#97 particulière pour armes lentes
Pas de particulières en rapidité pour les armes lentes. Le corps à corps est considéré comme rapide. Standardise le corps à corps: centraliser la construction d'un objet pour le corps à corps Convertion de compétences de créature en arme Petit fix sur HUD: le click est sur le div uniquement (au lieu du label avant, ou d'un mix avec un fix précédent...)
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@ -5,6 +5,8 @@
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import { RdDUtility } from "./rdd-utility.js";
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import { HtmlUtility } from "./html-utility.js";
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import { RdDItem } from "./item.js";
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import { RdDItemArme } from "./item-arme.js";
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/* -------------------------------------------- */
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export class RdDActorSheet extends ActorSheet {
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@ -34,7 +36,7 @@ export class RdDActorSheet extends ActorSheet {
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data.data.montrerArchetype = this.options.montrerArchetype;
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let compCategorieNiveau = RdDUtility.getLevelCategory(); // recup catégorie
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data.itemsByType = RdDUtility.buildItemsClassification(data.items);
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data.itemsByType = RdDItem.buildItemsClassification(data.items);
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// Competence per category
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data.competenceByCategory = {};
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@ -92,16 +94,16 @@ 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 = RdDUtility._finalizeArmeList( data.data.combat, data.itemsByType.competence, data.data.carac );
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if (data.competenceByCategory && data.competenceByCategory.melee) {
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//Specific case for Esquive and Corps à Corps
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for ( const melee of data.competenceByCategory.melee ) {
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if (melee.name == "Esquive")
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data.data.combat.push( { name: "Esquive", data: { niveau: melee.data.niveau, description: "", force: 6, initiative: "-", competence: "Esquive", dommages: 0} } );
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data.data.combat.push( { name: "Esquive", data: { niveau: melee.data.niveau, description: "", force: 6, initiative: "", competence: "Esquive", dommages: 0} } );
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if (melee.name == "Corps à corps") {
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let cc_init = RdDUtility.calculInitiative(melee.data.niveau, data.data.carac['melee'].value);
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data.data.combat.push( { name: "Corps à corps", data: { niveau: melee.data.niveau, description: "", force: 6, initiative: cc_init, competence: "Corps à corps", dommages: data.data.attributs.plusdom.value } } );
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data.data.combat.push( RdDItemArme.mainsNues({ niveau: melee.data.niveau, initiative: cc_init }) );
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}
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}
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}
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@ -16,6 +16,7 @@ import { RdDCombat } from "./rdd-combat.js";
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import { DeDraconique } from "./de-draconique.js";
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import { RdDAudio } from "./rdd-audio.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemArme } from "./item-arme.js";
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/* -------------------------------------------- */
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/**
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@ -1985,14 +1986,12 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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rollArme(compName, armeName = undefined) {
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rollArme(compName, armeName = undefined) {
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let arme = this.data.items.find( item => item.name == armeName && RdDItemArme.isArme(item));
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let competence = this.getCompetence(compName);
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let armeItem = this.data.items.find(item=>item.type==="arme" && (item.name === armeName));
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if (armeItem && compName == undefined) compName = armeItem.data.competence;
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let competence = this.getCompetence(compName == undefined? armeName : compName);
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if (armeItem || armeName || (competence.type == 'competencecreature' && competence.data.iscombat)) {
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RdDCombat.createUsingTarget(this).attaque(competence, armeItem);
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if (arme || armeName || (competence.type == 'competencecreature' && competence.data.iscombat)) {
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RdDCombat.createUsingTarget(this).attaque(competence, arme);
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} else {
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this.rollCompetence( competence.name );
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}
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@ -1,4 +1,4 @@
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js"
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const nomCcategorieParade = {
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"sans-armes": "Sans arme / armes naturelles",
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@ -13,31 +13,26 @@ const nomCcategorieParade = {
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"lances": "Lances",
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}
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/* -------------------------------------------- */
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export class RdDItemArme extends Item {
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static isArme(item) {
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return (item.type == 'competencecreature' && item.data.iscombat) || item.type == 'arme';
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}
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/* -------------------------------------------- */
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static getArmeData(item) {
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switch (item ? item.data.type : '') {
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case 'arme': return item.data;
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case 'competencecreature':
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return RdDItemArme._getArmeCompetenceCreature(item);
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return RdDItemCompetenceCreature.toArme(item);
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}
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return RdDItemArme.mainsNues();
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}
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/* -------------------------------------------- */
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static _getArmeCompetenceCreature(competenceCreature) {
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let armeData = duplicate(competenceCreature.data);
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armeData.data.resistance = 100;
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armeData.data.competence = armeData.name;
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armeData.data.dommagesReels = armeData.data.dommagesReels || armeData.data.dommages;
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return armeData;
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}
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/* -------------------------------------------- */
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static getNomCategorieParade(it) {
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const categorie = it.data? RdDItemArme.getCategorieParade(it) : it;
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const categorie = it.data ? RdDItemArme.getCategorieParade(it) : it;
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return nomCcategorieParade[categorie];
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}
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@ -134,11 +129,24 @@ export class RdDItemArme extends Item {
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return arme;
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}
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static mainsNues() {
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static mainsNues(actorData={}) {
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const mainsNues = {
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name: 'Mains nues',
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data: { unemain: true, deuxmains: false, dommages: 0, dommagesReels: 0, mortalite: 'non-mortel', competence: 'Corps à corps', categorie_parade: 'sans-armes' }
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data: {
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equipe: true,
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rapide: true,
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force: 0,
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dommages: 0,
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dommagesReels: 0,
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mortalite: 'non-mortel',
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competence: 'Corps à corps',
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categorie_parade: 'sans-armes'
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}
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};
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if (actorData) {
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mergeObject( mainsNues.data, actorData, {overwrite:false});
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}
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return mainsNues
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}
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}
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23
module/item-competencecreature.js
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23
module/item-competencecreature.js
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@ -0,0 +1,23 @@
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/* -------------------------------------------- */
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export class RdDItemCompetenceCreature extends Item {
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/* -------------------------------------------- */
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static toArme(item) {
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if (item.type == 'competencecreature' && item.data.iscombat) {
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let arme = { name: item.name, data: duplicate(item.data) };
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mergeObject(arme.data,
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{
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competence: item.name,
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resistance: 100,
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equipe: true,
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penetration: 0,
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force: 0,
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rapide: true
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});
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return arme;
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}
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console.error("RdDItem.toArme(", item, ") : impossible de transformer l'Item en arme");
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return undefined;
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}
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}
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18
module/item.js
Normal file
18
module/item.js
Normal file
@ -0,0 +1,18 @@
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/* -------------------------------------------- */
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export class RdDItem {
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/* -------------------------------------------- */
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static buildItemsClassification( items ) {
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let itemsByType = {};
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for (const item of items) {
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let list = itemsByType[item.type];
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if (!list) {
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list = [];
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itemsByType[item.type] = list;
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}
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list.push(item);
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}
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return itemsByType;
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}
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}
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@ -212,7 +212,7 @@ export class RdDCombat {
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}
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else {
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// sans armes: à mains nues
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rollData.arme = RdDItemArme.mainsNues();
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rollData.arme = RdDItemArme.mainsNues({niveau: competence.data.niveau});
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}
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return rollData;
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}
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@ -221,15 +221,13 @@ export class RdDCombat {
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_onAttaqueParticuliere(rollData) {
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console.log("RdDCombat.onAttaqueParticuliere >>>", rollData);
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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let message = `
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<h4 class="rdd-roll-part"><strong>Réussite particulière en attaque</strong></h4>
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<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerId='${this.attackerId}'>Attaquer en Force</a>
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`;
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let message = '<h4 class="rdd-roll-part"><strong>Réussite particulière en attaque</strong></h4>';
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message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerId='${this.attackerId}'>Attaquer en Force</a>`;
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if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) {
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message += `
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<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerId='${this.attackerId}'>Attaquer en Rapidité</a>
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<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerId='${this.attackerId}'>Attaquer en Finesse</a>
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`
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if (rollData.arme.data.rapide) {
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message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerId='${this.attackerId}'>Attaquer en Rapidité</a>`;
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}
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message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerId='${this.attackerId}'>Attaquer en Finesse</a>`;
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}
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game.system.rdd.rollDataHandler[this.attackerId] = rollData;
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// TODO: use a dialog?
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@ -299,7 +297,7 @@ export class RdDCombat {
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/* -------------------------------------------- */
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_filterArmesParade(items, competence) {
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items = items.filter(item => item.data.equipe == true );
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items = items.filter(item => (item.type == 'arme' && item.data.equipe) || (item.type == 'competencecreature' && item.data.isparade));
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switch (competence.data.categorie) {
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case 'tir':
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case 'lancer':
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@ -17,7 +17,7 @@ export class RdDTokenHud {
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if (!token.inCombat) return;
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if (!combatant) return;
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let armesList = RdDTokenHud.buildListeActionsCombat(combatant) ;
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let armesList = RdDUtility.buildListeActionsCombat(combatant) ;
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const hudData = { combatant: combatant, armes: armesList };
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// initiative
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@ -38,16 +38,6 @@ export class RdDTokenHud {
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});
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}
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/* -------------------------------------------- */
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static buildListeActionsCombat(combatant) {
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let armesList = RdDUtility.buildArmeList(combatant);
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for (let armeIndex = 0; armeIndex < armesList.length; armeIndex++) {
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armesList[armeIndex] = duplicate(armesList[armeIndex]);
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armesList[armeIndex].index = armeIndex;
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}
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return armesList;
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}
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/* -------------------------------------------- */
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static async _configureSubMenu(insertionPoint, template, hudData, onMenuItem) {
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const hud = $(await renderTemplate(template, hudData));
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@ -5,6 +5,9 @@ import { ChatUtility } from "./chat-utility.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDCombat } from "./rdd-combat.js";
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import { RdDRollResolutionTable } from "./rdd-roll-resolution-table.js";
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import { RdDItem } from "./item.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { RdDItemArme } from "./item-arme.js";
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/* -------------------------------------------- */
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const level_category = {
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@ -464,11 +467,10 @@ export class RdDUtility {
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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( armeList, competenceList, carac ) {
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static _finalizeArmeList( armes, competenceList, carac ) {
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// Gestion des armes 1/2 mains
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let arme2mains = []; // Tableau contenant la duplication des armes 1m/2m
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let armesEquipe = [];
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for (const arme of armeList) {
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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 = competenceList.find(c => c.name == arme.data.competence);
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@ -491,9 +493,13 @@ export class RdDUtility {
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}
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}
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}
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//armeList = armeList.concat(arme2mains); // Merge all cases
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armesEquipe = armesEquipe.sort((a, b) => { if ( a.name > b.name) return 1; else return -1; } );
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return armesEquipe
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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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@ -796,20 +802,6 @@ export class RdDUtility {
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}
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}
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/* -------------------------------------------- */
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static buildItemsClassification( items ) {
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let itemsByType = {};
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for (const item of items) {
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let list = itemsByType[item.type];
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if (!list) {
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list = [];
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itemsByType[item.type] = list;
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}
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list.push(item);
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}
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return itemsByType;
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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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@ -843,33 +835,36 @@ export class RdDUtility {
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}
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/* -------------------------------------------- */
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static buildArmeList( combatant ) {
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static buildListeActionsCombat( combatant ) {
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const actor = combatant.actor; // Easy access
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let armesList = [];
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if ( actor.data.type == 'creature' || actor.data.type == 'entite') {
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for (const competenceItem of actor.data.items) {
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if ( competenceItem.data.iscombat) { // Seul un item de type arme
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armesList.push( { name: competenceItem.name, data: { niveau: competenceItem.data.niveau, competence: competenceItem.name } } );
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}
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}
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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 => it.type =='competencecreature' && it.data.iscombat)
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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 itemsByType = RdDUtility.buildItemsClassification( combatant.actor.data.items );
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armesList = itemsByType['arme'];
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armesList = this.finalizeArmeList( armesList, itemsByType['competence'], actor.data.data.carac );
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// Force corps à corps et Draconic
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let cc = RdDUtility.findCompetence( combatant.actor.data.items, "Corps à corps");
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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 } } );
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armesList.push( { name: "Draconic", data: { initOnly: true, competence: "Draconic" } } );
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let armes = items.filter(it => it.type =='arme')
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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(this._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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armesList.push( { name: "Autre action", data: { initOnly: true, competence: "Autre action" } } );
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return armesList;
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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 displayInitiativeMenu( html, combatantId) {
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const combatant = game.combat.getCombatant(combatantId);
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let armesList = this.buildArmeList( combatant );
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let armesList = this.buildListeActionsCombat( combatant );
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// Build the relevant submenu
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if ( armesList ) {
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@ -734,7 +734,7 @@ ul, li {
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.control-icon.tokenhudicon.right {
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margin-left: 8px;
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}
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.rdd-hud-menu {
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.rdd-hud-menu label {
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font-size: 0.75rem;
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}
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/* ======================================== */
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@ -4,7 +4,7 @@
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{{#each armes as |arme key|}}
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{{#unless arme.data.initOnly}}
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<div class="control-icon tokenhudicon rdd-hud-menu rdd-attaque" data-combatant-id="{{../combatant._id}}" data-arme-id="{{arme.index}}" title="{{arme.name}}">
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<label class="rdd-hud-menu" ></i>C:{{arme.name}} {{arme.data.mainInfo}}</label>
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<label>C:{{arme.name}} {{arme.data.mainInfo}}</label>
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</div>
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{{/unless}}
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{{/each}}
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@ -2,9 +2,9 @@
|
||||
<img class="rdd-hud-togglebutton" src="icons/svg/sword.svg" width="36" height="36" title="Initiative" />
|
||||
<div class="rdd-hud-list tokenhudext right">
|
||||
{{#each armes as |arme key|}}
|
||||
<div class="control-icon tokenhudicon rdd-hud-menu" data-combatant-id="{{../combatant._id}}" data-arme-id="{{arme.index}}"title="{{arme.name}}">
|
||||
<label class="rdd-hud-menu">I:{{arme.name}} {{arme.data.mainInfo}}</label>
|
||||
</div>
|
||||
<div class="control-icon tokenhudicon rdd-hud-menu" data-combatant-id="{{../combatant._id}}" data-arme-id="{{arme.index}}"title="{{arme.name}}">
|
||||
<label>I:{{arme.name}} {{arme.data.mainInfo}}</label>
|
||||
</div>
|
||||
{{/each}}
|
||||
</div>
|
||||
</div>
|
||||
|
Loading…
Reference in New Issue
Block a user