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((game.user.targets?.size ?? 0) > 1 ? "Vous devez choisir une seule cible à attaquer!" : "Vous devez choisir une cible à attaquer!"); } 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 create(attacker, defender, defenderTokenId, target = undefined) { return new RdDCombat(attacker, defender, defenderTokenId, 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) { const defenderTokenId = dataDefenderTokenId.value; let defenderToken = canvas.tokens.get(defenderTokenId); let defender = defenderToken.actor; return RdDCombat.create(attacker, defender, defenderTokenId); } return RdDCombat.createUsingTarget(attacker) } /* -------------------------------------------- */ static _sendRollMessage(sender, recipient, defenderTokenId, topic, message, rollData) { let chatMessage = { content: message, whisper: ChatUtility.getWhisperRecipients("blindroll", recipient.name), }; // envoyer le message au destinataire if (!game.user.isGM || recipient.hasPlayerOwner) { let data = { attackerId: sender?.data._id, defenderId: recipient?.data._id, defenderTokenId: defenderTokenId, rollData: duplicate(rollData), rollMode: true }; mergeObject(data, chatMessage); game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: topic, data: data }); } else { chatMessage.whisper = [game.user]; } if (game.user.isGM) { // Always push the message to the MJ ChatMessage.create(chatMessage); } } /* -------------------------------------------- */ 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', ]) { html.on("click", button, event => { event.preventDefault(); RdDCombat.createForEvent(event).onEvent(button, event); }); } 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) { let attackerRoll = game.system.rdd.rollDataHandler.attaques[this.attackerId]; if (!attackerRoll) { ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)") return; } const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId'].value; let defenderRoll = this._consumeDefense(attackerRoll.passeArme); switch (button) { case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value); case '#parer-button': { const armeId = event.currentTarget.attributes['data-armeid']; return this.parade(attackerRoll, armeId?.value); } case '#esquiver-button': return this.esquive(attackerRoll); case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId); case '#appel-chance-defense': return this.defender.rollAppelChance( () => this.rejouerDefense(defenderRoll, { chance: true }), () => this.afficherOptionsDefense(attackerRoll, { chance: true })); case '#appel-destinee-defense': return this.defender.appelDestinee( () => this.defenseSignificative(defenderRoll), () => this.afficherOptionsDefense(attackerRoll, { destinee: true })); } } _consumeDefense(passeArme) { let defenderRoll = game.system.rdd.rollDataHandler.defenses[passeArme]; game.system.rdd.rollDataHandler.defenses[passeArme] = undefined; return defenderRoll; } _storeDefense(defenderRoll) { game.system.rdd.rollDataHandler.defenses[defenderRoll.passeArme] = defenderRoll; } rejouerDefense(defenderRoll, tentatives) { ui.notifications.info("La défense est rejouée grâce à la chance") const attackerRoll = defenderRoll.attackerRoll; this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); this.addTentatives(attackerRoll, tentatives); if (defenderRoll.arme) { this.parade(attackerRoll, defenderRoll.arme._id); } else{ this.esquive(attackerRoll); } } afficherOptionsDefense(attackerRoll, tentatives) { ui.notifications.info("La chance n'est pas avec vous") this._sendMessageDefense(attackerRoll, tentatives); } defenseSignificative(defenderRoll){ ui.notifications.info('defense significative grâce à la destinée') const attackerRoll = defenderRoll.attackerRoll; RdDResolutionTable.forceSignificative(defenderRoll.rolled); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); if (defenderRoll.arme) { this._onParadeNormale(defenderRoll); } else{ this._onEsquiveNormale(defenderRoll); } } /* -------------------------------------------- */ removeChatMessageActionsPasseArme(passeArme) { ChatUtility.removeMyChatMessageContaining(`
`); } /* -------------------------------------------- */ static isEchec(rollData) { switch (rollData.surprise) { case 'totale': return true; } return rollData.rolled.isEchec; } /* -------------------------------------------- */ static isEchecTotal(rollData) { if (!rollData.attackerRoll && rollData.surprise) { return rollData.rolled.isEchec; } return rollData.rolled.isETotal; } /* -------------------------------------------- */ static isParticuliere(rollData) { if (!rollData.attackerRoll && rollData.surprise) { return false; } return rollData.rolled.isPart; } /* -------------------------------------------- */ static isReussite(rollData) { switch (rollData.surprise) { 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?.name ?? competence.name), callbacks: [ this.attacker.createCallbackExperience(), { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { 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(), surpriseDefenseur: this.defender.getSurprise(), tentatives: { chance: false, defense: false } }; if (this.attacker.isCreature()) { RdDItemCompetence.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; } /* -------------------------------------------- */ _onAttaqueParticuliere(rollData) { console.log("RdDCombat.onAttaqueParticuliere >>>", rollData); // Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum let message = '

Réussite particulière en attaque

'; message += `
Attaquer en Force`; if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) { if (rollData.arme.data.rapide) { message += `
Attaquer en Rapidité`; } message += `
Attaquer en Finesse`; } game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData); // TODO: use a dialog? ChatMessage.create({ content: message, whisper: ChatMessage.getWhisperRecipients(this.attacker.name) }); } /* -------------------------------------------- */ async _onAttaqueNormale(rollData) { console.log("RdDCombat.onAttaqueNormale >>>", rollData); rollData.dmg = RdDBonus.dmg(rollData, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar()); // Save rollData for defender game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData); rollData.show = { cible: this.target ? this.defender.data.name : 'la cible', isRecul: (rollData.particuliere == 'force' || rollData.tactique == 'charge') } await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html'); if (!await this.accorderEntite('avant-defense')) { return; } if (this.target) { await this._sendMessageDefense(rollData); } } /* -------------------------------------------- */ async _sendMessageDefense(attackerRoll, tentatives = {}) { console.log("RdDCombat._sendMessageDefense", attackerRoll, tentatives, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); this.addTentatives(attackerRoll, tentatives); let message = await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html`, { passeArme: attackerRoll.passeArme, tentatives: attackerRoll.tentatives, surprise: this.defender.getSurprise(), defender: this.defender, attackerId: this.attackerId, defenderTokenId: this.defenderTokenId, mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"), armes: this._filterArmesParade(this.defender.data.items, attackerRoll.competence, attackerRoll.arme), dmg: attackerRoll.dmg }); RdDCombat._sendRollMessage(this.attacker, this.defender, this.defenderTokenId, "msg_defense", message, attackerRoll); } addTentatives(attackerRoll, tentatives) { mergeObject(attackerRoll.tentatives, tentatives, { overwrite: true }); } /* -------------------------------------------- */ _filterArmesParade(items, competence) { items = items.filter(item => (item.type == 'arme' && item.data.equipe) || (item.type == 'competencecreature' && item.data.isparade)); 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(rollData) { // TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_ // https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85 console.log("RdDCombat.onEchecTotal >>>", rollData); let chatOptions = { content: "Echec total à l'attaque! " + await RdDRollTables.getMaladresse({ arme: rollData.arme && rollData.arme.data.categorie_parade != 'sans-armes' }) } ChatUtility.chatWithRollMode(chatOptions, this.attacker.name) } /* -------------------------------------------- */ 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); rollData.particuliere = choix; await this._onAttaqueNormale(rollData); } /* -------------------------------------------- */ async parade(attackerRoll, armeParadeId) { let arme = RdDItemArme.getArmeData(armeParadeId ? this.defender.getOwnedItem(armeParadeId) : null); 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(), { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { 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); } _prepareParade(attackerRoll, armeParade) { const isCreature = this.defender.isCreature(); const compName = armeParade.data.competence; const armeAttaque = attackerRoll.arme; let rollData = { passeArme: attackerRoll.passeArme, forceValue: this.defender.getForceValue(), diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: this.defender.getCompetence(compName), arme: armeParade, surprise: this.defender.getSurprise(), needParadeSignificative: RdDItemArme.needParadeSignificative(armeAttaque, armeParade), needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade), carac: this.defender.data.data.carac, show: {} }; rollData.diviseur = this._getDiviseurSignificative(rollData); if (isCreature) { RdDItemCompetence.setRollDataCreature(rollData); } return rollData; } /* -------------------------------------------- */ _getDiviseurSignificative(rollData) { let facteurSign = (this.defender.isDemiSurprise() || rollData.needParadeSignificative) ? 2 : 1; if (RdDBonus.isDefenseAttaqueFinesse(rollData)) { facteurSign *= 2; } return facteurSign; } /* -------------------------------------------- */ _onParadeParticuliere(rollData) { console.log("RdDCombat._onParadeParticuliere >>>", rollData); if (!rollData.attackerRoll.isPart) { // TODO: attaquant doit jouer résistance et peut être désarmé p132 ChatUtility.chatWithRollMode({ content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)` }, this.defender.name) } } /* -------------------------------------------- */ async _onParadeNormale(rollData) { console.log("RdDCombat._onParadeNormale >>>", rollData); await this.computeRecul(rollData); await this.computeDeteriorationArme(rollData); await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-parade.html'); } /* -------------------------------------------- */ async _onParadeEchecTotal(rollData) { // TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_ // https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85 console.log("RdDCombat._onParadeEchecTotal >>>", rollData); let chatOptions = { content: "Echec total à la parade! " + await RdDRollTables.getMaladresse({ arme: rollData.arme && rollData.arme.data.categorie_parade != 'sans-armes' }) } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) } /* -------------------------------------------- */ async _onParadeEchec(rollData) { console.log("RdDCombat._onParadeEchec >>>", rollData); await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-parade.html'); this._storeDefense(rollData); this.removeChatMessageActionsPasseArme(rollData.passeArme); this._sendMessageDefense(rollData.attackerRoll, { defense: true }); } /* -------------------------------------------- */ 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(), { 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) }, { condition: RdDCombat.isEchecTotal, action: r => this._onEsquiveEchecTotal(r) }, ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareEsquive(attackerRoll, competence) { let rollData = { passeArme: attackerRoll.passeArme, forceValue: this.defender.getForceValue(), diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: competence, surprise: this.defender.getSurprise(), surpriseDefenseur: this.defender.getSurprise(), carac: this.defender.data.data.carac, show: {} }; rollData.diviseur = this._getDiviseurSignificative(rollData); if (this.defender.isCreature()) { RdDItemCompetence.setRollDataCreature(rollData); } return rollData; } /* -------------------------------------------- */ _onEsquiveParticuliere(rollData) { console.log("RdDCombat._onEsquiveParticuliere >>>", rollData); let chatOptions = { content: "Vous pouvez esquiver une deuxième esquive!" } ChatUtility.chatWithRollMode(chatOptions, this.defender.name) } /* -------------------------------------------- */ async _onEsquiveNormale(rollData) { console.log("RdDCombat._onEsquiveNormal >>>", rollData); await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-esquive.html'); } /* -------------------------------------------- */ async _onEsquiveEchecTotal(rollData) { // TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_ // https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85 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); await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-esquive.html'); this._storeDefense(rollData); this.removeChatMessageActionsPasseArme(rollData.passeArme); this._sendMessageDefense(rollData.attackerRoll, { defense: true }) } /* -------------------------------------------- */ async computeDeteriorationArme(rollData) { const attackerRoll = rollData.attackerRoll; // Est-ce une parade normale? if (rollData.arme && attackerRoll && !rollData.rolled.isPart) { // Est-ce que l'attaque est une particulière en force ou une charge if (rollData.needResist || attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge') { rollData.show = rollData.show || {} 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.rolled.isSuccess) { // Perte de résistance rollData.show.deteriorationArme = 'resiste'; } else { resistance -= dmg; if (resistance <= 0) { this.defender.deleteEmbeddedEntity("OwnedItem", rollData.arme._id); rollData.show.deteriorationArme = 'brise'; } else { this.defender.updateEmbeddedEntity("OwnedItem", { _id: rollData.arme._id, 'data.resistance': resistance }); rollData.show.deteriorationArme = 'perte'; rollData.show.perteResistance = dmg; } } // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132) if (resistance > 0 && !RdDItemArme.getCategorieParade(rollData.arme) == 'boucliers') { let desarme = await RdDResolutionTable.rollData({ caracValue: this.defender.data.data.carac.force.value, finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg, showDice: false }); rollData.show.desarme = desarme.rolled.isEchec; if (desarme.rolled.isEchec) { rollData.show.desarme = true; } } } } } /* -------------------------------------------- */ async computeRecul(rollData) { // Calcul du recul (p. 132) const attaque = rollData.attackerRoll; if (this._isAttaqueCauseRecul(attaque)) { let impactRecul = this._computeImpactRecul(attaque); const agilite = this.defender.isEntiteCauchemar() ? this.defender.data.data.carac.reve.value : this.defender.data.data.carac.agilite.value; let rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impactRecul, showDice: false }); if (rollRecul.isSuccess) { rollData.show.recul = 'encaisse'; } else if (rollRecul.isETotal) { rollData.show.recul = 'chute'; } else { let chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impactRecul, showDice: false }); rollData.show.recul = (chute.isSuccess) ? 'recul' : 'chute'; } } } _isAttaqueCauseRecul(attaque) { return attaque.particuliere == 'force' || attaque.tactique == 'charge'; } _computeImpactRecul(attaque) { return Misc.toInt(this.defender.data.data.carac.taille.value) - (attaque.forceValue + attaque.arme.data.dommagesReels); } /* -------------------------------------------- */ _sendMessageEncaisser(rollData) { let message = "" + this.defender.name + " doit:" + this._buildMessageEncaisser(rollData); RdDCombat._sendRollMessage(this.attacker, this.defender, this.defenderTokenId, "msg_encaisser", message, rollData); } /* -------------------------------------------- */ async 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; let defenderRoll = this._consumeDefense(attackerRoll.passeArme); await this.computeRecul(defenderRoll); 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; } /* -------------------------------------------- */ static async displayActorCombatStatus(actor) { let rollMode = game.settings.get("core", "rollMode"); let rollData = { 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 rollData.isCritique = true; } else if (actor.countBlessuresByName("graves") > 0) { rollData.isGrave = true; } let content = await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, rollData); ChatUtility.createChatMessage({ content: content }, rollMode, actor.name); } /* -------------------------------------------- */ static updateCombatRound(combat, data) { if (combat.data.round != 0 && combat.turns && combat.data.active) { let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId); this.displayActorCombatStatus(turn.actor); // TODO Playaudio ?? } } }