import { ChatUtility } from "./chat-utility.js"; import { RdDItemArme } from "./item-arme.js"; import { RdDItemCompetence } from "./item-competence.js"; import { RdDItemCompetenceCreature } from "./item-competencecreature.js"; import { Misc } from "./misc.js"; import { RdDBonus } from "./rdd-bonus.js"; import { RdDResolutionTable } from "./rdd-resolution-table.js"; import { RdDRoll } from "./rdd-roll.js"; import { RdDRollTables } from "./rdd-rolltables.js"; import { ReglesOptionelles } from "./regles-optionelles.js"; /* -------------------------------------------- */ const premierRoundInit = [ { pattern: 'hast', init: 3.90 }, { pattern: 'lance', init: 3.85 }, { pattern: 'baton', init: 3.80 }, { pattern: 'doubledragonne', init: 3.75 }, { pattern: 'esparlongue', init: 3.70 }, { pattern: 'epeedragonne', init: 3.65 }, { pattern: 'epeebatarde', init: 3.60 }, { pattern: 'epeecyane', init: 3.55 }, { pattern: 'epeesorde', init: 3.50 }, { pattern: 'grandehache', init: 3.45 }, { pattern: 'bataille', init: 3.40 }, { pattern: 'epeegnome', init: 3.35 }, { pattern: 'masse', init: 3.30 }, { pattern: 'gourdin', init: 3.25 }, { pattern: 'fléau', init: 3.20 }, { pattern: 'dague', init: 3.15 }, { pattern: 'autre', init: 3.10 }, ]; /* -------------------------------------------- */ export class RdDCombatManager extends Combat { static init() { /* -------------------------------------------- */ Hooks.on("getCombatTrackerEntryContext", (html, options) => { RdDCombatManager.pushInitiativeOptions(html, options); }); } /* -------------------------------------------- */ cleanItemUse() { for (let turn of this.turns) { turn.actor.resetItemUse() } } /* -------------------------------------------- */ cleanSonne() { for (let combatant of this.data.combatants) { if (combatant.actor) { combatant.actor.verifierSonneRound(this.current.round); } else { ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`) } } } /* -------------------------------------------- */ async nextRound() { //console.log('New round !');s this.cleanItemUse(); this.cleanSonne(); return super.nextRound(); } /************************************************************************************/ async rollInitiative(ids, formula = undefined, messageOptions = {}) { console.log(`${game.data.system.data.title} | Combat.rollInitiative()`, ids, formula, messageOptions); // Structure input data ids = typeof ids === "string" ? [ids] : ids; const currentId = this.combatant._id; // calculate initiative for (let cId = 0; cId < ids.length; cId++) { const c = this.getCombatant(ids[cId]); //if (!c) return results; let rollFormula = formula; // Init per default if (!rollFormula) { let armeCombat, competence; if (c.actor.data.type == 'creature' || c.actor.data.type == 'entite') { for (const competenceItemData of c.actor.data.items) { if (competenceItemData.data.iscombat) { competence = duplicate(competenceItemData); } } rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, competence.data.carac_value) + ")/100)"; } else { for (const itemData of c.actor.data.items) { if (itemData.type == "arme" && itemData.data.equipe) { armeCombat = duplicate(itemData); } } let compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.data.competence; competence = RdDItemCompetence.findCompetence(c.actor.data.items, compName); let bonusEcaille = (armeCombat && armeCombat.data.magique) ? armeCombat.data.ecaille_efficacite : 0; rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, Misc.data(c.actor).data.carac[competence.data.defaut_carac].value, bonusEcaille) + ")/100)"; } } //console.log("Combatat", c); const roll = super._getInitiativeRoll(c, rollFormula); if (roll.total <= 0) roll.total = 0.00; console.log("Compute init for", rollFormula, roll.total); await this.updateEmbeddedDocuments("Combatant", [{ _id: c._id, initiative: roll.total }]); // Send a chat message let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode"); let messageData = mergeObject( { speaker: { scene: canvas.scene._id, actor: c.actor ? c.actor._id : null, token: c.token._id, alias: c.token.name, sound: CONFIG.sounds.dice, }, flavor: `${c.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})
`, }, messageOptions ); roll.toMessage(messageData, { rollMode, create: true }); RdDCombatManager.processPremierRoundInit(); } return this; }; /* -------------------------------------------- */ static calculInitiative(niveau, caracValue, bonusEcaille = 0) { let base = niveau + Math.floor(caracValue / 2); base += bonusEcaille; return "1d6" + (base >= 0 ? "+" : "") + base; } /* -------------------------------------------- */ /** Retourne une liste triée d'armes avec le split arme1 main / arme 2 main */ static finalizeArmeList(armes, competences, carac) { // Gestion des armes 1/2 mains let armesEquipe = []; for (const arme of armes) { if (arme.data.equipe) { armesEquipe.push(arme); let comp = competences.find(c => c.name == arme.data.competence); arme.data.initiative = RdDCombatManager.calculInitiative(arme.data.niveau, carac[comp.data.defaut_carac].value); // Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence if (arme.data.unemain && !arme.data.deuxmains) { arme.data.mainInfo = "(1m)"; } else if (!arme.data.unemain && arme.data.deuxmains) { arme.data.mainInfo = "(2m)"; } else if (arme.data.unemain && arme.data.deuxmains) { arme.data.mainInfo = "(1m)"; let arme2main = duplicate(arme); arme2main.data.mainInfo = "(2m)"; arme2main.data.dommages = arme2main.data.dommages.split("/")[1]; // Existence temporaire uniquement dans la liste des armes, donc OK arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace ! let comp = competences.find(c => c.name == arme2main.data.competence); arme2main.data.niveau = comp.data.niveau; arme2main.data.initiative = RdDCombatManager.calculInitiative(arme2main.data.niveau, carac[comp.data.defaut_carac].value); armesEquipe.push(arme2main); } } } return armesEquipe.sort(Misc.ascending(armeData => armeData.name + (armeData.data.mainInfo ?? ''))); } /* -------------------------------------------- */ static buildListeActionsCombat(combatant) { if (combatant.actor == undefined) { ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`) return []; } let items = combatant.actor.data.items; let actions = [] if (combatant.actor.isCreature()) { actions = actions.concat(items.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it)) .map(competence => RdDItemCompetenceCreature.toArme(competence))); } else { // Recupération des items 'arme' let armes = items.filter(it => RdDItemArme.isArmeUtilisable(it)) .map(arme => duplicate(arme)) /* pas de changements aux armes d'origine */ .concat(RdDItemArme.mainsNues()); let competences = items.filter(it => it.type == 'competence'); actions = actions.concat(RdDCombatManager.finalizeArmeList(armes, competences, Misc.data(combatant.actor).data.carac)); actions.push({ name: "Draconic", data: { initOnly: true, competence: "Draconic" } }); } actions.push({ name: "Autre action", data: { initOnly: true, competence: "Autre action" } }); for (let index = 0; index < actions.length; index++) { actions[index].index = index; } return actions; } /* -------------------------------------------- */ static processPremierRoundInit() { // Check if we have the whole init ! if (game.user.isGM && game.combat.current.round == 1) { let initMissing = game.combat.data.combatants.find(it => !it.initiative); if (!initMissing) { // Premier round ! for (let combatant of game.combat.data.combatants) { let arme = combatant.initiativeData?.arme; //console.log("Parsed !!!", combatant, initDone, game.combat.current, arme); if (arme && arme.type == "arme") { for (let initData of premierRoundInit) { if (arme.data.initpremierround.toLowerCase().includes(initData.pattern)) { let msg = `

L'initiative de ${combatant.actor.name} a été modifiée !


Etant donné son ${arme.name}, son initative pour ce premier round est désormais de ${initData.init}.
` ChatMessage.create({ content: msg }); game.combat.setInitiative(combatant._id, initData.init); } } } } } } } /* -------------------------------------------- */ static incDecInit(combatantId, incDecValue) { const combatant = game.combat.getCombatant(combatantId); let initValue = combatant.initiative + incDecValue; game.combat.setInitiative(combatantId, initValue); } /* -------------------------------------------- */ static pushInitiativeOptions(html, options) { for (let i = 0; i < options.length; i++) { let option = options[i]; if (option.name == 'COMBAT.CombatantReroll') { // Replace ! option.name = "Sélectionner l'initiative..."; option.condition = true; option.icon = ''; option.callback = target => { RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id')); } } } options = [ { name: "Incrémenter initiative", condition: true, icon: '', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +0.01); } }, { name: "Décrémenter initiative", condition: true, icon: '', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -0.01); } } ].concat(options); } /* -------------------------------------------- */ static rollInitiativeCompetence(combatantId, arme) { const combatant = game.combat.getCombatant(combatantId); if (combatant.actor == undefined) { ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`) return []; } let initInfo = ""; let initOffset = 0; let caracForInit = 0; let compNiveau = 0; let competence = { name: "Aucune" }; if (combatant.actor.getSurprise() == "totale") { initOffset = -1; // To force 0 initInfo = "Surprise Totale" } else if (combatant.actor.getSurprise() == "demi") { initOffset = 0; initInfo = "Demi Surprise" } else if (arme.name == "Autre action") { initOffset = 2; initInfo = "Autre Action" } else if (arme.name == "Draconic") { initOffset = 7; initInfo = "Draconic" } else { initOffset = 3; // Melée = 3.XX competence = RdDItemCompetence.findCompetence(combatant.actor.data.items, arme.data.competence); compNiveau = competence.data.niveau; initInfo = arme.name + " / " + arme.data.competence; if (combatant.actor.data.type == 'creature' || combatant.actor.data.type == 'entite') { caracForInit = competence.data.carac_value; if (competence.data.categorie == "lancer") { initOffset = 5; } } else { caracForInit = Misc.data(combatant.actor).data.carac[competence.data.defaut_carac].value; if (competence.data.categorie == "lancer") { // Offset de principe pour les armes de jet initOffset = 4; } if (competence.data.categorie == "tir") { // Offset de principe pour les armes de jet initOffset = 5; } if (competence.data.categorie == "melee") { // Offset de principe pour les armes de jet initOffset = 3; } } } let malus = combatant.actor.getEtatGeneral(); // Prise en compte état général // Cas des créatures et entités vs personnages let rollFormula = initOffset + "+ ( (" + RdDCombatManager.calculInitiative(compNiveau, caracForInit) + " + " + malus + ") /100)"; // Garder la trace de l'arme/compétence utilisée pour l'iniative combatant.initiativeData = { arme: arme } // pour reclasser l'init au round 0 game.combat.rollInitiative(combatantId, rollFormula, { initInfo: initInfo }); } /* -------------------------------------------- */ static displayInitiativeMenu(html, combatantId) { console.log("Combatant ; ", combatantId); const combatant = game.combat.getCombatant(combatantId); let armesList = RdDCombatManager.buildListeActionsCombat(combatant); // Build the relevant submenu if (armesList) { let menuItems = []; for (let arme of armesList) { menuItems.push({ name: arme.data.competence, icon: "", callback: target => { RdDCombatManager.rollInitiativeCompetence(combatantId, arme) } }); } new ContextMenu(html, ".directory-list", menuItems).render(); } } } /* -------------------------------------------- */ export class RdDCombat { static init() { this.initStorePasseArmes(); Hooks.on("updateCombat", (combat, change, options, userId) => { RdDCombat.onUpdateCombat(combat, change, options, userId) }); Hooks.on("preDeleteCombat", (combat, options, userId) => { RdDCombat.onPreDeleteCombat(combat, options, userId); }); } /* -------------------------------------------- */ static initStorePasseArmes() { game.system.rdd.combatStore = { attaques: {}, defenses: {} }; } /* -------------------------------------------- */ static onSocketMessage(sockmsg) { switch (sockmsg.msg) { case "msg_encaisser": return RdDCombat.onMsgEncaisser(sockmsg.data); case "msg_defense": return RdDCombat.onMsgDefense(sockmsg.data); } } /* -------------------------------------------- */ static onUpdateCombat(combat, change, options, userId) { if (combat.data.round != 0 && combat.turns && combat.data.active) { RdDCombat.combatNouveauTour(combat); } } /* -------------------------------------------- */ static onPreDeleteCombat(combat, options, userId) { if (game.user.isGM) { combat.cleanItemUse(); ChatUtility.removeChatMessageContaining(`
`) /* * TODO: support de plusieurs combats parallèles * il faudrait avoir un id de combat en plus de celui de passe d'armes */ for (const key in game.system.rdd.combatStore.attaques) { const attackerRoll = game.system.rdd.combatStore.attaques[key]; ChatUtility.removeChatMessageContaining(`
`); } for (const key in game.system.rdd.combatStore.defenses) { const defenderRoll = game.system.rdd.combatStore.defenses[key]; ChatUtility.removeChatMessageContaining(`
`); } RdDCombat.initStorePasseArmes(); } } /* -------------------------------------------- */ static combatNouveauTour(combat) { let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId); if (game.user.isGM) { // seul le GM notifie le status this.displayActorCombatStatus(combat, turn.actor); // TODO Playaudio for player?? } } /* -------------------------------------------- */ static isActive() { return true; } /* -------------------------------------------- */ static createUsingTarget(attacker) { const target = RdDCombat.getTarget(); if (target == undefined) { ui.notifications.warn((game.user.targets?.size ?? 0) > 1 ? "Vous devez choisir une seule cible à attaquer!" : "Vous devez choisir une cible à attaquer!"); } else { const defender = target?.actor; const defenderTokenId = target?.data._id; return this.create(attacker, defender, defenderTokenId, target) } } /* -------------------------------------------- */ static getTarget() { if (game.user.targets && game.user.targets.size == 1) { for (let target of game.user.targets) { return target; } } return undefined; } /* -------------------------------------------- */ static _storeAttaque(attackerId, attackerRoll) { game.system.rdd.combatStore.attaques[attackerId] = duplicate(attackerRoll); } /* -------------------------------------------- */ static _getAttaque(attackerId) { return game.system.rdd.combatStore.attaques[attackerId]; } /* -------------------------------------------- */ static _deleteAttaque(attackerId) { delete game.system.rdd.combatStore.attaques[attackerId]; } /* -------------------------------------------- */ static _storeDefense(defenderRoll) { game.system.rdd.combatStore.defenses[defenderRoll.passeArme] = duplicate(defenderRoll); } /* -------------------------------------------- */ static _getDefense(passeArme) { return game.system.rdd.combatStore.defenses[passeArme]; } /* -------------------------------------------- */ static _deleteDefense(passeArme) { delete game.system.rdd.combatStore.defenses[passeArme]; } /* -------------------------------------------- */ static create(attacker, defender, defenderTokenId, target = undefined) { return new RdDCombat(attacker, defender, defenderTokenId, target) } /* -------------------------------------------- */ static createForAttackerAndDefender(attackerId, defenderTokenId) { const attacker = game.actors.get(attackerId); if (defenderTokenId) { const defenderToken = canvas.tokens.get(defenderTokenId); const defender = defenderToken.actor; return RdDCombat.create(attacker, defender, defenderTokenId); } return RdDCombat.createUsingTarget(attacker) } /* -------------------------------------------- */ static onMsgEncaisser(data) { let attackerRoll = RdDCombat._getAttaque(data.attackerId); // Retrieve the rolldata from the store if (game.user.id === data.gmId) { // Seul le GM effectue l'encaissement sur la fiche let attacker = data.attackerId ? game.actors.get(data.attackerId) : null; let defender = canvas.tokens.get(data.defenderTokenId).actor; defender.encaisserDommages(attackerRoll, attacker); } RdDCombat._deleteDefense(attackerRoll.passeArme); RdDCombat._deleteAttaque(data.attackerId); } /* -------------------------------------------- */ static onMsgDefense(msg) { let defenderToken = canvas.tokens.get(msg.defenderTokenId); if (defenderToken) { if (!game.user.isGM && !game.user.character) { // vérification / sanity check ui.notifications.error("Le joueur " + game.user.name + " n'est connecté à aucun personnage. Impossible de continuer."); return; } if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character._id == defenderToken.actor.data._id))) { const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId); if (rddCombat) { const defenderRoll = msg.defenderRoll; RdDCombat._storeAttaque(msg.attackerId, defenderRoll.attackerRoll); RdDCombat._storeDefense(defenderRoll); rddCombat.removeChatMessageActionsPasseArme(defenderRoll.passeArme); rddCombat._chatMessageDefense(msg.paramChatDefense); } } } } /* -------------------------------------------- */ static _callJetDeVie(event) { let actorId = event.currentTarget.attributes['data-actorId'].value; let actor = game.actors.get(actorId); actor.jetVie(); } /* -------------------------------------------- */ static registerChatCallbacks(html) { for (let button of [ '#parer-button', '#esquiver-button', '#particuliere-attaque', '#encaisser-button', '#appel-chance-defense', '#appel-destinee-defense', '#appel-chance-attaque', '#appel-destinee-attaque', '#echec-total-attaque', ]) { html.on("click", button, event => { const rddCombat = RdDCombat.createForAttackerAndDefender( event.currentTarget.attributes['data-attackerId']?.value, event.currentTarget.attributes['data-defenderTokenId']?.value); if (rddCombat) { rddCombat.onEvent(button, event); event.preventDefault(); } }); } html.on("click", '#chat-jet-vie', event => { event.preventDefault(); RdDCombat._callJetDeVie(event); }); } /* -------------------------------------------- */ constructor(attacker, defender, defenderTokenId, target) { this.attacker = attacker; this.defender = defender; this.target = target; this.attackerId = this.attacker.data._id; this.defenderId = this.defender.data._id; this.defenderTokenId = defenderTokenId; } /* -------------------------------------------- */ async onEvent(button, event) { const attackerRoll = RdDCombat._getAttaque(this.attackerId); if (!attackerRoll) { ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)") return; } const defenderRoll = game.system.rdd.combatStore.defenses[attackerRoll.passeArme]; const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value; const armeParadeId = event.currentTarget.attributes['data-armeid']?.value; switch (button) { case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value); case '#parer-button': return this.parade(attackerRoll, armeParadeId); case '#esquiver-button': return this.esquive(attackerRoll); case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId); case '#echec-total-attaque': return this._onEchecTotal(attackerRoll); case '#appel-chance-attaque': return this.attacker.rollAppelChance( () => this.attaqueChanceuse(attackerRoll), () => this._onEchecTotal(attackerRoll)); case '#appel-chance-defense': return this.defender.rollAppelChance( () => this.defenseChanceuse(attackerRoll, defenderRoll), () => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true })); case '#appel-destinee-attaque': return this.attacker.appelDestinee( () => this.attaqueSignificative(attackerRoll), () => { }); case '#appel-destinee-defense': return this.defender.appelDestinee( () => this.defenseDestinee(attackerRoll), () => { }); } } /* -------------------------------------------- */ attaqueChanceuse(attackerRoll) { ui.notifications.info("L'attaque est rejouée grâce à la chance") attackerRoll.essais.attaqueChance = true; this.attaque(attackerRoll, attackerRoll.arme); } /* -------------------------------------------- */ attaqueDestinee(attackerRoll) { ui.notifications.info('Attaque significative grâce à la destinée') RdDResolutionTable.significativeRequise(attackerRoll.rolled); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); this._onAttaqueNormale(attackerRoll); } /* -------------------------------------------- */ defenseChanceuse(attackerRoll, defenderRoll) { ui.notifications.info("La défense est rejouée grâce à la chance") attackerRoll.essais.defenseChance = true; attackerRoll.essais.defense = false; this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais); } /* -------------------------------------------- */ defenseDestinee(attackerRoll) { let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme); if (defenderRoll) { ui.notifications.info('Défense significative grâce à la destinée') RdDResolutionTable.significativeRequise(defenderRoll.rolled); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); if (defenderRoll.arme) { this._onParadeNormale(defenderRoll); } else { this._onEsquiveNormale(defenderRoll); } } else { ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!") } } /* -------------------------------------------- */ afficherOptionsDefense(attackerRoll, defenderRoll, essais) { ui.notifications.info("La chance n'est pas avec vous"); this._sendMessageDefense(attackerRoll, defenderRoll, essais); } /* -------------------------------------------- */ removeChatMessageActionsPasseArme(passeArme) { if (game.settings.get("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat")) { ChatUtility.removeChatMessageContaining(`
`); } } /* -------------------------------------------- */ static isEchec(rollData) { switch (rollData.ajustements.surprise.used) { case 'totale': return true; case 'demi': return !rollData.rolled.isSign; } return rollData.rolled.isEchec; } /* -------------------------------------------- */ static isEchecTotal(rollData) { if (!rollData.attackerRoll && rollData.ajustements.surprise.used) { return rollData.rolled.isEchec; } return rollData.rolled.isETotal; } /* -------------------------------------------- */ static isParticuliere(rollData) { if (!rollData.attackerRoll && rollData.ajustements.surprise.used) { return false; } return rollData.rolled.isPart; } /* -------------------------------------------- */ static isReussite(rollData) { switch (rollData.ajustements.surprise.used) { case 'totale': return false; case 'demi': return rollData.rolled.isSign; } return rollData.rolled.isSuccess; } /* -------------------------------------------- */ async attaque(competence, arme = undefined) { if (!await this.accorderEntite('avant-attaque')) { return; } let rollData = this._prepareAttaque(competence, arme); console.log("RdDCombat.attaque >>>", rollData); if (arme) { this.attacker.verifierForceMin(arme); } const dialog = await RdDRoll.create(this.attacker, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', options: { height: 540 } }, { name: 'jet-attaque', label: 'Attaque: ' + (arme?.name ?? competence.name), callbacks: [ this.attacker.createCallbackExperience(), this.attacker.createCallbackAppelAuMoral(), { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { condition: r => arme && !RdDCombat.isParticuliere(r), action: r => this.attacker.incDecItemUse(arme._id) }, { condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) }, { condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) }, { condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) }, { condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) }, ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareAttaque(competence, arme) { let rollData = { passeArme: randomID(16), coupsNonMortels: false, competence: competence, surprise: this.attacker.getSurprise(true), surpriseDefenseur: this.defender.getSurprise(true), essais: {} }; rollData.diviseurSignificative = this._getDiviseurSignificative(rollData); if (this.attacker.isCreature()) { RdDItemCompetenceCreature.setRollDataCreature(rollData); } else if (arme) { // Usual competence rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence)); } else { // sans armes: à mains nues rollData.arme = RdDItemArme.mainsNues({ niveau: competence.data.niveau }); } return rollData; } /* -------------------------------------------- */ async _onAttaqueParticuliere(rollData) { RdDCombat._storeAttaque(this.attackerId, rollData); // Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum const isMeleeDiffNegative = (rollData.competence.type == 'competencecreature' || rollData.selectedCarac.label == "Mêlée") && rollData.diffLibre < 0; ChatMessage.create({ alias: this.attacker.name, whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name), content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', { alias: this.attacker.name, attackerId: this.attackerId, defenderTokenId: this.defenderTokenId, isFinesse: isMeleeDiffNegative, isRapide: isMeleeDiffNegative && rollData.arme.data.rapide, passeArme: rollData.passeArme }) }); } /* -------------------------------------------- */ async _onAttaqueNormale(attackerRoll) { console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll); attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar()); let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} } // Save rollData for defender RdDCombat._storeAttaque(this.attackerId, attackerRoll); RdDCombat._storeDefense(defenderRoll) attackerRoll.show = { cible: this.target ? this.defender.data.name : 'la cible', isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge') } await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html'); if (!await this.accorderEntite('avant-defense')) { return; } if (this.target) { await this._sendMessageDefense(attackerRoll, defenderRoll); } } /* -------------------------------------------- */ async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) { console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); if (essaisPrecedents) { mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true }); } // # utilisation esquive let esquiveUsage = 0; let esquive = this.defender.getCompetence("esquive"); if (esquive) { esquiveUsage = this.defender.getItemUse(esquive._id); } const paramChatDefense = { passeArme: attackerRoll.passeArme, essais: attackerRoll.essais, defender: Misc.data(this.defender), attacker: Misc.data(this.attacker), attackerId: this.attackerId, esquiveUsage: esquiveUsage, defenderTokenId: this.defenderTokenId, mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"), armes: this._filterArmesParade(this.defender, attackerRoll.competence, attackerRoll.arme), diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0, attaqueParticuliere: attackerRoll.particuliere, attaqueCategorie: attackerRoll.competence.data.categorie, attaqueArme: attackerRoll.arme, surprise: this.defender.getSurprise(true), dmg: attackerRoll.dmg, }; const selfMessage = essaisPrecedents != undefined; if (!selfMessage && (!game.user.isGM || this.defender.hasPlayerOwner)) { this._socketSendMessageDefense(paramChatDefense, defenderRoll); } else { await this._chatMessageDefense(paramChatDefense); } } /* -------------------------------------------- */ async _chatMessageDefense(paramDemandeDefense) { ChatMessage.create({ // message privé: du défenseur à lui même (et aux GMs) speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)), alias: this.attacker.name, whisper: ChatUtility.getWhisperRecipientsAndGMs(this.defender.name), content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense), }); } /* -------------------------------------------- */ _socketSendMessageDefense(paramChatDefense, defenderRoll) { // envoyer le message au destinataire game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_defense", data: { attackerId: this.attacker?.data._id, defenderId: this.defender?.data._id, defenderTokenId: this.defenderTokenId, defenderRoll: defenderRoll, paramChatDefense: paramChatDefense, rollMode: true } }); } /* -------------------------------------------- */ _filterArmesParade(defender, competence) { let items = defender.data.items; items = items.filter(it => RdDItemArme.isArmeUtilisable(it) || RdDItemCompetenceCreature.isCompetenceParade(it)); for (let item of items) { item.data.nbUsage = defender.getItemUse(item._id); // Ajout du # d'utilisation ce round } switch (competence.data.categorie) { case 'tir': case 'lancer': return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers') default: // Le fléau ne peut être paré qu’au bouclier p115 if (competence.name == "Fléau") { return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers') } return items.filter(item => RdDItemArme.getCategorieParade(item)); } } /* -------------------------------------------- */ async _onAttaqueEchecTotal(attackerRoll) { RdDCombat._storeAttaque(this.attackerId, attackerRoll); ChatMessage.create({ whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name), content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', { attackerId: this.attackerId, attacker: Misc.data(this.attacker), defenderTokenId: this.defenderTokenId, essais: attackerRoll.essais }) }); } /* -------------------------------------------- */ async _onEchecTotal(rollData) { console.log("RdDCombat._onEchecTotal >>>", rollData); const arme = rollData.arme; const avecArme = arme?.data.categorie_parade != 'sans-armes'; const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque"); ChatUtility.createChatWithRollMode(this.defender.name, { content: `Maladresse à ${action}! ` + await RdDRollTables.getMaladresse({ arme: avecArme }) }); } /* -------------------------------------------- */ async _onAttaqueEchec(rollData) { console.log("RdDCombat.onAttaqueEchec >>>", rollData); await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html'); } /* -------------------------------------------- */ async choixParticuliere(rollData, choix) { console.log("RdDCombat.choixParticuliere >>>", rollData, choix); if (choix != "rapidite") { this.attacker.incDecItemUse(rollData.arme._id); } this.removeChatMessageActionsPasseArme(rollData.passeArme); rollData.particuliere = choix; await this._onAttaqueNormale(rollData); } /* -------------------------------------------- */ async parade(attackerRoll, armeParadeId) { let arme = this.defender.getArmeParade(armeParadeId); console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme); let rollData = this._prepareParade(attackerRoll, arme); const dialog = await RdDRoll.create(this.defender, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', options: { height: 540 } }, { name: 'jet-parade', label: 'Parade: ' + (arme ? arme.name : rollData.competence.name), callbacks: [ this.defender.createCallbackExperience(), this.defender.createCallbackAppelAuMoral(), { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(armeParadeId) }, { condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) }, { condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) }, { condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) }, ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareParade(attackerRoll, armeParade) { const compName = armeParade.data.competence; const armeAttaque = attackerRoll.arme; let defenderRoll = { passeArme: attackerRoll.passeArme, diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: this.defender.getCompetence(compName), arme: armeParade, surprise: this.defender.getSurprise(true), needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(armeAttaque, armeParade), needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade), carac: Misc.templateData(this.defender).carac, show: {} }; defenderRoll.diviseurSignificative = this._getDiviseurSignificative(defenderRoll); if (this.defender.isCreature()) { RdDItemCompetenceCreature.setRollDataCreature(defenderRoll); } return defenderRoll; } /* -------------------------------------------- */ _getDiviseurSignificative(defenderRoll) { let facteurSign = 1; if (defenderRoll.surprise == 'demi') { facteurSign *= 2; } if (defenderRoll.needParadeSignificative) { facteurSign *= 2; } if (RdDBonus.isDefenseAttaqueFinesse(defenderRoll)) { facteurSign *= 2; } if (!ReglesOptionelles.isUsing('tripleSignificative')) { facteurSign = Math.min(facteurSign, 4); } return facteurSign; } /* -------------------------------------------- */ _onParadeParticuliere(defenderRoll) { console.log("RdDCombat._onParadeParticuliere >>>", defenderRoll); if (!defenderRoll.attackerRoll.isPart) { // TODO: attaquant doit jouer résistance et peut être désarmé p132 ChatUtility.createChatWithRollMode(this.defender.name, { content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)` }); } } /* -------------------------------------------- */ async _onParadeNormale(defenderRoll) { console.log("RdDCombat._onParadeNormale >>>", defenderRoll); await this.computeRecul(defenderRoll); await this.computeDeteriorationArme(defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html'); RdDCombat._deleteDefense(defenderRoll.passeArme); } /* -------------------------------------------- */ async _onParadeEchec(defenderRoll) { console.log("RdDCombat._onParadeEchec >>>", defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html'); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true }); RdDCombat._storeDefense(defenderRoll); } /* -------------------------------------------- */ async esquive(attackerRoll) { let esquive = this.defender.getCompetence("esquive"); if (esquive == undefined) { ui.notifications.error(this.defender.name + " n'a pas de compétence 'esquive'"); return; } console.log("RdDCombat.esquive >>>", attackerRoll, esquive); let rollData = this._prepareEsquive(attackerRoll, esquive); const dialog = await RdDRoll.create(this.defender, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, { name: 'jet-esquive', label: 'Esquiver', callbacks: [ this.defender.createCallbackExperience(), this.defender.createCallbackAppelAuMoral(), { condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(esquive._id) }, { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) }, { condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) }, { condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) }, ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareEsquive(attackerRoll, competence) { let rollData = { passeArme: attackerRoll.passeArme, diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: competence, surprise: this.defender.getSurprise(true), surpriseDefenseur: this.defender.getSurprise(true), carac: Misc.templateData(this.defender).carac, show: {} }; rollData.diviseurSignificative = this._getDiviseurSignificative(rollData); if (this.defender.isCreature()) { RdDItemCompetenceCreature.setRollDataCreature(rollData); } return rollData; } /* -------------------------------------------- */ _onEsquiveParticuliere(rollData) { console.log("RdDCombat._onEsquiveParticuliere >>>", rollData); ChatUtility.createChatWithRollMode(this.defender.name, { content: "Vous pouvez esquiver une deuxième fois!" }); } /* -------------------------------------------- */ async _onEsquiveNormale(defenderRoll) { console.log("RdDCombat._onEsquiveNormal >>>", defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html'); RdDCombat._deleteDefense(defenderRoll.passeArme); } /* -------------------------------------------- */ async _onEsquiveEchec(defenderRoll) { console.log("RdDCombat._onEsquiveEchec >>>", defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html'); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true }) RdDCombat._storeDefense(defenderRoll); } /* -------------------------------------------- */ async computeDeteriorationArme(defenderRoll) { if (!ReglesOptionelles.isUsing('resistanceArmeParade')) { return; } const attackerRoll = defenderRoll.attackerRoll; // Est-ce une parade normale? if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) { // Est-ce que l'attaque est une particulière en force ou une charge if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) { defenderRoll.show = defenderRoll.show || {} const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor; let arme = defenderRoll.arme; let msg = ""; if (arme.data.magique) { defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut if (arme.data.resistance_magique == undefined) arme.data.resistance_magique = 0; // Quick fix if (dmg > arme.data.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274) let resistance = Misc.toInt(arme.data.resistance); // Jet de résistance de l'arme de parade (p.132) let resistRoll = await RdDResolutionTable.rollData({ caracValue: resistance, finalLevel: - dmg, showDice: false }); if (!resistRoll.rolled.isSuccess) { let perteResistance = (dmg - arme.data.resistance_magique) resistance -= perteResistance; defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte'; defenderRoll.show.perteResistance = perteResistance; this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'data.resistance': resistance }]); } } } else { let resistance = Misc.toInt(arme.data.resistance); // Jet de résistance de l'arme de parade (p.132) let resistRoll = await RdDResolutionTable.rollData({ caracValue: resistance, finalLevel: - dmg, showDice: false }); if (resistRoll.rolled.isSuccess) { // Perte de résistance defenderRoll.show.deteriorationArme = 'resiste'; } else { resistance -= dmg; defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte'; defenderRoll.show.perteResistance = dmg; this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'data.resistance': resistance }]); } } // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132) if (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.arme) != 'boucliers') { let desarme = await RdDResolutionTable.rollData({ caracValue: this.defender.getForce(), finalLevel: Misc.toInt(defenderRoll.competence.data.niveau) - dmg, showDice: false }); defenderRoll.show.desarme = desarme.rolled.isEchec; } } } } /* -------------------------------------------- */ async computeRecul(defenderRoll) { // Calcul du recul (p. 132) const attackerRoll = defenderRoll.attackerRoll; if (ReglesOptionelles.isUsing('recul') && this._isForceOuCharge(attackerRoll)) { const impact = this._computeImpactRecul(attackerRoll); const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact }); if (rollRecul.rolled.isSuccess) { defenderRoll.show.recul = 'encaisse'; } else if (rollRecul.rolled.isETotal || this._isReculCauseChute(impact)) { defenderRoll.show.recul = 'chute'; await this.defender.addStatusEffectById('prone'); } else { defenderRoll.show.recul = 'recul'; } } } /* -------------------------------------------- */ async _isReculCauseChute(impact) { const agilite = this.defender.getAgilite(); const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact }); return chute.rolled.isEchec; } /* -------------------------------------------- */ _isForceOuCharge(attaque) { return attaque.particuliere == 'force' || attaque.tactique == 'charge'; } /* -------------------------------------------- */ _computeImpactRecul(attaque) { const taille = this.defender.getTaille(); const force = this.attacker.getForce(); const dommages = attaque.arme.data.dommagesReels; return taille - (force + dommages); } /* -------------------------------------------- */ async encaisser(attackerRoll, defenderTokenId) { defenderTokenId = defenderTokenId || this.defenderTokenId; console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId); let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme); if (!defenderRoll) { ui.notifications.warn("Cette passe d'arme est déjà terminée!") return; } if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) { this._onEchecTotal(defenderRoll); } if (game.user.isGM) { // Current user is the GM -> direct access attackerRoll.attackerId = this.attackerId; attackerRoll.defenderTokenId = defenderTokenId; await this.computeRecul(defenderRoll); this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll); } else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_encaisser", data: { attackerId: this.attackerId, defenderTokenId: defenderTokenId, attackerRoll: attackerRoll, gmId: game.users.entities.find(u => u.isGM)?.id, } }); } RdDCombat._deleteDefense(attackerRoll.passeArme); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); } /* -------------------------------------------- */ /* retourne true si on peut continuer, false si on ne peut pas continuer */ async accorderEntite(when = 'avant-encaissement') { if (when != game.settings.get("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar") || this.defender == undefined || !this.defender.isEntiteCauchemar() || this.defender.isEntiteCauchemarAccordee(this.attacker)) { return true; } let rolled = await RdDResolutionTable.roll(this.attacker.getReveActuel(), - Number(Misc.templateData(this.defender).carac.niveau.value)); let message = { content: "Jet de points actuels de rêve à " + rolled.finalLevel + RdDResolutionTable.explain(rolled) + "
", whisper: ChatMessage.getWhisperRecipients(this.attacker.name) }; if (rolled.isSuccess) { await this.defender.setEntiteReveAccordee(this.attacker); message.content += this.attacker.name + " s'est accordé avec " + this.defender.name; } else { message.content += this.attacker.name + " n'est pas accordé avec " + this.defender.name; } ChatMessage.create(message); return rolled.isSuccess; } /* -------------------------------------------- */ static async displayActorCombatStatus(combat, actor) { let data = { combatId: combat._id, alias: actor.name, etatGeneral: actor.getEtatGeneral(), isSonne: actor.getSonne(), blessuresStatus: actor.computeResumeBlessure(), SConst: actor.getSConst(), actorId: actor.data._id, isGrave: false, isCritique: false } if (actor.countBlessuresByName("critiques") > 0) { // Pour éviter le cumul grave + critique data.isCritique = true; } else if (actor.countBlessuresByName("graves") > 0) { data.isGrave = true; } ChatUtility.createChatWithRollMode(actor.name, { content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data) }); } }