Fix initiative de masse
L'initiative de masse utilise la première compétence de combat trouvée
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be1d109def
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@ -72,7 +72,7 @@ export class RdDCombatManager extends Combat {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async finDeRound(options = { terminer: false }) {
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async finDeRound(options = { terminer: false }) {
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this.combatants.map(it => RdDCombatManager.getActorCombatant(it))
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this.combatants.map(it => RdDCombatManager.getActorCombatant(it, { warning: false }))
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.filter(it => it != undefined)
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.filter(it => it != undefined)
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.forEach(async actor => {
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.forEach(async actor => {
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await actor.finDeRound(options)
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await actor.finDeRound(options)
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@ -80,13 +80,17 @@ export class RdDCombatManager extends Combat {
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})
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})
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}
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}
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static getActorCombatant(combatant) {
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static getActorCombatant(combatant, options = { warning: true }) {
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if (!combatant.actor) {
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if (!combatant.actor) {
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ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`)
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if (options.warning) {
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ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`)
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}
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return undefined
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return undefined
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}
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}
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else if (!combatant.actor.isActorCombat()) {
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else if (!combatant.actor.isActorCombat()) {
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ui.notifications.warn(`${combatant.name} ne peut pas combattre!`)
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if (options.warning) {
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ui.notifications.warn(`${combatant.name} ne peut pas combattre!`)
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}
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return undefined
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return undefined
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}
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}
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return combatant.actor
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return combatant.actor
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@ -100,56 +104,27 @@ export class RdDCombatManager extends Combat {
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}
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}
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/************************************************************************************/
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/************************************************************************************/
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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async rollInitiative(ids, messageOptions = {}) {
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console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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console.log(`${game.system.title} | Combat.rollInitiative()`, ids, messageOptions)
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ids = typeof ids === "string" ? [ids] : ids
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ids.forEach(async id =>
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await this.rollInitRdD(id, undefined, messageOptions)
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)
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return this
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}
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ids = typeof ids === "string" ? [ids] : ids;
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async rollInitRdD(id, formula, messageOptions = {}) {
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// calculate initiative
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const combatant = this.combatants.get(id);
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for (let cId = 0; cId < ids.length; cId++) {
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const actor = RdDCombatManager.getActorCombatant(combatant)
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const combatant = this.combatants.get(ids[cId]);
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if (actor) {
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const ajustement = RdDCombatManager.calculAjustementInit(combatant.actor, undefined);
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const rollFormula = formula ?? RdDCombatManager.getFirstInitRollFormula(actor)
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let rollFormula = formula ?? RdDCombatManager.formuleInitiative(2, 10, 0, ajustement);
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if (!formula) {
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if (combatant.actor.type == 'creature' || combatant.actor.type == 'entite') {
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const competence = combatant.actor.items.find(it => RdDItemCompetenceCreature.isAttaque(it))
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if (competence) {
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rollFormula = RdDCombatManager.formuleInitiative(2, competence.system.carac_value, competence.system.niveau, etatGeneral);
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}
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} else {
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const armeCombat = combatant.actor.itemTypes['arme'].find(it => it.system.equipe)
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let compName = "Corps à corps"
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if (armeCombat) {
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if (armeCombat.system.competence != "") {
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compName = armeCombat.system.competence
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}
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if (armeCombat.system.lancer != "") {
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compName = armeCombat.system.lancer
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}
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if (armeCombat.system.tir != "") {
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compName = armeCombat.system.tir
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}
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}
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const competence = RdDItemCompetence.findCompetence(combatant.actor.items, compName);
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if (competence && competence.system.defaut_carac) {
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const carac = combatant.actor.system.carac[competence.system.defaut_carac].value;
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const niveau = competence.system.niveau;
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const ajustement = RdDCombatManager.calculAjustementInit(combatant.actor, armeCombat)
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rollFormula = RdDCombatManager.formuleInitiative(2, carac, niveau, ajustement);
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} else {
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ui.notifications.warn(`Votre arme ${armeCombat.name} n'a pas de compétence renseignée`);
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}
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}
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}
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const roll = combatant.getInitiativeRoll(rollFormula);
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const roll = combatant.getInitiativeRoll(rollFormula);
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if (!roll.total) {
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if (!roll.total) {
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await roll.evaluate();
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await roll.evaluate();
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}
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}
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const total = Math.max(roll.total, 0.00);
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const total = Math.max(roll.total, 0.00);
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console.log("Compute init for", rollFormula, roll, total, combatant);
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console.log("Compute init for", rollFormula, roll, total, combatant);
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let id = combatant._id || combatant.id;
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await this.updateEmbeddedDocuments("Combatant", [{ _id: combatant._id || combatant.id, initiative: total }]);
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await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: total }]);
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// Send a chat message
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// Send a chat message
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let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
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let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
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@ -161,7 +136,7 @@ export class RdDCombatManager extends Combat {
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alias: combatant.token.name,
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alias: combatant.token.name,
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sound: CONFIG.sounds.dice,
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sound: CONFIG.sounds.dice,
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},
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},
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flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.info})<br>`,
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flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.info})<br>`
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},
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},
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messageOptions);
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messageOptions);
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roll.toMessage(messageData, { rollMode, create: true });
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roll.toMessage(messageData, { rollMode, create: true });
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@ -169,7 +144,20 @@ export class RdDCombatManager extends Combat {
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RdDCombatManager.processPremierRoundInit();
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RdDCombatManager.processPremierRoundInit();
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}
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}
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return this;
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return this;
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};
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}
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static getFirstInitRollFormula(actor) {
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const actions = actor.listActionsCombat()
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if (actions.length > 0) {
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const action = actions[0]
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const init = RdDCombatManager.getInitData(actor, action)
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const ajustement = RdDCombatManager.calculAjustementInit(actor, action)
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return RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement);
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}
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let ajustement = RdDCombatManager.calculAjustementInit(actor, undefined);
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return RdDCombatManager.formuleInitiative(2, 10, 0, ajustement);
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}
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static formuleInitiative(rang, carac, niveau, bonusMalus) {
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static formuleInitiative(rang, carac, niveau, bonusMalus) {
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return `${rang} +( (${RdDCombatManager.calculInitiative(niveau, carac, bonusMalus)} )/100)`;
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return `${rang} +( (${RdDCombatManager.calculInitiative(niveau, carac, bonusMalus)} )/100)`;
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@ -316,7 +304,7 @@ export class RdDCombatManager extends Combat {
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const ajustement = RdDCombatManager.calculAjustementInit(actor, action)
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const ajustement = RdDCombatManager.calculAjustementInit(actor, action)
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const rollFormula = RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement);
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const rollFormula = RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement);
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game.combat.rollInitiative(combatantId, rollFormula, init);
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game.combat.rollInitRdD(combatantId, rollFormula, init);
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}
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}
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static getInitData(actor, action) {
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static getInitData(actor, action) {
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@ -352,35 +340,34 @@ export class RdDCombatManager extends Combat {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static displayInitiativeMenu(html, combatantId) {
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static displayInitiativeMenu(html, combatantId) {
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const combatant = game.combat.combatants.get(combatantId)
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const combatant = game.combat.combatants.get(combatantId)
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const actions = RdDCombatManager.listActionsCombatant(combatant);
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const actor = RdDCombatManager.getActorCombatant(combatant, { warning: false })
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// Build the relevant submenu
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if (actor) {
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const menuItems = actions.map(action => {
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const actions = RdDCombatManager.listActionsActorCombatant(actor)
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return {
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// Build the relevant submenu
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name: action.system.competence,
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const menuItems = actions.map(action => {
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icon: "<i class='fas fa-dice-d6'></i>",
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return {
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callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) }
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name: action.system.competence,
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icon: "<i class='fas fa-dice-d6'></i>",
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callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) }
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}
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})
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if (menuItems.length > 0) {
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new ContextMenu(html, ".directory-list", menuItems).render();
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}
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}
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})
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if (menuItems.length > 0) {
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new ContextMenu(html, ".directory-list", menuItems).render();
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}
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}
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static listActionsCombatant(combatant) {
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static listActionsActorCombatant( actor) {
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const actor = RdDCombatManager.getActorCombatant(combatant)
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const possessions = actor.listActionsPossessions()
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if (actor) {
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const actions = possessions.length > 0
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const possessions = actor.listActionsPossessions()
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? possessions
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const actions = possessions.length > 0
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: actor.listActionsCombat()
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? possessions
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: actor.listActionsCombat()
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for (let index = 0; index < actions.length; index++) {
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for (let index = 0; index < actions.length; index++) {
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actions[index].index = 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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return []
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return actions
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}
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}
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@ -28,16 +28,15 @@ export class RdDTokenHud {
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await RdDTokenHud.addExtensionHudSoins(html, actor);
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await RdDTokenHud.addExtensionHudSoins(html, actor);
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if (isCombat) {
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if (isCombat) {
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let combatant = game.combat.combatants.find(c => c.tokenId == tokenId);
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const combatant = game.combat.combatants.find(c => c.tokenId == tokenId)
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if (!(combatant?.actor)) {
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const actor = RdDCombatManager.getActorCombatant(combatant, { warning: false })
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ui.notifications.warn(`Le combatant ${token.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`)
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if (actor) {
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return;
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let actions = RdDCombatManager.listActionsActorCombatant(actor)
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// initiative
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await RdDTokenHud.addExtensionHudInit(html, combatant, actions)
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// combat
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await RdDTokenHud.addExtensionHudCombat(html, combatant, token, actions)
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}
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}
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let actions = RdDCombatManager.listActionsCombatant(combatant);
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// initiative
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await RdDTokenHud.addExtensionHudInit(html, combatant, actions);
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// combat
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await RdDTokenHud.addExtensionHudCombat(html, combatant, token, actions);
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}
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}
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