Fix Macros de combat et corps à corps
- gestion des armes à 1/2 mains depuis les armes / le combat - gestion correcte des compétences d'attaques de créatures - message pour les macros de compétence d'arme
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@ -232,6 +232,9 @@ export class RdDActor extends RdDBaseActor {
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/* -------------------------------------------- */
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getCompetence(idOrName, options = {}) {
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if (idOrName instanceof Item) {
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return idOrName.isCompetence() ? idOrName : undefined
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}
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return RdDItemCompetence.findCompetence(this.items, idOrName, options)
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}
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@ -3073,24 +3076,35 @@ export class RdDActor extends RdDBaseActor {
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}
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/* -------------------------------------------- */
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getArmeCompetence(arme, competenceName) {
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let comp = arme.system[competenceName]
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if (!comp || comp.name == "") {
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comp = arme.system[competenceName]
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getCompetenceArme(arme, competenceName) {
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switch (arme.type) {
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case TYPES.competencecreature:
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return arme.name
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case TYPES.arme:
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switch (competenceName) {
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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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case 'tir': return arme.system.tir;
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case 'lancer': return arme.system.lancer;
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}
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if ( !comp || comp.name == "") {
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comp = arme.system[competenceName]
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}
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return comp
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return undefined
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}
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/* -------------------------------------------- */
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rollArme(arme, competenceName = "competence") {
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let compToUse = this.getArmeCompetence(arme, competenceName)
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/**
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*
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* @param {*} arme item d'arme/compétence de créature
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* @param {*} categorieArme catégorie d'attaque à utiliser: competence (== melee), lancer, tir; naturelle, possession
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* @returns
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*/
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rollArme(arme, categorieArme = "competence") {
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let compToUse = this.getCompetenceArme(arme, categorieArme)
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if (!Targets.hasTargets()) {
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RdDConfirm.confirmer({
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settingConfirmer: "confirmer-combat-sans-cible",
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content: `<p>Voulez vous faire un jet de compétence ${competenceName} sans choisir de cible valide?
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content: `<p>Voulez vous faire un jet de ${compToUse} sans choisir de cible valide?
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<br>Tous les jets de combats devront être gérés à la main
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</p>`,
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title: 'Ne pas utiliser les automatisation de combat',
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@ -157,6 +157,13 @@ export class RdDItemArme extends Item {
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}
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return armeData;
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}
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static competence2Mains(arme) {
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return arme.system.competence.replace(" 1 main", " 2 mains");
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}
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static competence1Mains(arme) {
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return arme.system.competence.replace(" 2 mains", " 1 main");
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}
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static isArmeUtilisable(arme) {
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return arme.type == 'arme' && arme.system.equipe && (arme.system.resistance > 0 || arme.system.portee_courte > 0);
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@ -172,6 +179,7 @@ export class RdDItemArme extends Item {
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static corpsACorps(mainsNuesActor) {
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const corpsACorps = {
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name: 'Corps à corps',
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type: 'arme',
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img: 'systems/foundryvtt-reve-de-dragon/icons/competence_corps_a_corps.webp',
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system: {
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equipe: true,
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@ -181,6 +189,7 @@ export class RdDItemArme extends Item {
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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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deuxmains: true,
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categorie_parade: 'sans-armes'
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}
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};
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@ -171,8 +171,7 @@ export class RdDCombatManager extends Combat {
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if (arme.system.unemain && arme.system.deuxmains && !dommages.includes("/")) {
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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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}
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if ((arme.system.unemain && arme.system.competence) ||
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(arme.system.competence.toLowerCase().includes("corps à corps"))) {
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if (arme.system.unemain && arme.system.competence) {
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actions.push(RdDCombatManager.$prepareAttaqueArme({
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arme: arme,
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infoMain: "(1 main)",
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@ -187,7 +186,7 @@ export class RdDCombatManager extends Combat {
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arme: arme,
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infoMain: "(2 mains)",
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dommagesReel: Number(tableauDommages[1]),
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competence: arme.system.competence.replace(" 1 main", " 2 mains"),
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competence: RdDItemArme.competence2Mains(arme),
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carac: carac,
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competences: competences
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}));
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@ -1,13 +1,17 @@
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { TYPES } from "./item.js";
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export class RdDHotbar {
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static async createItemMacro(item, slot, armeCompetence = undefined) {
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let command = `game.system.rdd.RdDHotbar.rollMacro("${item.name}", "${item.type}"` + ((armeCompetence) ? `, "${armeCompetence}");` : `);`);
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let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command));
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const itemName = item.name;
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let command = `game.system.rdd.RdDHotbar.rollMacro("${itemName}", "${item.type}", "${armeCompetence}");`
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let macro = game.macros.contents.find(m => (m.name === itemName) && (m.command === command));
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let macroName = itemName + RdDHotbar.$macroNameSuffix(armeCompetence);
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if (!macro) {
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macro = await Macro.create({
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name: item.name,
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name: macroName,
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type: "script",
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img: item.img,
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command: command
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@ -16,29 +20,51 @@ export class RdDHotbar {
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await game.user.assignHotbarMacro(macro, slot);
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}
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static $macroNameSuffix(armeCompetence){
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switch(armeCompetence) {
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case 'unemain': return ' (1 main)';
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case 'deuxmains': return ' (2 main)';
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case 'tir': return ' (tir)';
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case 'lancer': return ' (lancer)';
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}
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return ''
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}
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static async addToHotbar(item, slot) {
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switch (item?.type ?? "") {
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switch (item?.type ?? '') {
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case TYPES.arme:
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{
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// Les armes peuvent avoir plusieurs usages
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if (item.system.competence != "") {
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await this.createItemMacro(item, slot, "competence")
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if (item.system.competence != '') {
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if (item.system.unemain) {
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await this.createItemMacro(item, slot, 'unemain')
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slot++
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}
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if (item.system.lancer != "") {
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await this.createItemMacro(item, slot, "lancer")
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if (item.system.deuxmains) {
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await this.createItemMacro(item, slot, 'deuxmains')
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slot++
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}
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if (item.system.tir != "") {
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await this.createItemMacro(item, slot, "lancer")
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}
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if (item.system.lancer != '') {
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await this.createItemMacro(item, slot, 'lancer')
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slot++
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}
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if (item.system.tir != '') {
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await this.createItemMacro(item, slot, 'lancer')
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slot++
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}
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}
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return
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case TYPES.competence:
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case TYPES.competencecreature:
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const categorie = RdDItemCompetenceCreature.getCategorieAttaque(item) ?? 'competence';
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await this.createItemMacro(item, slot, categorie)
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return
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default:
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await this.createItemMacro(item, slot)
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case TYPES.competence:
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if (RdDItemCompetence.isCompetenceArme(item)) {
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ui.notifications.info(`La compétence de ${item.name} est une compétence d'arme, choisissez plutôt de créer la macro depuis l'onglet combat`);
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}
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await this.createItemMacro(item, slot, 'competence')
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return
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}
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}
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@ -51,14 +77,13 @@ export class RdDHotbar {
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*/
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static initDropbar() {
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Hooks.on("hotbarDrop", (bar, documentData, slot) => {
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Hooks.on('hotbarDrop', (bar, documentData, slot) => {
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// Create item macro if rollable item - weapon, spell, prayer, trait, or skill
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if (documentData.type == "Item") {
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if (documentData.type == 'Item') {
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const item = fromUuidSync(documentData.uuid) ?? this.actor.items.get(documentData.uuid)
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console.log("DROP", documentData, item)
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switch (item?.type ?? "")
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{
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console.log('DROP', documentData, item)
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switch (item?.type) {
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case TYPES.arme:
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case TYPES.competence:
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case TYPES.competencecreature:
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@ -72,7 +97,7 @@ export class RdDHotbar {
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}
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/** Roll macro */
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static rollMacro(itemName, itemType, competenceName) {
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static rollMacro(itemName, itemType, categorieArme = 'competence') {
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const speaker = ChatMessage.getSpeaker();
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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@ -88,10 +113,14 @@ export class RdDHotbar {
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// Trigger the item roll
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switch (item.type) {
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case TYPES.arme:
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return actor.rollArme(item, competenceName);
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return actor.rollArme(item, categorieArme);
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case TYPES.competence:
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return actor.rollCompetence(item);
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case TYPES.competencecreature:
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return actor.rollCompetence(itemName);
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return item.system.iscombat && !item.system.isparade
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? actor.rollArme(item, categorieArme)
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: actor.rollCompetence(item);
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}
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}
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