/* -------------------------------------------- */ import { RdDCombat } from "./rdd-combat.js"; import { RdDResolutionTable } from "./rdd-resolution-table.js"; import { RdDRoll } from "./rdd-roll.js"; import { RdDItemCompetenceCreature } from "./item-competencecreature.js"; /* -------------------------------------------- */ /* On part du principe qu'une entité démarre tjs une possession via le MJ (ie un joueur ne controle pas une entité) Donc la compétence Possession ne peut être démarrée que par le MJ. */ /* -------------------------------------------- */ export class RdDPossession { /* -------------------------------------------- */ static init() { } /* -------------------------------------------- */ static searchPossessionFromEntite(attacker, defender) { let poss = attacker.items.find(poss => poss.type == 'possession' && poss.system.possedeid == defender.id); if (!poss) { poss = defender.items.find(poss => poss.type == 'possession' && poss.system.possedeid == defender.id); } return poss && duplicate(poss) || undefined; } /* -------------------------------------------- */ static async onAttaquePossession(target, attacker, competence, possession = undefined) { const defender = target.actor; possession = duplicate(possession ?? this.searchPossessionFromEntite(attacker, defender) ?? (await this.createPossession(attacker, defender))); this.$updateEtatPossession(possession) let rollData = { mode: "possession", isECNIDefender: false, competence: competence, possession: possession, attacker: attacker, defender: defender }; if (attacker.isCreature()) { RdDItemCompetenceCreature.setRollDataCreature(rollData) } await RdDPossession.$rollAttaquePossession(attacker, rollData); } /* -------------------------------------------- */ static async onConjurerPossession(attacker, competence, possession) { possession = duplicate(possession); this.$updateEtatPossession(possession) let rollData = { mode: "possession", isECNIDefender: true, competence: competence, possession: possession, attacker: attacker, defender: game.actors.get(possession.system.possesseurid) }; await RdDPossession.$rollAttaquePossession(attacker, rollData); } /* -------------------------------------------- */ static async onDefensePossession(attackerId, defenderId, possessionId) { let attacker = game.actors.get(attackerId) let possession = attacker?.getPossession(possessionId) defenderId = defenderId ?? possession?.system.possesseurid ?? undefined let defender = game.actors.get(defenderId) possession = possession ?? defender?.getPossession(possessionId) ?? undefined; if (!possession) { ui.notifications.warn("Une erreur s'est produite : Aucune possession trouvée !!") return } // Update for draconic roll let rollData = { mode: "conjuration", isECNIDefender: defender.type == "entite", possession: duplicate(possession), attacker: attacker, defender: defender, competence: defender.getDraconicOuPossession(), selectedCarac: defender.system.carac.reve, forceCarac: { 'reve-actuel': { label: "Rêve Actuel", value: defender.getReveActuel() } } } rollData.competence.system.defaut_carac = 'reve-actuel' await RdDPossession.$rollDefensePossesion(defender, rollData); } /* -------------------------------------------- */ static async $rollAttaquePossession(attacker, rollData) { const dialog = await RdDRoll.create(attacker, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' }, { name: 'jet-possession', label: rollData.isECNIDefender ? 'Conjurer la possession' : 'Possession', callbacks: [ { condition: r => (r.rolled.isSuccess), action: async (r) => await this.$onRollPossession(r, true) }, { condition: r => (r.rolled.isEchec), action: async (r) => await this.$onRollPossession(r, false) }, ] }); dialog.render(true); } /* -------------------------------------------- */ static async $rollDefensePossesion(defender, rollData) { const dialog = await RdDRoll.create(defender, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-defense-possession.html' }, { name: 'conjurer', label: 'Conjurer une Possession', callbacks: [ { action: async (r) => await this.$onRollConjuration(r) } ] } ); dialog.render(true); } /* -------------------------------------------- */ static async $onRollPossession(rollData, isSuccess) { rollData.possession.isSuccess = isSuccess; this.$updateEtatPossession(rollData.possession); await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-possession.html'); } /* -------------------------------------------- */ static async $onRollConjuration(rollData) { let actor = game.actors.get(rollData.possession.system.possedeid) if (!rollData.rolled.isSuccess) { if (rollData.isECNIDefender) { rollData.possession.system.compteur-- } else { rollData.possession.system.compteur++ } let update = { _id: rollData.possession._id, "system.compteur": rollData.possession.system.compteur } await actor.updateEmbeddedDocuments('Item', [update]) } this.$updateEtatPossession(rollData.possession) await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-possession.html') if (rollData.possession.isPosseder || rollData.possession.isConjurer) { // conjuration actor.deleteEmbeddedDocuments("Item", [rollData.possession._id]) } } /* -------------------------------------------- */ static $updateEtatPossession(possession) { possession.ptsConjuration = 0 possession.ptsPossession = 0 console.log("Possession", possession) if (possession.system.compteur > 0) { possession.ptsPossession = possession.system.compteur } if (possession.system.compteur < 0) { possession.ptsConjuration = Math.abs(possession.system.compteur) } possession.isPosseder = false possession.isConjurer = false if (possession.ptsPossession >= 2) { possession.isPosseder = true } if (possession.ptsConjuration >= 2) { possession.isConjurer = true } } /* -------------------------------------------- */ static async createPossession(attacker, defender) { let possessionData = { name: "Possession en cours de " + attacker.name, type: 'possession', img: "systems/foundryvtt-reve-de-dragon/icons/entites/possession2.webp", system: { description: "", typepossession: attacker.name, possede: false, possessionid: randomID(16), possesseurid: attacker.id, possedeid: defender.id, date: 0, compteur: 0 } } // Creates only the possession on the personnage side let poss = await defender.createEmbeddedDocuments('Item', [possessionData]) return duplicate(poss[0]) } }