import { ChatUtility } from "./chat-utility.js";
import { RdDItemArme } from "./item-arme.js";
import { RdDItemCompetence } from "./item-competence.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";
export class RdDCombat {
/* -------------------------------------------- */
static isActive() {
return true;
}
/* -------------------------------------------- */
static createUsingTarget(attacker) {
const target = RdDCombat.getTarget();
if (target == undefined) {
ui.notifications.warn("Vous devez choisir une seule cible à attaquer!");
}
return this.create(attacker, target ? target.actor : undefined, target)
}
/* -------------------------------------------- */
static getTarget() {
if (game.user.targets && game.user.targets.size == 1) {
for (let target of game.user.targets) {
return target;
}
}
return undefined;
}
/* -------------------------------------------- */
static create(attacker, defender, target = undefined) {
return new RdDCombat(attacker, defender, target)
}
/* -------------------------------------------- */
static createForEvent(event) {
let attackerId = event.currentTarget.attributes['data-attackerId'].value;
let attacker = game.actors.get(attackerId);
const dataDefenderTokenId = event.currentTarget.attributes['data-defenderTokenId'];
if (dataDefenderTokenId) {
let defenderToken = canvas.tokens.get(dataDefenderTokenId.value);
let defender = defenderToken.actor;
return this.create(attacker, defender);
}
return this.createUsingTarget(attacker)
}
/* -------------------------------------------- */
constructor(attacker, defender, target) {
this.attacker = attacker;
this.defender = defender;
this.target = target;
this.attackerId = this.attacker.data._id;
this.defenderId = this.defender.data._id;
this.defenderTokenId = target ? target.data._id : undefined;
}
/* -------------------------------------------- */
static registerChatCallbacks(html) {
for (let button of ['#parer-button', '#esquiver-button', '#particuliere-attaque', '#encaisser-button']) {
html.on("click", button, event => {
event.preventDefault();
RdDCombat.createForEvent(event).onEvent(button, event);
});
}
}
/* -------------------------------------------- */
async onEvent(button, event) {
let rollData = game.system.rdd.rollDataHandler[this.attackerId];
if (!rollData) {
ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
return;
}
switch (button) {
case '#particuliere-attaque': return await this.choixParticuliere(rollData, event.currentTarget.attributes['data-mode'].value);
case '#parer-button': {
const armeId = event.currentTarget.attributes['data-armeid'];
return this.parade(rollData, armeId ? armeId.value : undefined);
}
case '#esquiver-button': return this.esquive(rollData);
case '#encaisser-button': return this.encaisser(rollData, event.currentTarget.attributes['data-defenderTokenId'].value);
}
}
/* -------------------------------------------- */
static isEchec(rollData) {
switch (rollData.surprise) {
case 'demi': return !rollData.rolled.isSign;
case 'totale': return true;
}
return rollData.rolled.isEchec;
}
/* -------------------------------------------- */
static isEchecTotal(rollData) {
if (rollData.arme && rollData.surprise == 'demi') {
return rollData.rolled.isEchec;
}
return rollData.rolled.isETotal;
}
/* -------------------------------------------- */
static isParticuliere(rollData) {
if (rollData.arme && rollData.surprise) {
return false;
}
return rollData.rolled.isPart;
}
/* -------------------------------------------- */
static isReussite(rollData) {
switch (rollData.surprise) {
case 'demi': return rollData.rolled.isSign;
case 'totale': return false;
}
return rollData.rolled.isSuccess;
}
/* -------------------------------------------- */
async attaque(competence, arme) {
if (!await this.accorderEntite('avant-attaque')) {
return;
}
let rollData = this._prepareAttaque(competence, arme);
console.log("RdDCombat.attaque >>>", rollData);
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 ? arme.name : competence.name),
callbacks: [
this.attacker.createCallbackExperience(),
{ 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 = {
coupsNonMortels: false,
competence: competence,
surprise: this.attacker.getSurprise(),
surpriseDefenseur: this.defender.getSurprise()
};
if (this.attacker.isCreature()) {
this._modifieRollDataCreature(rollData, competence);
}
else if (arme) {
// Usual competence
rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
}
else {
// sans armes: à mains nues
rollData.arme = RdDItemArme.mainsNues();
}
return rollData;
}
_modifieRollDataCreature(rollData, competence) {
competence = duplicate(competence);
competence.data.defaut_carac = "carac_creature";
competence.data.categorie = "creature";
rollData.competence = competence;
rollData.carac = { "carac_creature": { label: competence.name, value: competence.data.carac_value } };
rollData.arme = {
name: competence.name, data: {
dommages: competence.data.dommages,
dommagesReels: competence.data.dommages
}
};
}
/* -------------------------------------------- */
_onAttaqueParticuliere(rollData) {
console.log("RdDCombat.onAttaqueParticuliere >>>", rollData);
let message = "Réussite particulière en attaque";
message += "
Attaquer en Force";
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) {
message += "
Attaquer en Rapidité";
message += "
Attaquer en Finesse";
}
game.system.rdd.rollDataHandler[this.attackerId] = rollData;
// TODO: use a dialog?
ChatMessage.create({ content: message, whisper: ChatMessage.getWhisperRecipients(this.attacker.name) });
}
/* -------------------------------------------- */
async _onAttaqueNormale(rollData) {
console.log("RdDCombat.onAttaqueNormale >>>", rollData);
if (!await this.accorderEntite('avant-defense')) {
return;
}
let explications = "";
rollData.dmg = RdDBonus.dmg(rollData, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
if (this.target) {
explications += "
Cible : " + this.defender.data.name;
}
explications += "
Encaissement à " + Misc.toSignedString(rollData.dmg.total) + " (" + rollData.dmg.loc.label + ")";
// Save rollData for defender
game.system.rdd.rollDataHandler[this.attackerId] = duplicate(rollData);
// Message spécial pour la rapidité, qui reste difficile à gérer automatiquement
if (rollData.particuliereAttaque == 'rapidite') {
explications += "
Vous avez attaqué en Rapidité. Vous pourrez faire une deuxième attaque, ou utiliser votre arme pour vous défendre.";
}
// Final chat message
let chatOptions = {
content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + ""
+ "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ explications
}
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
if (this.target) {
this._messageDefenseur(rollData);
}
}
/* -------------------------------------------- */
_messageDefenseur(rollData) {
console.log("RdDCombat._messageDefenseur", rollData, " / ", this.attacker, this.target, this.target.actor.isToken, this.attacker.data._id, rollData.competence.data.categorie);
let content = "" + this.defender.name + " doit se défendre :";
if (this.defender.getSurprise() != 'totale') {
// parades
for (const arme of this._filterArmesParade(this.defender.data.items, rollData.competence.data.categorie)) {
content += "
Parer avec " + arme.name + "";
}
// corps à corps
if (rollData.dmg.mortalite != 'mortel') {
content += "
Parer à mains nues";
}
// esquive
if (rollData.competence.data.categorie == 'melee' || rollData.competence.data.categorie == "lancer" || rollData.competence.data.categorie == 'competencecreature') {
content += "
Esquiver";
}
}
// encaisser
content += "
Encaisser à " + Misc.toSignedString(rollData.dmg.total) + " !";
content += ""
let defense = {
title: "Défense en combat",
content: content,
whisper: ChatUtility.getWhisperRecipients("blindroll", this.defender.name),
attackerId: this.attackerId,
defenderTokenId: this.defenderTokenId,
rollMode: true,
rollData: duplicate(rollData)
};
// envoyer le message de defense
if (!game.user.isGM || this.defender.hasPlayerOwner) {
game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_defense", data: defense });
} else {
defense.whisper = [game.user];
}
if (game.user.isGM) { // Always push the message to the MJ
ChatMessage.create(defense);
}
}
/* -------------------------------------------- */
_filterArmesParade(items, categorie) {
switch (categorie) {
case 'tir':
case 'lancer':
return items.filter(item => item.data.competence.toLowerCase().match("bouclier"));
default:
return items.filter(item => {
if (item.type == 'competencecreature') {
return item.data.isparade;
}
if (item.type == 'arme') {
const comp = this.defender.getCompetence(item.data.competence);
return comp && comp.data.categorie == 'melee';
}
return false;
});
}
}
/* -------------------------------------------- */
async _onAttaqueEchecTotal(rollData) {
console.log("RdDCombat.onEchecTotal >>>", rollData);
let chatOptions = {
content: "Echec total à l'attaque! "
+ await RdDRollTables.getMaladresse({ arme: rollData.arme && !rollData.arme.data.sansArme })
}
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
}
/* -------------------------------------------- */
_onAttaqueEchec(rollData) {
console.log("RdDCombat.onAttaqueEchec >>>", rollData);
let chatOptions = {
content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + ""
+ "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ (this.target ? "
Cible : " + this.defender.data.name : "")
}
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
}
/* -------------------------------------------- */
async choixParticuliere(rollData, choix) {
console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
rollData.particuliereAttaque = choix;
await this._onAttaqueNormale(rollData);
}
/* -------------------------------------------- */
async parade(attackerRoll, armeParadeId) {
let arme = this._findArmeParade(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(),
{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
{ condition: RdDCombat.isEchecTotal, action: r => this._onParadeEchecTotal(r) },
]
});
dialog.render(true);
}
_findArmeParade(armeParadeId) {
if (armeParadeId) {
const armeItem = this.defender.getOwnedItem(armeParadeId);
return armeItem.data;
}
return RdDItemArme.mainsNues()
}
_prepareParade(attackerRoll, armeParade) {
const isCreature = this.defender.isCreature();
const compName = isCreature ? armeParade.name : armeParade.data.competence;
const competence = this.defender.getCompetence(compName);
const armeAttaque = attackerRoll.arme;
if (compName != competence.name) {
// TODO: toujours utiliser competence.name ...
ui.notifications.warn("Différence entre compétence " + competence.name + " et compétence de l'arme " + compName);
}
let rollData = {
forceValue: this.defender.getForceValue(),
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: competence,
arme: armeParade,
surprise: this.defender.getSurprise(),
surpriseDefenseur: 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._modifieRollDataCreature(rollData, competence);
}
return rollData;
}
/* -------------------------------------------- */
_needSignificative(attackerRoll) {
return attackerRoll.particuliereAttaque == 'finesse';
}
/* -------------------------------------------- */
_needResist(armeAttaque, armeParade) {
// Manage weapon categories when parrying (cf. page 115 )
let attCategory = RdDItemArme.getCategorieArme(armeAttaque);
let defCategory = RdDItemArme.getCategorieArme(armeParade);
return (attCategory.match("epee") && (defCategory == "hache" || defCategory == "lance"));
}
/* -------------------------------------------- */
_onParadeParticuliere(rollData) {
console.log("RdDCombat._onParadeParticuliere >>>", rollData);
if (!rollData.attackerRoll.isPart) {
// TODO: attaquant doit jouer résistance et peut être désarmé p132
}
let chatOptions = {
content: "Vous pouvez utiliser votre arme pour une deuxième parade!"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
async _onParadeNormale(rollData) {
console.log("RdDCombat._onParadeNormale >>>", rollData);
let chatOptions = {
content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + ""
+ "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ "
Attaque parée!"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
await this.computeRecul(rollData, false);
await this.computeDeteriorationArme(rollData);
}
/* -------------------------------------------- */
async _onParadeEchecTotal(rollData) {
console.log("RdDCombat._onParadeEchecTotal >>>", rollData);
let chatOptions = {
content: "Echec total à la parade! "
+ await RdDRollTables.getMaladresse({ arme: rollData.arme && !rollData.arme.data.sansArme })
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
async _onParadeEchec(rollData) {
console.log("RdDCombat._onParadeEchec >>>", rollData);
let explications = "
Parade échouée, encaissement ! ";
explications += RdDBonus.description(rollData.surprise);
if (rollData.needSignificative) {
explications += " Significative nécessaire!";
}
let chatOptions = {
content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + ""
+ "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ explications
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
await this.computeRecul(rollData, true);
// TODO: gestion message pour chance/encaissement
this.encaisser(rollData.attackerRoll);
}
/* -------------------------------------------- */
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(),
{ condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) },
{ condition: RdDCombat.isEchecTotal, action: r => this._onEsquiveEchecTotal(r) },
]
});
dialog.render(true);
}
_prepareEsquive(attackerRoll, competence) {
let rollData = {
forceValue: this.defender.getForceValue(),
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: competence,
surprise: this.defender.getSurprise(),
surpriseDefenseur: this.defender.getSurprise(),
needSignificative: this._needSignificative(attackerRoll),
carac: this.defender.data.data.carac
};
if (this.defender.isCreature()) {
this._modifieRollDataCreature(rollData, competence);
}
return rollData;
}
/* -------------------------------------------- */
_onEsquiveParticuliere(rollData) {
console.log("RdDCombat._onEsquiveParticuliere >>>", rollData);
let chatOptions = {
content: "Vous pouvez esquiver une deuxième attaque!"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
_onEsquiveNormale(rollData) {
console.log("RdDCombat._onEsquiveNormal >>>", rollData);
let chatOptions = {
content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + ""
+ "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ "
Attaque esquivée!"
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
async _onEsquiveEchecTotal(rollData) {
console.log("RdDCombat._onEsquiveEchecTotal >>>", rollData);
let chatOptions = {
content: "Echec total à l'esquive'! "
+ await RdDRollTables.getMaladresse({ arme: false })
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
}
/* -------------------------------------------- */
async _onEsquiveEchec(rollData) {
console.log("RdDCombat._onEsquiveEchec >>>", rollData);
let explications = "
Esquive échouée, encaissement ! ";
explications += RdDBonus.description(rollData.surprise);
if (rollData.needSignificative) {
explications += " Significative nécessaire!";
}
let chatOptions = {
content: "Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + ""
+ "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) + " / état : " + rollData.etat
+ RdDResolutionTable.explain(rollData.rolled)
+ explications
}
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
await this.computeRecul(rollData, true);
this.encaisser(rollData.attackerRoll);
}
/* -------------------------------------------- */
async computeDeteriorationArme(rollData) {
const attackerRoll = rollData.attackerRoll;
if (rollData.arme && attackerRoll) { // C'est une parade
// Est-ce que l'attaque est une particulière, en force ou charge et que l'attaque n'en est pas une ?
if ((rollData.needResist || attackerRoll.particuliereAttaque == 'force' || attackerRoll.tactique == 'charge')
&& !rollData.rolled.isPart) {
const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
let resistance = Misc.toInt(rollData.arme.data.resistance);
let msg = "";
// Jet de résistance de l'arme de parade (p.132)
let resistRoll = await RdDResolutionTable.rollData({
caracValue: resistance,
finalLevel: - dmg,
showDice: false
});
if (resistRoll.isSuccess) { // Perte de résistance
msg = "Votre " + rollData.arme.name + " tient le choc de la parade. "
} else {
resistance -= dmg;
if (resistance <= 0) {
this.defender.deleteEmbeddedEntity("OwnedItem", rollData.arme._id);
msg = "Sous la violence de la parade, votre " + rollData.arme.name + " s'est brisée sous le coup!";
} else {
this.defender.updateEmbeddedEntity("OwnedItem", { _id: rollData.arme._id, 'data.resistance': resistance });
msg = "En parant, vous endommagez votre " + rollData.arme.name + ", qui perd " + dmg + " de résistance. ";
}
}
// Jet de désarmement
if (resistance > 0 && !rollData.arme.name.toLowerCase().includes('bouclier')) { // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
let desarme = await RdDResolutionTable.rollData({
caracValue: this.defender.data.data.carac.force.value,
finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg,
showDice: false
});
if (desarme.isEchec) {
msg += "Vous ne parvenez pas à garder votre arme en main, elle tombe au sol à vos pieds";
}
}
ChatMessage.create({
content: msg,
user: game.user._id,
whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM")]
});
}
}
}
/* -------------------------------------------- */
async computeRecul(rollData, encaisser = undefined) { // Calcul du recul (p. 132)
if (rollData.arme || encaisser) {
if ((rollData.attackerRoll.particuliereAttaque && rollData.attackerRoll.particuliereAttaque == 'force') || rollData.attackerRoll.tactique == 'charge') {
let reculNiveau = Misc.toInt(this.defender.data.data.carac.taille.value) - (rollData.attackerRoll.forceValue + rollData.attackerRoll.arme.data.dommagesReels);
let recul = await RdDResolutionTable.rollData({
caracValue: 10,
finalLevel: reculNiveau,
showDice: false
});
let msg = "";
if (recul.isSuccess) {
msg = " Vous ne reculez pas malgré la force du coup.";
} else {
let chute = await RdDResolutionTable.rollData({
caracValue: this.defender.data.data.carac.agilite.value,
finalLevel: reculNiveau,
showDice: false
});
if (!chute.isSuccess || recul.isETotal) {
msg = "Sous la violence du coup, vous reculez et chutez au sol ! Vous ne pouvez plus attaquer ce round.";
} else {
msg = "La violence du choc vous fait reculer de quelques mètres ! Vous ne pouvez plus attaquer ce round.";
}
}
ChatMessage.create({
content: msg,
user: game.user._id,
whisper: [game.user._id, ChatMessage.getWhisperRecipients("GM")]
});
}
}
}
/* -------------------------------------------- */
encaisser(attackerRoll) {
// TODO: gestion message pour chance/encaissement
this.encaisser(attackerRoll, this.defenderTokenId);
}
/* -------------------------------------------- */
encaisser(attackerRoll, defenderTokenId) {
defenderTokenId = defenderTokenId || this.defenderTokenId;
console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
if (game.user.isGM) { // Current user is the GM -> direct access
attackerRoll.attackerId = this.attackerId;
attackerRoll.defenderTokenId = defenderTokenId;
this.defender.encaisserDommages(attackerRoll, this.attacker);
} else { // Emit message for GM
game.socket.emit("system.foundryvtt-reve-de-dragon", {
msg: "msg_encaisser",
data: { attackerId: this.attackerId, defenderTokenId: defenderTokenId }
});
}
}
/* -------------------------------------------- */
/* 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(this.defender.data.data.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;
}
}