Merge branch 'combat-extract' into 'dev_1.1'
Fixes suite aux test de combat See merge request LeRatierBretonnien/foundryvtt-reve-de-dragon!72
This commit is contained in:
commit
d1c9bfe4b0
116
module/actor.js
116
module/actor.js
@ -17,7 +17,6 @@ import { RdDRollTables } from "./rdd-rolltables.js";
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import { ChatUtility } from "./chat-utility.js";
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import { RdDItemSort } from "./item-sort.js";
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import { Grammar } from "./grammar.js";
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import { RdDCalendrier } from "./rdd-calendrier.js";
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import { RdDItemArme } from "./item-arme.js";
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import { RdDCombat } from "./rdd-combat.js";
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@ -120,10 +119,16 @@ export class RdDActor extends Actor {
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return this.data.data.compteurs.chance.value;
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}
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/* -------------------------------------------- */
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getForceValue() {
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return this.data.data.carac.force ? this.data.data.carac.force.value : this.data.data.carac.reve.value;
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}
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/* -------------------------------------------- */
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getBonusDegat() {
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return parseInt(this.data.data.attributs.plusdom.value);
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}
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/* -------------------------------------------- */
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getCompetence(compName) {
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return RdDUtility.findCompetence(this.data.items, compName);
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@ -156,7 +161,7 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async performRoll(rollData, attacker = undefined) {
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rollData.demiSurprise = this.isDemiSurprise();
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rollData.surprise = this.getSurprise();
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// Manage weapon categories when parrying (cf. page 115 )
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if (rollData.arme && rollData.attackerRoll) { // Manage parade depending on weapon type, and change roll results
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@ -240,13 +245,13 @@ export class RdDActor extends Actor {
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let recul = await RdDResolutionTable.roll( 10, reculNiveau );
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let msg = "";
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if (recul.isSuccess) {
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msg = "Jet de Recul réussi, aucun effet !";
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msg = this.data.name + " - Jet de Recul réussi, aucun effet !";
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} else {
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let chute = await RdDResolutionTable.roll( this.data.data.carac.agilite.value, reculNiveau );
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if ( !chute.isSuccess || recul.isETotal ) {
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msg = "Jet de Recul : Vous subissez le recul du coup, et vous chutez au sol ! Vous ne pouvez plus attaquer ce round.";
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msg = this.data.name + " - Jet de Recul : Vous subissez le recul du coup, et vous chutez au sol ! Vous ne pouvez plus attaquer ce round.";
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} else {
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msg = "Jet de Recul : Vous subissez le recul du coup, et vous reculez de quelques mètres ! Vous ne pouvez plus attaquer ce round.";
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msg = this.data.name + " - Jet de Recul : Vous subissez le recul du coup, et vous reculez de quelques mètres ! Vous ne pouvez plus attaquer ce round.";
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}
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}
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ChatMessage.create( {content: msg,
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@ -262,7 +267,7 @@ export class RdDActor extends Actor {
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let quality = rolled.quality
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console.log(">>> ROLL", rollData, rolled);
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let xpmsg = RdDResolutionTable.buildXpMessage(rolled, rollData.finalLevel);
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this._appliquerAjoutExperience(rollData)
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let resumeCompetence = (rollData.competence) ? rollData.competence.name : (rollData.diffLibre + rollData.diffConditions);
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let explications = "<br>Points de taches : " + rolled.ptTache + ", ajustement qualité: " + rolled.ptQualite;
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@ -296,9 +301,8 @@ export class RdDActor extends Actor {
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ChatMessage.create( { content: "Vous avez attaqué en Rapidité. Ce cas n'est pas géré autmatiquement, donc suivez les directives de votre MJ pour gérer ce cas.",
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whisper: ChatMessage.getWhisperRecipients( this.name ) } );
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}
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rollData.domArmePlusDom = this._calculBonusDegats(rollData);
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rollData.degats = new Roll("2d10").roll().total + rollData.domArmePlusDom; // Dégats totaux
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rollData.loc = RdDUtility.getLocalisation();
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rollData.dmg = RdDCombat.calculBonusDegats(rollData, this);
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if (target)
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{
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@ -306,7 +310,7 @@ export class RdDActor extends Actor {
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defenseMsg = RdDUtility.buildDefenseChatCard(this, target, rollData);
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explications += "<br><strong>Cible</strong> : " + target.actor.data.name;
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}
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explications += "<br>Encaissement : " + rollData.degats + "<br>Localisation : " + rollData.loc.label;
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explications += "<br>Encaissement : " + rollData.degats + "<br>Localisation : " + rollData.dmg.loc.label;
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} else {
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explications = "<br>Echec ! Pas de dégâts";
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}
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@ -321,8 +325,7 @@ export class RdDActor extends Actor {
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content: "<strong>Test : " + rollData.selectedCarac.label + " / " + resumeCompetence + "</strong>"
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+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) +" / état : " + rollData.etat
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+ RdDResolutionTable.explain(rolled)
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+ "<br><strong>" + quality + "</strong>"
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+ explications + xpmsg
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+ explications
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}
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ChatUtility.chatWithRollMode(chatOptions, this.name)
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@ -355,7 +358,6 @@ export class RdDActor extends Actor {
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if (this.isEntiteCauchemar()) {
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return '';
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}
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// TODO: gestion des conditions de demi-surprise
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if ( this.data.data.sante.sonne.value) {
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return 'demi';
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}
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@ -379,26 +381,6 @@ export class RdDActor extends Actor {
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return mortalite;
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}
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/* -------------------------------------------- */
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_calculBonusDegats(rollData) {
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if ( rollData.arme.name.toLowerCase() == "esquive") return 0; // Specific case management
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const dmgConditions = rollData.isCharge ? 2 : 0;
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const dmgParticuliere = rollData.particuliereAttaque == 'force' ? 5 : 0;
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const dmgArme = parseInt(rollData.arme.data.dommages);
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const dmgPerso = this._calculBonusDegatsActor(rollData.selectedCarac.label, dmgArme);
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return dmgArme + dmgPerso + dmgConditions + dmgParticuliere;
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}
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_calculBonusDegatsActor(caracName, dmgArme) {
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const dmgPerso = parseInt(this.data.data.attributs.plusdom.value);
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switch (caracName) {
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case "Tir": return 0;
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case "Lancer": return Math.max(0, Math.min(dmgArme, dmgPerso));
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}
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return dmgPerso;
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}
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/* -------------------------------------------- */
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async dormirChateauDormant() {
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let message = {
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@ -455,7 +437,7 @@ export class RdDActor extends Actor {
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if (!retrograde) {
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return false;
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}
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mergeObject(retrograde, { "active": true, "premiers_soins": 0, "soins_complets": 0, "jours": 0, "localisation": blessure.localisation });
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mergeObject(retrograde, { "active": true, "premiers_soins": 0, "soins_complets": 0, "jours": 0, "loc": blessure.loc });
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}
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this._supprimerBlessure(blessure);
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return true;
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@ -463,7 +445,7 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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_supprimerBlessure(blessure) {
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mergeObject(blessure, { "active": false, "premiers_soins": 0, "soins_complets": 0, "jours": 0, "localisation": "" });
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mergeObject(blessure, { "active": false, "premiers_soins": 0, "soins_complets": 0, "jours": 0, "loc": "" });
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}
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/* -------------------------------------------- */
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@ -509,18 +491,22 @@ export class RdDActor extends Actor {
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whisper: ChatUtility.getWhisperRecipientsAndGMs( this.name ),
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content : "Remise à neuf de " + this.name
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};
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const blessures = duplicate(this.data.data.blessures);
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for (let listeBlessures of [blessures.legeres.liste, blessures.graves.liste, blessures.critiques.liste]) {
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for (let blessure of listeBlessures) {
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this._supprimerBlessure(blessure);
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if (this.data.data.blessures){
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const blessures = duplicate(this.data.data.blessures);
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for (let listeBlessures of [blessures.legeres.liste, blessures.graves.liste, blessures.critiques.liste]) {
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for (let blessure of listeBlessures) {
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this._supprimerBlessure(blessure);
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}
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}
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await this.update( {"data.blessures": blessures } );
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}
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await this.update( {"data.blessures": blessures } );
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await this.santeIncDec("vie", this.data.data.sante.vie.max - this.data.data.sante.vie.value);
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await this.santeIncDec("endurance", this.data.data.sante.endurance.max - this.data.data.sante.endurance.value);
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let fatigue = duplicate(this.data.data.sante.fatigue)
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fatigue.value = 0;
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await this.update( {"data.sante.fatigue": fatigue } );
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if (this.data.data.sante.fatigue){
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let fatigue = duplicate(this.data.data.sante.fatigue)
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fatigue.value = 0;
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await this.update( {"data.sante.fatigue": fatigue } );
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}
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ChatMessage.create( message );
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}
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@ -1121,7 +1107,7 @@ export class RdDActor extends Actor {
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blessure.premiers_soins = 0;
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blessure.soins_complets = 0;
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blessure.jours = 0;
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blessure.localisation = "";
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blessure.loc = "";
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}
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//console.log("Blessure update", bType, index, blessure, bList );
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await this.update( { 'data.blessures': bList } );
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@ -1134,12 +1120,12 @@ export class RdDActor extends Actor {
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blessure.premiers_soins = psoins;
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blessure.soins_complets = pcomplets;
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blessure.jours = jours;
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blessure.localisation = loc;
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blessure.loc = loc;
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await this.update( { 'data.blessures': bList } );
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}
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/* -------------------------------------------- */
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manageBlessures( blessuresData )
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manageBlessures( blessuresData )
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{
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// Fast exit
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if ( this.data.type == 'entite') return; // Une entité n'a pas de blessures
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@ -1555,6 +1541,9 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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ajustementAstrologique() {
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if (this.isCreature()) {
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return 0;
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}
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// selon l'heure de naissance...
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return game.system.rdd.calendrier.getAjustementAstrologique(this.data.data.heure);
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}
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@ -1580,8 +1569,15 @@ export class RdDActor extends Actor {
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let xp = Math.abs(rolled.finalLevel);
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let xpCarac = Math.floor(xp / 2); // impair: arrondi inférieur en carac
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xpCarac = Math.max(xpCarac, 1);
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let xpComp = xp - xpCarac;
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let xpComp;
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if (competenceName) {
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xpComp = xp - xpCarac;
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}
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else {
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xpComp = 0;
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xpCarac = Math.max(xpCarac, 1);
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}
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if ( competenceName ) {
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let competence = duplicate( RdDUtility.findCompetence( this.data.items, competenceName ) );
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@ -1810,8 +1806,8 @@ export class RdDActor extends Actor {
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}
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/* -------------------------------------------- */
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computeArmure( locData, domArmePlusDom )
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{
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computeArmure( locData, domArmePlusDom, arme = undefined ) {
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// TODO: arc ignore armure
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let protection = 0;
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for (const item of this.data.items) {
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if (item.type == "armure" && item.data.equipe) {
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@ -1839,28 +1835,32 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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async encaisserDommages( attackerRoll, attacker = undefined ) {
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if (attacker && !await attacker.accorder(this, 'avant-encaissement')) {
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return;
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}
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console.log("encaisserDommages", attackerRoll )
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const armure = this.computeArmure( attackerRoll.loc, attackerRoll.domArmePlusDom);
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let degatsReel = attackerRoll.degats - armure;
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const armure = this.computeArmure( attackerRoll.loc, attackerRoll.domArmePlusDom, attackerRoll.arme);
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let result = RdDUtility.computeBlessuresSante(degatsReel, attackerRoll.mortalite);
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const rollEncaissement = new Roll("2d10 + @dmg - @armure",{
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dmg: attackerRoll.dmg.total,
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armure: armure
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}).roll();
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RdDDice.show(rollEncaissement, )
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let result = RdDUtility.computeBlessuresSante(rollEncaissement.total, attackerRoll.mortalite, attackerRoll.dmg.loc);
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result.endurance = Math.max(result.endurance, -Number(this.data.data.sante.endurance.value));
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await this.santeIncDec("vie", result.vie);
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await this.santeIncDec("endurance", result.endurance, (result.critiques > 0));
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result.locName = (attackerRoll.loc) ? attackerRoll.loc.label : "Corps";
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this.manageBlessures(result); // Will upate the result table
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const blessureLegere = (result.legeres > 0 ? "une blessure légère" : "");
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const blessureGrave = (result.graves > 0 ? "une blessure grave" : "");
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const blessureCritique = (result.critiques > 0 ? "une blessure critique" : "");
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let commonMsg = { title: "Blessures !", content: this.data.name + " a encaissé : " +
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"<br>Encaissement final : " + degatsReel +
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"<br>" + blessureLegere + blessureGrave + blessureCritique }
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let commonMsg = {
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title: "Blessures !",
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roll: rollEncaissement ,
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content: this.data.name + " a encaissé " + blessureLegere + blessureGrave + blessureCritique
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}
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let addonMsg = "<br>Et a perdu : <br>" + result.endurance + " Endurance et " + result.vie + " Points de Vie";
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if ( this.hasPlayerOwner ) {
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commonMsg.content += addonMsg; // Message pour tout le monde
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@ -46,7 +46,8 @@ export class RdDItemArme extends Item {
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static armeUneOuDeuxMains(arme, aUneMain) {
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arme.data.unemain = arme.data.unemain || !arme.data.deuxmains;
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const uneOuDeuxMains = arme.data.unemain && arme.data.deuxmains;
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if (arme.data.dommages.includes("/")) { // Sanity check
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const containsSlash = !Number.isInteger(arme.data.dommages) && arme.data.dommages.includes("/");
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if (containsSlash) { // Sanity check
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arme = duplicate(arme);
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const tableauDegats = arme.data.dommages.split("/");
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@ -59,10 +60,7 @@ export class RdDItemArme extends Item {
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arme.data.dommagesReels = Number(arme.data.dommages);
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}
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if (
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(uneOuDeuxMains && !arme.data.dommages.includes("/")) ||
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(!uneOuDeuxMains && arme.data.dommages.includes("/")))
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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 " + arme.name + " ne sont pas corrects (ie sous la forme X/Y)");
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}
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return arme;
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@ -17,7 +17,7 @@ export class RdDCombat {
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static createUsingTarget(attacker) {
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const target = RdDCombat.getTarget();
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if (target == undefined) {
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ui.notifications.warn("Vous devriez choisir une cible à attaquer!");
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ui.notifications.warn("Vous devez choisir une seule cible à attaquer!");
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}
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return this.create(attacker, target ? target.actor : undefined, target)
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}
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@ -112,11 +112,11 @@ export class RdDCombat {
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let rollData = {
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coupsNonMortels: false,
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competence: competence,
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demiSurprise: this.attacker.isDemiSurprise()
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surprise: this.attacker.getSurprise()
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};
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if (this.attacker.isCreature()) {
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this._prepareRollDataCreature(rollData, competence);
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this._modifieRollDataCreature(rollData, competence);
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}
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else {
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// Usual competence
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@ -125,11 +125,11 @@ export class RdDCombat {
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return rollData;
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}
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_prepareRollDataCreature(rollData, competence) {
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_modifieRollDataCreature(rollData, competence) {
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competence = duplicate(competence);
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competence.data.defaut_carac = "carac_creature";
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competence.data.categorie = "creature";
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rollData.competence = competence;
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rollData.carac = { "carac_creature": { label: competence.name, value: competence.data.carac_value } };
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rollData.arme = {
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@ -171,16 +171,13 @@ export class RdDCombat {
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whisper: ChatMessage.getWhisperRecipients(this.attacker.name)
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});
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}
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rollData.domArmePlusDom = this.attacker._calculBonusDegats(rollData);
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rollData.degats = new Roll("2d10").roll().total + rollData.domArmePlusDom; // Dégats totaux
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rollData.loc = RdDUtility.getLocalisation();
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rollData.dmg = RdDCombat.calculBonusDegats(rollData, this.attacker);
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if (this.target) {
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rollData.mortalite = this._calculMortaliteEncaissement(rollData);
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explications += "<br><strong>Cible</strong> : " + this.defender.data.name;
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}
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explications += "<br>Encaissement : " + rollData.degats + "<br>Localisation : " + rollData.loc.label;
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explications += "<br>Encaissement à "+ Misc.toSignedString(rollData.dmg.total)+ " (" + rollData.dmg.loc.label+")";
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// Save rollData for defender
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game.system.rdd.rollDataHandler[this.attackerId] = duplicate(rollData);
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@ -202,7 +199,7 @@ export class RdDCombat {
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_messageDefenseur(rollData) {
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console.log("RdDCombat._messageDefenseur", rollData, " / ", this.attacker, this.target, this.target.actor.isToken, this.attacker.data._id, rollData.competence.data.categorie);
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let content = "<strong>" + this.defender.name + "</strong> doit se défendre : <br><span class='chat-card-button-area'>";
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let content = "<strong>" + this.defender.name + "</strong> doit se défendre :<span class='chat-card-button-area'>";
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||||
// parades
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let filterArmesParade = this._getFilterArmesParade(rollData.competence.data.categorie);
|
||||
@ -216,8 +213,7 @@ export class RdDCombat {
|
||||
}
|
||||
|
||||
// encaisser
|
||||
content += "<br><a class='chat-card-button' id='encaisser-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "'>Encaisser !</a>";
|
||||
|
||||
content += "<br><a class='chat-card-button' id='encaisser-button' data-attackerId='" + this.attackerId + "' data-defenderTokenId='" + this.defenderTokenId + "'>Encaisser à " + Misc.toSignedString(rollData.dmg.total) + " !</a>";
|
||||
content += "</span>"
|
||||
|
||||
let defense = {
|
||||
@ -271,12 +267,11 @@ export class RdDCombat {
|
||||
|
||||
_onAttaqueEchec(rollData) {
|
||||
console.log("RdDCombat.onAttaqueEchec >>>", rollData);
|
||||
let target = this._getTarget();
|
||||
let chatOptions = {
|
||||
content: "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong>"
|
||||
+ "<br>Difficultés <strong>libre : " + rollData.diffLibre + "</strong> / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
|
||||
+ RdDResolutionTable.explain(rolled)
|
||||
+ (target ? "<br><strong>Cible</strong> : " + this.defender.data.name : "")
|
||||
+ RdDResolutionTable.explain(rollData.rolled)
|
||||
+ (this.target ? "<br><strong>Cible</strong> : " + this.defender.data.name : "")
|
||||
}
|
||||
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
|
||||
}
|
||||
@ -329,22 +324,22 @@ export class RdDCombat {
|
||||
attackerRoll: attackerRoll,
|
||||
competence: competence,
|
||||
arme: arme.data,
|
||||
demiSurprise: this.defender.isDemiSurprise(),
|
||||
surprise: this.defender.getSurprise(),
|
||||
needSignificative: this._needSignificative(attackerRoll) || RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
|
||||
needResist: this._needResist(armeAttaque, armeParade),
|
||||
carac: this.defender.data.data.carac
|
||||
};
|
||||
if (isCreature) {
|
||||
this._prepareRollDataCreature(rollData, competence);
|
||||
this._modifieRollDataCreature(rollData, competence);
|
||||
}
|
||||
return rollData;
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_needSignificative(attackerRoll) {
|
||||
return attackerRoll.particuliereAttaque == 'finesse';
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_needResist(armeAttaque, armeParade) {
|
||||
// Manage weapon categories when parrying (cf. page 115 )
|
||||
@ -399,10 +394,8 @@ export class RdDCombat {
|
||||
async _onParadeEchec(rollData) {
|
||||
console.log("RdDCombat._onParadeEchec >>>", rollData);
|
||||
|
||||
let explications = "<br><strong>Parade échouée, encaissement !</strong>";
|
||||
if (rollData.demiSurprise) {
|
||||
explications += " Demi surprise!";
|
||||
}
|
||||
let explications = "<br><strong>Parade échouée, encaissement !</strong> ";
|
||||
explications += this.descriptionSurprise(rollData.surprise);
|
||||
if (rollData.needSignificative) {
|
||||
explications += " Significative nécessaire!";
|
||||
}
|
||||
@ -452,13 +445,13 @@ export class RdDCombat {
|
||||
diffLibre: attackerRoll.diffLibre,
|
||||
attackerRoll: attackerRoll,
|
||||
competence: competence,
|
||||
demiSurprise: this.defender.isDemiSurprise(),
|
||||
surprise: this.defender.getSurprise(),
|
||||
needSignificative: this._needSignificative(attackerRoll),
|
||||
carac: this.defender.data.data.carac
|
||||
};
|
||||
|
||||
if (this.defender.isCreature()) {
|
||||
this._prepareRollDataCreature(rollData, competence);
|
||||
this._modifieRollDataCreature(rollData, competence);
|
||||
}
|
||||
return rollData;
|
||||
}
|
||||
@ -497,10 +490,8 @@ export class RdDCombat {
|
||||
async _onEsquiveEchec(rollData) {
|
||||
console.log("RdDCombat._onEsquiveEchec >>>", rollData);
|
||||
|
||||
let explications = "<br><strong>Esquive échouée, encaissement !</strong>";
|
||||
if (rollData.demiSurprise) {
|
||||
explications += " Demi surprise!";
|
||||
}
|
||||
let explications = "<br><strong>Esquive échouée, encaissement !</strong> ";
|
||||
explications += RdDCombat.descriptionSurprise(rollData.surprise);
|
||||
if (rollData.needSignificative) {
|
||||
explications += " Significative nécessaire!";
|
||||
}
|
||||
@ -517,6 +508,7 @@ export class RdDCombat {
|
||||
await this.defender.computeRecul(rollData, true);
|
||||
this.encaisser(rollData.attackerRoll);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
encaisser(attackerRoll) {
|
||||
// TODO: gestion message pour chance/encaissement
|
||||
@ -569,4 +561,65 @@ export class RdDCombat {
|
||||
return rolled.isSuccess;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static calculBonusDegats(rollData, actor) {
|
||||
let dmg = { total: 0, loc: RdDUtility.getLocalisation() };
|
||||
if (rollData.arme.name.toLowerCase() == "esquive") {
|
||||
// Specific case management
|
||||
ui.notifications.warn("Calcul de bonus dégats sur eswquive")
|
||||
return dmg;
|
||||
}
|
||||
dmg.dmgArme = RdDCombat._dmgArme(rollData);
|
||||
dmg.ignoreArmure = 0; // TODO: calculer pour arcs et arbaletes, gérer pour lmes créatures
|
||||
dmg.dmgTactique= RdDCombat._dmgTactique(rollData);
|
||||
dmg.dmgParticuliere= RdDCombat._dmgParticuliere(rollData);
|
||||
dmg.dmgSurprise= RdDCombat._dmgSurprise(rollData);
|
||||
dmg.dmgActor = RdDCombat._dmgActor(actor.getBonusDegat(), rollData.selectedCarac.label, dmg.dmgArme);
|
||||
dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere;
|
||||
return dmg;
|
||||
}
|
||||
|
||||
static _dmgArme(rollData) {
|
||||
return parseInt(rollData.arme.data.dommages);
|
||||
}
|
||||
|
||||
static _dmgActor(bonusDegat, categorie, dmgArme) {
|
||||
switch (categorie) {
|
||||
case "Tir": return 0;
|
||||
case "Lancer": return Math.max(0, Math.min(dmgArme, bonusDegat));
|
||||
}
|
||||
return bonusDegat;
|
||||
}
|
||||
|
||||
static _dmgTactique(rollData) {
|
||||
return rollData.isCharge ? 2 : 0;
|
||||
}
|
||||
|
||||
static _dmgParticuliere(rollData) {
|
||||
return rollData.particuliereAttaque == 'force' ? 5 : 0;
|
||||
}
|
||||
|
||||
|
||||
static _dmgSurprise(rollData) {
|
||||
if (rollData.surprise) {
|
||||
switch (rollData.surprise) {
|
||||
case 'demi': return 1;
|
||||
case 'totale': return 10;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static descriptionSurprise(surprise) {
|
||||
if (surprise) {
|
||||
switch (surprise) {
|
||||
case 'demi': return 'demi-surprise';
|
||||
case 'totale': return 'surprise totale';
|
||||
}
|
||||
}
|
||||
return '';
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -40,7 +40,6 @@ const specialResults = [
|
||||
{ part: 20, epart: 100, etotal: 100, min: 96, max: 100 }
|
||||
];
|
||||
|
||||
|
||||
const reussites = [
|
||||
{ code: "etotal", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: true, ptTache: -4, ptQualite: -6, quality: "Echec total", condition: (target, roll) => roll >= target.etotal && roll <= 100 },
|
||||
{ code: "epart", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: false, ptTache: -2, ptQualite: -4, quality: "Echec particulier", condition: (target, roll) => (roll >= target.epart && roll < target.etotal) },
|
||||
@ -149,19 +148,33 @@ export class RdDResolutionTable {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static isEchec(rollData) {
|
||||
return rollData.demiSurprise ? !rollData.rolled.isSign : rollData.rolled.isEchec;
|
||||
switch (rollData.surprise) {
|
||||
case 'demi': return !rollData.rolled.isSign;
|
||||
case 'totale': return true;
|
||||
}
|
||||
return rollData.rolled.isEchec;
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
static isEchecTotal(rollData) {
|
||||
return (rollData.demiSurprise && rollData.arme) ? rollData.rolled.isEchec : rollData.rolled.isETotal;
|
||||
if (rollData.arme && rollData.surprise == 'demi') {
|
||||
return rollData.rolled.isEchec;
|
||||
}
|
||||
return rollData.rolled.isETotal;
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
static isParticuliere(rollData) {
|
||||
return (rollData.demiSurprise && rollData.arme) ? false : rollData.rolled.isPart;
|
||||
if (rollData.arme && rollData.surprise) {
|
||||
return false;
|
||||
}
|
||||
return rollData.rolled.isPart;
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
static isReussite(rollData) {
|
||||
return rollData.demiSurprise ? rollData.rolled.isSign : rollData.rolled.isSuccess;
|
||||
switch (rollData.surprise) {
|
||||
case 'demi': return rollData.rolled.isSign;
|
||||
case 'totale': return false;
|
||||
}
|
||||
return rollData.rolled.isSuccess;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -33,12 +33,11 @@ export class RdDEncaisser extends Dialog {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
performEncaisser(html, mortalite = "mortel") {
|
||||
const ajustement = Number(this.modifier);
|
||||
const encaissement = new Roll("2d10").roll().total + ajustement;
|
||||
this.actor.encaisserDommages({
|
||||
degats: encaissement,
|
||||
domArmePlusDom: ajustement,
|
||||
loc: { result: 0, label: "Corps" },
|
||||
dmg:{
|
||||
total: Number(this.modifier),
|
||||
loc: { result: 0, label: "Corps" },
|
||||
},
|
||||
mortalite: mortalite
|
||||
});
|
||||
}
|
||||
|
@ -325,10 +325,10 @@ export class RdDTMRDialog extends Dialog {
|
||||
return;
|
||||
}
|
||||
if (cellDescr.type == "lac" || cellDescr.type == "fleuve" || cellDescr.type == "marais") {
|
||||
// TODO: permettre de choisir la voie de draconic?
|
||||
let draconic = this.actor.getBestDraconic();
|
||||
|
||||
let carac = this.actor.getReveActuel();
|
||||
// TODO: ajouter l'état général?
|
||||
const etatGeneral = this.actor.data.data.compteurs.etat.value
|
||||
let difficulte = draconic.data.niveau - 7;
|
||||
let rolled = await RdDResolutionTable.roll(carac, difficulte);
|
||||
@ -357,7 +357,7 @@ export class RdDTMRDialog extends Dialog {
|
||||
}
|
||||
if (rolled.isPart) {
|
||||
explication += "<br>Vous avez fait une Réussite Particulière";
|
||||
explication += RdDResolutionTable.buildXpMessage(rolled, difficulte);
|
||||
this.actor._appliquerAjoutExperience({ rolled: rolled, seletedCarac: {label: 'reve'}, competence: draconic.name })
|
||||
msg2MJ += "<br>Et a fait une réussite particulière";
|
||||
}
|
||||
|
||||
|
@ -581,11 +581,12 @@ export class RdDUtility {
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static computeBlessuresSante( degats, mortalite="mortel" ) {
|
||||
static computeBlessuresSante( degats, mortalite, loc) {
|
||||
let encaissement = RdDUtility.selectEncaissement(degats, mortalite)
|
||||
let over20 = Math.max(degats - 20, 0);
|
||||
encaissement.endurance = - RdDUtility._evaluatePerte(encaissement.endurance, over20);
|
||||
encaissement.vie = - RdDUtility._evaluatePerte(encaissement.vie, over20);
|
||||
encaissement.locName = loc ? loc.label : "Corps";
|
||||
return encaissement;
|
||||
}
|
||||
|
||||
@ -837,9 +838,9 @@ export class RdDUtility {
|
||||
/* -------------------------------------------- */
|
||||
static _handleMsgEncaisser(data) {
|
||||
if (game.user.isGM) { // Seul le GM effectue l'encaissement sur la fiche
|
||||
let rollData = game.system.rdd.rollDataHandler[data.attackerId]; // Retrieve the rolldata from the store
|
||||
let attackerRoll = game.system.rdd.rollDataHandler[data.attackerId]; // Retrieve the rolldata from the store
|
||||
let defenderToken = canvas.tokens.get(data.defenderTokenId);
|
||||
defenderToken.actor.encaisserDommages(rollData);
|
||||
defenderToken.actor.encaisserDommages(attackerRoll);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -131,7 +131,7 @@
|
||||
Jours <input class="blessures-soins" type="text" name='jours' data-dtype="number" value="{{this.jours}}" />
|
||||
-
|
||||
Loc. <input class="blessures-soins" type="text" name='localisation' data-dtype="String"
|
||||
value="{{this.localisation}}" />
|
||||
value="{{this.loc}}" />
|
||||
</li>
|
||||
{{/each}}
|
||||
</div>
|
||||
@ -149,7 +149,7 @@
|
||||
Jours <input class="blessures-soins" type="text" name="jours" data-dtype="number" value="{{bless.jours}}" />
|
||||
-
|
||||
Loc. <input class="blessures-soins" type="text" name="localisation" data-dtype="String"
|
||||
value="{{bless.localisation}}" />
|
||||
value="{{bless.loc}}" />
|
||||
</li>
|
||||
{{/each}}
|
||||
</div>
|
||||
@ -167,7 +167,7 @@
|
||||
Jours <input class="blessures-soins" type="text" name="jours" data-dtype="number" value="{{bless.jours}}" />
|
||||
-
|
||||
Loc. <input class="blessures-soins" type="text" name="localisation" data-dtype="String"
|
||||
value="{{bless.localisation}}" />
|
||||
value="{{bless.loc}}" />
|
||||
</li>
|
||||
</li>
|
||||
{{/each}}
|
||||
|
@ -131,7 +131,7 @@
|
||||
Jours <input class="blessures-soins" type="text" name='jours' data-dtype="number" value="{{this.jours}}" />
|
||||
-
|
||||
Loc. <input class="blessures-soins" type="text" name='localisation' data-dtype="String"
|
||||
value="{{this.localisation}}" />
|
||||
value="{{this.loc}}" />
|
||||
</li>
|
||||
{{/each}}
|
||||
</div>
|
||||
@ -149,7 +149,7 @@
|
||||
Jours <input class="blessures-soins" type="text" name="jours" data-dtype="number" value="{{bless.jours}}" />
|
||||
-
|
||||
Loc. <input class="blessures-soins" type="text" name="localisation" data-dtype="String"
|
||||
value="{{bless.localisation}}" />
|
||||
value="{{bless.loc}}" />
|
||||
</li>
|
||||
{{/each}}
|
||||
</div>
|
||||
@ -167,7 +167,7 @@
|
||||
Jours <input class="blessures-soins" type="text" name="jours" data-dtype="number" value="{{bless.jours}}" />
|
||||
-
|
||||
Loc. <input class="blessures-soins" type="text" name="localisation" data-dtype="String"
|
||||
value="{{bless.localisation}}" />
|
||||
value="{{bless.loc}}" />
|
||||
</li>
|
||||
</li>
|
||||
{{/each}}
|
||||
|
@ -394,7 +394,7 @@
|
||||
</li>
|
||||
<li>
|
||||
Loc.
|
||||
<input class="blessures-soins" type="text" name="localisation" data-dtype="String" value="{{bless.localisation}}"/>
|
||||
<input class="blessures-soins" type="text" name="localisation" data-dtype="String" value="{{bless.loc}}"/>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
@ -426,7 +426,7 @@
|
||||
</li>
|
||||
<li>
|
||||
Loc.
|
||||
<input class="blessures-soins" type="text" name="localisation" data-dtype="String" value="{{bless.localisation}}"/>
|
||||
<input class="blessures-soins" type="text" name="localisation" data-dtype="String" value="{{bless.loc}}"/>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
@ -458,7 +458,7 @@
|
||||
</li>
|
||||
<li>
|
||||
Loc.
|
||||
<input class="blessures-soins" type="text" name="localisation" data-dtype="String" value="{{bless.localisation}}"/>
|
||||
<input class="blessures-soins" type="text" name="localisation" data-dtype="String" value="{{bless.loc}}"/>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
|
Loading…
Reference in New Issue
Block a user