509b7f97dc
Utilisation de system dans les data de formulaire pour tous les Item/Actor (à la base, ou les sous-éléments) Corrections sur les sorts en réserve (ce ne sont pas des Item) Petites améliorations: * `actor.itemTypes[type]` revient à faire (sans besoin de filtrer) `actor.items.filter(it => it.type == type)` * dans les ItemSheet, this.object et this.document remplacés par this.item * dans les ActorSheet, this.object et this.document remplacés par this.actor Quelques corrections en plus: * parade ne marchait pas * problèmes sur le commerce
169 lines
6.3 KiB
JavaScript
169 lines
6.3 KiB
JavaScript
/* -------------------------------------------- */
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import { RdDCombat } from "./rdd-combat.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 { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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/* -------------------------------------------- */
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/* On part du principe qu'une entité démarre tjs
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une possession via le MJ (ie un joueur ne controle pas une entité)
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Donc la compétence Possession ne peut être démarrée que par le MJ.
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*/
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/* -------------------------------------------- */
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export class RdDPossession {
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/* -------------------------------------------- */
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static init() {
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}
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/* -------------------------------------------- */
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static searchPossessionFromEntite(attacker, defender) {
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let poss = attacker.items.find(poss => poss.type == 'possession' && poss.system.possedeid == defender.id);
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if (!poss) {
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poss = defender.items.find(poss => poss.type == 'possession' && poss.system.possedeid == defender.id);
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}
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return poss && duplicate(poss) || undefined;
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}
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/* -------------------------------------------- */
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static updateEtatPossession(possession) {
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possession.ptsConjuration = 0
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possession.ptsPossession = 0
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console.log("Possession", possession)
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if (possession.system.compteur > 0) {
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possession.ptsPossession = possession.system.compteur
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}
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if (possession.system.compteur < 0) {
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possession.ptsConjuration = Math.abs(possession.system.compteur)
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}
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possession.isPosseder = false
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possession.isConjurer = false
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if (possession.ptsPossession >= 2) {
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possession.isPosseder = true
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}
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if (possession.ptsConjuration >= 2) {
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possession.isConjurer = true
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}
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}
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/* -------------------------------------------- */
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static async resultConjuration(rollData) {
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let actor = game.actors.get(rollData.possession.system.possedeid)
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if (!rollData.rolled.isSuccess) {
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if (rollData.isECNIDefender) {
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rollData.possession.system.compteur--
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} else {
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rollData.possession.system.compteur++
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}
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let update = { _id: rollData.possession._id, "system.compteur": rollData.possession.system.compteur }
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await actor.updateEmbeddedDocuments('Item', [update])
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}
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this.updateEtatPossession(rollData.possession)
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await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-possession.html')
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if (rollData.possession.isPosseder || rollData.possession.isConjurer) {
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actor.deleteEmbeddedDocuments("Item", [rollData.possession._id])
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}
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}
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/* -------------------------------------------- */
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static async onDefensePossession(attackerId, defenderId, possessionId) {
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let attacker = game.actors.get(attackerId)
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let defender = game.actors.get(defenderId)
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let possession = attacker.getPossession(possessionId) ?? defender.getPossession(possessionId) ;
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if (!possession) {
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ui.notifications.warn("Une erreur s'est produite : Aucune possession trouvée !!")
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return
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}
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// Update for draconic roll
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let rollData = {
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mode: "conjuration",
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isECNIDefender: defender.type == "entite",
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possession: duplicate(possession),
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attacker: attacker,
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defender: defender,
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competence: defender.getDraconicOuPossession(),
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selectedCarac: defender.system.carac.reve,
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forceCarac: { 'reve-actuel': { label: "Rêve Actuel", value: defender.getReveActuel() } }
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}
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rollData.competence.system.defaut_carac = 'reve-actuel'
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const dialog = await RdDRoll.create(defender, rollData,
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{
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html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-defense-possession.html',
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options: { height: 450 }
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},
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{
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name: 'conjurer',
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label: 'Conjurer une Possession',
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callbacks: [
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{ action: async r => await this.resultConjuration(r) }
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]
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}
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);
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dialog.render(true)
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}
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/* -------------------------------------------- */
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static async onAttaquePossession(attacker, competence, possession = undefined) {
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const target = RdDCombat.getTarget()
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if (target == undefined) {
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ui.notifications.warn((game.user.targets?.size ?? 0) > 1
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? "Vous devez choisir <strong>une seule</strong> cible à posséder!"
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: "Vous devez choisir une cible à posséder!");
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return;
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}
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const defender = target.actor;
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possession = duplicate(possession ?? this.searchPossessionFromEntite(attacker, defender) ??(await this.createPossession(attacker, defender)));
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this.updateEtatPossession(possession)
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let rollData = {
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mode: "possession",
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isECNIDefender: defender.type == "entite",
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competence: competence,
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possession: possession,
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attacker: attacker,
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defender: defender
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};
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if (attacker.isCreature()) {
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RdDItemCompetenceCreature.setRollDataCreature(rollData)
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}
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const dialog = await RdDRoll.create(attacker, rollData,
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{
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html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html',
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options: { height: 540 }
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}, {
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name: 'jet-possession',
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label: rollData.isECNIDefender ? 'Conjurer la possession' : 'Possession',
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callbacks: [
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{ condition: r => (r.rolled.isSuccess), action: async r => await this._onRollPossession(r, true) },
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{ condition: r => (r.rolled.isEchec), action: async r => await this._onRollPossession(r, false) },
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]
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});
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dialog.render(true)
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}
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/* -------------------------------------------- */
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static async _onRollPossession(rollData, isSuccess) {
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rollData.possession.isSuccess = isSuccess;
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this.updateEtatPossession(rollData.possession);
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await RdDResolutionTable.displayRollData(rollData, this, 'chat-resultat-possession.html');
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}
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/* -------------------------------------------- */
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static async createPossession(attacker, defender) {
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let possessionData = {
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name: "Possession en cours de " + attacker.name, type: 'possession',
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img: "systems/foundryvtt-reve-de-dragon/icons/entites/possession2.webp",
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system: { description: "", typepossession: attacker.name, possede: false, possessionid: randomID(16), possesseurid: attacker.id, possedeid: defender.id, date: 0, compteur: 0 }
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}
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// Creates only the possession on the personnage side
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let poss = await defender.createEmbeddedDocuments('Item', [possessionData])
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return duplicate(poss[0])
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}
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} |