Utilisation nullish / chaining
Simplifie certaines expressions complexes avec operateur ternaire - Nullish coalescing operator (??) - Relationship with the optional chaining operator (?.) - Math.min / Math.max / Math.ceil
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@ -700,13 +700,7 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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detectSurEncombrement( ) {
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let diffEnc = Number(this.encTotal) - Number(this.data.data.attributs.encombrement.value);
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if ( diffEnc > 0 ) { // Sur-encombrement
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let malus = Math.round( diffEnc);
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malus = (malus == 0) ? 1 : malus; // Always 1 at least
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//console.log("Sur enc malus", malus);
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return malus;
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}
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return 0;
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return Math.min(0, Math.ceil(diffEnc));
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}
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/* -------------------------------------------- */
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@ -770,7 +764,7 @@ export class RdDActor extends Actor {
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/* -------------------------------------------- */
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getEtatGeneral() {
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return (this.data.data.compteurs && this.data.data.compteurs.etat) ? this.data.data.compteurs.etat.value : 0;
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return this.data.data.compteurs?.etat?.value ?? 0;
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}
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/* -------------------------------------------- */
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@ -784,11 +778,13 @@ export class RdDActor extends Actor {
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}
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// Pour les autres
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let state = - (data.sante.vie.max - data.sante.vie.value);
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if (data.sante.fatigue) // Creatures n'ont pas de fatigue
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if (data.sante.fatigue){
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// Creatures n'ont pas de fatigue
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state += RdDUtility.currentFatigueMalus(data.sante.fatigue.value, data.sante.endurance.max);
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if (data.compteurs && data.compteurs.ethylisme && data.compteurs.ethylisme.value < 0 ) { // Ajout de l'éthylisme
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state += data.compteurs.ethylisme.value;
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}
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// Ajout de l'éthylisme
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state += Math.min(0, (data.compteurs?.ethylisme?.value ??0));
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data.compteurs.etat.value = state;
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if ( data.compteurs && data.compteurs.surenc) {
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data.compteurs.surenc.value = - this.detectSurEncombrement();
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@ -66,11 +66,11 @@ export class RdDBonus {
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/* -------------------------------------------- */
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static _dmgArme(rollData) {
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return rollData.arme ? parseInt(rollData.arme.data.dommages) : 0;
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return parseInt(rollData.arme?.data.dommages ?? 0);
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}
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static _peneration(rollData) {
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return rollData.arme ? parseInt(rollData.arme.data.penetration) : 0;
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return parseInt(rollData.arme?.data.penetration ?? 0);
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}
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/* -------------------------------------------- */
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@ -18,12 +18,12 @@ 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((game.user.targets && game.user.targets.size > 1)
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ui.notifications.warn( (game.user.targets?.size ??0) > 1
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? "Vous devez choisir <strong>une seule</strong> cible à attaquer!"
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: "Vous devez choisir une cible à attaquer!");
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}
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const defender = target ? target.actor : undefined;
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const defenderTokenId = target ? target.data._id : undefined;
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const defender = target?.actor;
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const defenderTokenId = target?.data._id;
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return this.create(attacker, defender, defenderTokenId, target)
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}
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@ -68,8 +68,8 @@ export class RdDCombat {
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// envoyer le message au destinataire
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if (!game.user.isGM || recipient.hasPlayerOwner) {
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let data = {
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attackerId: sender ? sender.data._id : undefined,
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defenderId: recipient ? recipient.data._id : undefined,
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attackerId: sender?.data._id,
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defenderId: recipient?.data._id,
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defenderTokenId: defenderTokenId,
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rollData: duplicate(rollData),
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rollMode: true
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@ -128,7 +128,7 @@ export class RdDCombat {
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case '#particuliere-attaque': return await this.choixParticuliere(rollData, event.currentTarget.attributes['data-mode'].value);
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case '#parer-button': {
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const armeId = event.currentTarget.attributes['data-armeid'];
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return this.parade(rollData, armeId ? armeId.value : undefined);
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return this.parade(rollData, armeId?.value);
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}
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case '#esquiver-button': return this.esquive(rollData);
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case '#encaisser-button': return this.encaisser(rollData, event.currentTarget.attributes['data-defenderTokenId'].value);
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@ -182,7 +182,7 @@ export class RdDCombat {
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options: { height: 540 }
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}, {
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name: 'jet-attaque',
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label: 'Attaque: ' + (arme ? arme.name : competence.name),
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label: 'Attaque: ' + (arme?.name ?? competence.name),
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callbacks: [
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this.attacker.createCallbackExperience(),
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{ condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
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@ -122,7 +122,7 @@ export class RdDResolutionTable {
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list.push({ label: surprise.descr, value: surprise.attaque });
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}
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if (rollData.diffLibre != undefined) {
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const label = rollData.selectedSort ? rollData.selectedSort.name : 'Libre';
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const label = rollData.selectedSort?.name ?? 'Libre';
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list.push({ label: label, value: rollData.diffLibre });
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}
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if (rollData.diffConditions != undefined) {
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@ -131,11 +131,11 @@ export class RdDResolutionTable {
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if (rollData.etat != undefined) {
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list.push({ label: 'Etat', value: rollData.etat });
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}
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if (rollData.selectedCarac != undefined && rollData.moral != undefined && rollData.selectedCarac.label == 'Volonté') {
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list.push({ label: 'Moral', value: rollData.selectedCarac != undefined && rollData.moral != undefined && rollData.selectedCarac.label == 'Volonté' ? rollData.moral : undefined });
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if (rollData.selectedCarac?.label == 'Volonté' && rollData.moral != undefined) {
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list.push({ label: 'Moral', value: rollData.moral });
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}
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if (RdDResolutionTable.isAjustementAstrologique(rollData)) {
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list.push({ label: 'Astrologique', value: rollData.ajustementAstrologique || 0 });
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list.push({ label: 'Astrologique', value: rollData.ajustementAstrologique ?? 0 });
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}
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if (rollData.rolled.bonus && rollData.selectedSort) {
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list.push({ descr: `Bonus de case: ${rollData.rolled.bonus}%` });
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@ -38,12 +38,12 @@ export class RdDRoll extends Dialog {
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moral: actor.isPersonnage() ? actor.data.data.compteurs.moral.value : 0,
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carac: actor.data.data.carac,
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finalLevel: 0,
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diffConditions: rollData.arme ? RdDBonus.bonusAttaque(rollData.surpriseDefenseur) :0,
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diffConditions: rollData.arme ? RdDBonus.bonusAttaque(rollData.surpriseDefenseur) : 0,
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diffLibre: rollData.competence?.data.default_diffLibre ?? 0,
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editLibre: true,
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editConditions: true,
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forceValue: actor.getForceValue(),
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malusArmureValue: (actor.isPersonnage() && actor.data.data.attributs && actor.data.data.attributs.malusarmure) ? actor.data.data.attributs.malusarmure.value : 0,
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malusArmureValue: actor.isPersonnage() ? actor.data.data.attributs?.malusarmure?.value ?? 0 : 0,
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surencMalusFlag: actor.isPersonnage() ? (actor.data.data.compteurs.surenc.value < 0) : false,
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surencMalusValue: actor.isPersonnage() ? actor.data.data.compteurs.surenc.value : 0,
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surencMalusApply: false,
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@ -111,10 +111,10 @@ export class RdDRoll extends Dialog {
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var dialog = this;
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function updateRollResult(rollData) {
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rollData.dmg = rollData.attackerRoll ? rollData.attackerRoll.dmg : RdDBonus.dmg(rollData, actor.getBonusDegat());
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rollData.dmg = rollData.attackerRoll?.dmg ?? RdDBonus.dmg(rollData, actor.getBonusDegat());
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rollData.finalLevel = dialog._computeFinalLevel(rollData);
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rollData.caracValue = parseInt(rollData.selectedCarac.value);
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rollData.coupsNonMortels = (rollData.attackerRoll ? rollData.attackerRoll.dmg.mortalite : rollData.dmg.mortalite) == 'non-mortel';
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rollData.coupsNonMortels = (rollData.attackerRoll?.dmg.mortalite ?? rollData.dmg.mortalite) == 'non-mortel';
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let dmgText = Misc.toSignedString(rollData.dmg.total);
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if (rollData.coupsNonMortels) {
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dmgText = '(' + dmgText + ')';
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@ -673,10 +673,8 @@ export class RdDUtility {
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/* -------------------------------------------- */
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static currentFatigueMalus( value, max)
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{
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max = (max < 16) ? 16 : max;
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max = (max > 30) ? 30 : max;
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value = (value > max*2) ? max*2 : value;
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value = (value < 0) ? 0 : value;
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max = Math.min(1, Math.max(max, 60));
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value = Math.min(max*2, Math.max(0, value));
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let fatigueTab = fatigueMatrix[max];
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let fatigueRem = value;
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