/** * Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system. * @extends {Actor} */ import { RdDUtility } from "./rdd-utility.js"; import { TMRUtility } from "./tmr-utility.js"; import { RdDRollDialog } from "./rdd-roll-dialog.js"; import { RdDTMRDialog } from "./rdd-tmr-dialog.js"; import { Misc } from "./misc.js"; import { RdDResolutionTable } from "./rdd-resolution-table.js"; import { RdDDice } from "./rdd-dice.js"; import { RdDRollTables } from "./rdd-rolltables.js"; export class RdDActor extends Actor { /* -------------------------------------------- */ /** * Override the create() function to provide additional RdD functionality. * * This overrided create() function adds initial items * Namely: Basic skills, money, * * @param {Object} data Barebones actor data which this function adds onto. * @param {Object} options (Unused) Additional options which customize the creation workflow. * */ static async create(data, options) { // If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic if (data.items) { return super.create(data, options); } data.items = []; let compendiumName = ""; if (data.type == "personnage") { compendiumName = "foundryvtt-reve-de-dragon.competences"; } else if (data.type == "humanoide") { compendiumName = "foundryvtt-reve-de-dragon.competences-humanoides"; } else if (data.type == "creature") { compendiumName = "foundryvtt-reve-de-dragon.competences-creatures"; } else if (data.type == "entite") { compendiumName = "foundryvtt-reve-de-dragon.competences-entites"; } let competences = []; const pack = game.packs.get(compendiumName); await pack.getIndex().then(index => competences = index); for (let comp of competences) { let compItem = undefined; await pack.getEntity(comp._id).then(skill => compItem = skill); data.items.push(compItem); } return super.create(data, options); } /* -------------------------------------------- */ /* -------------------------------------------- */ prepareData() { super.prepareData(); const actorData = this.data; const data = actorData.data; const flags = actorData.flags; // Dynamic computing fields this.encombrementTotal = 0; // Make separate methods for each Actor type (character, npc, etc.) to keep // things organized. if (actorData.type === 'personnage') this._prepareCharacterData(actorData); if (actorData.type === 'creature') this.computeEtatGeneral(actorData); if (actorData.type === 'humanoide') this.computeEtatGeneral(actorData); } /* -------------------------------------------- */ /** * Prepare Character type specific data */ _prepareCharacterData(actorData) { // Initialize empty items RdDUtility.computeCarac(actorData.data); this.computeEncombrementTotal(); this.computeEtatGeneral(); } /* -------------------------------------------- */ getReveActuel() { return this.data.data.reve.reve.value; } /* -------------------------------------------- */ getBestDraconic() { const list = this.getDraconicList().sort((a, b) => b.data.niveau - a.data.niveau); if (list.length==0) { return { name: "none", niveau: -11 }; } return duplicate(list[0]); } /* -------------------------------------------- */ async deleteSortReserve(coordTMR) { let reserve = duplicate(this.data.data.reve.reserve); let len = reserve.list.length; let i = 0; let newTable = []; for( i=0; i < len; i++) { if (reserve.list[i].coord != coordTMR ) newTable.push(reserve.list[i]); } if ( newTable.length != len ) { reserve.list = newTable; await this.update( {"data.reve.reserve": reserve } ); } } /* -------------------------------------------- */ async performRoll(rollData) { let rolled = RdDResolutionTable.roll(rollData.carac, rollData.finalLevel); //rolled.isPart = true; // Pour tester le particulières rollData.rolled = rolled; // garder le résultat console.log("performRoll", rollData, rolled) if ( !rollData.attackerRoll) // Store in the registry if not a defense roll game.system.rdd.rollDataHandler[this.data._id] = rollData; if (rolled.isPart && rollData.arme && !rollData.attackerRoll) { // Réussite particulière avec attaque -> choix ! let message = "Réussite particulière en attaque"; message = 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 = message + "
Attaquer en Rapidité"; message = message + "
Attaquer en Finesse"; } ChatMessage.create( {content : message, whisper: ChatMessage.getWhisperRecipients( this.name ) } ); } else { this.continueRoll(rollData); } } /* -------------------------------------------- */ async continueRoll(rollData) { let rolled = rollData.rolled; let result = rolled.roll; let quality = rolled.quality // Manage weapon categories when parrying (cf. page 115 ) let need_resist = false; // Do we need to make resistance roll for defender ? if (rollData.arme && rollData.attackerRoll) { // Manage parade depeding on weapon type, and change roll results let attCategory = RdDUtility.getArmeCategory(rollData.attackerRoll.arme); let defCategory = RdDUtility.getArmeCategory(rollData.arme); if (defCategory == "bouclier") rollData.needSignificative = false; else if (attCategory != defCategory) rollData.needSignificative = true; if (attCategory.match("epee") && (defCategory == "hache" || defCategory == "lance")) need_resist = true; } if (this.data.type != 'entite' && (this.data.data.sante.sonne.value || rollData.particuliereAttaque == "finesse")) { rollData.needSignificative = true; } console.log(">>> ROLL", rollData, rolled); let xpmsg = RdDResolutionTable.buildXpMessage(rolled, rollData.finalLevel); let resumeCompetence = (rollData.competence) ? rollData.competence.name : (rollData.diffLibre + rollData.diffConditions); let explications = "
Points de taches : " + rolled.ptTache + ", ajustement qualité: " + rolled.ptQualite; // Fight management ! let defenseMsg; let encaisser = false; if (rollData.arme || (rollData.competence && rollData.competence.name.toLowerCase() == 'esquive') ) { explications = "" // In case of fight, replace the message per dommages + localization. it indicates if result is OK or not if (rollData.attackerRoll) { // Defense case ! if (rollData.needSignificative && rolled.isSign ) { explications += "
Attaque parée/esquivée !"; } else if ( !rollData.needSignificative && rolled.isSuccess) { explications += "
Attaque parée/esquivée !"; } else { explications += "
Esquive/Parade échouée, encaissement !"; encaisser = true; } } else { // This is the attack roll! if (rolled.isSuccess) { // Message spécial pour la rapidité, qui reste difficile à gérer automatiquement if ( rollData.particuliereAttaque == 'rapidite') { ChatMessage.create( { contet: "Vous avez attaqué en Rapidité. Ce cas n'est pas géré autmatiquement, donc suivez les directives de votre MJ pour gérer ce cas.", whisper: ChatMessage.getWhisperRecipients( this.name ) } ); } rollData.domArmePlusDom = this._calculBonusDommages(rollData.selectedCarac, rollData.arme, rollData.particuliereAttaque == 'force' ); rollData.degats = new Roll("2d10").roll().total + rollData.domArmePlusDom; rollData.loc = RdDUtility.getLocalisation(); for (let target of game.user.targets) { rollData.mortalite = (rollData.mortalite) ? rollData.mortalite : "mortel";// Force default rollData.mortalite = (target.actor.data.type == 'entite') ? "cauchemar" : rollData.mortalite; console.log("Mortalité : ", rollData.mortalite, target.actor.data.type); defenseMsg = RdDUtility.buildDefenseChatCard(this, target, rollData); explications += "
Cible : " + target.actor.data.name; } explications += "
Dommages : " + rollData.degats + "
Localisation : " + rollData.loc.label; } else { explications = "
Echec ! Pas de dommages"; } } } // Sort management if (rollData.selectedSort) { // Lancement de sort ! resumeCompetence = rollData.selectedDraconic.name + "/" + sort.name; explications = await this._rollLancementDeSort(rollData, rolled); } // Save it for fight in the flags area game.system.rdd.rollDataHandler[this.data._id] = duplicate(rollData); // Final chat message let chatOptions = { content: "Test : " + rollData.selectedCarac.label + " / " + resumeCompetence + "" + "
Difficultés libre : " + rollData.diffLibre + " / conditions : " + Misc.toSignedString(rollData.diffConditions) +" / état : " + rollData.etat + RdDResolutionTable.explain(rolled) + "
" + quality + "" + explications + xpmsg, user: game.user._id, title: "Résultat du test" } ChatMessage.create(chatOptions); // This an attack, generate the defense message if (defenseMsg) { defenseMsg.rollData = duplicate(rollData); if (defenseMsg.toSocket) { game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: "msg_defense", data: defenseMsg }); if ( game.user.isGM ) { // Always push the message to the MJ ChatMessage.create(defenseMsg); } } else { defenseMsg.whisper = [game.user]; ChatMessage.create(defenseMsg); } } // Get damages! if (encaisser) { this.encaisserDommages(rollData.attackerRoll); } } /* -------------------------------------------- */ _calculBonusDommages(carac, arme, isForce=false) { const dmgArme = parseInt(arme.data.dommages) + (isForce)? 5 : 0; const dmgPerso = parseInt(this.data.data.attributs.plusdom.value); if (carac.label == "Tir") { return dmgArme; } if (carac.label == "Lancer") { return dmgArme + Math.min(dmgArme, dmgPerso); } return dmgArme + dmgPerso; } /* -------------------------------------------- */ async _rollLancementDeSort(rollData, rolled) { let sort = duplicate(rollData.selectedSort); let closeTMR = true; let coutReve = sort.data.ptreve_reel || sort.data.ptreve; // cas de sort à ptreve variables let explications = "
Lancement du sort " + sort.name + " : " + Misc.upperFirst(sort.data.draconic) + " pour "+coutReve+ " points de Rêve" + "
Depuis la case " + rollData.coord + " (" + TMRUtility.getTMRDescription(rollData.coord).label + ")"; let myReve = duplicate(this.data.data.reve.reve); if (rolled.isSuccess) { // Réussite du sort ! sort.ptreve_reel = coutReve; if (rolled.isPart) { coutReve = Math.max(Math.ceil(coutReve / 2), 1); } if (myReve.value > coutReve){ explications += "
Réussite du sort: " + coutReve + " points de Rêve sont dépensés"; if (rollData.isSortReserve) { // Mise en réserve myReve.value--; await this.sortMisEnReserve(rollData, sort); closeTMR = false; } } else { // Todo 0 pts de reve !!!! explications += "
Pas assez de rêve"; mergeObject(rollData, RdDResolutionTable.getResultat("echec")); } } else { if (rolled.isETotal) { // Echec total ! coutReve *= 2; myReve.value = myReve.value - coutReve; explications += "
Echec TOTAL du sort : " + coutReve + " Points de Rêve"; } else { coutReve = 0 explications += "
Echec du sort !"; } } myReve.value = Math.max(myReve.value - coutReve, 0); await this.update({ "data.reve.reve": myReve }); if (myReve.value == 0) { // 0 points de reve ChatMessage.create({ title: "Zero Points de Reve !", content: this.name + " est réduit à 0 Points de Rêve, et tombe endormi !" }); closeTMR = true; } if (closeTMR) { this.currentTMR.close(); // Close TMR ! } return explications } /* -------------------------------------------- */ async dormir(heures=1) { let message = { title : "Récupération", content :"Vous dormez " + heures + " heure" + (heures > 1 ? "s": "") }; this.recupereEndurance(message); for (let i=0; i0) { message.content += "
Vous récuperez " + recupere + " points d'endurance"; } } /* -------------------------------------------- */ async recupererFatigueUneHeure(message) { let fatigue = duplicate(this.data.data.sante.fatigue) if (fatigue.value == 0) { message.content += "
Vous êtes déjà reposé"; return; } const segments = RdDUtility.getSegmentsFatigue(this.data.data.sante.endurance.max); let cumul = 0; console.log("recupererFatigue", segments); let i; for (i=0; i <11; i++) { cumul += segments[i]; let diff = cumul - fatigue.value ; if (diff >= 0) { const limit2Segments = Math.floor(segments[i] / 2); if (diff > limit2Segments && i > 0) { cumul -= segments[i-1]; // le segment est à moins de la moitié, il est récupéré } cumul -= segments[i]; break; } } fatigue.value = cumul; await this.update( {"data.sante.fatigue": fatigue } ); if (fatigue.value == 0) { message.content += "
Vous êtes bien reposé"; } } /* -------------------------------------------- */ recuperationReve(message) { const seuil = this.data.data.reve.seuil.value; const reve = this.getReveActuel(); if (reve >= seuil) { message.content += "
Vous avez suffisament rêvé (seuil " + seuil + ", rêve actuel "+reve+")"; } else { let deRecuperation = RdDDice.deDraconique(); console.log("recuperationReve", deRecuperation); if (deRecuperation>=7) { // Rêve de Dragon ! message.content += "
Vous faites un Rêve de Dragon de " + deRecuperation + " Points de rêve"; message.content += this.combattreReveDeDragon(deRecuperation); } else{ message.content += "
Vous récupérez " + deRecuperation + " Points de rêve"; this.updatePointsDeReve(deRecuperation); } } } /* -------------------------------------------- */ combattreReveDeDragon(force){ let draconic = this.getBestDraconic(); let niveau = Math.max(0, draconic.data.niveau); let etat = this.data.data.compteurs.etat.value; let difficulte = niveau - etat - force; let reveActuel = this.getReveActuel(); let rolled = RdDResolutionTable.roll(reveActuel, difficulte); // TODO: xp particulière console.log("combattreReveDeDragon", rolled ); return this.appliquerReveDeDragon(rolled, force); } /* -------------------------------------------- */ appliquerReveDeDragon(roll, force) { let message = ""; if (roll.isSuccess) { message += "
Vous gagnez " + force + " points de Rêve"; this.updatePointDeSeuil(); this.updatePointsDeReve(force); } if (roll.isPart) { // TODO: Dialog pour choix entre HR opu général? let tete = "à déterminer"; message += "
Vous gagnez une Tête de dragon: " + tete; } if (roll.isEchec) { message += "
Vous subissez une Queue de Dragon"; this.ajouterQueue(); } if (roll.isETotal) { message += "
A cause de votre échec total, vous subissez une deuxième Queue de Dragon !" this.ajouterQueue(); } return message; } /* -------------------------------------------- */ async sortMisEnReserve(rollData, sort) { let reserve = duplicate(this.data.data.reve.reserve); reserve.list.push({ coord: rollData.coord, sort: sort, draconic: duplicate(rollData.selectedDraconic) }); await this.update({ "data.reve.reserve": reserve }); this.currentTMR.updateSortReserve(); } /* -------------------------------------------- */ updateCarac( caracName, caracValue ) { let caracpath = "data.carac." + caracName + ".value" if (caracName == reve) { if (caracValue > Misc.toInt(this.data.data.reve.seuil.value)) { this.setPointDeSeuil(caracValue); } } this.update( { caracpath: caracValue } ); } /* -------------------------------------------- */ async updateCreatureCompetence( compName, fieldName, compValue ) { let comp = RdDUtility.findCompetence( this.data.items, compName); console.log( comp ); if ( comp ) { const update = {_id: comp._id } if (fieldName == "niveau") update['data.niveau'] = compValue; else if (fieldName == "dommages") update['data.dommages'] = compValue; else update['data.carac_value'] = compValue; console.log(update); const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity } } /* -------------------------------------------- */ async updateCompetence( compName, compValue ) { let comp = RdDUtility.findCompetence( this.data.items, compName); if ( comp ) { let troncList = RdDUtility.isTronc( compName ); let maxNiveau = compValue; if ( troncList ) { let message = "Vous avez modifié une compétence 'tronc'. Vérifiez que les compétences suivantes évoluent ensemble jusqu'au niveau 0 : "; for(let troncName of troncList) { message += "
" + troncName; } ChatMessage.create( { title : "Compétence Tronc", content: message } ); } const update = {_id: comp._id, 'data.niveau': maxNiveau }; const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity } else { console.log("Competence not found", compName); } } /* -------------------------------------------- */ async updateCompetenceXP( compName, compValue ) { let comp = RdDUtility.findCompetence( this.data.items, compName); if ( comp ) { const update = {_id: comp._id, 'data.xp': compValue }; const updated = await this.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity } else { console.log("Competence not found", compName); } } /* -------------------------------------------- */ async updateCompteurValue( fieldName, fieldValue ) { //console.log("Update", fieldName, fieldValue); let content; let compteurs = duplicate(this.data.data.compteurs); compteurs[fieldName].value = fieldValue; await this.update( {"data.compteurs": compteurs } ); } /* -------------------------------------------- */ /** Teste si le conteneur de destination a suffisament de capacité * pour recevoir le nouvel objet */ testConteneurCapacite( itemId, conteneurId ) { if ( !conteneurId ) return true; // pas de conteneur (porté sur soi), donc toujours OK. let conteneur = this.items.find( conteneur => conteneurId == conteneur._id); // recup conteneur //console.log("Conteneur trouvé : ", conteneur); if ( conteneur && conteneur.type == "conteneur" ) { let currentEnc = 0; // Calculer le total actuel des contenus for (let id of conteneur.data.data.contenu) { let objet = this.items.find( objet => (id == objet._id) ); currentEnc += (objet) ? objet.data.data.encombrement : 0; } // Et gérer le nouvel objet let nouvelObjet = this.items.find( objet => (itemId == objet._id) ); if ( currentEnc + nouvelObjet.data.data.encombrement > Number(conteneur.data.data.capacite) ) return false; } return true; } /* -------------------------------------------- */ /** Supprime un item d'un conteneur, sur la base * de leurs ID */ async enleverDeConteneur( itemId, conteneurId ) { if ( !conteneurId ) return; // pas de conteneur (porté sur soi) let conteneur = this.items.find( conteneur => conteneurId == conteneur._id); // recup conteneur if ( conteneur ) { // Si présent //console.log("Suppression du conteneur1", conteneurId, itemId, conteneur.data.data.contenu); let contenu = conteneur.data.data.contenu; contenu.splice(contenu.indexOf('itemId'), 1); //let newContenu = conteneur.data.data.contenu.filter( function(value, index, arr) { return value != itemId } ); //console.log("Suppression du conteneur2", conteneurId, itemId, newContenu); //let update = {_id: conteneurId, "data.contenu": newContenu }; await this.updateEmbeddedEntity("OwnedItem", conteneur.data); } } /* -------------------------------------------- */ /** Ajoute un item dans un conteneur, sur la base * de leurs ID */ async ajouterAConteneur( itemId, conteneurId ) { if ( !conteneurId ) return; // pas de conteneur (porté sur soi) let conteneur = this.items.find( conteneur => conteneurId == conteneur._id); if ( conteneur && conteneur.type == 'conteneur' ) { conteneur.data.data.contenu.push( itemId ); await this.updateEmbeddedEntity("OwnedItem", conteneur.data ); } } /* -------------------------------------------- */ detectSurEncombrement( ) { let diffEnc = Number(this.encombrementTotal) - Number(this.data.data.attributs.encombrement.value); if ( diffEnc > 0 ) { // Sur-encombrement let malus = Math.round( diffEnc); malus = (malus == 0) ? 1 : malus; // Always 1 at least //console.log("Sur enc malus", malus); return malus; } return 0; } /* -------------------------------------------- */ computeEncombrementTotal( ) { let totalEnc = 0; for (const item of this.data.items) { if ( item.data && item.data.encombrement ) { // Enc value filtering totalEnc += Number(item.data.encombrement); } } this.encombrementTotal = totalEnc; this.detectSurEncombrement(); } /* -------------------------------------------- */ computeEtatGeneral( ) { let data = this.data.data; // Pas d'état général pour les entités forçage à 0 if ( this.data.type == 'entite') { data.compteurs.etat.value = 0; return; } // Pour les autres let state = 0; state = state - (data.sante.vie.max - data.sante.vie.value); if (data.sante.fatigue) // Creatures n'ont pas de fatigue state = state + RdDUtility.currentFatigueMalus(data.sante.fatigue.value, data.sante.endurance.max); state = state - this.detectSurEncombrement(); data.compteurs.etat.value = state; } /* -------------------------------------------- */ async ajouterRefoulement( value=1) { let ret = "none"; let refoulement = duplicate(this.data.data.reve.refoulement); refoulement.value = refoulement.value + value; let total = new Roll("d20").roll().total; if ( total <= refoulement.value ) { refoulement.value = 0; this.ajouterSouffle(); ret = "souffle"; } await this.update( {"data.reve.refoulement": refoulement } ); return ret; } /* -------------------------------------------- */ ajouterSouffle() { let souffle = RdDRollTables.getSouffle(); // ChatMessage.create({ // title: "Souffle de Dragon", // content: this.name + " subit un Souffle de Dragon : " + souffle.name // }); // this.actor.createOwnedItem(souffle); } /* -------------------------------------------- */ async ajouterQueue() { // TODO: Déterminer si Thanatos a été utilisé? => laisser le joueur ne pas choisir Thanatos => choisir sa voie? let utiliseThanatos = false; let queue; if (utiliseThanatos) { queue = await RdDRollTables.getOmbre(); // mettre à jour: plus d'ombre en vue } else { queue = await RdDRollTables.getQueue(); } /* // TODO: convertir la queue obtenue en nouvel item ... // ou bien l'ajouter à la liste spécifique => this.data.data.reve.queues this.createOwnedItem(queue); ChatMessage.create({ title: "Queue de Dragon", content: this.name + " subit un Queue de Dragon : " + queue.name }); return queue.name; */ } /* -------------------------------------------- */ async deleteTMRRencontreAtPosition( ) { let rencontres = duplicate(this.data.data.reve.rencontre); let len = rencontres.list.length; let i = 0; //console.log("List", rencontres, len); let newTable = []; for( i=0; i < len; i++) { if (rencontres.list[i].coord != this.data.data.reve.tmrpos.coord ) newTable.push(rencontres.list[i]); } if ( newTable.length != len ) { rencontres.list = newTable; //console.log("Result: ", rencontres); await this.update( {"data.reve.rencontre": rencontres } ); } } /* -------------------------------------------- */ async addTMRRencontre( currentRencontre ) { let rencontres = duplicate(this.data.data.reve.rencontre); let len = rencontres.list.length; let i = 0; let already = false; for( i=0; i < len; i++) { if (rencontres.list[i].coord == this.data.data.reve.tmrpos.coord ) already = true; } if ( !already ) { rencontres.list.push( {coord: this.data.data.reve.tmrpos.coord, rencontre: currentRencontre} ); await this.update( {"data.reve.rencontre": rencontres } ); } } /* -------------------------------------------- */ async updateCoordTMR( coord ) { let tmrPos = duplicate(this.data.data.reve.tmrpos ); tmrPos.coord = coord; await this.update( {"data.reve.tmrpos": tmrPos } ); } /* -------------------------------------------- */ async updatePointsDeReve( value ) { let reve = duplicate(this.data.data.reve.reve); reve.value = Math.max(reve.value + value, 0); await this.update( {"data.reve.reve": reve } ); } /* -------------------------------------------- */ async updatePointDeSeuil(value=1) { const seuil = Misc.toInt(this.data.data.reve.seuil.value); const reve = Misc.toInt(this.data.data.carac.reve.value); if (seuil < reve) { await this.setPointsDeSeuil(Math.min(seuil+value, reve)); } } /* -------------------------------------------- */ async setPointsDeSeuil( value ) { let seuil = duplicate(this.data.data.reve.seuil); seuil.value = value; await this.update( {"data.reve.seuil": seuil } ); } /* -------------------------------------------- */ testSiSonne( sante, endurance ) { let result = new Roll("d20").roll().total; if ( result <= endurance.value) sante.sonne.value = false; if ( result > endurance.value || result == 20) // 20 is always a failure sante.sonne.value = true; if (result == 1) { sante.sonne.value = false; let xp = Misc.toInt(this.data.data.carac.constitution.xp) + 1; this.update( {"data.carac.constitution.xp": xp } ); // +1 XP ! // TODO : Output to chat } } /* -------------------------------------------- */ GetNumberBlessures( blessuresListe ) { let nbB = 0; for ( let b of blessuresListe) { nbB += ( b.active) ? 1 : 0; } return nbB; } /* -------------------------------------------- */ async santeIncDec(name, inc ) { const sante = duplicate(this.data.data.sante); let data = sante[name]; let lastValue = data.value; // Useful for Endurance and Sonné data.value = data.value + inc; if ( data.value > data.max ) data.value = data.max; if ( data.value < 0 ) data.value = 0; if (name == "endurance" && this.data.type != 'entite' ) { if ( sante.fatigue && inc < 0 ) { // Each endurance lost -> fatigue lost sante.fatigue.value = sante.fatigue.value - inc } // If endurance is 0 -> -1 vie if ( data.value == 0 && sante.vie.value > 0) { sante.vie.value = sante.vie.value - 1; } let diffVie = sante.vie.max - sante.vie.value; if ( data.value > data.max - (diffVie*2) ) { data.value = data.max - (diffVie*2); } if ( data.value < 0 ) data.value = 0; // Security let blessures = this.data.data.blessures; let nbGraves = this.GetNumberBlessures(blessures.graves.liste); let nbCritiques = this.GetNumberBlessures(blessures.critiques.liste); let maxEnd = Math.floor( data.max / (2*nbGraves)); if (data.value > maxEnd ) data.value = maxEnd; if ( nbCritiques > 0 && data.value > 1) data.value = 1; if (lastValue - data.value > 1) this.testSiSonne(sante, data); // Peut-être sonné si 2 points d'endurance perdus d'un coup } //console.log(name, inc, data.value); let diffEndurance = sante.endurance.max - this.data.data.sante.endurance.value; if ( sante.fatigue && sante.fatigue.value < diffEndurance) // If endurance lost, then the same amount of fatigue cannot be recovered sante.fatigue.value = diffEndurance; //console.log("SANTE::::", sante); await this.update( {"data.sante": sante } ); } /* -------------------------------------------- */ async manageBlessureFromSheet( bType, index, active ) { let bList = duplicate(this.data.data.blessures); let blessure = bList[bType+"s"].liste[index]; blessure.active = !blessure.active; if ( !blessure.active ) { blessure.premiers_soins = 0; blessure.soins_complets = 0; blessure.jours = 0; blessure.localisation = ""; } //console.log("Blessure update", bType, index, blessure, bList ); await this.update( { 'data.blessures': bList } ); } /* -------------------------------------------- */ async setDataBlessureFromSheet( bType, index, psoins, pcomplets, jours, loc) { let bList = duplicate(this.data.data.blessures); let blessure = bList[bType+"s"].liste[index]; blessure.premiers_soins = psoins; blessure.soins_complets = pcomplets; blessure.jours = jours; blessure.localisation = loc; await this.update( { 'data.blessures': bList } ); } /* -------------------------------------------- */ manageBlessures( blessuresData ) { // Fast exit if ( this.data.type == 'entite') return; // Une entité n'a pas de blessures if ( blessuresData.legeres + blessuresData.graves + blessuresData.critiques == 0 ) return; let workData = duplicate(blessuresData); let blessures = duplicate(this.data.data.blessures); // Manage blessures if ( workData.legeres > 0 ) { for (let k=0; k 0 ) { workData.graves += 1; blessuresData.graves += 1; } if ( workData.graves > 0) { for (let k=0; k 0 ) { workData.critiques = 1; blessuresData.critiques = 1; } if ( workData.critiques > 0 ) { workData.endurance = this.data.data.sante.endurance.value; // Patch with real endurance current value (ie end -> 0 when critique) blessures.critiques.liste[0].active = true; blessures.critiques.liste[0].loc = workData.locName; } this.update( { "data.blessures": blessures } ); } /* -------------------------------------------- */ async stressTest() { let stressRoll = this._stressRoll(); let compteurs = duplicate(this.data.data.compteurs); let convertion = Math.floor(compteurs.stress.value * stressRoll.factor); compteurs.experience.value += convertion; compteurs.stress.value = Math.max(compteurs.stress.value - convertion - 1, 0); ChatMessage.create({ title: "Jet de Stress", content: "Vous avez transformé " + convertion + " points de Stress en Expérience" + stressRoll.comment, whisper: ChatMessage.getWhisperRecipients(game.user.name) }); await this.update({ "data.compteurs": compteurs }); } /* -------------------------------------------- */ _stressRoll() { let result = RdDResolutionTable.roll(this.data.data.carac.reve.value, 0); console.log("_stressRoll", result); switch (result.code) { case "sign": return { factor: 0.75, comment: " (75%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" } case "norm": return { factor: 0.5, comment: " (50%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" } case "echec": return { factor: 0.2, comment: " (20%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" } case "epart": return { factor: 0.1, comment: " (10%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" } case "etotal": return { factor: 0, comment: " (0%): " + result.quality + " - " + result.roll + " sur " + result.score + "%" } case "part": { let second = RdDResolutionTable.roll(this.data.data.carac.reve.value, 0); console.log("_stressRoll", second); switch (second.code) { case "part": case "sign": return { factor: 1.5, comment: " (150%): Double Particulière - " + result.roll + " puis " + second.roll + " sur " + result.score + "%" } default: return { factor: 1, comment: " (150%): " + result.quality + " - " + result.roll + " puis " + second.roll + " sur " + result.score + "%" } } } } } /* -------------------------------------------- */ async rollUnSort(coord) { let draconicList = this.getDraconicList(); let sortList = duplicate(this.getSortList()); // Duplication car les pts de reve sont modifiés dans le sort let rollData = { selectedCarac: this.data.data.carac.reve, etat: this.data.data.compteurs.etat.value, draconicList: draconicList, sortList: sortList, selectedDraconic: this.getBestDraconic(), selectedSort: sortList[0], coord: coord, finalLevel: 0, diffConditions: 0, diffLibre: sortList[0].data.difficulte, // Per default at startup coutreve: Array(20).fill().map((item, index) => 1 + index), ajustementsConditions: CONFIG.RDD.ajustementsConditions, difficultesLibres: CONFIG.RDD.difficultesLibres } let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-roll-sort.html', rollData); new RdDRollDialog("sort", html, rollData, this ).render(true); } /* -------------------------------------------- */ async rollCarac( caracName ) { let carac; if ( caracName == "reveActuel") { // Fake carac for Reve Actuel carac = {type: "number", value: this.getReveActuel(), label: "Rêve Actuel" } } else { carac = this.data.data.carac[caracName];// Per default } let rollData = { selectedCarac: carac, ajustementsConditions: CONFIG.RDD.ajustementsConditions, difficultesLibres: CONFIG.RDD.difficultesLibres, etat: this.data.data.compteurs.etat.value, finalLevel: 0, diffConditions: 0, diffLibre: 0 } console.log(caracName, rollData); let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html', rollData); new RdDRollDialog("carac", html, rollData, this ).render(true); } /* -------------------------------------------- */ getSortList() { return this.data.items.filter(item => item.type == "sort"); } /* -------------------------------------------- */ getDraconicList() { return this.data.items.filter(item => item.data.categorie == 'draconic') } /* -------------------------------------------- */ async displayTMR(mode="normal" ) { let isRapide= mode == "rapide" if (mode != "visu") { let minReveValue = (isRapide) ? 3 : 2; if (this.getReveActuel() < minReveValue ) { ChatMessage.create( { title: "Montée impossible !", content: "Vous n'avez plus assez de Points de Reve pour monter dans les Terres Médianes", whisper: ChatMessage.getWhisperRecipients(game.user.name) } ); return; } } let data = { fatigueHTML:"" + RdDUtility.makeHTMLfatigueMatrix( this.data.data.sante.fatigue.value, this.data.data.sante.endurance.max ).html() + "
", draconic: this.getDraconicList(), sort: this.getSortList(), caracReve: this.data.data.carac.reve.value, pointsReve: this.getReveActuel(), isRapide: isRapide } let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html', data ); this.currentTMR = new RdDTMRDialog(html, this, data, mode == "visu"); this.currentTMR.render(true); } /* -------------------------------------------- */ rollArme( armeName ) { let armeItem = this.data.items.find(item=>item.type==="arme" && (item.name === armeName)); if ( armeItem && armeItem.data.competence ) this.rollCompetence( armeItem.data.competence, armeItem ); else this.rollCompetence( armeName ); //Bypass mode! } /* -------------------------------------------- */ async rollCompetence( name, armeItem=undefined, attackerRoll=undefined ) { let competence = RdDUtility.findCompetence( this.data.items, name); console.log("rollCompetence !!!", competence, armeItem, attackerRoll); // Common rollData values let rollData = { ajustementsConditions: CONFIG.RDD.ajustementsConditions, difficultesLibres: CONFIG.RDD.difficultesLibres, etat: this.data.data.compteurs.etat.value, diffConditions: 0, diffLibre: (attackerRoll) ? attackerRoll.diffLibre : 0, attackerRoll: attackerRoll, finalLevel: 0, coupsNonMortels: false } if ( competence.type == 'competencecreature') { // Specific case for Creatures if ( competence.data.iscombat ) { armeItem = { name: name, data: { dommages: competence.data.dommages} }; } competence.data.defaut_carac = "carac_creature"; // Fake default competence competence.data.categorie = "creature"; // Fake default competence rollData.competence = competence; rollData.arme = armeItem; rollData.carac = { carac_creature: { label: name, value: competence.data.carac_value } }; } else { // Usual competence rollData.competence = competence; rollData.arme = armeItem; rollData.carac = this.data.data.carac; } let html = await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData); if (rollData.arme) { new RdDRollDialog("arme", html, rollData, this ).render(true); } else { new RdDRollDialog("competence", html, rollData, this ).render(true); } } /* -------------------------------------------- */ async equiperObjet( itemID ) { let item = this.getOwnedItem(itemID); if ( item && item.data.data ) { let update = {_id: item._id, "data.equipe": !item.data.data.equipe }; await this.updateEmbeddedEntity("OwnedItem", update); this.computeEncombrementTotal(); // Mise à jour encombrement } } /* -------------------------------------------- */ computeArmure( locData, domArmePlusDom ) { let protection = 0; for (const item of this.data.items) { if (item.type == "armure" && item.data.equipe) { let update = duplicate(item); protection += new Roll(update.data.protection.toString()).roll().total; update.data.deterioration += domArmePlusDom; domArmePlusDom = 0; // Reset it if ( update.data.deterioration >= 10) { update.data.deterioration = 0; if ( update.data.protection.toString().length == 1 ) update.data.protection = "d"+update.data.protection+"-0"; else { let regex = /d\(d+)\-(\d+)/g; let res = regex.exec( update.data.protection ); update.data.protection = "d"+res[1]+"-"+(parseInt(res[2])+1); } /* TODO - POST chat message */ } this.updateEmbeddedEntity("OwnedItem", update); } } console.log("Final protect", protection); return protection; } /* -------------------------------------------- */ encaisserDommages( attackerRoll ) { console.log("encaisserDommages", attackerRoll ) const armure = this.computeArmure( attackerRoll.loc, attackerRoll.domArmePlusDom); let degatsReel = attackerRoll.degats - armure; let result = RdDUtility.computeBlessuresSante(degatsReel, attackerRoll.mortalite); if ( this.data.type != 'entite') // Pas de PV chez les entités this.santeIncDec("vie", result.vie); this.santeIncDec("endurance", result.endurance); result.locName = (attackerRoll.loc) ? attackerRoll.loc.label : "Corps"; this.manageBlessures(result); // Will upate the result table const blessureLegere = (result.legeres > 0 ? "une blessure légère" : ""); const blessureGrave = (result.graves > 0 ? "une blessure grave" : ""); const blessureCritique = (result.critiques > 0 ? "une blessure critique" : ""); ChatMessage.create({ title: "Blessures !", content: this.data.name + " a encaissé : " + "
Encaissement final : " + degatsReel + "
" + blessureLegere + blessureGrave + blessureCritique + "
Et a perdu : " + "
" + result.endurance + " Endurance et " + result.vie + " Points de Vie" }); this.computeEtatGeneral(); this.sheet.render(true); } /* -------------------------------------------- */ parerAttaque( attackerRoll, armeId ) { let armeItem = this.getOwnedItem(armeId); // Item.data.data ! console.log("Going to PARY !!!!!!!!!", armeItem, attackerRoll.diffLibre); this.rollCompetence( armeItem.data.data.competence, armeItem.data, attackerRoll ); } /* -------------------------------------------- */ esquiverAttaque( attackerRoll ) { this.rollCompetence( "esquive", undefined, attackerRoll ); } /* -------------------------------------------- */ /** @override */ getRollData() { const data = super.getRollData(); return data; } }