869 lines
37 KiB
JavaScript
869 lines
37 KiB
JavaScript
/* Common useful functions shared between objects */
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import { TMRUtility } from "./tmr-utility.js";
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import { RdDRollTables } from "./rdd-rolltables.js";
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import { ChatUtility } from "./chat-utility.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 difficultesLibres = [0, -1, -2, -3, -4, -5, -6, -7, -8, -9, -10];
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const ajustementsConditions = [-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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function _buildAllSegmentsFatigue(max) {
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const cycle = [5, 2, 4, 1, 3, 0];
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let fatigue = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
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for (let i = 0; i <= max; i++) {
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const ligneFatigue= duplicate(fatigue[i]);
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const caseIncrementee = cycle[i % 6];
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ligneFatigue[caseIncrementee]++;
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ligneFatigue[caseIncrementee + 6]++;
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ligneFatigue.fatigueMax = 2 * (i + 1);
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fatigue[i + 1] = ligneFatigue ;
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}
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return fatigue;
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}
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function _cumulSegmentsFatigue(matrix) {
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let cumulMatrix = [];
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for (let line of matrix)
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{
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let cumul = duplicate(line);
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for (let i = 1; i < 12; i++) {
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cumul[i] += cumul[i - 1];
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}
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cumulMatrix.push(cumul);
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}
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return cumulMatrix;
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}
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const fatigueMatrix = _buildAllSegmentsFatigue(30);
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const cumulFatigueMatrix = _cumulSegmentsFatigue(fatigueMatrix);
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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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/* Static tables for commands /table */
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const table2func = { "queues": {descr: "queues : Tire une queue de Dragon", func: RdDRollTables.getQueue},
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"ombre": { descr: "ombre: Tire une Ombre de Dragon", func: RdDRollTables.getOmbre },
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"tetehr": {descr: "tetehr: Tire une Tête de Dragon pour Hauts Revants", fund: RdDRollTables.getTeteHR},
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"tete" : { descr: "tete: Tire une Tête de Dragon", func: RdDRollTables.getTete},
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"souffle": { descr: "souffle: Tire un Souffle de Dragon", func: RdDRollTables.getSouffle},
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"tarot" : { descr: "tarot: Tire une carte de Tarot Dracnique", func: RdDRollTables.getTarot} };
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const definitionsBlessures = [
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{ type: "legere", facteur: 2 },
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{ type: "grave", facteur : 4 },
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{ type: "critique", facteur : 6 }
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]
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const definitionsEncaissement = {
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"mortel": [
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{ minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 1, graves: 0, critiques: 0 },
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{ minimum: 16, maximum: 19, endurance: "2d6", vie: "2", legeres: 0, graves: 1, critiques: 0 },
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{ minimum: 20, maximum: undefined, endurance: "100", vie: "4 + @over20", legeres: 0, graves: 0, critiques: 1 },
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],
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"non-mortel": [
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{ minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 16, maximum: 19, endurance: "2d6", vie: "0", legeres: 1, graves: 0, critiques: 0 },
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{ minimum: 20, maximum: undefined, endurance: "100", vie: "1", legeres: 1, graves: 0, critiques: 0 },
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],
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"cauchemar": [
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{ minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 16, maximum: 19, endurance: "2d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 20, maximum: undefined, endurance: "3d6 + @over20", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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]
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};
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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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'systems/foundryvtt-reve-de-dragon/templates/actor-creature-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/actor-humanoide-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/actor-entite-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-competencecreature-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-rencontresTMR-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-tarot-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/enum-aspect-tarot.html',
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'systems/foundryvtt-reve-de-dragon/templates/enum-categorie.html',
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'systems/foundryvtt-reve-de-dragon/templates/enum-rarete.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-roll-encaisser.html',
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'systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html',
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// Calendrier
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'systems/foundryvtt-reve-de-dragon/templates/calendar-template.html',
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// Conteneur/item in Actor sheet
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'systems/foundryvtt-reve-de-dragon/templates/actor-inventaire-conteneur.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 checkNull(items) {
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if (items && items.length) {
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return items;
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}
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return [];
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}
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/* -------------------------------------------- */
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static filterItemsPerTypeForSheet( data ) {
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data.data.materiel = this.checkNull(data.itemsByType['objet']);
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data.data.conteneurs = this.checkNull(data.itemsByType['conteneur']);
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data.data.armes = this.checkNull(data.itemsByType['arme']);
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data.data.armures = this.checkNull(data.itemsByType['armure']);
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data.data.livres = this.checkNull(data.itemsByType['livre']);
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data.data.potions = this.checkNull(data.itemsByType['potion']);
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data.data.ingredients = this.checkNull(data.itemsByType['ingredient']);
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data.data.munitions = this.checkNull(data.itemsByType['munition']);
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data.data.herbes = this.checkNull(data.itemsByType['herbe']);
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data.data.sorts = this.checkNull(data.itemsByType['sort']);
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data.data.queues = this.checkNull(data.itemsByType['queue']);
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data.data.souffles = this.checkNull(data.itemsByType['souffle']);
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data.data.ombres = this.checkNull(data.itemsByType['ombre']);
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data.data.tetes = this.checkNull(data.itemsByType['tete']);
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data.data.objets = data.data.conteneurs.concat(data.data.materiel).concat(data.data.armes).concat(data.data.armures).concat(data.data.munitions).concat(data.data.livres).concat(data.data.potions).concat(data.data.herbes).concat(data.data.ingredients);
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}
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/* -------------------------------------------- */
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static processItemDropEvent( actorSheet, event) {
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let dragData = JSON.parse(event.dataTransfer.getData("text/plain"));
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let dropID = $(event.target).parents(".item").attr("data-item-id"); // Only relevant if container drop
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if ( dropID ) { // Dropped over an item !!!
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let objetId = dragData.id || dragData.data._id;
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if ( actorSheet.objetVersConteneur[objetId] != dropID ) {
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if ( actorSheet.actor.testConteneurCapacite(objetId, dropID) ) {
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actorSheet.actor.enleverDeConteneur(objetId, actorSheet.objetVersConteneur[objetId]);
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actorSheet.actor.ajouterAConteneur(objetId, dropID);
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} else {
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ui.notifications.info("Capacité d'encombrement insuffisante dans le conteneur !");
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}
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}
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}
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actorSheet.actor.computeEncombrementTotal();
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}
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/* -------------------------------------------- */
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static buildArbreDeConteneur( actorSheet, data ) {
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actorSheet.objetVersConteneur = {}; // Table de hash locale pour recupération rapide du conteneur parent (si existant)
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// Attribution des objets aux conteneurs
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for (let conteneur of data.data.conteneurs) {
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conteneur.subItems = [];
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if (!conteneur.data.encTotal) conteneur.data.encTotal = 0;
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//conteneur.data.encTotal = ; Deja calculé
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if (conteneur.data.contenu) {
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for (let id of conteneur.data.contenu) {
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let objet = data.data.objets.find( objet => (id == objet._id) );
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if (objet) {
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if (!objet.data.encombrement) objet.data.encombrement = 0; // Auto-fix
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objet.estContenu = true; // Permet de filtrer ce qifui est porté dans le template
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actorSheet.objetVersConteneur[id] = conteneur._id;
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conteneur.data.encTotal += Number(objet.data.encombrement) * Number(((objet.data.quantite)?objet.data.quantite:1));
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conteneur.subItems.push( objet );
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}
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}
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}
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}
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// Construit la liste des conteneurs de niveau 1 (c'est à dire non contenu eux-même dans un conteneur)
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let newConteneurs = data.data.conteneurs.filter(function(conteneur, index, arr) { return !conteneur.estContenu } );
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data.data.conteneurs = newConteneurs;
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}
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/* -------------------------------------------- */
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/** Construit la structure récursive des conteneurs, avec imbrication potentielle
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*
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*/
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static buildConteneur( objet, niveau ) {
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if (!niveau) niveau = 1;
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let str = Handlebars.partials['systems/foundryvtt-reve-de-dragon/templates/actor-inventaire-conteneur.html']( { item: objet} );
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if (objet.type == 'conteneur') {
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str = str + "<ul class='item-list alterne-list list-item-margin"+niveau+"1'>";
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for (let subItem of objet.subItems) {
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str = str + this.buildConteneur(subItem, niveau+1);
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}
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str = str + "</ul>";
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}
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return new Handlebars.SafeString(str);
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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 getDifficultesLibres()
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{
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return difficultesLibres;
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}
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static getAjustementsConditions()
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{
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return ajustementsConditions;
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}
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static getDefinitionsBlessures() {
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return definitionsBlessures;
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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 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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/** Retourne une liste triée d'armes avec le split arme1 main / arme 2 main */
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static finalizeArmeList( armeList, competenceByCategory ) {
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// Gestion des armes 1/2 mains
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let arme2mains = []; // Tableau contenant la duplication des armes 1m/2m
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for (const arme of armeList) {
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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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let arme2main = duplicate(arme);
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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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for ( const melee of competenceByCategory.melee ) {
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if (melee.name == arme2main.data.competence )
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arme2main.data.niveau = melee.data.niveau
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}
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arme2mains.push(arme2main);
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}
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}
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armeList = armeList.concat(arme2mains); // Merge all cases
|
|
armeList = armeList.sort((a, b) => { if ( a.name > b.name) return 1; else return -1; } );
|
|
return armeList
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static computeCarac( data)
|
|
{
|
|
data.carac.force.value = Math.min(data.carac.force.value, parseInt(data.carac.taille.value) + 4);
|
|
|
|
data.carac.derobee.value = Math.floor(parseInt(((21 - data.carac.taille.value)) + parseInt(data.carac.agilite.value)) / 2);
|
|
let bonusDomKey = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2);
|
|
|
|
// TODO: gérer table des bonus dommages (et autres) des créatures
|
|
data.attributs.plusdom.value = 2
|
|
if (bonusDomKey < 8)
|
|
data.attributs.plusdom.value = -1;
|
|
else if (bonusDomKey < 12)
|
|
data.attributs.plusdom.value = 0;
|
|
else if (bonusDomKey < 14)
|
|
data.attributs.plusdom.value = 1;
|
|
|
|
data.attributs.encombrement.value = (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2;
|
|
data.carac.melee.value = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.agilite.value)) / 2);
|
|
data.carac.tir.value = Math.floor( (parseInt(data.carac.vue.value) + parseInt(data.carac.dexterite.value)) / 2);
|
|
data.carac.lancer.value = Math.floor( (parseInt(data.carac.tir.value) + parseInt(data.carac.force.value)) / 2);
|
|
|
|
data.sante.vie.max = Math.ceil( (parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value)) /2 );
|
|
|
|
data.sante.vie.value = Math.min(data.sante.vie.value, data.sante.vie.max)
|
|
data.sante.endurance.max = Math.max( parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value), parseInt(data.sante.vie.max) + parseInt(data.carac.volonte.value) );
|
|
data.sante.endurance.value = Math.min(data.sante.endurance.value, data.sante.endurance.max);
|
|
data.sante.fatigue.max = data.sante.endurance.max*2;
|
|
data.sante.fatigue.value = Math.min(data.sante.fatigue.value, data.sante.fatigue.max);
|
|
|
|
data.attributs.sconst.value = 5; // Max !
|
|
if ( data.carac.constitution.value < 9 )
|
|
data.attributs.sconst.value = 2;
|
|
else if (data.carac.constitution.value < 12 )
|
|
data.attributs.sconst.value = 3;
|
|
else if (data.carac.constitution.value < 15 )
|
|
data.attributs.sconst.value = 4;
|
|
|
|
data.attributs.sust.value = 4; // Max !
|
|
if ( data.carac.taille.value < 10 )
|
|
data.attributs.sust.value = 2;
|
|
else if (data.carac.taille.value < 14 )
|
|
data.attributs.sust.value = 3;
|
|
|
|
//Compteurs
|
|
//data.compteurs.reve.value = data.carac.reve.value;
|
|
data.reve.reve.max = data.carac.reve.value;
|
|
//data.compteurs.chance.value = data.carac.chance.value;
|
|
data.compteurs.chance.max = data.carac.chance.value;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static getSegmentsFatigue(maxEnd) {
|
|
maxEnd = Math.max(maxEnd, 1);
|
|
maxEnd = Math.min(maxEnd, fatigueMatrix.length);
|
|
return fatigueMatrix[maxEnd];
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static calculMalusFatigue(fatigue, maxEnd)
|
|
{
|
|
maxEnd = Math.max(maxEnd, 1);
|
|
maxEnd = Math.min(maxEnd, cumulFatigueMatrix.length);
|
|
let segments = cumulFatigueMatrix[maxEnd];
|
|
for (let i=0; i<12; i++) {
|
|
if (fatigue <= segments[i]) {
|
|
return fatigueMalus[i]
|
|
}
|
|
}
|
|
return -7;
|
|
}
|
|
/* -------------------------------------------- */
|
|
// Build the nice (?) html table used to manage fatigue.
|
|
// max should be the endurance max value
|
|
static makeHTMLfatigueMatrix( fatigue, maxEndurance) {
|
|
let segments = this.getSegmentsFatigue(maxEndurance);
|
|
return this.makeHTMLfatigueMatrixForSegment(fatigue, segments);
|
|
}
|
|
|
|
static makeHTMLfatigueMatrixForSegment(fatigue, segments) {
|
|
fatigue = Math.max(fatigue, 0);
|
|
fatigue = Math.min(fatigue, segments.fatigueMax);
|
|
|
|
let table = $("<table/>").addClass('table-fatigue');
|
|
let segmentIdx = 0;
|
|
let fatigueCount = 0;
|
|
for (var line = 0; line < fatigueLineSize.length; line++) {
|
|
let row = $("<tr/>");
|
|
let segmentsPerLine = fatigueLineSize[line];
|
|
row.append("<td class='fatigue-malus'>" + fatigueLineMalus[line] + "</td>");
|
|
while (segmentIdx < segmentsPerLine) {
|
|
let freeSize = segments[segmentIdx];
|
|
for (let col = 0; col < 5; col++) {
|
|
if (col < freeSize) {
|
|
if (fatigueCount < fatigue)
|
|
row.append("<td class='fatigue-used'/>");
|
|
|
|
|
|
else
|
|
row.append("<td class='fatigue-free'/>");
|
|
fatigueCount++;
|
|
} else {
|
|
row.append("<td class='fatigue-none'/>");
|
|
}
|
|
}
|
|
row.append("<td class='fatigue-separator'/>");
|
|
segmentIdx = segmentIdx + 1;
|
|
}
|
|
table.append(row);
|
|
}
|
|
return table;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static getLocalisation( )
|
|
{
|
|
let result = new Roll("d20").roll().total;
|
|
let txt = ""
|
|
if ( result <= 3 ) txt = "Jambe, genou, pied, jarret";
|
|
else if ( result <= 7 ) txt = "Hanche, cuisse, fesse";
|
|
else if ( result <= 9 ) txt = "Ventre, reins";
|
|
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";
|
|
else if ( result == 20) txt = "Tête (visage)";
|
|
|
|
return { result: result, label: txt };
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static computeBlessuresSante( degats, mortalite="mortel" ) {
|
|
let encaissement = RdDUtility.selectEncaissement(degats, mortalite)
|
|
let over20 = degats > 20 ? degats - 20 : 0
|
|
encaissement.endurance = - RdDUtility._evaluatePerte(encaissement.endurance, over20)
|
|
encaissement.vie = - RdDUtility._evaluatePerte(encaissement.vie, degats, over20)
|
|
return encaissement;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static selectEncaissement( degats, mortalite ) {
|
|
const table = definitionsEncaissement[mortalite] === undefined ? definitionsEncaissement["mortel"] : definitionsEncaissement[mortalite];
|
|
for (let encaissement of table) {
|
|
if ((encaissement.minimum === undefined || encaissement.minimum <= degats)
|
|
&& (encaissement.maximum === undefined || degats <= encaissement.maximum)) {
|
|
return duplicate(encaissement);
|
|
}
|
|
}
|
|
return duplicate(table[0]);
|
|
}
|
|
|
|
|
|
/* -------------------------------------------- */
|
|
static _evaluatePerte(formula, over20) {
|
|
console.log("_evaluatePerte", formula, over20 )
|
|
let perte = new Roll(formula, { over20:over20})
|
|
perte.evaluate()
|
|
return perte.total
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
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)
|
|
{
|
|
compName = compName.toLowerCase();
|
|
return compList.find(item => item.name.toLowerCase() == compName && (item.type =="competence" || item.type == "competencecreature"))
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
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("épée") || 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 )
|
|
{
|
|
console.log("Attacker.defense", attacker, target, attacker.data._id, rollData.competence.data.categorie );
|
|
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 ),
|
|
attackerid: attacker.data._id,
|
|
defenderid: myTarget.data._id,
|
|
rollMode: true
|
|
};
|
|
|
|
if ( rollData.competence.data.categorie == 'melee' || rollData.competence.data.categorie == 'creature') { // Melee attack or creature
|
|
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 = true; // True per default for all players
|
|
if (game.user.isGM) { // In GM case, only if target is a player
|
|
defenseMsg.toSocket = myTarget.hasPlayerOwner;
|
|
}
|
|
|
|
return defenseMsg;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static performSocketMesssage( sockmsg )
|
|
{
|
|
console.log(">>>>> MSG RECV", sockmsg);
|
|
switch(sockmsg.msg) {
|
|
case "msg_encaisser":
|
|
return RdDUtility._handleMsgEncaisser(sockmsg.data);
|
|
case "msg_defense" :
|
|
return RdDUtility._handleMsgDefense(sockmsg.data);
|
|
case "msg_gm_chat_message":
|
|
return ChatUtility.handleGMChatMessage(sockmsg.data);
|
|
}
|
|
}
|
|
|
|
static _handleMsgDefense(data) {
|
|
let defenderActor = game.actors.get(data.defenderid);
|
|
if (defenderActor) {
|
|
if ((game.user.isGM && !defenderActor.hasPlayerOwner) || (defenderActor.hasPlayerOwner && (game.user.character.id == defenderActor.id))) {
|
|
console.log("User is pushing message...", game.user.name);
|
|
game.system.rdd.rollDataHandler[data.attackerid] = duplicate(data.rollData);
|
|
data.whisper = [game.user];
|
|
data.blind = true;
|
|
data.rollMode = "blindroll";
|
|
ChatMessage.create(data);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static buildItemsClassification( items ) {
|
|
let itemsByType = {};
|
|
for (const item of items) {
|
|
let list = itemsByType[item.type];
|
|
if (!list) {
|
|
list = [];
|
|
itemsByType[item.type] = list;
|
|
}
|
|
list.push(item);
|
|
}
|
|
return itemsByType;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static rollInitiativeCompetence( combatantId, arme ) {
|
|
const combatant = game.combat.getCombatant(combatantId);
|
|
const actor = combatant.actor;
|
|
|
|
if ( arme.name == "Autre action") {
|
|
game.combat.rollInitiative(combatantId, "1d6" );
|
|
} else if ( arme.name == "Draconic") {
|
|
game.combat.rollInitiative(combatantId, "1d6+200" );
|
|
} else {
|
|
let initOffset = 0;
|
|
let caracForInit = 0;
|
|
let competence = RdDUtility.findCompetence( combatant.actor.data.items, arme.data.competence);
|
|
|
|
if ( actor.data.type == 'creature' || actor.data.type == 'entite') {
|
|
caracForInit = competence.data.carac_value;
|
|
} else {
|
|
caracForInit = actor.data.data.carac[competence.data.defaut_carac].value;
|
|
if (competence.data.categorie == "lancer" ) { // Offset de principe pour les armes de jet
|
|
initOffset = 40;
|
|
}
|
|
if (competence.data.categorie == "tir" ) { // Offset de principe pour les armes de jet
|
|
initOffset = 80;
|
|
}
|
|
}
|
|
// Cas des créatures et entités vs personnages
|
|
let rollFormula = "1d6+" + competence.data.niveau + "+" + Math.ceil(caracForInit/2) + "+" + initOffset;
|
|
game.combat.rollInitiative(combatantId, rollFormula );
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static displayInitiativeMenu( html, combatantId) {
|
|
// Recupération du combatant et de l'acteur associé
|
|
const combatant = game.combat.getCombatant(combatantId);
|
|
const actor = combatant.actor;
|
|
//console.log("Combattant : ", combatant);
|
|
|
|
let armesList = [];
|
|
if ( actor.data.type == 'creature' || actor.data.type == 'entite') {
|
|
for (const competenceItem of actor.data.items) {
|
|
if ( competenceItem.data.iscombat) { // Siule un item de type arme
|
|
armesList.push( { name: competenceItem.name, data: { niveau: competenceItem.data.niveau, competence: competenceItem.name } } );
|
|
}
|
|
}
|
|
} else {
|
|
// Recupération des items 'arme'
|
|
let itemsByType = RdDUtility.buildItemsClassification( combatant.actor.data.items );
|
|
armesList = itemsByType['arme'];
|
|
// Force corps à corps et Draconic
|
|
let cc = RdDUtility.findCompetence( combatant.actor.data.items, "Corps à corps");
|
|
armesList.push( { name: "Corps à corps", data: { niveau: cc.data.niveau, description: "", force: 6, competence: "Corps à corps", dommages: combatant.actor.data.data.attributs.plusdom.value } } );
|
|
armesList.push( { name: "Draconic", data: { competence: "Draconic" } } );
|
|
}
|
|
armesList.push( { name: "Autre action", data: { competence: "Autre action" } } );
|
|
// Build the relevant submenu
|
|
if ( armesList ) {
|
|
let menuItems = [];
|
|
for ( let arme of armesList ) {
|
|
menuItems.push( {
|
|
name: arme.data.competence,
|
|
icon: "<i class='fas fa-dice-d6'></i>",
|
|
callback: target => { RdDUtility.rollInitiativeCompetence( combatantId, arme ) } } );
|
|
}
|
|
new ContextMenu(html, ".directory-list", menuItems ).render();
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static pushInitiativeOptions( html, options ) {
|
|
options.push(
|
|
{
|
|
name: "Sélectionner l'initiative...",
|
|
condition: true,
|
|
icon: '<i class="far fa-question-circle"></i>',
|
|
callback: target => {
|
|
RdDUtility.displayInitiativeMenu( html, target.data('combatant-id') );
|
|
}
|
|
});
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static _handleMsgEncaisser(data) {
|
|
if (game.user.isGM) { // Seul le GM effectue l'encaissement sur la fiche
|
|
let rollData = game.system.rdd.rollDataHandler[data.attackerid]; // Retrieve the rolldata from the store
|
|
let defenderActor = game.actors.get(data.defenderid);
|
|
defenderActor.encaisserDommages(rollData);
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
static async chatListeners( html )
|
|
{
|
|
html.on("click", '#encaisser-button', event => {
|
|
event.preventDefault();
|
|
let attackerid = event.currentTarget.attributes['data-attackerid'].value;
|
|
let defenderid = event.currentTarget.attributes['data-defenderid'].value;
|
|
if ( game.user.isGM ) { // Current user is the GM -> direct access
|
|
let rollData = game.system.rdd.rollDataHandler[attackerid];
|
|
rollData.attackerid = attackerid;
|
|
rollData.defenderid = defenderid;
|
|
let defenderActor = game.actors.get(defenderid );
|
|
defenderActor.encaisserDommages( rollData );
|
|
} else { // Emit message for GM
|
|
game.socket.emit("system.foundryvtt-reve-de-dragon", {
|
|
msg: "msg_encaisser",
|
|
data: { attackerid: attackerid, defenderid: defenderid }
|
|
} );
|
|
}
|
|
});
|
|
|
|
html.on("click", '#parer-button', event => {
|
|
event.preventDefault();
|
|
let attackerid = 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 = game.system.rdd.rollDataHandler[attackerid];
|
|
defenderActor.parerAttaque( rollData, armeId );
|
|
});
|
|
|
|
html.on("click", '#esquiver-button', event => {
|
|
event.preventDefault();
|
|
let attackerid = event.currentTarget.attributes['data-attackerid'].value;
|
|
let defenderActor = game.actors.get(event.currentTarget.attributes['data-defenderid'].value );
|
|
let rollData = game.system.rdd.rollDataHandler[attackerid];
|
|
//console.log("Esquive !", rollData, defenderActor);
|
|
defenderActor.esquiverAttaque( rollData );
|
|
});
|
|
|
|
html.on("click", '#particuliere-attaque', event => {
|
|
event.preventDefault();
|
|
let attackerid = event.currentTarget.attributes['data-attackerid'].value;
|
|
let attackerActor = game.actors.get(event.currentTarget.attributes['data-attackerid'].value );
|
|
let rollData = game.system.rdd.rollDataHandler[attackerid];
|
|
rollData.particuliereAttaque = game.actors.get(event.currentTarget.attributes['data-mode'].value );
|
|
//console.log("Particulère !", rollData);
|
|
attackerActor.continueRoll( rollData );
|
|
});
|
|
|
|
html.on("click", '.tmr-passeur-coord a', event => {
|
|
let coord = event.currentTarget.attributes['data-tmr-coord'].value;
|
|
let actorId = event.currentTarget.attributes['data-actor-id'].value;
|
|
let actor = game.actors.get( actorId );
|
|
actor.tmrApp.forceDemiRevePosition(coord);
|
|
});
|
|
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
/* Display help for /table */
|
|
static displayHelpTable( msg )
|
|
{
|
|
msg.content = "";
|
|
for (let [name, tableData] of Object.entries(table2func)) {
|
|
msg.content += "<br>" + tableData.descr;
|
|
}
|
|
ChatMessage.create( msg );
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
/* Manage chat commands */
|
|
static processChatCommand( commands, content, msg ) {
|
|
// Setup new message's visibility
|
|
let rollMode = game.settings.get("core", "rollMode");
|
|
if (["gmroll", "blindroll"].includes(rollMode)) msg["whisper"] = ChatMessage.getWhisperRecipients("GM");
|
|
if (rollMode === "blindroll") msg["blind"] = true;
|
|
msg["type"] = 0;
|
|
|
|
let command = commands[0];
|
|
|
|
// Roll on a table
|
|
if (command === "/table") {
|
|
if ( commands[1] ) {
|
|
let tableName = commands[1].toLowerCase();
|
|
table2func[tableName].func();
|
|
} else {
|
|
this.displayHelpTable( msg );
|
|
}
|
|
return false
|
|
} else if (command === "/tmrr") {
|
|
TMRUtility.getRencontre(commands[1], commands[2] )
|
|
return false
|
|
} else if (command === "/tmra") {
|
|
TMRUtility.getTMRAleatoire( )
|
|
return false
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|