#20 Gestion des RollModes et gestion initiative plus fine

This commit is contained in:
sladecraven 2020-11-24 17:41:14 +01:00
parent 40e2d665df
commit 2cbd496517
3 changed files with 67 additions and 30 deletions

View File

@ -27,7 +27,7 @@ import { RdDResolutionTable } from "./rdd-resolution-table.js";
const _patch_initiative = () => {
Combat.prototype.rollInitiative = async function (
ids,
formula = null,
formula = undefined,
messageOptions = {}
) {
console.log(
@ -39,13 +39,14 @@ const _patch_initiative = () => {
// 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 armeCombat, rollFormula, competence;
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) {
@ -63,7 +64,7 @@ const _patch_initiative = () => {
competence = RdDUtility.findCompetence( c.actor.data.items, compName );
rollFormula = "1d6+" + competence.data.niveau + "+" + Math.ceil(c.actor.data.data.carac[competence.data.defaut_carac].value/2);
}
}
//console.log("Combatat", c);
const roll = this._getInitiativeRoll(c, rollFormula);
//console.log("Compute init for", armeCombat, competence, rollFormula, roll.total);
@ -82,7 +83,7 @@ const _patch_initiative = () => {
alias: c.token.name,
sound: CONFIG.sounds.dice,
},
flavor: `${c.token.name} a fait son jet d'Initiative (Compétence ${competence.name})`,
flavor: `${c.token.name} a fait son jet d'Initiative`,
},
messageOptions
);

View File

@ -668,9 +668,32 @@ export class RdDUtility {
/* -------------------------------------------- */
static rollInitiativeCompetence( combatantId, arme ) {
const combatant = game.combat.getCombatant(combatantId);
const actor = combatant.actor;
let initOffset = 0;
let caracForInit = 0;
let competence = RdDUtility.findCompetence( combatant.actor.data.items, arme.data.competence);
let rollFormula = "1d6+" + competence.data.niveau + "+" + Math.ceil(combatant.actor.data.data.carac[competence.data.defaut_carac].value/2);
console.log("Roll !", combatantId, arme );
if ( actor.data.type == 'creature' || actor.data.type == 'entite') {
caracForInit = competence.data.carac_value;
} else {
if (arme.name == "Draconic") {
initOffset = 200;
competence = { name: "Draconic", data : { niveau: 0 } }; // Fake
} 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 = 40;
}
if (competence.data.categorie == "tir" ) { // Offset de principe pour les armes de jet
initOffset = 80;
}
}
}
// Cas des créatures et entités vs personnages
let rollFormula = "1d6+" + competence.data.niveau + "+" + Math.ceil(caracForInit/2) + "+" + initOffset;
game.combat.rollInitiative(combatantId, rollFormula );
console.log("Roll !", competence, arme, rollFormula );
}
/* -------------------------------------------- */
@ -678,11 +701,26 @@ export class RdDUtility {
// Recupération du combatant et de l'acteur associé
const combatant = game.combat.getCombatant(combatantId);
const actor = combatant.actor;
console.log("Combattant : ", combatant);
//console.log("Combattant : ", combatant);
let armesList = [];
if ( actor.data.type == 'creature' || actor.data.type == 'entite') {
for (const competenceItem of actor.data.items) {
if ( competenceItem.data.iscombat) { // Siule un item de type arme
armesList.push( { name: competenceItem.name, data: { niveau: competenceItem.data.niveau, competence: competenceItem.name } } );
}
}
} else {
// Recupération des items 'arme'
let itemsByType = RdDUtility.buildItemsClassification( combatant.actor.data.items );
let armesList = itemsByType['arme'];
if ( armesList ) { // Do something...
armesList = itemsByType['arme'];
// Force corps à corps et Draconic
let cc = RdDUtility.findCompetence( combatant.actor.data.items, "Corps à corps");
armesList.push( { name: "Corps à corps", data: { niveau: cc.data.niveau, description: "", force: 6, competence: "Corps à corps", dommages: combatant.actor.data.data.attributs.plusdom.value } } );
armesList.push( { name: "Draconic", data: { competence: "Draconic" } } );
}
// Build the relevant submenu
if ( armesList ) {
let menuItems = [];
for ( let arme of armesList ) {
menuItems.push( {
@ -690,7 +728,7 @@ export class RdDUtility {
icon: "<i class='fas fa-dice-d6'></i>",
callback: target => { RdDUtility.rollInitiativeCompetence( combatantId, arme ) } } );
}
new ContextMenu(html, "", menuItems, undefined, defaultMenuItem ).render();
new ContextMenu(html, ".directory-list", menuItems ).render();
}
}
@ -703,8 +741,6 @@ export class RdDUtility {
icon: '<i class="far fa-question-circle"></i>',
callback: target => {
RdDUtility.displayInitiativeMenu( html, target.data('combatant-id') );
//WFRP_Utility.displayStatus(target.attr("data-token-id"));
//$(`#sidebar-tabs`).find(`.item[data-tab="chat"]`).click();
}
});
}

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@ -2,7 +2,7 @@
"name": "foundryvtt-reve-de-dragon",
"title": "Rêve de Dragon",
"description": "Rêve de Dragon RPG for FoundryVTT",
"version": "0.9.82",
"version": "0.9.83",
"minimumCoreVersion": "0.7.5",
"compatibleCoreVersion": "0.7.6",
"templateVersion": 48,