Extraction des calculs de dommages
Préparation pour le Mapping des armes
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@ -33,12 +33,12 @@ export class RdDItemArme extends Item {
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return RdDItemArme.mainsNues();
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}
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static getCompetenceArme(arme, competenceName) {
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static getCompetenceArme(arme, maniement) {
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switch (arme.type) {
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case ITEM_TYPES.competencecreature:
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return arme.name
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case ITEM_TYPES.arme:
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switch (competenceName) {
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switch (maniement) {
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case 'competence': return arme.system.competence;
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case 'unemain': return RdDItemArme.competence1Mains(arme);
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case 'deuxmains': return RdDItemArme.competence2Mains(arme);
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@ -148,30 +148,32 @@ export class RdDItemArme extends Item {
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return true;
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}
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static dommagesReels(arme, maniement) {
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switch (maniement) {
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case 'tir':
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case 'lancer':
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case 'competence':
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return Number(arme.system.dommages)
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}
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if (arme.system.unemain && arme.system.deuxmains) {
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const containsSlash = !Number.isInteger(arme.system.dommages) && arme.system.dommages.includes("/")
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if (!containsSlash) {
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ui.notifications.info("Les dommages de l'arme à 1/2 mains " + arme.name + " ne sont pas corrects (ie sous la forme X/Y)");
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return Number(arme.system.dommages)
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}
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const tableauDegats = arme.system.dommages.split("/");
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return Number(tableauDegats[maniement == 'unemain' ? 0 : 1])
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}
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return Number(arme.system.dommages);
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}
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/* -------------------------------------------- */
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static armeUneOuDeuxMains(armeData, aUneMain) {
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if (armeData && !armeData.system.cac) {
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armeData.system.unemain = armeData.system.unemain || !armeData.system.deuxmains;
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const uneOuDeuxMains = armeData.system.unemain && armeData.system.deuxmains;
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const containsSlash = !Number.isInteger(armeData.system.dommages) && armeData.system.dommages.includes("/");
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if (containsSlash) { // Sanity check
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armeData = foundry.utils.duplicate(armeData);
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const tableauDegats = armeData.system.dommages.split("/");
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if (aUneMain)
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armeData.system.dommagesReels = Number(tableauDegats[0]);
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else // 2 mains
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armeData.system.dommagesReels = Number(tableauDegats[1]);
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static armeUneOuDeuxMains(arme, aUneMain) {
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if (arme && !arme.system.cac) {
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arme = foundry.utils.duplicate(arme);
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arme.system.dommagesReels = RdDItemArme.dommagesReels(arme, aUneMain ? 'unemain' : 'deuxmains')
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}
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else {
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armeData.system.dommagesReels = Number(armeData.system.dommages);
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}
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if (uneOuDeuxMains != containsSlash) {
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ui.notifications.info("Les dommages de l'arme à 1/2 mains " + armeData.name + " ne sont pas corrects (ie sous la forme X/Y)");
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}
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}
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return armeData;
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return arme;
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}
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static competence1Mains(arme) {
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@ -197,7 +199,7 @@ export class RdDItemArme extends Item {
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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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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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@ -31,8 +31,8 @@ export class RdDBonus {
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}
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/* -------------------------------------------- */
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static dmg(rollData, dmgActor, isEntiteIncarnee = false) {
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const dmgArme = RdDBonus._dmgArme(rollData)
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static dmg(rollData, actor, isEntiteIncarnee = false) {
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const dmgArme = RdDBonus.dmgArme(rollData.arme)
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let dmg = {
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total: 0,
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dmgArme: dmgArme,
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@ -41,7 +41,7 @@ export class RdDBonus {
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dmgParticuliere: RdDBonus._dmgParticuliere(rollData),
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dmgSurprise: RdDBonus.dmgBonus(rollData.ajustements?.attaqueDefenseurSurpris.used),
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mortalite: RdDBonus._calculMortalite(rollData, isEntiteIncarnee),
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dmgActor: RdDBonus._dmgPerso(dmgActor, rollData.selectedCarac?.label, dmgArme)
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dmgActor: RdDBonus.bonusDmg(actor, rollData.selectedCarac?.label.toLowerCase(), dmgArme)
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}
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere;
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return dmg;
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@ -71,11 +71,11 @@ export class RdDBonus {
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}
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/* -------------------------------------------- */
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static _dmgArme(rollData) {
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if (rollData.arme) {
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let dmgBase = rollData.arme.system.dommagesReels ?? Number(rollData.arme.system.dommages ?? 0);
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static dmgArme(arme) {
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if (arme) {
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let dmgBase = arme.system.dommagesReels ?? Number(arme.system.dommages ?? 0);
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//Le bonus dégats magiques ne peut pas faire dépasser le bonus de l'arme (cf p.278)
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return dmgBase + Math.min(dmgBase, rollData.arme.system.magique ? rollData.arme.system.ecaille_efficacite : 0);
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return dmgBase + Math.min(dmgBase, arme.system.magique ? arme.system.ecaille_efficacite : 0);
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}
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return 0;
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}
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@ -86,13 +86,14 @@ export class RdDBonus {
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}
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/* -------------------------------------------- */
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static _dmgPerso(dmgActor, categorie, dmgArme) {
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static bonusDmg(actor, categorie, dmgArme) {
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const dmgActor = actor.getBonusDegat()
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if (categorie == undefined) {
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return 0
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}
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switch (categorie) {
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case "Tir": return 0;
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case "Lancer": return Math.max(0, Math.min(dmgArme, dmgActor));
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case "tir": return 0;
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case "lancer": return Math.max(0, Math.min(dmgArme, dmgActor));
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}
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return dmgActor;
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}
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@ -864,7 +864,7 @@ export class RdDCombat {
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async _onAttaqueNormale(attackerRoll) {
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console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
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attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntite());
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attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker, this.defender.isEntite());
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let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
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attackerRoll.show = {
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cible: this.target ? this.defender.name : 'la cible',
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@ -307,7 +307,7 @@ export class RdDRoll extends Dialog {
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async updateRollResult(html) {
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const rollData = this.rollData;
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rollData.dmg = rollData.attackerRoll?.dmg ?? RdDBonus.dmg(rollData, this.actor.getBonusDegat())
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rollData.dmg = rollData.attackerRoll?.dmg ?? RdDBonus.dmg(rollData, this.actor)
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rollData.caracValue = parseInt(rollData.selectedCarac.value)
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rollData.dmg.mortalite = rollData.dmg.mortalite ?? 'mortel';
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rollData.use.appelAuMoral = this.actor.isPersonnage() && RdDCarac.isActionPhysique(rollData.selectedCarac);
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