e1b10bc489
Par exemple, après suppression d'un acteur, les combatants correspondant aux tokens n'ont plus d'acteur.
1284 lines
50 KiB
JavaScript
1284 lines
50 KiB
JavaScript
import { ChatUtility } from "./chat-utility.js";
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import { RdDItemArme } from "./item-arme.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { Misc } from "./misc.js";
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import { RdDBonus } from "./rdd-bonus.js";
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import { RdDResolutionTable } from "./rdd-resolution-table.js";
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import { RdDRoll } from "./rdd-roll.js";
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import { RdDRollTables } from "./rdd-rolltables.js";
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import { ReglesOptionelles } from "./regles-optionelles.js";
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/* -------------------------------------------- */
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const premierRoundInit = [
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{ pattern: 'hast', init: 3.90 },
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{ pattern: 'lance', init: 3.85 },
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{ pattern: 'baton', init: 3.80 },
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{ pattern: 'doubledragonne', init: 3.75 },
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{ pattern: 'esparlongue', init: 3.70 },
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{ pattern: 'epeedragonne', init: 3.65 },
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{ pattern: 'epeebatarde', init: 3.60 },
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{ pattern: 'epeecyane', init: 3.55 },
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{ pattern: 'epeesorde', init: 3.50 },
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{ pattern: 'grandehache', init: 3.45 },
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{ pattern: 'bataille', init: 3.40 },
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{ pattern: 'epeegnome', init: 3.35 },
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{ pattern: 'masse', init: 3.30 },
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{ pattern: 'gourdin', init: 3.25 },
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{ pattern: 'fléau', init: 3.20 },
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{ pattern: 'dague', init: 3.15 },
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{ pattern: 'autre', init: 3.10 },
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];
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/* -------------------------------------------- */
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export class RdDCombatManager extends Combat {
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static init() {
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/* -------------------------------------------- */
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Hooks.on("getCombatTrackerEntryContext", (html, options) => {
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RdDCombatManager.pushInitiativeOptions(html, options);
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});
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}
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/* -------------------------------------------- */
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cleanItemUse() {
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for (let turn of this.turns) {
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turn.actor.resetItemUse()
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}
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}
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/* -------------------------------------------- */
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cleanSonne() {
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for (let combatant of this.data.combatants) {
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if (combatant.actor){
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combatant.actor.verifierSonneRound(this.current.round);
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}
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else{
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ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`)
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}
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}
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}
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/* -------------------------------------------- */
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async nextRound() {
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//console.log('New round !');s
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this.cleanItemUse();
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this.cleanSonne();
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return super.nextRound();
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}
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/************************************************************************************/
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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console.log(`${game.data.system.data.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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// Structure input data
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ids = typeof ids === "string" ? [ids] : ids;
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const currentId = this.combatant._id;
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// calculate initiative
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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.getCombatant(ids[cId]);
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//if (!c) return results;
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let rollFormula = formula; // Init per default
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if (!rollFormula) {
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let armeCombat, competence;
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if (c.actor.data.type == 'creature' || c.actor.data.type == 'entite') {
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for (const competenceItem of c.actor.data.items) {
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if (competenceItem.data.iscombat) {
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competence = duplicate(competenceItem);
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}
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}
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, competence.data.carac_value) + ")/100)";
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} else {
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for (const item of c.actor.data.items) {
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if (item.type == "arme" && item.data.equipe) {
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armeCombat = duplicate(item);
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}
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}
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let compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.data.competence;
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competence = RdDItemCompetence.findCompetence(c.actor.data.items, compName);
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let bonusEcaille = (armeCombat && armeCombat.data.magique) ? armeCombat.data.ecaille_efficacite : 0;
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rollFormula = "2+( (" + RdDCombatManager.calculInitiative(competence.data.niveau, c.actor.data.data.carac[competence.data.defaut_carac].value, bonusEcaille) + ")/100)";
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}
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}
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//console.log("Combatat", c);
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const roll = super._getInitiativeRoll(c, rollFormula);
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if (roll.total <= 0) roll.total = 0.00;
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console.log("Compute init for", rollFormula, roll.total);
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await this.updateEmbeddedEntity("Combatant", { _id: c._id, initiative: roll.total });
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// Send a chat message
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let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
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let messageData = mergeObject(
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{
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speaker: {
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scene: canvas.scene._id,
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actor: c.actor ? c.actor._id : null,
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token: c.token._id,
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alias: c.token.name,
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sound: CONFIG.sounds.dice,
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},
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flavor: `${c.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})
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<br>
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`,
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},
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messageOptions
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);
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roll.toMessage(messageData, { rollMode, create: true });
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RdDCombatManager.processPremierRoundInit();
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}
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return this;
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};
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/* -------------------------------------------- */
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static calculInitiative(niveau, caracValue, bonusEcaille = 0) {
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let base = niveau + Math.floor(caracValue / 2);
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base += bonusEcaille;
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return "1d6" + (base >= 0 ? "+" : "") + base;
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}
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/* -------------------------------------------- */
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/** Retourne une liste triée d'armes avec le split arme1 main / arme 2 main */
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static finalizeArmeList(armes, competences, carac) {
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// Gestion des armes 1/2 mains
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let armesEquipe = [];
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for (const arme of armes) {
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if (arme.data.equipe) {
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armesEquipe.push(arme);
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let comp = competences.find(c => c.name == arme.data.competence);
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arme.data.initiative = RdDCombatManager.calculInitiative(arme.data.niveau, carac[comp.data.defaut_carac].value);
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// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
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if (arme.data.unemain && !arme.data.deuxmains) {
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arme.data.mainInfo = "(1m)";
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} else if (!arme.data.unemain && arme.data.deuxmains) {
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arme.data.mainInfo = "(2m)";
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} else if (arme.data.unemain && arme.data.deuxmains) {
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arme.data.mainInfo = "(1m)";
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let arme2main = duplicate(arme);
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arme2main.data.mainInfo = "(2m)";
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arme2main.data.dommages = arme2main.data.dommages.split("/")[1]; // Existence temporaire uniquement dans la liste des armes, donc OK
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arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace !
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let comp = competences.find(c => c.name == arme2main.data.competence);
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arme2main.data.niveau = comp.data.niveau;
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arme2main.data.initiative = RdDCombatManager.calculInitiative(arme2main.data.niveau, carac[comp.data.defaut_carac].value);
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armesEquipe.push(arme2main);
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}
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}
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}
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return armesEquipe.sort((a, b) => {
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const nameA = a.name + (a.data.mainInfo ?? '');
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const nameB = b.name + (b.data.mainInfo ?? '');
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if (nameA > nameB) return 1;
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if (nameA < nameB) return -1;
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return 0;
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});
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}
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/* -------------------------------------------- */
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static buildListeActionsCombat(combatant) {
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if (combatant.actor == undefined) {
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ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`)
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return [];
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}
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let items = combatant.actor.data.items;
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let actions = []
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if (combatant.actor.isCreature()) {
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actions = actions.concat(items.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
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.map(competence => RdDItemCompetenceCreature.toArme(competence)));
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} else {
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// Recupération des items 'arme'
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let armes = items.filter(it => RdDItemArme.isArmeUtilisable(it))
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.map(arme => duplicate(arme)) /* pas de changements aux armes d'origine */
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.concat(RdDItemArme.mainsNues());
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let competences = items.filter(it => it.type == 'competence');
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actions = actions.concat(RdDCombatManager.finalizeArmeList(armes, competences, combatant.actor.data.data.carac));
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actions.push({ name: "Draconic", data: { initOnly: true, competence: "Draconic" } });
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}
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actions.push({ name: "Autre action", data: { initOnly: true, competence: "Autre action" } });
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for (let index = 0; index < actions.length; index++) {
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actions[index].index = index;
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}
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return actions;
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}
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/* -------------------------------------------- */
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static processPremierRoundInit() {
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// Check if we have the whole init !
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if (game.user.isGM && game.combat.current.round == 1) {
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let initMissing = game.combat.data.combatants.find(it => !it.initiative);
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if (!initMissing) { // Premier round !
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for (let combatant of game.combat.data.combatants) {
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let arme = combatant.initiativeData?.arme;
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//console.log("Parsed !!!", combatant, initDone, game.combat.current, arme);
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if (arme && arme.type == "arme") {
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for (let initData of premierRoundInit) {
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if (arme.data.initpremierround.toLowerCase().includes(initData.pattern)) {
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let msg = `<h4>L'initiative de ${combatant.actor.name} a été modifiée !</h4>
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<hr>
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<div>
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Etant donné son ${arme.name}, son initative pour ce premier round est désormais de ${initData.init}.
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</div>`
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ChatMessage.create({ content: msg });
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game.combat.setInitiative(combatant._id, initData.init);
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}
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}
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}
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}
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}
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}
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}
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/* -------------------------------------------- */
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static incDecInit(combatantId, incDecValue) {
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const combatant = game.combat.getCombatant(combatantId);
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let initValue = combatant.initiative + incDecValue;
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game.combat.setInitiative(combatantId, initValue);
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}
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/* -------------------------------------------- */
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static pushInitiativeOptions(html, options) {
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for (let i = 0; i < options.length; i++) {
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let option = options[i];
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if (option.name == 'COMBAT.CombatantReroll') { // Replace !
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option.name = "Sélectionner l'initiative...";
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option.condition = true;
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option.icon = '<i class="far fa-question-circle"></i>';
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option.callback = target => {
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RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id'));
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}
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}
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}
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options = [
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{ name: "Incrémenter initiative", condition: true, icon: '<i class="fas fa-plus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +0.01); } },
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{ name: "Décrémenter initiative", condition: true, icon: '<i class="fas fa-minus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -0.01); } }
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].concat(options);
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}
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/* -------------------------------------------- */
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static rollInitiativeCompetence(combatantId, arme) {
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const combatant = game.combat.getCombatant(combatantId);
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if (combatant.actor == undefined) {
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ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`)
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return [];
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}
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let initInfo = "";
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let initOffset = 0;
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let caracForInit = 0;
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let compNiveau = 0;
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let competence = { name: "Aucune" };
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if (combatant.actor.getSurprise() == "totale") {
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initOffset = -1; // To force 0
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initInfo = "Surprise Totale"
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} else if (combatant.actor.getSurprise() == "demi") {
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initOffset = 0;
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initInfo = "Demi Surprise"
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} else if (arme.name == "Autre action") {
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initOffset = 2;
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initInfo = "Autre Action"
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} else if (arme.name == "Draconic") {
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initOffset = 7;
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initInfo = "Draconic"
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} else {
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initOffset = 3; // Melée = 3.XX
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competence = RdDItemCompetence.findCompetence(combatant.actor.data.items, arme.data.competence);
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compNiveau = competence.data.niveau;
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initInfo = arme.name + " / " + arme.data.competence;
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if (combatant.actor.data.type == 'creature' || combatant.actor.data.type == 'entite') {
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caracForInit = competence.data.carac_value;
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if (competence.data.categorie == "lancer") {
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initOffset = 5;
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}
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} else {
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caracForInit = combatant.actor.data.data.carac[competence.data.defaut_carac].value;
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if (competence.data.categorie == "lancer") { // Offset de principe pour les armes de jet
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initOffset = 4;
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}
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if (competence.data.categorie == "tir") { // Offset de principe pour les armes de jet
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initOffset = 5;
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}
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if (competence.data.categorie == "melee") { // Offset de principe pour les armes de jet
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initOffset = 3;
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}
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}
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}
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let malus = combatant.actor.getEtatGeneral(); // Prise en compte état général
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// Cas des créatures et entités vs personnages
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let rollFormula = initOffset + "+ ( (" + RdDCombatManager.calculInitiative(compNiveau, caracForInit) + " + " + malus + ") /100)";
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// Garder la trace de l'arme/compétence utilisée pour l'iniative
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combatant.initiativeData = { arme: arme } // pour reclasser l'init au round 0
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game.combat.rollInitiative(combatantId, rollFormula, { initInfo: initInfo });
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}
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/* -------------------------------------------- */
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static displayInitiativeMenu(html, combatantId) {
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console.log("Combatant ; ", combatantId);
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const combatant = game.combat.getCombatant(combatantId);
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let armesList = RdDCombatManager.buildListeActionsCombat(combatant);
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// Build the relevant submenu
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if (armesList) {
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let menuItems = [];
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for (let arme of armesList) {
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menuItems.push({
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name: arme.data.competence,
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icon: "<i class='fas fa-dice-d6'></i>",
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callback: target => { RdDCombatManager.rollInitiativeCompetence(combatantId, arme) }
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});
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}
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new ContextMenu(html, ".directory-list", menuItems).render();
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}
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}
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}
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/* -------------------------------------------- */
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export class RdDCombat {
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static init() {
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this.initStorePasseArmes();
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Hooks.on("updateCombat", (combat, data) => { RdDCombat.onUpdateCombat(combat, data) });
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Hooks.on("preDeleteCombat", (combat, options) => { RdDCombat.onPreDeleteCombat(combat, options); });
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}
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/* -------------------------------------------- */
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static initStorePasseArmes() {
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game.system.rdd.combatStore = {
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attaques: {},
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defenses: {}
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};
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}
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/* -------------------------------------------- */
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static onSocketMessage(sockmsg) {
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switch (sockmsg.msg) {
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case "msg_encaisser":
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return RdDCombat.onMsgEncaisser(sockmsg.data);
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case "msg_defense":
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return RdDCombat.onMsgDefense(sockmsg.data);
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}
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}
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/* -------------------------------------------- */
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static onUpdateCombat(combat, data) {
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if (combat.data.round != 0 && combat.turns && combat.data.active) {
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RdDCombat.combatNouveauTour(combat);
|
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}
|
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}
|
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|
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/* -------------------------------------------- */
|
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static onPreDeleteCombat(combat, options) {
|
||
if (game.user.isGM) {
|
||
combat.cleanItemUse();
|
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ChatUtility.removeChatMessageContaining(`<div data-combatid="${combat.id}" data-combatmessage="actor-turn-summary">`)
|
||
/*
|
||
* TODO: support de plusieurs combats parallèles
|
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* il faudrait avoir un id de combat en plus de celui de passe d'armes
|
||
*/
|
||
for (const key in game.system.rdd.combatStore.attaques) {
|
||
const attackerRoll = game.system.rdd.combatStore.attaques[key];
|
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ChatUtility.removeChatMessageContaining(`<div data-passearme="${attackerRoll.passeArme}">`);
|
||
}
|
||
for (const key in game.system.rdd.combatStore.defenses) {
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const defenderRoll = game.system.rdd.combatStore.defenses[key];
|
||
ChatUtility.removeChatMessageContaining(`<div data-passearme="${defenderRoll.passeArme}">`);
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||
}
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RdDCombat.initStorePasseArmes();
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||
}
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||
}
|
||
|
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/* -------------------------------------------- */
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static combatNouveauTour(combat) {
|
||
let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId);
|
||
if (game.user.isGM) {
|
||
// seul le GM notifie le status
|
||
this.displayActorCombatStatus(combat, turn.actor);
|
||
// TODO Playaudio for player??
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static isActive() {
|
||
return true;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static createUsingTarget(attacker) {
|
||
const target = RdDCombat.getTarget();
|
||
if (target == undefined) {
|
||
ui.notifications.warn((game.user.targets?.size ?? 0) > 1
|
||
? "Vous devez choisir <strong>une seule</strong> cible à attaquer!"
|
||
: "Vous devez choisir une cible à attaquer!");
|
||
}
|
||
const defender = target?.actor;
|
||
const defenderTokenId = target?.data._id;
|
||
return this.create(attacker, defender, defenderTokenId, target)
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static getTarget() {
|
||
if (game.user.targets && game.user.targets.size == 1) {
|
||
for (let target of game.user.targets) {
|
||
return target;
|
||
}
|
||
}
|
||
return undefined;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static _storeAttaque(attackerId, attackerRoll) {
|
||
game.system.rdd.combatStore.attaques[attackerId] = duplicate(attackerRoll);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static _getAttaque(attackerId) {
|
||
return game.system.rdd.combatStore.attaques[attackerId];
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static _deleteAttaque(attackerId) {
|
||
delete game.system.rdd.combatStore.attaques[attackerId];
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static _storeDefense(defenderRoll) {
|
||
game.system.rdd.combatStore.defenses[defenderRoll.passeArme] = duplicate(defenderRoll);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static _getDefense(passeArme) {
|
||
return game.system.rdd.combatStore.defenses[passeArme];
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static _deleteDefense(passeArme) {
|
||
delete game.system.rdd.combatStore.defenses[passeArme];
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static create(attacker, defender, defenderTokenId, target = undefined) {
|
||
return new RdDCombat(attacker, defender, defenderTokenId, target)
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static createForAttackerAndDefender(attackerId, defenderTokenId) {
|
||
const attacker = game.actors.get(attackerId);
|
||
if (defenderTokenId) {
|
||
const defenderToken = canvas.tokens.get(defenderTokenId);
|
||
const defender = defenderToken.actor;
|
||
|
||
return RdDCombat.create(attacker, defender, defenderTokenId);
|
||
}
|
||
return RdDCombat.createUsingTarget(attacker)
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static onMsgEncaisser(data) {
|
||
let attackerRoll = RdDCombat._getAttaque(data.attackerId); // Retrieve the rolldata from the store
|
||
|
||
if (game.user.id === data.gmId) { // Seul le GM effectue l'encaissement sur la fiche
|
||
let attacker = data.attackerId ? game.actors.get(data.attackerId) : null;
|
||
let defender = canvas.tokens.get(data.defenderTokenId).actor;
|
||
|
||
defender.encaisserDommages(attackerRoll, attacker);
|
||
}
|
||
|
||
RdDCombat._deleteDefense(attackerRoll.passeArme);
|
||
RdDCombat._deleteAttaque(data.attackerId);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static onMsgDefense(msg) {
|
||
let defenderToken = canvas.tokens.get(msg.defenderTokenId);
|
||
if (defenderToken) {
|
||
if (!game.user.isGM && !game.user.character) { // vérification / sanity check
|
||
ui.notifications.error("Le joueur " + game.user.name + " n'est connecté à aucun personnage. Impossible de continuer.");
|
||
return;
|
||
}
|
||
if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character._id == defenderToken.actor.data._id))) {
|
||
const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
|
||
const defenderRoll = msg.defenderRoll;
|
||
RdDCombat._storeAttaque(msg.attackerId, defenderRoll.attackerRoll);
|
||
RdDCombat._storeDefense(defenderRoll);
|
||
rddCombat.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
|
||
rddCombat._chatMessageDefense(msg.paramChatDefense);
|
||
}
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static _callJetDeVie(event) {
|
||
let actorId = event.currentTarget.attributes['data-actorId'].value;
|
||
let actor = game.actors.get(actorId);
|
||
actor.jetVie();
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static registerChatCallbacks(html) {
|
||
for (let button of [
|
||
'#parer-button',
|
||
'#esquiver-button',
|
||
'#particuliere-attaque',
|
||
'#encaisser-button',
|
||
'#appel-chance-defense',
|
||
'#appel-destinee-defense',
|
||
'#appel-chance-attaque',
|
||
'#appel-destinee-attaque',
|
||
'#echec-total-attaque',
|
||
]) {
|
||
html.on("click", button, event => {
|
||
const rddCombat = RdDCombat.createForAttackerAndDefender(
|
||
event.currentTarget.attributes['data-attackerId']?.value,
|
||
event.currentTarget.attributes['data-defenderTokenId']?.value);
|
||
|
||
rddCombat.onEvent(button, event);
|
||
event.preventDefault();
|
||
});
|
||
}
|
||
html.on("click", '#chat-jet-vie', event => {
|
||
event.preventDefault();
|
||
RdDCombat._callJetDeVie(event);
|
||
});
|
||
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
constructor(attacker, defender, defenderTokenId, target) {
|
||
this.attacker = attacker;
|
||
this.defender = defender;
|
||
this.target = target;
|
||
this.attackerId = this.attacker.data._id;
|
||
this.defenderId = this.defender.data._id;
|
||
this.defenderTokenId = defenderTokenId;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async onEvent(button, event) {
|
||
const attackerRoll = RdDCombat._getAttaque(this.attackerId);
|
||
if (!attackerRoll) {
|
||
ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
|
||
return;
|
||
}
|
||
const defenderRoll = game.system.rdd.combatStore.defenses[attackerRoll.passeArme];
|
||
const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value;
|
||
|
||
const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
|
||
|
||
switch (button) {
|
||
case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
|
||
case '#parer-button': return this.parade(attackerRoll, armeParadeId);
|
||
case '#esquiver-button': return this.esquive(attackerRoll);
|
||
case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
|
||
case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
|
||
|
||
case '#appel-chance-attaque': return this.attacker.rollAppelChance(
|
||
() => this.attaqueChanceuse(attackerRoll),
|
||
() => this._onEchecTotal(attackerRoll));
|
||
case '#appel-chance-defense': return this.defender.rollAppelChance(
|
||
() => this.defenseChanceuse(attackerRoll, defenderRoll),
|
||
() => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true }));
|
||
case '#appel-destinee-attaque': return this.attacker.appelDestinee(
|
||
() => this.attaqueSignificative(attackerRoll),
|
||
() => { });
|
||
case '#appel-destinee-defense': return this.defender.appelDestinee(
|
||
() => this.defenseDestinee(attackerRoll),
|
||
() => { });
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
attaqueChanceuse(attackerRoll) {
|
||
ui.notifications.info("L'attaque est rejouée grâce à la chance")
|
||
attackerRoll.essais.attaqueChance = true;
|
||
this.attaque(attackerRoll, attackerRoll.arme);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
attaqueDestinee(attackerRoll) {
|
||
ui.notifications.info('Attaque significative grâce à la destinée')
|
||
RdDResolutionTable.significativeRequise(attackerRoll.rolled);
|
||
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
|
||
this._onAttaqueNormale(attackerRoll);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
defenseChanceuse(attackerRoll, defenderRoll) {
|
||
ui.notifications.info("La défense est rejouée grâce à la chance")
|
||
attackerRoll.essais.defenseChance = true;
|
||
attackerRoll.essais.defense = false;
|
||
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
|
||
this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
defenseDestinee(attackerRoll) {
|
||
let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme);
|
||
if (defenderRoll) {
|
||
ui.notifications.info('Défense significative grâce à la destinée')
|
||
RdDResolutionTable.significativeRequise(defenderRoll.rolled);
|
||
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
|
||
if (defenderRoll.arme) {
|
||
this._onParadeNormale(defenderRoll);
|
||
}
|
||
else {
|
||
this._onEsquiveNormale(defenderRoll);
|
||
}
|
||
}
|
||
else {
|
||
ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!")
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
afficherOptionsDefense(attackerRoll, defenderRoll, essais) {
|
||
ui.notifications.info("La chance n'est pas avec vous");
|
||
this._sendMessageDefense(attackerRoll, defenderRoll, essais);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
removeChatMessageActionsPasseArme(passeArme) {
|
||
if (game.settings.get("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat")) {
|
||
ChatUtility.removeChatMessageContaining(`<div data-passearme="${passeArme}">`);
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static isEchec(rollData) {
|
||
switch (rollData.ajustements.surprise.used) {
|
||
case 'totale': return true;
|
||
}
|
||
return rollData.rolled.isEchec;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static isEchecTotal(rollData) {
|
||
if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
|
||
return rollData.rolled.isEchec;
|
||
}
|
||
return rollData.rolled.isETotal;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static isParticuliere(rollData) {
|
||
if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
|
||
return false;
|
||
}
|
||
return rollData.rolled.isPart;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static isReussite(rollData) {
|
||
switch (rollData.ajustements.surprise.used) {
|
||
case 'totale': return false;
|
||
}
|
||
return rollData.rolled.isSuccess;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async attaque(competence, arme = undefined) {
|
||
if (!await this.accorderEntite('avant-attaque')) {
|
||
return;
|
||
}
|
||
|
||
let rollData = this._prepareAttaque(competence, arme);
|
||
console.log("RdDCombat.attaque >>>", rollData);
|
||
if (arme) {
|
||
this.attacker.incItemUse(arme._id); // Usage
|
||
this.attacker.verifierForceMin(arme);
|
||
}
|
||
|
||
const dialog = await RdDRoll.create(this.attacker, rollData,
|
||
{
|
||
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
|
||
options: { height: 540 }
|
||
}, {
|
||
name: 'jet-attaque',
|
||
label: 'Attaque: ' + (arme?.name ?? competence.name),
|
||
callbacks: [
|
||
this.attacker.createCallbackExperience(),
|
||
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
|
||
{ condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
|
||
{ condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
|
||
{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
|
||
{ condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
|
||
]
|
||
});
|
||
dialog.render(true);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_prepareAttaque(competence, arme) {
|
||
let rollData = {
|
||
passeArme: randomID(16),
|
||
coupsNonMortels: false,
|
||
competence: competence,
|
||
surprise: this.attacker.getSurprise(true),
|
||
surpriseDefenseur: this.defender.getSurprise(true),
|
||
essais: {}
|
||
};
|
||
rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);
|
||
|
||
if (this.attacker.isCreature()) {
|
||
RdDItemCompetenceCreature.setRollDataCreature(rollData);
|
||
}
|
||
else if (arme) {
|
||
// Usual competence
|
||
rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
|
||
}
|
||
else {
|
||
// sans armes: à mains nues
|
||
rollData.arme = RdDItemArme.mainsNues({ niveau: competence.data.niveau });
|
||
}
|
||
return rollData;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onAttaqueParticuliere(rollData) {
|
||
RdDCombat._storeAttaque(this.attackerId, rollData);
|
||
this.attacker.decItemUse( rollData.arme._id ); // Usage décrémenté sur particulière
|
||
|
||
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
|
||
const isMeleeDiffNegative = rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0;
|
||
ChatMessage.create({
|
||
alias: this.attacker.name,
|
||
whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
|
||
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', {
|
||
alias: this.attacker.name,
|
||
attackerId: this.attackerId,
|
||
defenderTokenId: this.defenderTokenId,
|
||
isFinesse: isMeleeDiffNegative,
|
||
isRapide: isMeleeDiffNegative && rollData.arme.data.rapide,
|
||
passeArme: rollData.passeArme
|
||
})
|
||
});
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onAttaqueNormale(attackerRoll) {
|
||
console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
|
||
|
||
attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
|
||
let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
|
||
// Save rollData for defender
|
||
RdDCombat._storeAttaque(this.attackerId, attackerRoll);
|
||
RdDCombat._storeDefense(defenderRoll)
|
||
|
||
attackerRoll.show = {
|
||
cible: this.target ? this.defender.data.name : 'la cible',
|
||
isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
|
||
}
|
||
await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html');
|
||
|
||
if (!await this.accorderEntite('avant-defense')) {
|
||
return;
|
||
}
|
||
|
||
if (this.target) {
|
||
await this._sendMessageDefense(attackerRoll, defenderRoll);
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) {
|
||
console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);
|
||
|
||
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
|
||
if (essaisPrecedents) {
|
||
mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true });
|
||
}
|
||
|
||
// # utilisation esquive
|
||
let esquiveUsage = 0;
|
||
let esquive = this.defender.getCompetence("esquive");
|
||
if (esquive) {
|
||
esquiveUsage = this.defender.getItemUse(esquive._id);
|
||
}
|
||
|
||
const paramChatDefense = {
|
||
passeArme: attackerRoll.passeArme,
|
||
essais: attackerRoll.essais,
|
||
defender: this.defender,
|
||
attacker: this.attacker,
|
||
attackerId: this.attackerId,
|
||
esquiveUsage: esquiveUsage,
|
||
defenderTokenId: this.defenderTokenId,
|
||
mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"),
|
||
armes: this._filterArmesParade(this.defender, attackerRoll.competence, attackerRoll.arme),
|
||
diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
|
||
attaqueParticuliere: attackerRoll.particuliere,
|
||
attaqueCategorie: attackerRoll.competence.data.categorie,
|
||
attaqueArme: attackerRoll.arme,
|
||
surprise: this.defender.getSurprise(true),
|
||
dmg: attackerRoll.dmg,
|
||
};
|
||
|
||
const selfMessage = essaisPrecedents != undefined;
|
||
if (!selfMessage && (!game.user.isGM || this.defender.hasPlayerOwner)) {
|
||
this._socketSendMessageDefense(paramChatDefense, defenderRoll);
|
||
}
|
||
else {
|
||
await this._chatMessageDefense(paramChatDefense);
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _chatMessageDefense(paramDemandeDefense) {
|
||
ChatMessage.create({
|
||
// message privé: du défenseur à lui même (et aux GMs)
|
||
speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
|
||
alias: this.attacker.name,
|
||
whisper: ChatUtility.getWhisperRecipientsAndGMs(this.defender.name),
|
||
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense),
|
||
});
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_socketSendMessageDefense(paramChatDefense, defenderRoll) {
|
||
// envoyer le message au destinataire
|
||
game.socket.emit("system.foundryvtt-reve-de-dragon", {
|
||
msg: "msg_defense", data: {
|
||
attackerId: this.attacker?.data._id,
|
||
defenderId: this.defender?.data._id,
|
||
defenderTokenId: this.defenderTokenId,
|
||
defenderRoll: duplicate(defenderRoll),
|
||
paramChatDefense: paramChatDefense,
|
||
rollMode: true
|
||
}
|
||
});
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_filterArmesParade(defender, competence) {
|
||
let items = defender.data.items;
|
||
items = items.filter(item => RdDItemArme.isArmeUtilisable(item) || RdDItemCompetenceCreature.isCompetenceParade(item));
|
||
for (let item of items) {
|
||
item.data.nbUsage = defender.getItemUse(item._id); // Ajout du # d'utilisation ce round
|
||
}
|
||
switch (competence.data.categorie) {
|
||
case 'tir':
|
||
case 'lancer':
|
||
return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
|
||
default:
|
||
// Le fléau ne peut être paré qu’au bouclier p115
|
||
if (competence.name == "Fléau") {
|
||
return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
|
||
}
|
||
return items.filter(item => RdDItemArme.getCategorieParade(item));
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onAttaqueEchecTotal(attackerRoll) {
|
||
|
||
RdDCombat._storeAttaque(this.attackerId, attackerRoll);
|
||
|
||
ChatMessage.create({
|
||
whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
|
||
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
|
||
attackerId: this.attackerId,
|
||
attacker: this.attacker,
|
||
defenderTokenId: this.defenderTokenId,
|
||
essais: attackerRoll.essais
|
||
})
|
||
});
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onEchecTotal(rollData) {
|
||
console.log("RdDCombat._onEchecTotal >>>", rollData);
|
||
|
||
const arme = rollData.arme;
|
||
const avecArme = arme?.data.categorie_parade != 'sans-armes';
|
||
const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque");
|
||
ChatUtility.createChatWithRollMode(this.defender.name, {
|
||
content: `<strong>Maladresse à ${action}!</strong> ` + await RdDRollTables.getMaladresse({ arme: avecArme })
|
||
});
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onAttaqueEchec(rollData) {
|
||
console.log("RdDCombat.onAttaqueEchec >>>", rollData);
|
||
await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');
|
||
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async choixParticuliere(rollData, choix) {
|
||
console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
|
||
|
||
this.removeChatMessageActionsPasseArme(rollData.passeArme);
|
||
rollData.particuliere = choix;
|
||
await this._onAttaqueNormale(rollData);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async parade(attackerRoll, armeParadeId) {
|
||
let arme = this.defender.getArmeParade(armeParadeId);
|
||
|
||
console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
|
||
this.defender.incItemUse(armeParadeId); // Usage
|
||
|
||
let rollData = this._prepareParade(attackerRoll, arme);
|
||
|
||
const dialog = await RdDRoll.create(this.defender, rollData,
|
||
{
|
||
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
|
||
options: { height: 540 }
|
||
}, {
|
||
name: 'jet-parade',
|
||
label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
|
||
callbacks: [
|
||
this.defender.createCallbackExperience(),
|
||
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
|
||
{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
|
||
{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
|
||
{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
|
||
]
|
||
});
|
||
dialog.render(true);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_prepareParade(attackerRoll, armeParade) {
|
||
const compName = armeParade.data.competence;
|
||
const armeAttaque = attackerRoll.arme;
|
||
|
||
let rollData = {
|
||
passeArme: attackerRoll.passeArme,
|
||
diffLibre: attackerRoll.diffLibre,
|
||
attackerRoll: attackerRoll,
|
||
competence: this.defender.getCompetence(compName),
|
||
arme: armeParade,
|
||
surprise: this.defender.getSurprise(true),
|
||
needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
|
||
needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade),
|
||
carac: this.defender.data.data.carac,
|
||
show: {}
|
||
};
|
||
rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);
|
||
|
||
if (this.defender.isCreature()) {
|
||
RdDItemCompetenceCreature.setRollDataCreature(rollData);
|
||
}
|
||
|
||
return rollData;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_getDiviseurSignificative(defenderRoll) {
|
||
let facteurSign = 1;
|
||
if (defenderRoll.surprise == 'demi') {
|
||
facteurSign *= 2;
|
||
}
|
||
if (defenderRoll.needParadeSignificative) {
|
||
facteurSign *= 2;
|
||
}
|
||
if (RdDBonus.isDefenseAttaqueFinesse(defenderRoll)) {
|
||
facteurSign *= 2;
|
||
}
|
||
if (!ReglesOptionelles.isUsing('tripleSignificative')) {
|
||
facteurSign = Math.min(facteurSign, 4);
|
||
}
|
||
return facteurSign;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_onParadeParticuliere(defenderRoll) {
|
||
console.log("RdDCombat._onParadeParticuliere >>>", defenderRoll);
|
||
if (!defenderRoll.attackerRoll.isPart) {
|
||
// TODO: attaquant doit jouer résistance et peut être désarmé p132
|
||
ChatUtility.createChatWithRollMode(this.defender.name, {
|
||
content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)`
|
||
});
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onParadeNormale(defenderRoll) {
|
||
console.log("RdDCombat._onParadeNormale >>>", defenderRoll);
|
||
|
||
await this.computeRecul(defenderRoll);
|
||
await this.computeDeteriorationArme(defenderRoll);
|
||
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');
|
||
|
||
RdDCombat._deleteDefense(defenderRoll.passeArme);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onParadeEchec(defenderRoll) {
|
||
console.log("RdDCombat._onParadeEchec >>>", defenderRoll);
|
||
|
||
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');
|
||
|
||
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
|
||
this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true });
|
||
RdDCombat._storeDefense(defenderRoll);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async esquive(attackerRoll) {
|
||
let esquive = this.defender.getCompetence("esquive");
|
||
if (esquive == undefined) {
|
||
ui.notifications.error(this.defender.name + " n'a pas de compétence 'esquive'");
|
||
return;
|
||
}
|
||
console.log("RdDCombat.esquive >>>", attackerRoll, esquive);
|
||
let rollData = this._prepareEsquive(attackerRoll, esquive);
|
||
this.defender.incItemUse(esquive._id); // Usage
|
||
|
||
const dialog = await RdDRoll.create(this.defender, rollData,
|
||
{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, {
|
||
name: 'jet-esquive',
|
||
label: 'Esquiver',
|
||
callbacks: [
|
||
this.defender.createCallbackExperience(),
|
||
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
|
||
{ condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) },
|
||
{ condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
|
||
{ condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) },
|
||
]
|
||
});
|
||
dialog.render(true);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_prepareEsquive(attackerRoll, competence) {
|
||
let rollData = {
|
||
passeArme: attackerRoll.passeArme,
|
||
diffLibre: attackerRoll.diffLibre,
|
||
attackerRoll: attackerRoll,
|
||
competence: competence,
|
||
surprise: this.defender.getSurprise(true),
|
||
surpriseDefenseur: this.defender.getSurprise(true),
|
||
carac: this.defender.data.data.carac,
|
||
show: {}
|
||
};
|
||
rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);
|
||
|
||
if (this.defender.isCreature()) {
|
||
RdDItemCompetenceCreature.setRollDataCreature(rollData);
|
||
}
|
||
return rollData;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_onEsquiveParticuliere(rollData) {
|
||
console.log("RdDCombat._onEsquiveParticuliere >>>", rollData);
|
||
ChatUtility.createChatWithRollMode(this.defender.name, {
|
||
content: "<strong>Vous pouvez esquiver une deuxième fois!</strong>"
|
||
});
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onEsquiveNormale(defenderRoll) {
|
||
console.log("RdDCombat._onEsquiveNormal >>>", defenderRoll);
|
||
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');
|
||
RdDCombat._deleteDefense(defenderRoll.passeArme);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onEsquiveEchec(defenderRoll) {
|
||
console.log("RdDCombat._onEsquiveEchec >>>", defenderRoll);
|
||
|
||
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');
|
||
|
||
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
|
||
this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true })
|
||
RdDCombat._storeDefense(defenderRoll);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async computeDeteriorationArme(defenderRoll) {
|
||
if (!ReglesOptionelles.isUsing('resistanceArmeParade')) {
|
||
return;
|
||
}
|
||
const attackerRoll = defenderRoll.attackerRoll;
|
||
// Est-ce une parade normale?
|
||
if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) {
|
||
// Est-ce que l'attaque est une particulière en force ou une charge
|
||
if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) {
|
||
|
||
defenderRoll.show = defenderRoll.show || {}
|
||
|
||
const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
|
||
let arme = defenderRoll.arme;
|
||
let msg = "";
|
||
if (arme.data.magique) {
|
||
defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut
|
||
if (arme.data.resistance_magique == undefined) arme.data.resistance_magique = 0; // Quick fix
|
||
if (dmg > arme.data.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274)
|
||
let resistance = Misc.toInt(arme.data.resistance);
|
||
// Jet de résistance de l'arme de parade (p.132)
|
||
let resistRoll = await RdDResolutionTable.rollData({
|
||
caracValue: resistance,
|
||
finalLevel: - dmg,
|
||
showDice: false
|
||
});
|
||
if (!resistRoll.rolled.isSuccess) {
|
||
let perteResistance = (dmg - arme.data.resistance_magique)
|
||
resistance -= perteResistance;
|
||
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
|
||
defenderRoll.show.perteResistance = perteResistance;
|
||
this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
|
||
}
|
||
}
|
||
} else {
|
||
let resistance = Misc.toInt(arme.data.resistance);
|
||
// Jet de résistance de l'arme de parade (p.132)
|
||
let resistRoll = await RdDResolutionTable.rollData({
|
||
caracValue: resistance,
|
||
finalLevel: - dmg,
|
||
showDice: false
|
||
});
|
||
if (resistRoll.rolled.isSuccess) { // Perte de résistance
|
||
defenderRoll.show.deteriorationArme = 'resiste';
|
||
} else {
|
||
resistance -= dmg;
|
||
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
|
||
defenderRoll.show.perteResistance = dmg;
|
||
this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
|
||
}
|
||
}
|
||
// Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
|
||
if (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.arme) != 'boucliers') {
|
||
let desarme = await RdDResolutionTable.rollData({
|
||
caracValue: this.defender.getForce(),
|
||
finalLevel: Misc.toInt(defenderRoll.competence.data.niveau) - dmg,
|
||
showDice: false
|
||
});
|
||
defenderRoll.show.desarme = desarme.rolled.isEchec;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
|
||
const attackerRoll = defenderRoll.attackerRoll;
|
||
if (ReglesOptionelles.isUsing('recul') && this._isForceOuCharge(attackerRoll)) {
|
||
const impact = this._computeImpactRecul(attackerRoll);
|
||
const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
|
||
if (rollRecul.rolled.isSuccess) {
|
||
defenderRoll.show.recul = 'encaisse';
|
||
} else if (rollRecul.rolled.isETotal || this._isReculCauseChute(impact)) {
|
||
defenderRoll.show.recul = 'chute';
|
||
await this.defender.addStatusEffectById('prone');
|
||
}
|
||
else {
|
||
defenderRoll.show.recul = 'recul';
|
||
}
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _isReculCauseChute(impact) {
|
||
const agilite = this.defender.getAgilite();
|
||
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact });
|
||
return chute.rolled.isEchec;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_isForceOuCharge(attaque) {
|
||
return attaque.particuliere == 'force' || attaque.tactique == 'charge';
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_computeImpactRecul(attaque) {
|
||
const taille = this.defender.getTaille();
|
||
const force = this.attacker.getForce();
|
||
const dommages = attaque.arme.data.dommagesReels;
|
||
return taille - (force + dommages);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async encaisser(attackerRoll, defenderTokenId) {
|
||
defenderTokenId = defenderTokenId || this.defenderTokenId;
|
||
console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
|
||
|
||
let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme);
|
||
if (!defenderRoll) {
|
||
ui.notifications.warn("Cette passe d'arme est déjà terminée!")
|
||
return;
|
||
}
|
||
if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) {
|
||
this._onEchecTotal(defenderRoll);
|
||
}
|
||
|
||
if (game.user.isGM) { // Current user is the GM -> direct access
|
||
attackerRoll.attackerId = this.attackerId;
|
||
attackerRoll.defenderTokenId = defenderTokenId;
|
||
|
||
await this.computeRecul(defenderRoll);
|
||
this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll);
|
||
} else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas
|
||
game.socket.emit("system.foundryvtt-reve-de-dragon", {
|
||
msg: "msg_encaisser",
|
||
data: {
|
||
attackerId: this.attackerId,
|
||
defenderTokenId: defenderTokenId,
|
||
attackerRoll: attackerRoll,
|
||
gmId: game.users.entities.find(u => u.isGM)?.id,
|
||
}
|
||
});
|
||
}
|
||
RdDCombat._deleteDefense(attackerRoll.passeArme);
|
||
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
/* retourne true si on peut continuer, false si on ne peut pas continuer */
|
||
async accorderEntite(when = 'avant-encaissement') {
|
||
if (when != game.settings.get("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar")
|
||
|| this.defender == undefined
|
||
|| !this.defender.isEntiteCauchemar()
|
||
|| this.defender.isEntiteCauchemarAccordee(this.attacker)) {
|
||
return true;
|
||
}
|
||
|
||
let rolled = await RdDResolutionTable.roll(this.attacker.getReveActuel(), - Number(this.defender.data.data.carac.niveau.value));
|
||
|
||
let message = {
|
||
content: "Jet de points actuels de rêve à " + rolled.finalLevel + RdDResolutionTable.explain(rolled) + "<br>",
|
||
whisper: ChatMessage.getWhisperRecipients(this.attacker.name)
|
||
};
|
||
|
||
if (rolled.isSuccess) {
|
||
await this.defender.setEntiteReveAccordee(this.attacker);
|
||
message.content += this.attacker.name + " s'est accordé avec " + this.defender.name;
|
||
}
|
||
else {
|
||
message.content += this.attacker.name + " n'est pas accordé avec " + this.defender.name;
|
||
}
|
||
|
||
ChatMessage.create(message);
|
||
return rolled.isSuccess;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static async displayActorCombatStatus(combat, actor) {
|
||
let data = {
|
||
combatId: combat._id,
|
||
alias: actor.name,
|
||
etatGeneral: actor.getEtatGeneral(),
|
||
isSonne: actor.getSonne(),
|
||
blessuresStatus: actor.computeResumeBlessure(),
|
||
SConst: actor.getSConst(),
|
||
actorId: actor.data._id,
|
||
isGrave: false,
|
||
isCritique: false
|
||
}
|
||
if (actor.countBlessuresByName("critiques") > 0) { // Pour éviter le cumul grave + critique
|
||
data.isCritique = true;
|
||
} else if (actor.countBlessuresByName("graves") > 0) {
|
||
data.isGrave = true;
|
||
}
|
||
|
||
ChatUtility.createChatWithRollMode(actor.name, {
|
||
content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data)
|
||
});
|
||
}
|
||
}
|