Initiative dans RdDCombatManager
fonction _patch_initiative remplacée par surcharge de la méthode Combat.rollInitiative
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@ -9,6 +9,7 @@ import { RdDItemArme } from "./item-arme.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDBonus } from "./rdd-bonus.js";
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import { Misc } from "./misc.js";
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import { RdDCombatManager } from "./rdd-combat.js";
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/* -------------------------------------------- */
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export class RdDActorSheet extends ActorSheet {
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@ -95,12 +96,12 @@ export class RdDActorSheet extends ActorSheet {
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// To avoid armour and so on...
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data.data.combat = duplicate(RdDUtility.checkNull(data.itemsByType['arme']));
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data.data.combat = RdDUtility._finalizeArmeList(data.data.combat, data.itemsByType.competence, data.data.carac);
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data.data.combat = RdDCombatManager.finalizeArmeList(data.data.combat, data.itemsByType.competence, data.data.carac);
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data.esquive = { name: "Esquive", niveau: data.competenceByCategory?.melee.find(it => it.name == 'Esquive')?.data.niveau ?? -6};
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let corpsACorps = data.competenceByCategory?.melee.find(it => it.name == 'Corps à corps');
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if (corpsACorps) {
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let cc_init = RdDUtility.calculInitiative(corpsACorps.data.niveau, data.data.carac['melee'].value);
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let cc_init = RdDCombatManager.calculInitiative(corpsACorps.data.niveau, data.data.carac['melee'].value);
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data.data.combat.push(RdDItemArme.mainsNues({ niveau: corpsACorps.data.niveau, initiative: cc_init }));
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}
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this.armesList = duplicate(data.data.combat);
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@ -357,7 +358,7 @@ export class RdDActorSheet extends ActorSheet {
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if (combatant) {
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let armeName = event.currentTarget.attributes['data-arme-name'].value;
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let arme = this.armesList.find(a => a.name == armeName);
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RdDUtility.rollInitiativeCompetence(combatant._id, arme);
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RdDCombatManager.rollInitiativeCompetence(combatant._id, arme);
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} else {
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ui.notifications.info("Impossible de lancer l'initiative sans être dans un combat.");
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}
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@ -10,19 +10,26 @@ import { RdDRollTables } from "./rdd-rolltables.js";
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import { ReglesOptionelles } from "./regles-optionelles.js";
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/* -------------------------------------------- */
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export class RdDCombatManager extends Combat {
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export class RdDCombatManager extends Combat {
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static init() {
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/* -------------------------------------------- */
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Hooks.on("getCombatTrackerEntryContext", (html, options) => {
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RdDCombatManager.pushInitiativeOptions(html, options);
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});
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}
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/* -------------------------------------------- */
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cleanItemUse() {
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for(let turn of this.turns) {
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for (let turn of this.turns) {
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turn.actor.resetItemUse()
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}
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}
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/* -------------------------------------------- */
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cleanSonne( ) {
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cleanSonne() {
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for (let combatant of this.data.combatants) {
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combatant.actor.verifierSonneRound( this.current.round );
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combatant.actor.verifierSonneRound(this.current.round);
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}
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}
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@ -33,6 +40,266 @@ export class RdDCombatManager extends Combat {
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this.cleanSonne();
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return super.nextRound();
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}
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/************************************************************************************/
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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console.log(`${game.data.system.data.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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// Structure input data
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ids = typeof ids === "string" ? [ids] : ids;
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const currentId = this.combatant._id;
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// calculate initiative
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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.getCombatant(ids[cId]);
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//if (!c) return results;
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let rollFormula = formula; // Init per default
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if (!rollFormula) {
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let armeCombat, competence;
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if (c.actor.data.type == 'creature' || c.actor.data.type == 'entite') {
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for (const competenceItem of c.actor.data.items) {
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if (competenceItem.data.iscombat) {
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competence = duplicate(competenceItem);
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}
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}
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, competence.data.carac_value) + ")/100)";
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} else {
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for (const item of c.actor.data.items) {
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if (item.type == "arme" && item.data.equipe) {
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armeCombat = duplicate(item);
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}
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}
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let compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.data.competence;
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competence = RdDItemCompetence.findCompetence(c.actor.data.items, compName);
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let bonusEcaille = (armeCombat && armeCombat.data.magique) ? armeCombat.data.ecaille_efficacite : 0;
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, c.actor.data.data.carac[competence.data.defaut_carac].value, bonusEcaille) + ")/100)";
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}
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}
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//console.log("Combatat", c);
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const roll = super._getInitiativeRoll(c, rollFormula);
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if (roll.total <= 0) roll.total = 0.00;
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console.log("Compute init for", rollFormula, roll.total);
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await this.updateEmbeddedEntity("Combatant", { _id: c._id, initiative: roll.total });
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// Send a chat message
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let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
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let messageData = mergeObject(
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{
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speaker: {
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scene: canvas.scene._id,
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actor: c.actor ? c.actor._id : null,
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token: c.token._id,
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alias: c.token.name,
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sound: CONFIG.sounds.dice,
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},
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flavor: `${c.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})
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<br>
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`,
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},
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messageOptions
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);
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roll.toMessage(messageData, { rollMode, create: true });
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RdDCombatManager.processPremierRoundInit();
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}
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return this;
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};
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/* -------------------------------------------- */
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static calculInitiative(niveau, caracValue, bonusEcaille = 0) {
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let base = niveau + Math.floor(caracValue / 2);
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base += bonusEcaille;
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return "1d6" + (base >= 0 ? "+" : "") + base;
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}
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/* -------------------------------------------- */
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/** Retourne une liste triée d'armes avec le split arme1 main / arme 2 main */
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static finalizeArmeList(armes, competences, carac) {
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// Gestion des armes 1/2 mains
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let armesEquipe = [];
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for (const arme of armes) {
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if (arme.data.equipe) {
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armesEquipe.push(arme);
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let comp = competences.find(c => c.name == arme.data.competence);
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arme.data.initiative = RdDCombatManager.calculInitiative(arme.data.niveau, carac[comp.data.defaut_carac].value);
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// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
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if (arme.data.unemain && !arme.data.deuxmains) {
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arme.data.mainInfo = "(1m)";
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} else if (!arme.data.unemain && arme.data.deuxmains) {
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arme.data.mainInfo = "(2m)";
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} else if (arme.data.unemain && arme.data.deuxmains) {
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arme.data.mainInfo = "(1m)";
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let arme2main = duplicate(arme);
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arme2main.data.mainInfo = "(2m)";
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arme2main.data.dommages = arme2main.data.dommages.split("/")[1]; // Existence temporaire uniquement dans la liste des armes, donc OK
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arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace !
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let comp = competences.find(c => c.name == arme2main.data.competence);
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arme2main.data.niveau = comp.data.niveau;
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arme2main.data.initiative = RdDCombatManager.calculInitiative(arme2main.data.niveau, carac[comp.data.defaut_carac].value);
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armesEquipe.push(arme2main);
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}
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}
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}
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return armesEquipe.sort((a, b) => {
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const nameA = a.name + (a.data.mainInfo ?? '');
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const nameB = b.name + (b.data.mainInfo ?? '');
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if (nameA > nameB) return 1;
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if (nameA < nameB) return -1;
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return 0;
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});
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}
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/* -------------------------------------------- */
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static buildListeActionsCombat(combatant) {
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const actor = combatant.actor; // Easy access
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let items = actor.data.items;
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let actions = []
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if (actor.isCreature()) {
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actions = actions.concat(items.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
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.map(competence => RdDItemCompetenceCreature.toArme(competence)));
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} else {
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// Recupération des items 'arme'
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let armes = items.filter(it => RdDItemArme.isArmeUtilisable(it))
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.map(arme => duplicate(arme)) /* pas de changements aux armes d'origine */
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.concat(RdDItemArme.mainsNues());
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let competences = items.filter(it => it.type == 'competence');
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actions = actions.concat(RdDCombatManager.finalizeArmeList(armes, competences, actor.data.data.carac));
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actions.push({ name: "Draconic", data: { initOnly: true, competence: "Draconic" } });
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}
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actions.push({ name: "Autre action", data: { initOnly: true, competence: "Autre action" } });
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for (let index = 0; index < actions.length; index++) {
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actions[index].index = index;
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}
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return actions;
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}
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/* -------------------------------------------- */
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static processPremierRoundInit() {
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// Check if we have the whole init !
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if (game.user.isGM && game.combat.current.round == 1) {
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let initMissing = game.combat.data.combatants.find(it => !it.initiative);
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if (!initMissing) { // Premier round !
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for (let combatant of game.combat.data.combatants) {
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let arme = combatant.initiativeData?.arme;
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//console.log("Parsed !!!", combatant, initDone, game.combat.current, arme);
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if (arme && arme.type == "arme") {
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for (let initData of premierRoundInit) {
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if (arme.data.initpremierround.toLowerCase().includes(initData.pattern)) {
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let msg = `<h4>L'initiative de ${combatant.actor.name} a été modifiée !</h4>
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<hr>
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<div>
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Etant donné son ${arme.name}, son initative pour ce premier round est désormais de ${initData.init}.
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</div>`
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ChatMessage.create({ content: msg });
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game.combat.setInitiative(combatant._id, initData.init);
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}
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}
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}
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}
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}
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}
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}
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/* -------------------------------------------- */
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static incDecInit(combatantId, incDecValue) {
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const combatant = game.combat.getCombatant(combatantId);
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let initValue = combatant.initiative + incDecValue;
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game.combat.setInitiative(combatantId, initValue);
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}
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/* -------------------------------------------- */
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static pushInitiativeOptions(html, options) {
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for (let i = 0; i < options.length; i++) {
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let option = options[i];
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if (option.name == 'COMBAT.CombatantReroll') { // Replace !
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option.name = "Sélectionner l'initiative...";
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option.condition = true;
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option.icon = '<i class="far fa-question-circle"></i>';
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option.callback = target => {
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RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id'));
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}
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}
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}
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options = [
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{ name: "Incrémenter initiative", condition: true, icon: '<i class="fas fa-plus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +0.01); } },
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{ name: "Décrémenter initiative", condition: true, icon: '<i class="fas fa-minus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -0.01); } }
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].concat(options);
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}
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/* -------------------------------------------- */
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static rollInitiativeCompetence(combatantId, arme) {
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const combatant = game.combat.getCombatant(combatantId);
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const actor = combatant.actor;
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let initInfo = "";
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let initOffset = 0;
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let caracForInit = 0;
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let compNiveau = 0;
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let competence = { name: "Aucune" };
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if (actor.getSurprise() == "totale") {
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initOffset = -1; // To force 0
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initInfo = "Surprise Totale"
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} else if (actor.getSurprise() == "demi") {
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initOffset = 0;
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initInfo = "Demi Surprise"
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} else if (arme.name == "Autre action") {
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initOffset = 2;
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initInfo = "Autre Action"
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} else if (arme.name == "Draconic") {
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initOffset = 7;
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initInfo = "Draconic"
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} else {
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initOffset = 3; // Melée = 3.XX
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competence = RdDItemCompetence.findCompetence(combatant.actor.data.items, arme.data.competence);
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compNiveau = competence.data.niveau;
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initInfo = arme.name + " / " + arme.data.competence;
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if (actor.data.type == 'creature' || actor.data.type == 'entite') {
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caracForInit = competence.data.carac_value;
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if (competence.data.categorie == "lancer") {
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initOffset = 5;
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}
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} else {
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caracForInit = actor.data.data.carac[competence.data.defaut_carac].value;
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if (competence.data.categorie == "lancer") { // Offset de principe pour les armes de jet
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initOffset = 4;
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}
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if (competence.data.categorie == "tir") { // Offset de principe pour les armes de jet
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initOffset = 5;
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}
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if (competence.data.categorie == "melee") { // Offset de principe pour les armes de jet
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initOffset = 3;
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}
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}
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}
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let malus = actor.getEtatGeneral(); // Prise en compte état général
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// Cas des créatures et entités vs personnages
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let rollFormula = initOffset + "+ ( (" + RdDCombatManager.calculInitiative(compNiveau, caracForInit) + " + " + malus + ") /100)";
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// Garder la trace de l'arme/compétence utilisée pour l'iniative
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combatant.initiativeData = { arme: arme } // pour reclasser l'init au round 0
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game.combat.rollInitiative(combatantId, rollFormula, { initInfo: initInfo });
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}
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/* -------------------------------------------- */
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static displayInitiativeMenu(html, combatantId) {
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const combatant = game.combat.getCombatant(combatantId);
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let armesList = RdDCombatManager.buildListeActionsCombat(combatant);
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// Build the relevant submenu
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if (armesList) {
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let menuItems = [];
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for (let arme of armesList) {
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menuItems.push({
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name: arme.data.competence,
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icon: "<i class='fas fa-dice-d6'></i>",
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callback: target => { RdDCombatManager.rollInitiativeCompetence(combatantId, arme) }
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});
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}
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new ContextMenu(html, ".directory-list", menuItems).render();
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}
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}
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}
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/* -------------------------------------------- */
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@ -385,8 +652,8 @@ export class RdDCombat {
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let rollData = this._prepareAttaque(competence, arme);
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console.log("RdDCombat.attaque >>>", rollData);
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this.attacker.incItemUse( arme._id ); // Usage
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this.attacker.verifierForceMin( arme );
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this.attacker.incItemUse(arme._id); // Usage
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this.attacker.verifierForceMin(arme);
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const dialog = await RdDRoll.create(this.attacker, rollData,
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{
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@ -491,7 +758,7 @@ export class RdDCombat {
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let esquiveUsage = 0;
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let esquive = this.defender.getCompetence("esquive");
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if (esquive) {
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esquiveUsage = this.defender.getItemUse( esquive._id);
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esquiveUsage = this.defender.getItemUse(esquive._id);
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}
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const paramChatDefense = {
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@ -551,8 +818,8 @@ export class RdDCombat {
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_filterArmesParade(defender, competence) {
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let items = defender.data.items;
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items = items.filter(item => RdDItemArme.isArmeUtilisable(item) || RdDItemCompetenceCreature.isCompetenceParade(item));
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for( let item of items) {
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item.data.nbUsage = defender.getItemUse( item._id); // Ajout du # d'utilisation ce round
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for (let item of items) {
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item.data.nbUsage = defender.getItemUse(item._id); // Ajout du # d'utilisation ce round
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}
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switch (competence.data.categorie) {
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case 'tir':
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@ -572,9 +839,8 @@ export class RdDCombat {
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RdDCombat._storeAttaque(this.attackerId, attackerRoll);
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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ChatMessage.create({
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whisper: ChatMessage.getWhisperRecipients(this.attacker.name),
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whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
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attackerId: this.attackerId,
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attacker: this.attacker,
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@ -617,7 +883,7 @@ export class RdDCombat {
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let arme = this.defender.getArmeParade(armeParadeId);
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console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
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this.defender.incItemUse( armeParadeId ); // Usage
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this.defender.incItemUse(armeParadeId); // Usage
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let rollData = this._prepareParade(attackerRoll, arme);
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@ -725,7 +991,7 @@ export class RdDCombat {
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}
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console.log("RdDCombat.esquive >>>", attackerRoll, esquive);
|
||||
let rollData = this._prepareEsquive(attackerRoll, esquive);
|
||||
this.defender.incItemUse( esquive._id ); // Usage
|
||||
this.defender.incItemUse(esquive._id); // Usage
|
||||
|
||||
const dialog = await RdDRoll.create(this.defender, rollData,
|
||||
{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, {
|
||||
@ -804,10 +1070,10 @@ export class RdDCombat {
|
||||
const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
|
||||
let arme = defenderRoll.arme;
|
||||
let msg = "";
|
||||
if ( arme.data.magique ) {
|
||||
if (arme.data.magique) {
|
||||
defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut
|
||||
if (arme.data.resistance_magique == undefined) arme.data.resistance_magique = 0; // Quick fix
|
||||
if ( dmg > arme.data.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274)
|
||||
if (dmg > arme.data.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274)
|
||||
let resistance = Misc.toInt(arme.data.resistance);
|
||||
// Jet de résistance de l'arme de parade (p.132)
|
||||
let resistRoll = await RdDResolutionTable.rollData({
|
||||
@ -815,14 +1081,14 @@ export class RdDCombat {
|
||||
finalLevel: - dmg,
|
||||
showDice: false
|
||||
});
|
||||
if ( !resistRoll.rolled.isSuccess) {
|
||||
let perteResistance = ( dmg - arme.data.resistance_magique)
|
||||
if (!resistRoll.rolled.isSuccess) {
|
||||
let perteResistance = (dmg - arme.data.resistance_magique)
|
||||
resistance -= perteResistance;
|
||||
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise': 'perte';
|
||||
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
|
||||
defenderRoll.show.perteResistance = perteResistance;
|
||||
this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
let resistance = Misc.toInt(arme.data.resistance);
|
||||
// Jet de résistance de l'arme de parade (p.132)
|
||||
@ -835,7 +1101,7 @@ export class RdDCombat {
|
||||
defenderRoll.show.deteriorationArme = 'resiste';
|
||||
} else {
|
||||
resistance -= dmg;
|
||||
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise': 'perte';
|
||||
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
|
||||
defenderRoll.show.perteResistance = dmg;
|
||||
this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
|
||||
}
|
||||
|
@ -34,77 +34,7 @@ import { EffetsDraconiques } from "./tmr/effets-draconiques.js";
|
||||
/* Foundry VTT Initialization */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/************************************************************************************/
|
||||
const _patch_initiative = () => {
|
||||
Combat.prototype.rollInitiative = async function (
|
||||
ids,
|
||||
formula = undefined,
|
||||
messageOptions = {}
|
||||
) {
|
||||
console.log(
|
||||
`${game.data.system.data.title} | Combat.rollInitiative()`,
|
||||
ids,
|
||||
formula,
|
||||
messageOptions
|
||||
);
|
||||
// Structure input data
|
||||
ids = typeof ids === "string" ? [ids] : ids;
|
||||
const currentId = this.combatant._id;
|
||||
// calculate initiative
|
||||
for (let cId = 0; cId < ids.length; cId++) {
|
||||
const c = this.getCombatant(ids[cId]);
|
||||
//if (!c) return results;
|
||||
|
||||
let rollFormula = formula; // Init per default
|
||||
if (!rollFormula) {
|
||||
let armeCombat, competence;
|
||||
if (c.actor.data.type == 'creature' || c.actor.data.type == 'entite') {
|
||||
for (const competenceItem of c.actor.data.items) {
|
||||
if (competenceItem.data.iscombat) {
|
||||
competence = duplicate(competenceItem);
|
||||
}
|
||||
}
|
||||
rollFormula = "2+( ("+RdDUtility.calculInitiative(competence.data.niveau, competence.data.carac_value)+")/100)";
|
||||
} else {
|
||||
for (const item of c.actor.data.items) {
|
||||
if (item.type == "arme" && item.data.equipe) {
|
||||
armeCombat = duplicate(item);
|
||||
}
|
||||
}
|
||||
let compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.data.competence;
|
||||
competence = RdDItemCompetence.findCompetence(c.actor.data.items, compName);
|
||||
let bonusEcaille = (armeCombat && armeCombat.data.magique) ? armeCombat.data.ecaille_efficacite : 0;
|
||||
rollFormula = "2+( ("+RdDUtility.calculInitiative(competence.data.niveau, c.actor.data.data.carac[competence.data.defaut_carac].value, bonusEcaille) + ")/100)";
|
||||
}
|
||||
}
|
||||
//console.log("Combatat", c);
|
||||
const roll = this._getInitiativeRoll(c, rollFormula);
|
||||
if (roll.total <= 0) roll.total = 0.00;
|
||||
console.log("Compute init for", rollFormula, roll.total);
|
||||
await this.updateEmbeddedEntity("Combatant", { _id: c._id, initiative: roll.total });
|
||||
|
||||
// Send a chat message
|
||||
let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
|
||||
let messageData = mergeObject(
|
||||
{
|
||||
speaker: {
|
||||
scene: canvas.scene._id,
|
||||
actor: c.actor ? c.actor._id : null,
|
||||
token: c.token._id,
|
||||
alias: c.token.name,
|
||||
sound: CONFIG.sounds.dice,
|
||||
},
|
||||
flavor: `${c.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})`,
|
||||
},
|
||||
messageOptions
|
||||
);
|
||||
roll.toMessage(messageData, { rollMode, create: true });
|
||||
|
||||
RdDUtility.processPremierRoundInit( );
|
||||
}
|
||||
return this;
|
||||
};
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
Hooks.once("init", async function () {
|
||||
@ -222,12 +152,10 @@ Hooks.once("init", async function () {
|
||||
Items.registerSheet("foundryvtt-reve-de-dragon", RdDItemSheet, { makeDefault: true });
|
||||
CONFIG.Combat.entityClass = RdDCombatManager;
|
||||
|
||||
// Patch the initiative formula
|
||||
_patch_initiative();
|
||||
|
||||
// préparation des différents modules
|
||||
RdDCommands.init();
|
||||
RdDCombat.init();
|
||||
RdDCombatManager.init(),
|
||||
RdDTokenHud.init();
|
||||
RdDActor.init();
|
||||
RddCompendiumOrganiser.init();
|
||||
@ -296,10 +224,6 @@ Hooks.on("chatMessage", (html, content, msg) => {
|
||||
return true;
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
Hooks.on("getCombatTrackerEntryContext", (html, options) => {
|
||||
RdDUtility.pushInitiativeOptions(html, options);
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
Hooks.on("renderChatMessage", async (app, html, msg) => {
|
||||
|
@ -1,5 +1,6 @@
|
||||
/* -------------------------------------------- */
|
||||
import { HtmlUtility } from "./html-utility.js";
|
||||
import { RdDCombatManager } from "./rdd-combat.js";
|
||||
import { RdDUtility } from "./rdd-utility.js";
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -26,7 +27,7 @@ export class RdDTokenHud {
|
||||
let combatant = game.combat.data.combatants.find(c => c.tokenId == token.data._id);
|
||||
app.hasExtension = true;
|
||||
|
||||
let armesList = RdDUtility.buildListeActionsCombat(combatant) ;
|
||||
let armesList = RdDCombatManager.buildListeActionsCombat(combatant) ;
|
||||
const hudData = { combatant: combatant, armes: armesList,
|
||||
commandes: [{ name: 'Initiative +1', command: 'inc', value: 0.01}, { name: 'Initiative -1',command: 'dec', value: -0.01}] };
|
||||
|
||||
@ -38,11 +39,11 @@ export class RdDTokenHud {
|
||||
if ( !initCommand ) {
|
||||
let armeIndex = event.currentTarget.attributes['data-arme-id'].value;
|
||||
let arme = armesList[armeIndex];
|
||||
RdDUtility.rollInitiativeCompetence(combatantId, arme);
|
||||
RdDCombatManager.rollInitiativeCompetence(combatantId, arme);
|
||||
} else if (initCommand == 'inc') {
|
||||
RdDUtility.incDecInit( combatantId, 0.01 );
|
||||
RdDCombatManager.incDecInit( combatantId, 0.01 );
|
||||
} else if ( initCommand == 'dec') {
|
||||
RdDUtility.incDecInit( combatantId, -0.01 );
|
||||
RdDCombatManager.incDecInit( combatantId, -0.01 );
|
||||
}
|
||||
});
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
import { RdDRollTables } from "./rdd-rolltables.js";
|
||||
import { ChatUtility } from "./chat-utility.js";
|
||||
import { RdDCombat } from "./rdd-combat.js";
|
||||
import { RdDCombat, RdDCombatManager } from "./rdd-combat.js";
|
||||
import { RdDRollResolutionTable } from "./rdd-roll-resolution-table.js";
|
||||
import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
|
||||
import { RdDItemArme } from "./item-arme.js";
|
||||
@ -24,18 +24,18 @@ const categorieCompetences = {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
const limitesArchetypes = [
|
||||
{ "niveau": 0, "nombreMax": 100, "nombre":0},
|
||||
{ "niveau": 1, "nombreMax": 10, "nombre":0},
|
||||
{ "niveau": 2, "nombreMax": 9, "nombre":0},
|
||||
{ "niveau": 3, "nombreMax": 8, "nombre":0},
|
||||
{ "niveau": 4, "nombreMax": 7, "nombre":0},
|
||||
{ "niveau": 5, "nombreMax": 6, "nombre":0},
|
||||
{ "niveau": 6, "nombreMax": 5, "nombre":0},
|
||||
{ "niveau": 7, "nombreMax": 4, "nombre":0},
|
||||
{ "niveau": 8, "nombreMax": 3, "nombre":0},
|
||||
{ "niveau": 9, "nombreMax": 2, "nombre":0},
|
||||
{ "niveau": 10, "nombreMax": 1, "nombre":0},
|
||||
{ "niveau": 11, "nombreMax": 1, "nombre":0}
|
||||
{ "niveau": 0, "nombreMax": 100, "nombre": 0 },
|
||||
{ "niveau": 1, "nombreMax": 10, "nombre": 0 },
|
||||
{ "niveau": 2, "nombreMax": 9, "nombre": 0 },
|
||||
{ "niveau": 3, "nombreMax": 8, "nombre": 0 },
|
||||
{ "niveau": 4, "nombreMax": 7, "nombre": 0 },
|
||||
{ "niveau": 5, "nombreMax": 6, "nombre": 0 },
|
||||
{ "niveau": 6, "nombreMax": 5, "nombre": 0 },
|
||||
{ "niveau": 7, "nombreMax": 4, "nombre": 0 },
|
||||
{ "niveau": 8, "nombreMax": 3, "nombre": 0 },
|
||||
{ "niveau": 9, "nombreMax": 2, "nombre": 0 },
|
||||
{ "niveau": 10, "nombreMax": 1, "nombre": 0 },
|
||||
{ "niveau": 11, "nombreMax": 1, "nombre": 0 }
|
||||
];
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -281,7 +281,7 @@ export class RdDUtility {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static getLimitesArchetypes( ) {
|
||||
static getLimitesArchetypes() {
|
||||
return duplicate(limitesArchetypes);
|
||||
}
|
||||
|
||||
@ -460,50 +460,6 @@ export class RdDUtility {
|
||||
return tableCaracDerivee[targetValue]?.xp ?? 200;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/** Retourne une liste triée d'armes avec le split arme1 main / arme 2 main */
|
||||
static _finalizeArmeList(armes, competences, carac) {
|
||||
// Gestion des armes 1/2 mains
|
||||
let armesEquipe = [];
|
||||
for (const arme of armes) {
|
||||
if (arme.data.equipe) {
|
||||
armesEquipe.push(arme);
|
||||
let comp = competences.find(c => c.name == arme.data.competence);
|
||||
arme.data.initiative = RdDUtility.calculInitiative(arme.data.niveau, carac[comp.data.defaut_carac].value);
|
||||
// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
|
||||
if (arme.data.unemain && !arme.data.deuxmains) {
|
||||
arme.data.mainInfo = "(1m)";
|
||||
} else if (!arme.data.unemain && arme.data.deuxmains) {
|
||||
arme.data.mainInfo = "(2m)";
|
||||
} else if (arme.data.unemain && arme.data.deuxmains) {
|
||||
arme.data.mainInfo = "(1m)";
|
||||
let arme2main = duplicate(arme);
|
||||
arme2main.data.mainInfo = "(2m)";
|
||||
arme2main.data.dommages = arme2main.data.dommages.split("/")[1]; // Existence temporaire uniquement dans la liste des armes, donc OK
|
||||
arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace !
|
||||
let comp = competences.find(c => c.name == arme2main.data.competence);
|
||||
arme2main.data.niveau = comp.data.niveau;
|
||||
arme2main.data.initiative = RdDUtility.calculInitiative(arme2main.data.niveau, carac[comp.data.defaut_carac].value);
|
||||
armesEquipe.push(arme2main);
|
||||
}
|
||||
}
|
||||
}
|
||||
return armesEquipe.sort((a, b) => {
|
||||
const nameA = a.name + (a.data.mainInfo ?? '');
|
||||
const nameB = b.name + (b.data.mainInfo ?? '');
|
||||
if (nameA > nameB) return 1;
|
||||
if (nameA < nameB) return -1;
|
||||
return 0;
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static calculInitiative(niveau, caracValue, bonusEcaille = 0) {
|
||||
let base = niveau + Math.floor(caracValue / 2);
|
||||
base += bonusEcaille;
|
||||
return "1d6" + (base >= 0 ? "+" : "") + base;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static computeCarac(data) {
|
||||
data.carac.force.value = Math.min(data.carac.force.value, parseInt(data.carac.taille.value) + 4);
|
||||
@ -711,173 +667,8 @@ export class RdDUtility {
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static processPremierRoundInit() {
|
||||
// Check if we have the whole init !
|
||||
if (game.user.isGM) {
|
||||
let initDone = true;
|
||||
for (let combatant of game.combat.data.combatants) {
|
||||
if (!combatant.initiative) initDone = false;
|
||||
}
|
||||
if (initDone && game.combat.current.round == 1) { // Premier round !
|
||||
for (let combatant of game.combat.data.combatants) {
|
||||
let arme = combatant.initiativeData.arme;
|
||||
//console.log("Parsed !!!", combatant, initDone, game.combat.current, arme);
|
||||
if (arme && arme.type == "arme") {
|
||||
for (let initData of premierRoundInit) {
|
||||
if (arme.data.initpremierround.toLowerCase().includes(initData.pattern)) {
|
||||
let msg = `<h4>L'initiative de ${combatant.actor.name} a été modifiée !</h4>
|
||||
<hr>
|
||||
<div>
|
||||
Etant donné son ${arme.name}, son initative pour ce premier round est désormais de ${initData.init}.
|
||||
</div>`
|
||||
ChatMessage.create({ content: msg });
|
||||
game.combat.setInitiative(combatant._id, initData.init);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static rollInitiativeCompetence(combatantId, arme) {
|
||||
const combatant = game.combat.getCombatant(combatantId);
|
||||
const actor = combatant.actor;
|
||||
|
||||
let initInfo = "";
|
||||
let initOffset = 0;
|
||||
let caracForInit = 0;
|
||||
let compNiveau = 0;
|
||||
let competence = { name: "Aucune"};
|
||||
if (actor.getSurprise() == "totale") {
|
||||
initOffset = -1; // To force 0
|
||||
initInfo = "Surprise Totale"
|
||||
} else if (actor.getSurprise() == "demi") {
|
||||
initOffset = 0;
|
||||
initInfo = "Demi Surprise"
|
||||
} else if (arme.name == "Autre action") {
|
||||
initOffset = 2;
|
||||
initInfo = "Autre Action"
|
||||
} else if (arme.name == "Draconic") {
|
||||
initOffset = 7;
|
||||
initInfo = "Draconic"
|
||||
} else {
|
||||
initOffset = 3; // Melée = 3.XX
|
||||
competence = RdDItemCompetence.findCompetence(combatant.actor.data.items, arme.data.competence);
|
||||
compNiveau = competence.data.niveau;
|
||||
initInfo = arme.name + " / " + arme.data.competence;
|
||||
|
||||
if (actor.data.type == 'creature' || actor.data.type == 'entite') {
|
||||
caracForInit = competence.data.carac_value;
|
||||
if (competence.data.categorie == "lancer") {
|
||||
initOffset = 5;
|
||||
}
|
||||
} else {
|
||||
caracForInit = actor.data.data.carac[competence.data.defaut_carac].value;
|
||||
if (competence.data.categorie == "lancer") { // Offset de principe pour les armes de jet
|
||||
initOffset = 4;
|
||||
}
|
||||
if (competence.data.categorie == "tir") { // Offset de principe pour les armes de jet
|
||||
initOffset = 5;
|
||||
}
|
||||
if (competence.data.categorie == "melee") { // Offset de principe pour les armes de jet
|
||||
initOffset = 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
let malus = actor.getEtatGeneral(); // Prise en compte état général
|
||||
// Cas des créatures et entités vs personnages
|
||||
let rollFormula = initOffset + "+ ( (" + RdDUtility.calculInitiative(compNiveau, caracForInit) + " + " + malus + ") /100)";
|
||||
// Garder la trace de l'arme/compétence utilisée pour l'iniative
|
||||
combatant.initiativeData = { arme: arme } // pour reclasser l'init au round 0
|
||||
game.combat.rollInitiative(combatantId, rollFormula, { initInfo: initInfo});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static buildListeActionsCombat(combatant) {
|
||||
const actor = combatant.actor; // Easy access
|
||||
let items = actor.data.items;
|
||||
let actions = []
|
||||
if (actor.isCreature()) {
|
||||
actions = actions.concat(items.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
|
||||
.map(competence => RdDItemCompetenceCreature.toArme(competence)));
|
||||
} else {
|
||||
// Recupération des items 'arme'
|
||||
let armes = items.filter(it => RdDItemArme.isArmeUtilisable(it))
|
||||
.map(arme => duplicate(arme)) /* pas de changements aux armes d'origine */
|
||||
.concat(RdDItemArme.mainsNues());
|
||||
|
||||
let competences = items.filter(it => it.type == 'competence');
|
||||
actions = actions.concat(this._finalizeArmeList(armes, competences, actor.data.data.carac));
|
||||
|
||||
actions.push({ name: "Draconic", data: { initOnly: true, competence: "Draconic" } });
|
||||
}
|
||||
|
||||
actions.push({ name: "Autre action", data: { initOnly: true, competence: "Autre action" } });
|
||||
for (let index = 0; index < actions.length; index++) {
|
||||
actions[index].index = index;
|
||||
}
|
||||
return actions;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static displayInitiativeMenu(html, combatantId) {
|
||||
const combatant = game.combat.getCombatant(combatantId);
|
||||
let armesList = this.buildListeActionsCombat(combatant);
|
||||
|
||||
// Build the relevant submenu
|
||||
if (armesList) {
|
||||
let menuItems = [];
|
||||
for (let arme of armesList) {
|
||||
menuItems.push({
|
||||
name: arme.data.competence,
|
||||
icon: "<i class='fas fa-dice-d6'></i>",
|
||||
callback: target => { RdDUtility.rollInitiativeCompetence(combatantId, arme) }
|
||||
});
|
||||
}
|
||||
new ContextMenu(html, ".directory-list", menuItems).render();
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static incDecInit(combatantId, incDecValue) {
|
||||
const combatant = game.combat.getCombatant(combatantId);
|
||||
let initValue = combatant.initiative + incDecValue;
|
||||
game.combat.setInitiative(combatantId, initValue);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static pushInitiativeOptions(html, options) {
|
||||
for (let i = 0; i < options.length; i++) {
|
||||
let option = options[i];
|
||||
if (option.name == 'COMBAT.CombatantReroll') { // Replace !
|
||||
option.name = "Sélectionner l'initiative...";
|
||||
option.condition = true;
|
||||
option.icon = '<i class="far fa-question-circle"></i>';
|
||||
option.callback = target => {
|
||||
RdDUtility.displayInitiativeMenu(html, target.data('combatant-id'));
|
||||
}
|
||||
}
|
||||
}
|
||||
options.push({
|
||||
name: "Incrémenter initiative",
|
||||
condition: true,
|
||||
icon: '<i class="fas fa-plus"></i>',
|
||||
callback: target => {
|
||||
RdDUtility.incDecInit(target.data('combatant-id'), +0.01);
|
||||
}
|
||||
});
|
||||
options.push({
|
||||
name: "Décrémenter initiative",
|
||||
condition: true,
|
||||
icon: '<i class="fas fa-minus"></i>',
|
||||
callback: target => {
|
||||
RdDUtility.incDecInit(target.data('combatant-id'), -0.01);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static async chatListeners(html) {
|
||||
|
Loading…
Reference in New Issue
Block a user