592 lines
25 KiB
JavaScript
592 lines
25 KiB
JavaScript
/* Common useful functions shared between objects */
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import { RdDActor } from "./actor.js";
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const level_category = {
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"generale": "-4",
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"particuliere": "-8",
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"speciale": "-11",
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"connaissance": "-11",
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"draconic": "-11",
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"melee": "-6",
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"tir": "-8",
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"lancer": "-8"
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}
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const competenceTroncs = [ ["Esquive", "Dague", "Corps à corps"],
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["Epée à 1 main", "Epée à 2 mains", "Hache à 1 main", "Hache à 2 mains", "Lance", "Masse à 1 main", "Masse à 2 mains"] ];
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const competence_xp = {
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"-11" : [ 5, 10, 15, 25, 35, 45, 55, 70, 85, 100, 115, 135, 155, 175 ],
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"-8" : [ 10, 20, 30, 40, 55, 70, 85, 100, 120, 140,160],
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"-6" : [ 10, 20, 35, 50, 65, 80, 100, 120, 140],
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"-4" : [ 15, 30, 45, 60, 80, 100, 120]
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}
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// This table starts at 0 -> niveau -10
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const competence_xp_par_niveau = [ 5, 5, 5, 10, 10, 10, 10, 15, 15, 15, 15, 20, 20, 20, 20, 30, 30, 40, 40, 60, 60, 100, 100, 100, 100, 100, 100, 100, 100, 100];
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const carac_array = [ "taille", "apparence", "constitution", "force", "agilite", "dexterite", "vue", "ouie", "odoratgout", "volonte", "intellect", "empathie", "reve", "chance", "melee", "tir", "lancer", "derobee"];
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const bonusmalus = [-10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, +1, +2, +3, +4, +5, +6, +7, +8, +9, +10];
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const specialResults = [ { "part": 0, "epart": 0, "etotal": 0 }, // 0
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{ "part": 1, "epart": 81, "etotal": 92 }, // 01-05
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{ "part": 2, "epart": 82, "etotal": 92 }, // 06-10
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{ "part": 3, "epart": 83, "etotal": 93 }, // 11-15
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{ "part": 4, "epart": 84, "etotal": 93 }, // 16-20
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{ "part": 5, "epart": 85, "etotal": 94 }, // 21-25
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{ "part": 6, "epart": 86, "etotal": 94 }, // 26-30
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{ "part": 7, "epart": 87, "etotal": 95 }, // 31-35
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{ "part": 8, "epart": 88, "etotal": 95 }, // 36-40
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{ "part": 9, "epart": 89, "etotal": 96 }, // 41-45
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{ "part": 10, "epart": 90, "etotal": 96 }, // 46-50
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{ "part": 11, "epart": 91, "etotal": 97 }, // 51-55
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{ "part": 12, "epart": 92, "etotal": 97 }, // 56-60
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{ "part": 13, "epart": 93, "etotal": 98 }, // 61-65
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{ "part": 14, "epart": 94, "etotal": 98 }, // 65-70
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{ "part": 15, "epart": 95, "etotal": 99 }, // 71-75
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{ "part": 16, "epart": 96, "etotal": 99 }, // 76-80
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{ "part": 17, "epart": 97, "etotal": 100 }, // 81-85
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{ "part": 18, "epart": 98, "etotal": 100 }, // 86-90
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{ "part": 19, "epart": 99, "etotal": 100 }, // 81-95
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{ "part": 20, "epart": 100, "etotal": 100 } // 96-00
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];
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const levelDown = [ { "level": -11, "score": 1, "part": 0, "epart": 2, "etotal": 90 },
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{ "level": -12, "score": 1, "part": 0, "epart": 2, "etotal": 70 },
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{ "level": -13, "score": 1, "part": 0, "epart": 2, "etotal": 50 },
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{ "level": -14, "score": 1, "part": 0, "epart": 2, "etotal": 30 },
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{ "level": -15, "score": 1, "part": 0, "epart": 2, "etotal": 10 },
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{ "level": -16, "score": 1, "part": 0, "epart": 2, "etotal": 2 }
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];
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const fatigueMatrix = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, // Dummy filler for the array.
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[2, 3, 3, 2, 3, 3, 2, 3, 3, 2, 3, 3 ],
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[2, 3, 3, 3, 3, 3, 2, 3, 3, 3, 3, 3 ],
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[3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 ],
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[3, 3, 3, 3, 3, 4, 3, 3, 3, 3, 3, 4 ],
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[3, 3, 4, 3, 3, 4, 3, 3, 4, 3, 3, 4 ],
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[3, 3, 4, 3, 4, 4, 3, 3, 4, 3, 4, 4 ],
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[3, 4, 4, 3, 4, 4, 3, 4, 4, 3, 4, 4 ],
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[3, 4, 4, 4, 4, 4, 3, 4, 4, 4, 4, 4 ],
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[4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ],
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[4, 4, 4, 4, 4, 5, 4, 4, 4, 4, 4, 5 ],
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[4, 4, 5, 4, 4, 5, 4, 4, 5, 4, 4, 5 ],
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[4, 4, 5, 4, 5, 5, 4, 4, 5, 4, 5, 5 ],
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[4, 5, 5, 4, 5, 5, 4, 5, 5, 4, 5, 5 ],
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[4, 5, 5, 5, 5, 5, 4, 5, 5, 5, 5, 5 ],
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[5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 ] ];
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const fatigueMalus = [ 0, 0, 0, -1, -1, -1, -2, -3, -4, -5, -6, -7 ]; // Provides the malus for each segment of fatigue
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const fatigueLineSize = [ 3, 6, 7, 8, 9, 10, 11, 12];
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const fatigueLineMalus = [ 0, -1, -2, -3, -4, -5, -6, -7 ];
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const fatigueMarche = { "aise": { "4":1, "6":2, "8":3, "10":4, "12":6 },
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"malaise": { "4":2, "6":3, "8":4, "10":6 },
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"difficile": { "4":3, "6":4, "8":6 },
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"tresdifficile": { "4":4, "6":6 } }
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/* -------------------------------------------- */
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export class RdDUtility {
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/* -------------------------------------------- */
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static async preloadHandlebarsTemplates( ) {
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const templatePaths = [
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//Character Sheets
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'systems/foundryvtt-reve-de-dragon/templates/actor-sheet.html',
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//Items
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'systems/foundryvtt-reve-de-dragon/templates/item-competence-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-arme-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-armure-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-objet-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-conteneur-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-sort-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-herbe-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-ingredient-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-livre-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-tache-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-potion-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-rentontresTMR-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-queue-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-souffle-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-tete-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-ombre-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/competence-categorie.html',
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'systems/foundryvtt-reve-de-dragon/templates/competence-carac-defaut.html',
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'systems/foundryvtt-reve-de-dragon/templates/competence-base.html',
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'systems/foundryvtt-reve-de-dragon/templates/arme-competence.html',
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'systems/foundryvtt-reve-de-dragon/templates/sort-draconic.html',
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'systems/foundryvtt-reve-de-dragon/templates/sort-tmr.html',
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// Dialogs
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'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
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'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html',
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'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-sort.html',
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'systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html'
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];
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return loadTemplates(templatePaths);
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}
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/* -------------------------------------------- */
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static buildResolutionTable( ) {
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let tableRes = []
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for (var j=0; j<=21; j++) {
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let subtab = [];
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for (var i=-10; i<=22; i++) {
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var m = (i + 10) * 0.5;
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var v;
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if (i == -9) {
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v = Math.floor(j / 2);
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} else if (i == -10) {
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v = Math.floor(j / 4);
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} else {
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if (j % 2 == 0) {
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var v = Math.ceil(j * m);
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} else {
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var v = Math.floor(j * m);
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}
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}
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if (v < 1) v = 1;
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let specResults
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if ( v > 100 )
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specResults = { part: Math.ceil(v / 5), epart: 1000, etotal: 1000 };
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else
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specResults = specialResults[Math.ceil(v / 5 )];
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let tabIndex = i+10;
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subtab[tabIndex] = { niveau: i, score: v, part: specResults.part, epart: specResults.epart, etotal: specResults.etotal }
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}
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tableRes[j] = subtab;
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}
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return tableRes;
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}
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/* -------------------------------------------- */
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static getLevelCategory( )
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{
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return level_category;
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}
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static getCaracArray()
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{
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return carac_array;
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}
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static getBonusMalus()
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{
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return bonusmalus;
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}
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/* -------------------------------------------- */
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static __buildHTMLResolutionHead( dataRow, minLevel=0, maxLevel=32 ) {
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let r = dataRow;
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var row = $("<tr/>");
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for (var colIndex=minLevel; colIndex <= maxLevel; colIndex++) {
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let c = dataRow[colIndex];
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let txt = (c.niveau > 0) ? "+"+c.niveau : c.niveau;
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row.append($("<th class='table-resolution-level'/>").text(txt) );
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}
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return row;
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}
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/* -------------------------------------------- */
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static __buildHTMLResolutionRow( dataRow, minLevel=0, maxLevel=32, rowIndex, caracValue, levelValue ) {
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let r = dataRow;
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var row = $("<tr/>");
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for (var colIndex=minLevel; colIndex <= maxLevel; colIndex++) {
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let c = dataRow[colIndex];
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if (rowIndex == caracValue && levelValue+10 == colIndex) {
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row.append($("<td class='table-resolution-target'/>").text(c.score));
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} else {
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if ( colIndex == 2 )
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row.append($("<td class='table-resolution-carac'/>").text(c.score));
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else
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row.append($("<td/>").text(c.score));
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}
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}
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return row;
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}
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/* -------------------------------------------- */
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static makeHTMLResolutionTable(container, minCarac = 1, maxCarac = 21, minLevel=-10, maxLevel=22, caracValue, levelValue) {
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minCarac = (minCarac < 1) ? 1 : minCarac;
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maxCarac = (maxCarac > 21) ? 21 : maxCarac;
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let data = CONFIG.RDD.resolutionTable;
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var table = $("<table/>").addClass('table-resolution');
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// Build first row of levels
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minLevel = (minLevel < -10) ? 0 : minLevel+10;
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maxLevel = (maxLevel > 22) ? 32 : maxLevel+10;
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let row = this.__buildHTMLResolutionHead( data[0], minLevel, maxLevel );
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table.append(row);
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// Then the rest...
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for (var rowIndex=minCarac; rowIndex <= maxCarac; rowIndex++) {
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let row = this.__buildHTMLResolutionRow( data[rowIndex], minLevel, maxLevel, rowIndex, caracValue, levelValue );
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table.append(row);
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}
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return container.append(table);
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}
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/* -------------------------------------------- */
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static isTronc( compName )
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{
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for (let troncList of competenceTroncs) {
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for (let troncName of troncList) {
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if ( troncName == compName)
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return troncList;
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}
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}
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return false;
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}
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/* -------------------------------------------- */
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static getResolutionField(caracValue, levelValue )
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{
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if ( levelValue < -16 ) {
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return { "score": 0, "part": 0, "epart": 1, "etotal": 1};
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} if ( levelValue < -10 ) {
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return levelDown.find(levelData => levelData.level == levelValue);
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}
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return CONFIG.RDD.resolutionTable[caracValue][levelValue+10];
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}
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/* -------------------------------------------- */
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static computeCompetenceXPCost( competence )
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{
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let minLevel = competence.data.base;
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if ( minLevel == competence.data.niveau) return 0;
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if ( competence.data.niveau < -10) return 0;
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let xp = 0;
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for (let i=minLevel+1; i<=competence.data.niveau; i++) {
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xp += competence_xp_par_niveau[i+10];
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//console.log(i, i+10, competence_xp_par_niveau[i+10]);
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}
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return xp;
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}
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/* -------------------------------------------- */
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static computeCompetenceTroncXP( competenceList )
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{
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let xp = 0;
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for (let troncList of competenceTroncs) {
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let minNiveau = 15;
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for (let troncName of troncList) {
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let comp = RdDUtility.findCompetence( competenceList, troncName);
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minNiveau = (comp.data.niveau < minNiveau) ? comp.data.niveau : minNiveau;
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}
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if ( minNiveau > 0 ) minNiveau = 0; // Clamp à 0, pour le tronc commun
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let minNiveauXP = competence_xp_par_niveau[minNiveau+10];
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xp += minNiveauXP;
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for (let troncName of troncList) {
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let comp = RdDUtility.findCompetence( competenceList, troncName);
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xp += competence_xp_par_niveau[comp.data.niveau+10] - minNiveauXP;
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}
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}
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return xp;
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}
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/* -------------------------------------------- */
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static computeCarac( data)
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{
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let fmax = parseInt(data.carac.taille.value) + 4;
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if ( data.carac.force.value > fmax )
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data.carac.force.value = fmax;
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data.carac.derobee.value = Math.floor(parseInt(((21 - data.carac.taille.value)) + parseInt(data.carac.agilite.value)) / 2);
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let bonusDomKey = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2);
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data.attributs.plusdom.value = 2
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if (bonusDomKey < 8)
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data.attributs.plusdom.value = -1;
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else if (bonusDomKey < 12)
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data.attributs.plusdom.value = 0;
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else if (bonusDomKey < 14)
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data.attributs.plusdom.value = 1;
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data.attributs.encombrement.value = (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2;
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data.carac.melee.value = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.agilite.value)) / 2);
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data.carac.tir.value = Math.floor( (parseInt(data.carac.vue.value) + parseInt(data.carac.dexterite.value)) / 2);
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data.carac.lancer.value = Math.floor( (parseInt(data.carac.tir.value) + parseInt(data.carac.force.value)) / 2);
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data.sante.vie.max = Math.ceil( parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value) /2 );
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if ( data.sante.vie.value > data.sante.vie.max)
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data.sante.vie.value = data.sante.vie.max;
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let endurance = Math.max( parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value), parseInt(data.sante.vie.max) + parseInt(data.carac.volonte.value) );
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data.sante.endurance.max = endurance;
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if ( data.sante.endurance.value > endurance)
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data.sante.endurance.value = endurance;
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data.sante.fatigue.max = endurance*2;
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if ( data.sante.fatigue.value > data.sante.fatigue.max )
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data.sante.fatigue.value = data.sante.fatigue.max;
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data.attributs.sconst.value = 5; // Max !
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if ( data.carac.constitution.value < 9 )
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data.attributs.sconst.value = 2;
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else if (data.carac.constitution.value < 12 )
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data.attributs.sconst.value = 3;
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else if (data.carac.constitution.value < 15 )
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data.attributs.sconst.value = 4;
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data.attributs.sust.value = 4; // Max !
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if ( data.carac.taille.value < 10 )
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data.attributs.sust.value = 2;
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else if (data.carac.taille.value < 14 )
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data.attributs.sust.value = 3;
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//Compteurs
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//data.compteurs.reve.value = data.carac.reve.value;
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data.reve.reve.max = data.carac.reve.value;
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//data.compteurs.chance.value = data.carac.chance.value;
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data.compteurs.chance.max = data.carac.chance.value;
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}
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/* -------------------------------------------- */
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// Build the nice (?) html table used to manage fatigue.
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// max should be the endurance max value
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static makeHTMLfatigueMatrix( value, max )
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{
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max = (max < 16) ? 16 : max;
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max = (max > 30) ? 30 : max;
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value = (value > max*2) ? max*2 : value;
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value = (value < 0) ? 0 : value;
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let fatigueTab = fatigueMatrix[max];
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let table = $("<table/>").addClass('table-fatigue');
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let segmentIdx = 0;
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let fatigueCount = 0;
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for (var line=0; line < fatigueLineSize.length; line++) {
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let row = $("<tr/>");
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let segmentsPerLine = fatigueLineSize[line];
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row.append("<td class='fatigue-malus'>" + fatigueLineMalus[line] + "</td>");
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while (segmentIdx < segmentsPerLine) {
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let freeSize = fatigueTab[segmentIdx];
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for (let col=0; col <5; col++) {
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if ( col < freeSize ) {
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if (fatigueCount < value )
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row.append("<td class='fatigue-used'/>");
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else
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row.append("<td class='fatigue-free'/>");
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fatigueCount++;
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} else {
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row.append("<td class='fatigue-none'/>");
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}
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}
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row.append("<td class='fatigue-separator'/>");
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segmentIdx = segmentIdx + 1;
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}
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table.append(row);
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}
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//console.log("fatigue", table);
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return table;
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}
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/* -------------------------------------------- */
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static getLocalisation( )
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{
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let result = new Roll("d20").roll().total;
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let txt = ""
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if ( result <= 3 ) txt = "Jambe, genou, pied, jarret";
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else if ( result <= 7 ) txt = "Hanche, cuisse, fesse";
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else if ( result <= 9 ) txt = "Ventre, reins";
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|
else if ( result <= 12 ) txt = "Poitrine, dos";
|
|
else if ( result <= 14 ) txt = "Avant-bras, main, coude";
|
|
else if ( result <= 18 ) txt = "Epaule, bras, omoplate";
|
|
else if ( result == 19) txt = "Tête autre";
|
|
else if ( result == 20) txt = "Tête visage";
|
|
|
|
return { result: result, label: txt };
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static computeBlessuresSante( degats )
|
|
{
|
|
console.log("Degats !!", degats);
|
|
let result = { "vie": 0,
|
|
"endurance": 0,
|
|
"legeres": 0,
|
|
"graves": 0,
|
|
"critiques": 0
|
|
};
|
|
|
|
if ( degats < 11 ) {
|
|
result.type = "contusion";
|
|
let myroll = new Roll("1d4");
|
|
myroll.roll();
|
|
result.endurance = - myroll.result;
|
|
} else if ( degats < 16 ) {
|
|
result.type = "blessure légère";
|
|
let myroll = new Roll("1d6");
|
|
myroll.roll();
|
|
result.endurance = - myroll.result;
|
|
result.legeres = 1
|
|
} else if (degats < 20 ) {
|
|
result.type = "blessure grave";
|
|
let myroll = new Roll("2d6");
|
|
myroll.roll();
|
|
result.endurance = - myroll.result;
|
|
result.vie = -2;
|
|
result.graves = 1;
|
|
} else {
|
|
result.type = "critique";
|
|
result.endurance = -100; // Force endurance to 0
|
|
result.vie = -4 - (degats - 20);
|
|
result.critiques = 1;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static currentFatigueMalus( value, max)
|
|
{
|
|
max = (max < 16) ? 16 : max;
|
|
max = (max > 30) ? 30 : max;
|
|
value = (value > max*2) ? max*2 : value;
|
|
value = (value < 0) ? 0 : value;
|
|
|
|
let fatigueTab = fatigueMatrix[max];
|
|
let fatigueRem = value;
|
|
for (let idx=0; idx<fatigueTab.length; idx++) {
|
|
fatigueRem -= fatigueTab[idx];
|
|
if ( fatigueRem <= 0) {
|
|
return fatigueMalus[idx];
|
|
}
|
|
}
|
|
return -7; // This is the max !
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
static findCompetence(compList, compName)
|
|
{
|
|
for (const item of compList) {
|
|
if (item.name == compName) {
|
|
//console.log("Found item !", item);
|
|
return item;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static getArmeCategory( arme )
|
|
{
|
|
let compname = arme.data.competence.toLowerCase();
|
|
if ( compname.match("hache") ) return "hache";
|
|
if ( compname.match("hast") ) return "hast";
|
|
if ( compname.match("lance") ) return "lance";
|
|
if ( compname.match("bouclier") ) return "bouclier";
|
|
if ( compname.match("masse") ) return "masse";
|
|
if ( compname.match("fléau") ) return "fleau";
|
|
if ( compname.match("epée") ) {
|
|
let armename = arme.name.toLowerCase();
|
|
if (armename == "dague" || armename.match("gnome") )
|
|
return "epee_courte";
|
|
}
|
|
return "epee_longue";
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static isArmeMelee( compName)
|
|
{
|
|
let comp = compName.toLowerCase();
|
|
if (comp.match("epée") || comp.match("hache") || comp.match("fleau") || comp.match("mass") || comp.match("lance") || comp.match("hast") || comp == "dague" || comp=="bouclier")
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static buildDefenseChatCard( attacker, target, rollData )
|
|
{
|
|
let myTarget = target.actor;
|
|
let defenseMsg = { title: "Défense en combat",
|
|
content: "<strong>"+myTarget.name+"</strong> doit se défendre : <br><span class='chat-card-button-area'>" +
|
|
"<a class='chat-card-button' id='encaisser-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "'>Encaisser !</a></span>",
|
|
whisper: ChatMessage.getWhisperRecipients( myTarget.name ),
|
|
defenderid: myTarget.data._id,
|
|
rollMode: true
|
|
};
|
|
|
|
if ( rollData.competence.data.categorie == "melee" ) { // Melee attack
|
|
let defenderArmes = [];
|
|
for (const arme of myTarget.data.items) {
|
|
if (arme.type == "arme" && this.isArmeMelee(arme.data.competence)) {
|
|
defenderArmes.push( arme );
|
|
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
|
|
}
|
|
}
|
|
defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "'>Esquiver</a></span>";
|
|
}
|
|
if ( rollData.competence.data.categorie == "tir" ) {
|
|
for (const arme of myTarget.data.items) { // Bouclier for parry
|
|
if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
|
|
defenderArmes.push( arme );
|
|
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
|
|
}
|
|
}
|
|
}
|
|
if ( rollData.competence.data.categorie == "lancer" ) {
|
|
for (const arme of myTarget.data.items) { // Bouclier for parry Dodge/Esquive
|
|
if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
|
|
defenderArmes.push( arme );
|
|
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
|
|
}
|
|
}
|
|
defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "'>Esquiver</a></span>";
|
|
}
|
|
|
|
defenseMsg.toSocket = (!game.user.isGM) ? true : false;
|
|
|
|
return defenseMsg;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static performSocketMesssage( sockmsg )
|
|
{
|
|
console.log(">>>>> MSG RECV", sockmsg);
|
|
if ( sockmsg.msg == "msg_encaisser" ) {
|
|
if ( game.user.isGM ) {
|
|
console.log("Encaisser ici !!!");
|
|
let defenderActor = game.actors.get( sockmsg.data.defenderid );
|
|
defenderActor.encaisserDommages( sockmsg.data );
|
|
}
|
|
} else if (sockmsg.msg == "msg_defense" ) {
|
|
let defenderActor = game.actors.get( sockmsg.data.defenderid );
|
|
if ( (game.user.isGM && !defenderActor.isPC) || (defenderActor.isPC && game.user.character.id == defenderActor.id ) ) {
|
|
console.log("User is pushing message...", game.user.name);
|
|
sockmsg.data.whisper = [ game.user ];
|
|
sockmsg.data.blind = true;
|
|
sockmsg.data.rollMode = "blindroll";
|
|
ChatMessage.create( sockmsg.data );
|
|
}
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static async chatListeners( html )
|
|
{
|
|
html.on("click", '#encaisser-button', event => {
|
|
event.preventDefault();
|
|
let attackerActor = game.actors.get( event.currentTarget.attributes['data-attackerid'].value );
|
|
let rollData = attackerActor.getFlag( "world", "rollData" );
|
|
rollData.attackerid = event.currentTarget.attributes['data-attackerid'].value;
|
|
rollData.defenderid = event.currentTarget.attributes['data-defenderid'].value;
|
|
let defenderActor = game.actors.get( rollData.defenderid );
|
|
if ( game.user.isGM ) { // Current user is the GM -> direct access
|
|
console.log("Encaissement direct", rollData);
|
|
defenderActor.encaisserDommages( rollData );
|
|
} else { // Emit message for GM
|
|
game.socket.emit("system.foundryvtt-reve-de-dragon", {
|
|
msg: "msg_encaisser",
|
|
data: rollData
|
|
} );
|
|
}
|
|
});
|
|
|
|
html.on("click", '#parer-button', event => {
|
|
event.preventDefault();
|
|
let attackerActor = game.actors.get(event.currentTarget.attributes['data-attackerid'].value );
|
|
let defenderActor = game.actors.get(event.currentTarget.attributes['data-defenderid'].value );
|
|
let armeId = event.currentTarget.attributes['data-armeid'].value;
|
|
let rollData = attackerActor.getFlag( "world", "rollData" );
|
|
defenderActor.parerAttaque( rollData, armeId );
|
|
});
|
|
|
|
html.on("click", '#esquiver-button', event => {
|
|
event.preventDefault();
|
|
let attackerActor = game.actors.get(event.currentTarget.attributes['data-attackerid'].value );
|
|
let defenderActor = game.actors.get(event.currentTarget.attributes['data-defenderid'].value );
|
|
let rollData = attackerActor.getFlag( "world", "rollData" );
|
|
defenderActor.esquiverAttaque( rollData );
|
|
});
|
|
|
|
}
|
|
|
|
}
|