a0213fb552
La demi-surprise ou surprise dépend des états: - les TMRs sont ouvertes (sauf visu) - le personnage est sonné - un status parmi: prone, restrain - si inconscient ou aveugle, surprise totale Ajout de la possibilité de filtrer les status
98 lines
3.4 KiB
JavaScript
98 lines
3.4 KiB
JavaScript
import { RdDCarac } from "./rdd-carac.js";
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const conditionsTactiques = [
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{ type: '', descr: '', dmg: 0, attaque: 0, parade: 0, esquive: true },
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{ type: 'charge', descr: 'Charge', dmg: 2, attaque: 4, parade: -4, esquive: false },
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{ type: 'feinte', descr: 'Feinte', dmg: 1, attaque: 1, parade: 0, esquive: true },
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{ type: 'pret', descr: 'prêt', dmg: 0, attaque: 0, parade: 0, esquive: true },
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{ type: 'demi', descr: 'Demi-surprise', dmg: 1, attaque: 0, parade: 0, esquive: true },
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{ type: 'totale', descr: 'Surprise totale', dmg: 10, attaque: 6, parade: 0, esquive: true },
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];
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/* -------------------------------------------- */
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export class RdDBonus {
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/* -------------------------------------------- */
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static find(condition) {
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return conditionsTactiques.find(e => e.type == condition) || conditionsTactiques.find(e => e.type == 'pret');
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}
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static isAjustementAstrologique(rollData) {
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return RdDCarac.isChance(rollData.selectedCarac) ||
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rollData.selectedSort?.data.isrituel;
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}
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/* -------------------------------------------- */
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static isDefenseAttaqueFinesse(rollData) {
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return rollData.attackerRoll?.particuliere == 'finesse';
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}
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/* -------------------------------------------- */
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static dmg(rollData, dmgActor, isCauchemar = false) {
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let dmg = { total: 0 };
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if (rollData.arme && rollData.arme.name.toLowerCase() == "esquive") {
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// Specific case management
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ui.notifications.warn("Calcul de bonus dégats sur eswquive");
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} else {
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dmg.dmgArme = RdDBonus._dmgArme(rollData);
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dmg.penetration = RdDBonus._peneration(rollData);
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dmg.dmgTactique = RdDBonus.dmgBonus(rollData.tactique);
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dmg.dmgParticuliere = RdDBonus._dmgParticuliere(rollData);
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dmg.dmgSurprise = RdDBonus.dmgBonus(rollData.ajustements?.attaqueDefenseurSurpris.used);
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dmg.dmgActor = rollData.selectedCarac ? RdDBonus._dmgPerso(dmgActor, rollData.selectedCarac.label, dmg.dmgArme) : 0;
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere;
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dmg.mortalite = RdDBonus._calculMortalite(rollData, isCauchemar)
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}
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return dmg;
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}
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/* -------------------------------------------- */
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static description(condition) {
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return RdDBonus.find(condition).descr;
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}
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/* -------------------------------------------- */
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static dmgBonus(condition) {
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return RdDBonus.find(condition).dmg;
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}
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/* -------------------------------------------- */
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static bonusAttaque(condition) {
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return RdDBonus.find(condition).attaque;
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}
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/* -------------------------------------------- */
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static _calculMortalite(rollData, isCauchemar) {
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if (isCauchemar) {
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return "cauchemar";
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}
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return isCauchemar ? "cauchemar"
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: rollData.dmg?.mortalite
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?? rollData.arme?.data.mortalite
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?? "mortel";
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}
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/* -------------------------------------------- */
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static _dmgArme(rollData) {
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return parseInt(rollData.arme?.data.dommages ?? 0);
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}
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static _peneration(rollData) {
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return parseInt(rollData.arme?.data.penetration ?? 0);
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}
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/* -------------------------------------------- */
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static _dmgPerso(dmgActor, categorie, dmgArme) {
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switch (categorie) {
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case "Tir": return 0;
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case "Lancer": return Math.max(0, Math.min(dmgArme, dmgActor));
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}
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return dmgActor;
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}
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/* -------------------------------------------- */
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static _dmgParticuliere(rollData) {
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return rollData.particuliere == 'force' ? 5 : 0;
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}
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} |