action.system.mainInfo = "(1m)"; }
if (arme.system.deuxmains) {
const comp2m = action.system.competence.replace(" 1 main", " 2 mains"); // Replace ! actions.push(RdDCombatManager.$prepareAttaqueArme({
const comp = competences.find(c => c.name == comp2m) arme: arme,
infoMain: "(2 mains)",
const arme2main = duplicate(action); dommagesReel: Number(tableauDommages[1]),
arme2main.system.mainInfo = "(2m)"; competence: arme.system.competence.replace(" 1 main", " 2 mains"),
arme2main.system.niveau = comp.system.niveau; carac: carac,
arme2main.system.competence = comp2m; competences: competences
arme2main.system.initiative = RdDCombatManager.calculInitiative(arme2main.system.niveau, carac[comp.system.defaut_carac].value); }));
actionsArme.push(arme2main); }
const containsSlash = action.system.dommages.includes("/"); if (arme.system.lancer) {
if (containsSlash) { actions.push(RdDCombatManager.$prepareAttaqueArme({
const tableauDegats = action.system.dommages.split("/"); arme: arme,
action.system.dommagesReels = Number(tableauDegats[0]); infoMain: "(lancer)",
arme2main.system.dommagesReels = Number(tableauDegats[1]); dommagesReel: Number(tableauDommages[0]),
} competence: arme.system.lancer,
else{ carac: carac,
ui.notifications.info("Les dommages de l'arme à 1/2 mains " + action.name + " ne sont pas corrects (ie sous la forme X/Y)"); competences: competences
} }));
} }
} }
} }
return actionsArme.sort(Misc.ascending(armeData => armeData.name + (armeData.system.mainInfo ?? ''))); return actions.sort(Misc.ascending(action => action.name + (action.system.infoMain ?? '')));
}
static $prepareAttaqueArme(infoAttaque) {
const comp = infoAttaque.competences.find(c => c.name == infoAttaque.competence);
const attaque = duplicate(infoAttaque.arme);
attaque.action = 'attaque';
attaque.system.competence = infoAttaque.competence;
attaque.system.dommagesReels = infoAttaque.dommagesReel;
attaque.system.infoMain = infoAttaque.infoMain;
attaque.system.niveau = comp.system.niveau;
attaque.system.initiative = RdDCombatManager.calculInitiative(comp.system.niveau, infoAttaque.carac[comp.system.defaut_carac].value);
return attaque;
} }
static listActionsCreature(competences) { static listActionsCreature(competences) {

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@ -23,7 +23,8 @@ import { RdDCalendrier } from "./rdd-calendrier.js";
export class RdDTMRDialog extends Dialog { export class RdDTMRDialog extends Dialog {
static async create(html, actor, tmrData) { static async create(actor, tmrData) {
let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html', tmrData);
if (tmrData.mode != 'visu') { if (tmrData.mode != 'visu') {
// Notification au MJ // Notification au MJ

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@ -203,6 +203,7 @@ export class RdDUtility {
'systems/foundryvtt-reve-de-dragon/templates/enum-categorie-potion.html', 'systems/foundryvtt-reve-de-dragon/templates/enum-categorie-potion.html',
'systems/foundryvtt-reve-de-dragon/templates/enum-categorie-vehicule.html', 'systems/foundryvtt-reve-de-dragon/templates/enum-categorie-vehicule.html',
'systems/foundryvtt-reve-de-dragon/templates/enum-competence.html', 'systems/foundryvtt-reve-de-dragon/templates/enum-competence.html',
'systems/foundryvtt-reve-de-dragon/templates/enum-competence-lancer.html',
'systems/foundryvtt-reve-de-dragon/templates/enum-herbesoin-ingredient.html', 'systems/foundryvtt-reve-de-dragon/templates/enum-herbesoin-ingredient.html',
'systems/foundryvtt-reve-de-dragon/templates/enum-heures.html', 'systems/foundryvtt-reve-de-dragon/templates/enum-heures.html',
'systems/foundryvtt-reve-de-dragon/templates/enum-initpremierround.html', 'systems/foundryvtt-reve-de-dragon/templates/enum-initpremierround.html',

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@ -644,6 +644,7 @@
"force": "0", "force": "0",
"resistance": 0, "resistance": 0,
"competence": "", "competence": "",
"lancer": "",
"cout": 0, "cout": 0,
"portee_courte": 0, "portee_courte": 0,
"magique": false, "magique": false,

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@ -5,7 +5,15 @@
<tr id="tmrrow1"> <tr id="tmrrow1">
<td> <td>
{{#if (eq mode "visu")}} {{#if (eq mode "visu")}}
<div class="flex-group-center">
<h4>Visualisation!</h4>
</div>
{{else}} {{else}}
{{#if (and isGM hasPlayerOwner)}}
<div class="flex-group-center">
<h4>Le gardien gére les TMR du joueur, le joueur ne peut pas monter dans les TMR!</h4>
</div>
{{/if}}
<div class="flex-group-center"> <div class="flex-group-center">
<img class="small-button-direction" id='dir-top-left' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-top-left.svg'> <img class="small-button-direction" id='dir-top-left' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-top-left.svg'>
<img class="small-button-direction" id='dir-top' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-top.svg'> <img class="small-button-direction" id='dir-top' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-top.svg'>
@ -16,7 +24,6 @@
<img class="small-button-direction" id='dir-bottom' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-bottom.svg'> <img class="small-button-direction" id='dir-bottom' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-bottom.svg'>
<img class="small-button-direction" id='dir-bottom-right' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-bottom-right.svg'> <img class="small-button-direction" id='dir-bottom-right' src='systems/foundryvtt-reve-de-dragon/styles/img/ui/dir-bottom-right.svg'>
</div> </div>
{{/if}}
<div class="flex-group-center lire-signe-draconique"> <div class="flex-group-center lire-signe-draconique">
<a>Lire un signe draconique</a> <a>Lire un signe draconique</a>
</div> </div>
@ -43,7 +50,8 @@
Fatigue Fatigue
<span id="tmr-fatigue-table">{{{fatigue.html}}}</span> <span id="tmr-fatigue-table">{{{fatigue.html}}}</span>
</div> </div>
</td> {{/if}}
</td>
</tr> </tr>
</table> </table>

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@ -0,0 +1,5 @@
{{#each (trier @root.competences) as |competence key|}}
{{#if (eq competence.system.categorie 'lancer')}}
<option value="{{competence.name}}">{{competence.name}}</option>
{{/if}}
{{/each}}

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@ -7,7 +7,7 @@
data-combatant-id="{{../combatant.id}}" data-combatant-id="{{../combatant.id}}"
data-action-index="{{action.index}}" data-action-index="{{action.index}}"
title="{{action.name}}"> title="{{action.name}}">
<label>{{action.name}} {{action.system.mainInfo}}</label> <label>{{action.name}} {{action.system.infoMain}}</label>
</div> </div>
{{/unless}} {{/unless}}
{{/each}} {{/each}}

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@ -6,7 +6,7 @@
data-combatant-id="{{../combatant.id}}" data-combatant-id="{{../combatant.id}}"
data-action-index="{{action.index}}" data-action-index="{{action.index}}"
title="{{action.name}}"> title="{{action.name}}">
<label>init: {{action.name}} {{action.system.mainInfo}}</label> <label>init: {{action.name}} {{action.system.infoMain}}</label>
</div> </div>
{{/each}} {{/each}}
{{#each commandes as |commande key|}} {{#each commandes as |commande key|}}

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@ -11,6 +11,15 @@
{{/select}} {{/select}}
</select> </select>
</div> </div>
<div class="form-group">
<label for="system.lancer">Compétence de lancer</label>
<select name="system.lancer" data-dtype="String">
{{#select system.lancer}}
<option value="">- lancer impossible -</option>
{{>"systems/foundryvtt-reve-de-dragon/templates/enum-competence-lancer.html"}}
{{/select}}
</select>
</div>
<div class="form-group"> <div class="form-group">
<label for="system.dommages">Dommages </label> <label for="system.dommages">Dommages </label>
<input class="attribute-value" type="text" name="system.dommages" value="{{system.dommages}}" data-dtype="String"/> <input class="attribute-value" type="text" name="system.dommages" value="{{system.dommages}}" data-dtype="String"/>