Merge branch 'regles-combat' into 'v1.3'

Regles combat

See merge request LeRatierBretonnien/foundryvtt-reve-de-dragon!133
This commit is contained in:
Leratier Bretonnien 2021-01-25 09:51:05 +00:00
commit 12ecb702a4
8 changed files with 210 additions and 64 deletions

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@ -12,7 +12,7 @@ import { ChatUtility } from "./chat-utility.js";
import { RdDItemSort } from "./item-sort.js";
import { Grammar } from "./grammar.js";
import { RdDEncaisser } from "./rdd-roll-encaisser.js";
import { RdDCombat } from "./rdd-combat.js";
import { RdDCombat, RdDCombatSettings } from "./rdd-combat.js";
import { DeDraconique } from "./de-draconique.js";
import { RdDAudio } from "./rdd-audio.js";
import { RdDItemCompetence } from "./item-competence.js";
@ -32,6 +32,7 @@ export class RdDActor extends Actor {
static init() {
Hooks.on("deleteActiveEffect", (actor, effect, options) => actor.onDeleteActiveEffect(effect, options));
Hooks.on("createActiveEffect", (actor, effect, options) => actor.onCreateActiveEffect(effect, options));
Hooks.on("updateActor", (actor, update, options, actorId) => actor.onUpdateActor(update, options, actorId));
}
/* -------------------------------------------- */
@ -99,18 +100,18 @@ export class RdDActor extends Actor {
// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
if (actorData.type === 'personnage') this._prepareCharacterData(actorData);
if (actorData.type === 'creature') this.prepareCreatureData(actorData);
if (actorData.type === 'vehicule') this.prepareVehiculeData(actorData);
if (actorData.type === 'creature') this._prepareCreatureData(actorData);
if (actorData.type === 'vehicule') this._prepareVehiculeData(actorData);
}
/* -------------------------------------------- */
prepareCreatureData(actorData) {
_prepareCreatureData(actorData) {
this.computeEncombrementTotalEtMalusArmure();
this.computeEtatGeneral();
}
/* -------------------------------------------- */
prepareVehiculeData( actorData ) {
_prepareVehiculeData( actorData ) {
this.computeEncombrementTotalEtMalusArmure();
}
@ -1105,7 +1106,7 @@ export class RdDActor extends Actor {
if (this.isEntiteCauchemar()) {
return 0;
}
return this.data.data.attributs?.sconst?.value ?? 0;
return RdDUtility.calculSConst(this.data.data.carac.constitution.value);
}
/* -------------------------------------------- */
@ -1177,18 +1178,14 @@ export class RdDActor extends Actor {
sonne: false,
};
let minValue = 0;
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;
}
let minValue = name == "vie" ? -this.getSConst()-1 : 0;
result.newValue = Math.max(minValue, Math.min(compteur.value + inc, compteur.max));
//console.log("New value ", inc, minValue, result.newValue);
let fatigue = 0;
if (name == "endurance" && this.data.type != 'entite') {
if (!isCritique && result.newValue == 0 && inc < 0) { // perte endurance et endurance devient 0 -> -1 vie sauf si coup critique
sante.vie.value = sante.vie.value - 1;
if (name == "endurance" && !this.isEntiteCauchemar()) {
if (result.newValue == 0 && inc < 0 && !isCritique) { // perte endurance et endurance devient 0 (sauf critique) -> -1 vie
sante.vie.value --;
}
result.newValue = Math.max(0, result.newValue);
if (inc > 0) { // le max d'endurance s'applique seulement à la récupération
@ -1202,6 +1199,7 @@ export class RdDActor extends Actor {
result.jetEndurance = testIsSonne.roll.total;
} else if (inc > 0) {
await this.setSonne(false);
sante.sonne.value = false;
}
if (sante.fatigue && inc < 0) { // Each endurance lost -> fatigue lost
fatigue = perte;
@ -1213,6 +1211,9 @@ export class RdDActor extends Actor {
if (sante.fatigue && fatigue > 0) {
sante.fatigue.value = Math.max(sante.fatigue.value + fatigue, this._computeFatigueMin());
}
if (!this.isEntiteCauchemar() && sante.vie.value<-this.getSConst()) {
await this.addStatusEffectById('dead');
}
await this.update({ "data.sante": sante });
return result;
@ -2221,6 +2222,9 @@ export class RdDActor extends Actor {
}
_deteriorerArmure(item, dmg) {
if (!RdDCombatSettings.isUsingDeteriorationArmure()) {
return;
}
let update = duplicate(item);
update.data.deterioration = (update.data.deterioration ?? 0) + dmg;
if (update.data.deterioration >= 10) {
@ -2366,8 +2370,11 @@ export class RdDActor extends Actor {
count--;
} else {
// TODO: status effect dead
ChatMessage.create({ content: `<strong>${this.name} vient de succomber à une seconde blessure critique ! Que les Dragons gardent son Archétype en paix !</strong>` });
this.addStatusEffectById('dead');
ChatMessage.create({ content: `<img class="chat-icon" src="icons/svg/skull.svg" alt="charge" height="32" width="32" />
<strong>${this.name} vient de succomber à une seconde blessure critique ! Que les Dragons gardent son Archétype en paix !</strong>` });
encaissement.critiques -= count;
encaissement.mort = true;
break;
}
}
@ -2639,6 +2646,13 @@ export class RdDActor extends Actor {
await this.update( { 'data.subacteurs.montures': newMontures });
}
/* -------------------------------------------- */
async onUpdateActor(update, options, actorId) {
const updatedEndurance = update?.data?.sante?.endurance;
if (updatedEndurance && options.diff) {
this.forceStatusEffectId('unconscious', updatedEndurance.value == 0);
}
}
/* -------------------------------------------- */
async onCreateActiveEffect(effect, options) {
switch (StatusEffects.statusId(effect)) {
case 'sonne':
@ -2646,7 +2660,7 @@ export class RdDActor extends Actor {
return;
}
}
/* -------------------------------------------- */
async onDeleteActiveEffect(effect, options) {
switch (StatusEffects.statusId(effect)) {
@ -2655,80 +2669,81 @@ export class RdDActor extends Actor {
return;
}
}
/* -------------------------------------------- */
enleverTousLesEffets() {
this.deleteEmbeddedEntity('ActiveEffect', Array.from(this.effects?.keys() ?? []));
}
/* -------------------------------------------- */
listeEffets(matching = it => true) {
const all = Array.from(this.effects?.values() ?? []);
const filtered = all.filter(it => matching(it.data));
return filtered;
}
/* -------------------------------------------- */
async setStatusDemiReve(status) {
const options = { renderSheet: true/*, noHook: from == 'hook' */ };
if (status) {
await this.addEffect(StatusEffects.demiReve(), options)
await this.addStatusEffect(StatusEffects.demiReve())
}
else {
this.deleteEffect(StatusEffects.demiReve(), options)
this.deleteStatusEffect(StatusEffects.demiReve())
}
}
/* -------------------------------------------- */
async setStatusSonne(sonne) {
if (this.isEntiteCauchemar()) {
return;
}
const id = 'sonne';
const options = { renderSheet: true/*, noHook: from == 'hook' */ };
await this.forceStatusEffectId('sonne', sonne);
}
/* -------------------------------------------- */
async forceStatusEffectId(statusId, sonne) {
if (sonne) {
await this.addById(id, options);
await this.addStatusEffectById(statusId);
}
else /* if (!sonne)*/ {
this.deleteById(id, options)
else {
this.deleteStatusEffectById(statusId);
}
}
/* -------------------------------------------- */
deleteById(id, options) {
deleteStatusEffectById(id, options = { renderSheet: true}) {
const effects = Array.from(this.effects?.values())
.filter(it => it.data.flags.core?.statusId == id);
this._deleteAll(effects, options);
this._deleteStatusEffects(effects, options);
}
/* -------------------------------------------- */
deleteEffect(effect, options) {
deleteStatusEffect(effect, options = { renderSheet: true}) {
const toDelete = Array.from(this.effects?.values())
.filter(it => StatusEffects.statusId(it.data) == StatusEffects.statusId(effect));
this._deleteAll(toDelete, options);
this._deleteStatusEffects(toDelete, options);
}
/* -------------------------------------------- */
_deleteAll(effects, options) {
this._deleteAllIds(effects.map(it => it.id), options);
_deleteStatusEffects(effects, options) {
this._deleteStatusEffectsByIds(effects.map(it => it.id), options);
}
/* -------------------------------------------- */
_deleteAllIds(effectIds, options) {
_deleteStatusEffectsByIds(effectIds, options) {
this.deleteEmbeddedEntity('ActiveEffect', effectIds, options);
this.applyActiveEffects();
}
/* -------------------------------------------- */
async addById(id, options) {
async addStatusEffectById(id, options = { renderSheet: true}) {
const statusEffect = CONFIG.statusEffects.find(it => it.id == id);
await this.addEffect(statusEffect, options);
await this.addStatusEffect(statusEffect, options);
}
/* -------------------------------------------- */
async addEffect(statusEffect, options) {
this.deleteById(statusEffect.id, options);
async addStatusEffect(statusEffect, options = { renderSheet: true}) {
this.deleteStatusEffectById(statusEffect.id, options);
const effet = duplicate(statusEffect);
effet["flags.core.statusId"] = effet.id;
await this.createEmbeddedEntity('ActiveEffect', effet, options);

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@ -11,6 +11,7 @@ import { RdDRollTables } from "./rdd-rolltables.js";
export class RdDCombat {
static init() {
RdDCombatSettings.onInit();
this.initStorePasseArmes();
Hooks.on("updateCombat", (combat, data) => { RdDCombat.onUpdateCombat(combat, data) });
Hooks.on("preDeleteCombat", (combat, options) => { RdDCombat.onPreDeleteCombat(combat, options); });
@ -562,7 +563,7 @@ export class RdDCombat {
/* -------------------------------------------- */
async choixParticuliere(rollData, choix) {
console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
this.removeChatMessageActionsPasseArme(rollData.passeArme);
rollData.particuliere = choix;
await this._onAttaqueNormale(rollData);
@ -594,7 +595,6 @@ export class RdDCombat {
dialog.render(true);
}
_prepareParade(attackerRoll, armeParade) {
const compName = armeParade.data.competence;
const armeAttaque = attackerRoll.arme;
@ -606,7 +606,7 @@ export class RdDCombat {
competence: this.defender.getCompetence(compName),
arme: armeParade,
surprise: this.defender.getSurprise(true),
needParadeSignificative: RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
needParadeSignificative: RdDCombatSettings.isUsingCategorieParade() && RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade),
carac: this.defender.data.data.carac,
show: {}
@ -632,6 +632,9 @@ export class RdDCombat {
if (RdDBonus.isDefenseAttaqueFinesse(defenderRoll)) {
facteurSign *= 2;
}
if (!RdDCombatSettings.isUsingTripleSignificative()) {
facteurSign = Math.min(facteurSign, 4);
}
return facteurSign;
}
@ -741,6 +744,9 @@ export class RdDCombat {
/* -------------------------------------------- */
async computeDeteriorationArme(rollData) {
if (!RdDCombatSettings.isUsingResistanceArmeParade()) {
return;
}
const attackerRoll = rollData.attackerRoll;
// Est-ce une parade normale?
if (rollData.arme && attackerRoll && !rollData.rolled.isPart) {
@ -772,7 +778,7 @@ export class RdDCombat {
}
}
// Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
if (resistance > 0 && RdDItemArme.getCategorieParade(rollData.arme) != 'boucliers') {
if (RdDCombatSettings.isUsingDefenseurDesarme() && resistance > 0 && RdDItemArme.getCategorieParade(rollData.arme) != 'boucliers') {
let desarme = await RdDResolutionTable.rollData({
caracValue: this.defender.getForce(),
finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg,
@ -783,31 +789,38 @@ export class RdDCombat {
}
}
}
/* -------------------------------------------- */
async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
const attackerRoll = defenderRoll.attackerRoll;
if (this._isAttaqueCauseRecul(attackerRoll)) {
if (RdDCombatSettings.isUsingRecul() && this._isAttaqueCauseRecul(attackerRoll)) {
const impact = this._computeImpactRecul(attackerRoll);
const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
if (rollRecul.rolled.isSuccess) {
defenderRoll.show.recul = 'encaisse';
} else if (rollRecul.rolled.isETotal) {
} else if (rollRecul.rolled.isETotal || this._isReculCauseChute(impact)) {
defenderRoll.show.recul = 'chute';
await this.defender.addStatusEffectById('prone');
}
else {
const agilite = this.defender.getAgilite();
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact });
defenderRoll.show.recul = (chute.rolled.isSuccess) ? 'recul' : 'chute';
defenderRoll.show.recul = 'recul';
}
}
}
/* -------------------------------------------- */
async _isReculCauseChute(impact) {
const agilite = this.defender.getAgilite();
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact });
return chute.rolled.isEchec;
}
/* -------------------------------------------- */
_isAttaqueCauseRecul(attaque) {
return attaque.particuliere == 'force' || attaque.tactique == 'charge';
}
/* -------------------------------------------- */
_computeImpactRecul(attaque) {
const taille = this.defender.getTaille();
const force = this.attacker.getForce();
@ -902,5 +915,92 @@ export class RdDCombat {
content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data)
});
}
}
export class RdDCombatSettings extends FormApplication {
static onInit() {
game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-recul", { name: "rdd-combat-recul", scope: "world", config: false, default: true, type: Boolean });
game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-resistanceArmeParade", { name: "rdd-combat-resistanceArmeParade", scope: "world", config: false, default: true, type: Boolean });
game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-deteriorationArmure", { name: "rdd-combat-deteriorationArmure", scope: "world", config: false, default: true, type: Boolean });
game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-defenseurDesarme", { name: "rdd-combat-defenseurDesarme", scope: "world", config: false, default: true, type: Boolean });
game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-categorieParade", { name: "rdd-combat-categorieParade", scope: "world", config: false, default: true, type: Boolean });
game.settings.register("foundryvtt-reve-de-dragon", "rdd-combat-tripleSignificative", { name: "rdd-combat-tripleSignificative", scope: "world", config: false, default: true, type: Boolean });
game.settings.registerMenu("foundryvtt-reve-de-dragon", "rdd-combat-options", {
name: "Choisir les options de combat",
label: "Choix des options de combat",
hint: "Ouvre la fenêtre de sélection des options de combats pour désactiver certaines règles",
icon: "fas fa-bars",
type: RdDCombatSettings,
restricted: true
});
}
constructor(...args) {
super(...args);
}
static get defaultOptions() {
const options = super.defaultOptions;
mergeObject(options, {
id: "combat-settings",
template: "systems/foundryvtt-reve-de-dragon/templates/combat-settings.html",
height: 600,
width: 350,
minimizable: false,
closeOnSubmit: true,
title: "Options de combat"
});
return options;
}
getData() {
let data = super.getData();
data.recul = RdDCombatSettings.isUsingRecul();
data.resistanceArmeParade = RdDCombatSettings.isUsingResistanceArmeParade();
data.deteriorationArmure = RdDCombatSettings.isUsingDeteriorationArmure();
data.defenseurDesarme = RdDCombatSettings.isUsingDefenseurDesarme();
data.categorieParade = RdDCombatSettings.isUsingCategorieParade();
data.tripleSignificative = RdDCombatSettings.isUsingTripleSignificative();
return data;
}
static isUsingRecul() {
return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-recul");
}
static isUsingResistanceArmeParade() {
return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-resistanceArmeParade");
}
static isUsingDeteriorationArmure() {
return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-deteriorationArmure");
}
static isUsingDefenseurDesarme() {
return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-defenseurDesarme");
}
static isUsingCategorieParade() {
return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-categorieParade");
}
static isUsingTripleSignificative() {
return game.settings.get("foundryvtt-reve-de-dragon", "rdd-combat-tripleSignificative");
}
activateListeners(html) {
html.find(".select-option").click((event) => {
if (event.currentTarget.attributes.name) {
let id = event.currentTarget.attributes.name.value;
let isChecked = event.currentTarget.checked;
game.settings.set("foundryvtt-reve-de-dragon", id, isChecked);
}
});
}
async _updateObject(event, formData) {
this.close();
}
}
}

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@ -42,8 +42,6 @@ export class RdDRoll extends Dialog {
finalLevel: 0,
diffConditions: 0,
diffLibre: rollData.competence?.data.default_diffLibre ?? 0,
editLibre: true,
editConditions: true,
malusArmureValue: actor.getMalusArmure(),
surencMalusFlag: actor.isPersonnage() ? (actor.data.data.compteurs.surenc.value < 0) : false,
surencMalusValue: actor.getSurenc(),

View File

@ -468,7 +468,7 @@ export class RdDUtility {
let tailleData = tableCaracDerivee[bonusDomKey];
data.attributs.plusdom.value = tailleData.plusdom;
data.attributs.sconst.value = tableCaracDerivee[Number(data.carac.constitution.value)].sconst;
data.attributs.sconst.value = RdDUtility.calculSConst(data.carac.constitution.value);
data.attributs.sust.value = tableCaracDerivee[Number(data.carac.taille.value)].sust;
data.attributs.encombrement.value = (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2;
@ -489,6 +489,10 @@ export class RdDUtility {
data.compteurs.chance.max = data.carac.chance.value;
}
static calculSConst(constitution) {
return Number(tableCaracDerivee[Number(constitution)].sconst);
}
/* -------------------------------------------- */
static getSegmentsFatigue(maxEnd) {
maxEnd = Math.max(maxEnd, 1);

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@ -5,7 +5,7 @@ const rddStatusEffects = [
demiReveStatusEffect
];
const statusDemiSurprise = new Set(['sonne', 'prone', 'restrain']);
const statusSurpriseTotale = new Set(['unconscious', 'blind']);
const statusSurpriseTotale = new Set(['unconscious', 'blind', 'dead']);
export class StatusEffects {
static onReady() {

View File

@ -41,7 +41,7 @@
<li>
<label class="ctn-sonne">
Sonné :
<input class="resource-content data-sante-sonne" type="checkbox" value="{{data.sante.sonne.value}}" {{#if data.sante.sonne.value}}checked{{/if}} />
<input class="resource-content data-sante-sonne" type="checkbox" {{#if data.sante.sonne.value}}checked{{/if}} />
</label>
</li>
<li>

View File

@ -20,13 +20,14 @@
{{/unless}}
{{/unless}}, total: <span class="rdd-roll-echec">{{total}}</span>
<br>
{{alias}} subit
{{#if (eq dmg.mortalite 'cauchemar')}}le coup
{{else if (gt eraflures 0)}}une contusion
{{else if (gt legeres 0)}}une blessure légère
{{else if (gt graves 0)}}une blessure grave
{{else if (gt critiques 0)}}une blessure critique
{{else}}Rien du tout
{{alias}}
{{#if (eq dmg.mortalite 'cauchemar')}}subit le coup
{{else if eraflures}}subit une contusion
{{else if legeres}}subit une blessure légère
{{else if graves}}subit une blessure grave
{{else if critiques}}subit une blessure critique
{{else if mort}}vient de mourir
{{else}}s'en sort sans une égratignure
{{/if}}
({{dmg.loc.label}})
{{#if (gt endurance 0)}}

View File

@ -0,0 +1,28 @@
<form autocomplete="off" onsubmit="event.preventDefault();">
<ul>
<li>
<input class="select-option" type="checkbox" name="rdd-combat-recul" {{#if recul}}checked{{/if}}/>
<label>Appliquer le recul en cas de particulière en force ou de charge</label>
</li>
<li>
<input class="select-option" type="checkbox" name="rdd-combat-resistanceArmeParade" {{#if resistanceArmeParade}}checked{{/if}}/>
<label>Faire le jet de résistance des armes lors de parades pouvant les endommager</label>
</li>
<li>
<input class="select-option" type="checkbox" name="rdd-combat-deteriorationArmure" {{#if deteriorationArmure}}checked{{/if}}/>
<label>Tenir compte de la détérioration des armures</label>
</li>
<li>
<input class="select-option" type="checkbox" name="rdd-combat-defenseurDesarme" {{#if defenseurDesarme}}checked{{/if}}/>
<label>Le défenseur peut être désarmé en parant une particulière en force ou une charge avec une arme autre qu'un bouclier</label>
</li>
<li>
<input class="select-option" type="checkbox" name="rdd-combat-categorieParade" {{#if categorieParade}}checked{{/if}}/>
<label>Le défenseur doit obtenir une significative en cas de parade avec des armes de catégories différentes</label>
</li>
<li>
<input class="select-option" type="checkbox" name="rdd-combat-tripleSignificative" {{#if tripleSignificative}}checked{{/if}}/>
<label>En cas de demi-surprise, d'attaque particulière en finesse, et de catégories d'armes différentes, le défenseur doit obtenir 1/8 des chances de succès</label>
</li>
</ul>
</form>