Macros pour le corps à corps
Cas particulier car 3 utilisations possibles, et pas d'armes
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@ -81,9 +81,12 @@ export class RdDActorSheet extends RdDBaseActorSheet {
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});
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// toujours avoir une liste d'armes (pour mettre esquive et corps à corps)
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formData.combat = duplicate(formData.armes ?? []);
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const actor = this.actor;
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formData.combat = duplicate(formData.armes);
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RdDItemArme.computeNiveauArmes(formData.combat, formData.competences);
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RdDItemArme.ajoutCorpsACorps(formData.combat, formData.competences, formData.system.carac);
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formData.combat.push(RdDItemArme.mainsNues(actor));
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formData.combat.push(RdDItemArme.empoignade(actor));
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formData.esquives = this.actor.getCompetences("Esquive");
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formData.combat = RdDCombatManager.listActionsArmes(formData.combat, formData.competences, formData.system.carac);
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formData.empoignades = this.actor.getEmpoignades();
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@ -241,6 +241,12 @@ export class RdDActor extends RdDBaseActor {
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getCompetences(name) {
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return RdDItemCompetence.findCompetences(this.items, name)
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}
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getCompetenceCorpsACorps(options = {}) {
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return this.getCompetence("Corps à corps", options)
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}
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getCompetencesEsquive() {
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return this.getCompetences("esquive")
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}
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/* -------------------------------------------- */
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getTache(id) {
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return this.findItemLike(id, 'tache');
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@ -169,19 +169,21 @@ export class RdDItemArme extends Item {
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return arme.type == 'arme' && arme.system.equipe && (arme.system.resistance > 0 || arme.system.portee_courte > 0);
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}
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static ajoutCorpsACorps(armes, competences, carac) {
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let corpsACorps = competences.find(it => it.name == 'Corps à corps') ?? { system: { niveau: -6 } };
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let init = RdDCombatManager.calculInitiative(corpsACorps.system.niveau, carac['melee'].value);
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armes.push(RdDItemArme.mainsNues({ niveau: corpsACorps.system.niveau, initiative: init }));
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armes.push(RdDItemArme.empoignade({ niveau: corpsACorps.system.niveau, initiative: init }));
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static ajoutCorpsACorps(armes, actor) {
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armes.push(RdDItemArme.mainsNues(actor));
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armes.push(RdDItemArme.empoignade(actor));
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}
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static corpsACorps(mainsNuesActor) {
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const corpsACorps = {
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static corpsACorps(actor) {
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let competence = actor?.getCompetenceCorpsACorps() ?? { system: { niveau: -6 } };
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let melee = actor? actor.system.carac['melee'].value : 0
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return {
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_id: competence?.id,
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name: 'Corps à corps',
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type: TYPES.arme,
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img: 'systems/foundryvtt-reve-de-dragon/icons/competence_corps_a_corps.webp',
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system: {
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initiative: RdDCombatManager.calculInitiative(competence.system.niveau, melee),
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equipe: true,
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rapide: true,
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force: 0,
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@ -192,21 +194,19 @@ export class RdDItemArme extends Item {
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deuxmains: true,
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categorie_parade: 'sans-armes'
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}
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};
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mergeObject(corpsACorps.system, mainsNuesActor ?? {}, { overwrite: false });
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return corpsACorps;
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}
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}
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static mainsNues(mainsNuesActor) {
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const mainsNues = RdDItemArme.corpsACorps(mainsNuesActor)
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static mainsNues(actor) {
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const mainsNues = RdDItemArme.corpsACorps(actor)
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mainsNues.name = 'Mains nues'
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mainsNues.system.cac = 'pugilat'
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mainsNues.system.baseInit = 4
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return mainsNues;
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}
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static empoignade(mainsNuesActor) {
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const empoignade = RdDItemArme.corpsACorps(mainsNuesActor)
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static empoignade(actor) {
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const empoignade = RdDItemArme.corpsACorps(actor)
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empoignade.name = 'Empoignade'
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empoignade.system.cac = 'empoignade'
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empoignade.system.baseInit = 3
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@ -79,10 +79,9 @@ export class RdDItemCompetence extends Item {
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/* -------------------------------------------- */
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static isCompetenceArme(competence) {
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if (competence.isCompetence()) {
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if (competence.isCompetence() && !competence.isCorpsACorps() && !competence.isEsquive()) {
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switch (competence.system.categorie) {
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case 'melee':
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return !Grammar.toLowerCaseNoAccent(competence.name).includes('esquive');
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case 'tir':
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case 'lancer':
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return true;
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@ -93,10 +92,10 @@ export class RdDItemCompetence extends Item {
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/* -------------------------------------------- */
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static isArmeUneMain(competence) {
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return RdDItemCompetence.isCompetenceArme(competence) && competence.name.toLowerCase().includes("1 main");
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return competence.isCompetenceArme() && competence.name.toLowerCase().includes("1 main");
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}
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static isArme2Main(competence) {
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return RdDItemCompetence.isCompetenceArme(competence) && competence.name.toLowerCase().includes("2 main");
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return competence.isCompetenceArme() && competence.name.toLowerCase().includes("2 main");
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}
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static isThanatos(competence) {
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@ -113,7 +113,7 @@ export class RdDItemSheet extends ItemSheet {
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formData.competences = competences;
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}
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if (this.item.type == 'arme') {
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formData.competences = competences.filter(it => RdDItemCompetence.isCompetenceArme(it))
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formData.competences = competences.filter(it => it.isCompetenceArme())
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}
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if (['sort', 'sortreserve'].includes(this.item.type)) {
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formData.competences = competences.filter(it => RdDItemCompetence.isDraconic(it));
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@ -220,6 +220,32 @@ export class RdDItem extends Item {
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isService() { return this.type == TYPES.service; }
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isCompetence() { return typesObjetsCompetence.includes(this.type) }
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isEsquive() {
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return (this.isCompetence()
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&& this.system.categorie == 'melee'
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&& Grammar.includesLowerCaseNoAccent(this.name, 'Esquive'));
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}
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isCorpsACorps() {
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return (this.isCompetence()
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&& this.system.categorie == 'melee'
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&& Grammar.includesLowerCaseNoAccent(this.name, 'Corps à Corps'));
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}
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isCompetenceArme() {
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if (this.isCompetence()) {
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switch (this.system.categorie) {
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case 'melee':
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return !this.isCorpsACorps() && !this.isEsquive()
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case 'tir':
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case 'lancer':
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return true;
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}
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}
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return false;
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}
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isCompetencePossession() { return TYPES.competencecreature == this.type && this.system.categorie == "possession" }
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isTemporel() { return typesObjetsTemporels.includes(this.type) }
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isOeuvre() { return typesObjetsOeuvres.includes(this.type) }
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@ -257,11 +257,10 @@ export class RdDCombatManager extends Combat {
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actions = RdDCombatManager.listActionsCreature(actor.itemTypes['competencecreature']);
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} else if (actor.isPersonnage()) {
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// Recupération des items 'arme'
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const armes = actor.itemTypes['arme'].filter(it => RdDItemArme.isArmeUtilisable(it))
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.concat(RdDItemArme.empoignade())
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.concat(RdDItemArme.mainsNues());
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const competences = actor.itemTypes['competence'];
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const armes = actor.itemTypes['arme'].filter(it => RdDItemArme.isArmeUtilisable(it))
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.concat(RdDItemArme.empoignade(actor))
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.concat(RdDItemArme.mainsNues(actor));
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actions = RdDCombatManager.listActionsArmes(armes, competences, actor.system.carac);
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if (actor.system.attributs.hautrevant.value) {
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@ -884,8 +883,8 @@ export class RdDCombat {
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}
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// # utilisation esquive
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const corpsACorps = this.defender.getCompetence("Corps à corps", { onMessage: it => console.info(it, this.defender) });
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const esquives = duplicate(this.defender.getCompetences("esquive", { onMessage: it => console.info(it, this.defender) }))
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const corpsACorps = this.defender.getCompetenceCorpsACorps({ onMessage: it => console.info(it, this.defender) });
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const esquives = duplicate(this.defender.getCompetencesEsquive())
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esquives.forEach(e => e.system.nbUsage = e?._id ? this.defender.getItemUse(e._id) : 0);
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const paramChatDefense = {
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@ -181,7 +181,7 @@ export class RdDEmpoignade {
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let rollData = {
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mode, empoignade, attacker, defender,
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isEmpoignade: true,
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competence: attacker.getCompetence("Corps à corps"),
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competence: attacker.getCompetenceCorpsACorps(),
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selectedCarac: attacker.system.carac.melee,
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malusTaille: RdDEmpoignade.getMalusTaille(empoignade, attacker, defender)
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}
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@ -210,7 +210,7 @@ export class RdDEmpoignade {
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mode: "immobilise",
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empoignade, attacker, defender,
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isEmpoignade: true,
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competence: attacker.getCompetence("Corps à corps")
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competence: attacker.getCompetenceCorpsACorps()
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}
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const msg = await ChatMessage.create({
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whisper: ChatUtility.getWhisperRecipientsAndGMs(attacker.name),
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@ -1,4 +1,4 @@
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemArme } from "./item-arme.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { TYPES } from "./item.js";
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@ -6,9 +6,9 @@ export class RdDHotbar {
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static async createItemMacro(item, slot, armeCompetence = undefined) {
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const itemName = item.name;
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let macroName = itemName + RdDHotbar.$macroNameSuffix(armeCompetence);
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let command = `game.system.rdd.RdDHotbar.rollMacro("${itemName}", "${item.type}", "${armeCompetence}");`
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let macro = game.macros.contents.find(m => (m.name === itemName) && (m.command === command));
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let macroName = itemName + RdDHotbar.$macroNameSuffix(armeCompetence);
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if (!macro) {
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macro = await Macro.create({
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name: macroName,
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@ -20,12 +20,15 @@ export class RdDHotbar {
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await game.user.assignHotbarMacro(macro, slot);
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}
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static $macroNameSuffix(armeCompetence){
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switch(armeCompetence) {
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static $macroNameSuffix(armeCompetence) {
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switch (armeCompetence) {
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case 'unemain': return ' (1 main)';
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case 'deuxmains': return ' (2 main)';
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case 'tir': return ' (tir)';
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case 'lancer': return ' (lancer)';
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case 'pugilat': return ' (pugilat)';
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case 'empoignade': return ' (empoignade)';
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}
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return ''
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}
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@ -37,21 +40,17 @@ export class RdDHotbar {
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// Les armes peuvent avoir plusieurs usages
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if (item.system.competence != '') {
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if (item.system.unemain) {
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await this.createItemMacro(item, slot, 'unemain')
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slot++
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await this.createItemMacro(item, slot++, 'unemain')
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}
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if (item.system.deuxmains) {
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await this.createItemMacro(item, slot, 'deuxmains')
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slot++
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await this.createItemMacro(item, slot++, 'deuxmains')
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}
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}
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if (item.system.lancer != '') {
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await this.createItemMacro(item, slot, 'lancer')
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slot++
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await this.createItemMacro(item, slot++, 'lancer')
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}
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if (item.system.tir != '') {
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await this.createItemMacro(item, slot, 'lancer')
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slot++
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await this.createItemMacro(item, slot++, 'lancer')
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}
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}
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return
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@ -61,10 +60,15 @@ export class RdDHotbar {
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return
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default:
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case TYPES.competence:
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if (RdDItemCompetence.isCompetenceArme(item)) {
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ui.notifications.info(`La compétence de ${item.name} est une compétence d'arme, choisissez plutôt de créer la macro depuis l'onglet combat`);
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await this.createItemMacro(item, slot++, 'competence')
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if (item.isCorpsACorps()) {
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await this.createItemMacro(item, slot++, 'pugilat')
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await this.createItemMacro(item, slot++, 'empoignade')
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}
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if (item.isCompetenceArme()) {
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ui.notifications.info(`${item.name} est une compétence d'arme, la macro n'est pas liée à un arme.<br>
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Créez la macro depuis l'arme ou l'onglet combat pour garder les automatisations de combat.`);
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}
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await this.createItemMacro(item, slot, 'competence')
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return
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}
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}
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@ -115,6 +119,14 @@ export class RdDHotbar {
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case TYPES.arme:
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return actor.rollArme(item, categorieArme);
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case TYPES.competence:
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if (item.isCorpsACorps()) {
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switch (categorieArme) {
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case 'pugilat':
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return actor.rollArme(RdDItemArme.mainsNues(actor), 'competence');
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case 'empoignade':
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return actor.rollArme(RdDItemArme.empoignade(actor), 'competence');
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}
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}
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return actor.rollCompetence(item);
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case TYPES.competencecreature:
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return item.system.iscombat && !item.system.isparade
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