#24 Ajout du dé draconique
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module/rdd-dice.js
Normal file
44
module/rdd-dice.js
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@ -0,0 +1,44 @@
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export class RdDDice {
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static async deRencontre() {
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let roll = this.show(new Roll("1d7").evaluate());
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// let roll = this.show(new Roll("1d8r8").evaluate());
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// roll.total = roll.total % 8;
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return roll;
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}
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static async deDraconique() {
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let roll = new Roll("1d8x8").evaluate();
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await this.show(roll);
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return roll.total - Math.ceil(roll.total / 8);
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}
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static async show(roll, rollMode = "roll") {
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await this.showDiceSoNice(roll, rollMode);
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return roll;
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}
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/* -------------------------------------------- */
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static async showDiceSoNice(roll, rollMode = "roll") {
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if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
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let whisper = null;
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let blind = false;
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switch (rollMode) {
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case "blindroll": //GM only
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blind = true;
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case "gmroll": //GM + rolling player
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let gmList = game.users.filter(user => user.isGM);
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let gmIDList = [];
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gmList.forEach(gm => gmIDList.push(gm.data._id));
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whisper = gmIDList;
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break;
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case "roll": //everybody
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let userList = game.users.filter(user => user.active);
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let userIDList = [];
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userList.forEach(user => userIDList.push(user.data._id));
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whisper = userIDList;
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break;
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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}
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}
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}
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@ -1,4 +1,5 @@
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import { Misc } from "./misc.js";
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import { RdDDice } from "./rdd-dice.js";
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/**
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* difficultés au delà de -10
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@ -67,52 +68,38 @@ export class RdDResolutionTable {
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}
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/* -------------------------------------------- */
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static getResultat(code)
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{
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static getResultat(code) {
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let resultat = reussites.filter(r => code == r.code);
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if (resultat == undefined)
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{
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if (resultat == undefined) {
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resultat = reussites.find(r => r.code == "error");
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}
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return resultat;
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}
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/* -------------------------------------------- */
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static roll(carac, difficulte) {
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const chances = this.computeChances(carac, difficulte);
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let rolled = this.rollChances(chances);
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return rolled;
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static explain(rolled) {
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let message = "<br>Jet : <strong>" + rolled.roll + "</strong> sur " + rolled.score + "%";
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if (rolled.carac != null && rolled.finalLevel!= null) {
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message += " (" + rolled.carac + " à " + Misc.toSignedString(rolled.finalLevel) + ")";
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}
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return message;
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}
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/* -------------------------------------------- */
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static async showDiceSoNice(roll, rollMode = "roll") {
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if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
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let whisper = null;
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let blind = false;
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switch (rollMode) {
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case "blindroll": //GM only
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blind = true;
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case "gmroll": //GM + rolling player
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let gmList = game.users.filter(user => user.isGM);
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let gmIDList = [];
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gmList.forEach(gm => gmIDList.push(gm.data._id));
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whisper = gmIDList;
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break;
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case "roll": //everybody
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let userList = game.users.filter(user => user.active);
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let userIDList = [];
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userList.forEach(user => userIDList.push(user.data._id));
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whisper = userIDList;
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break;
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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}
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static async roll(carac, finalLevel, showDice=false) {
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let chances = this.computeChances(carac, finalLevel);
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chances.showDice = showDice;
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let rolled = await this.rollChances(chances);
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rolled.carac = carac;
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rolled.finalLevel = finalLevel;
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return rolled;
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}
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/* -------------------------------------------- */
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static async rollChances(chances) {
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let myRoll = new Roll("d100").roll();
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await this.showDiceSoNice(myRoll );
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if (chances.showDice) {
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await RdDDice.showDiceSoNice(myRoll);
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}
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chances.roll = myRoll.total;
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mergeObject(chances, this._computeReussite(chances, chances.roll));
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return chances;
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