47fb2d511e
Suppressions de ChatMessage selon contenu En ayant un <div id=""> avec id unique, on peut retrouver et supprimer les messages obsoletes (par exemple, les choix dans les combats).
757 lines
29 KiB
JavaScript
757 lines
29 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 { 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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export class RdDCombat {
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/* -------------------------------------------- */
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static isActive() {
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return true;
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}
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/* -------------------------------------------- */
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static createUsingTarget(attacker) {
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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 attaquer!"
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: "Vous devez choisir une cible à attaquer!");
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}
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const defender = target?.actor;
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const defenderTokenId = target?.data._id;
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return this.create(attacker, defender, defenderTokenId, target)
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}
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/* -------------------------------------------- */
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static getTarget() {
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if (game.user.targets && game.user.targets.size == 1) {
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for (let target of game.user.targets) {
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return target;
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}
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}
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return undefined;
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}
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/* -------------------------------------------- */
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static create(attacker, defender, defenderTokenId, target = undefined) {
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return new RdDCombat(attacker, defender, defenderTokenId, target)
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}
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/* -------------------------------------------- */
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static createForEvent(event) {
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let attackerId = event.currentTarget.attributes['data-attackerId'].value;
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let attacker = game.actors.get(attackerId);
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const dataDefenderTokenId = event.currentTarget.attributes['data-defenderTokenId'];
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if (dataDefenderTokenId) {
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const defenderTokenId = dataDefenderTokenId.value;
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let defenderToken = canvas.tokens.get(defenderTokenId);
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let defender = defenderToken.actor;
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return RdDCombat.create(attacker, defender, defenderTokenId);
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}
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return RdDCombat.createUsingTarget(attacker)
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}
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/* -------------------------------------------- */
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static _sendRollMessage(sender, recipient, defenderTokenId, topic, message, rollData) {
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let chatMessage = {
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content: message,
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whisper: ChatUtility.getWhisperRecipients("blindroll", recipient.name),
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};
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// envoyer le message au destinataire
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if (!game.user.isGM || recipient.hasPlayerOwner) {
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let data = {
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attackerId: sender?.data._id,
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defenderId: recipient?.data._id,
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defenderTokenId: defenderTokenId,
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rollData: duplicate(rollData),
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rollMode: true
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};
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mergeObject(data, chatMessage);
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game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: topic, data: data });
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} else {
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chatMessage.whisper = [game.user];
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}
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if (game.user.isGM) { // Always push the message to the MJ
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ChatMessage.create(chatMessage);
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}
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}
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/* -------------------------------------------- */
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static _callJetDeVie(event) {
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let actorId = event.currentTarget.attributes['data-actorId'].value;
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let actor = game.actors.get(actorId);
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actor.jetVie();
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}
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/* -------------------------------------------- */
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static registerChatCallbacks(html) {
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for (let button of [
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'#parer-button',
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'#esquiver-button',
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'#particuliere-attaque',
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'#encaisser-button',
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'#appel-chance-defense',
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'#appel-destinee-defense',
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]) {
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html.on("click", button, event => {
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event.preventDefault();
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RdDCombat.createForEvent(event).onEvent(button, event);
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});
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}
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html.on("click", '#chat-jet-vie', event => {
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event.preventDefault();
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RdDCombat._callJetDeVie(event);
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});
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}
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/* -------------------------------------------- */
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constructor(attacker, defender, defenderTokenId, target) {
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this.attacker = attacker;
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this.defender = defender;
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this.target = target;
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this.attackerId = this.attacker.data._id;
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this.defenderId = this.defender.data._id;
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this.defenderTokenId = defenderTokenId;
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}
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/* -------------------------------------------- */
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async onEvent(button, event) {
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let attackerRoll = game.system.rdd.rollDataHandler.attaques[this.attackerId];
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if (!attackerRoll) {
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ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
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return;
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}
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const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId'].value;
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let defenderRoll = this._consumeDefense(attackerRoll.passeArme);
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switch (button) {
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case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
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case '#parer-button': {
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const armeId = event.currentTarget.attributes['data-armeid'];
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return this.parade(attackerRoll, armeId?.value);
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}
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case '#esquiver-button': return this.esquive(attackerRoll);
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case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
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case '#appel-chance-defense': return this.defender.rollAppelChance(
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() => this.rejouerDefense(defenderRoll, { chance: true }),
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() => this.afficherOptionsDefense(attackerRoll, { chance: true }));
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case '#appel-destinee-defense': return this.defender.appelDestinee(
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() => this.defenseSignificative(defenderRoll),
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() => this.afficherOptionsDefense(attackerRoll, { destinee: true }));
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}
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}
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_consumeDefense(passeArme) {
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let defenderRoll = game.system.rdd.rollDataHandler.defenses[passeArme];
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game.system.rdd.rollDataHandler.defenses[passeArme] = undefined;
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return defenderRoll;
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}
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_storeDefense(defenderRoll) {
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game.system.rdd.rollDataHandler.defenses[defenderRoll.passeArme] = defenderRoll;
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}
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rejouerDefense(defenderRoll, tentatives) {
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ui.notifications.info("La défense est rejouée grâce à la chance")
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const attackerRoll = defenderRoll.attackerRoll;
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this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
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this.addTentatives(attackerRoll, tentatives);
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if (defenderRoll.arme) {
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this.parade(attackerRoll, defenderRoll.arme._id);
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}
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else{
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this.esquive(attackerRoll);
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}
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}
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afficherOptionsDefense(attackerRoll, tentatives) {
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ui.notifications.info("La chance n'est pas avec vous")
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this._sendMessageDefense(attackerRoll, tentatives);
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}
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defenseSignificative(defenderRoll){
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ui.notifications.info('defense significative grâce à la destinée')
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const attackerRoll = defenderRoll.attackerRoll;
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RdDResolutionTable.forceSignificative(defenderRoll.rolled);
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this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
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if (defenderRoll.arme) {
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this._onParadeNormale(defenderRoll);
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}
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else{
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this._onEsquiveNormale(defenderRoll);
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}
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}
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/* -------------------------------------------- */
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removeChatMessageActionsPasseArme(passeArme) {
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ChatUtility.removeMyChatMessageContaining(`<div data-passearme="${passeArme}">`);
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}
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/* -------------------------------------------- */
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static isEchec(rollData) {
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switch (rollData.surprise) {
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case 'totale': return true;
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}
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return rollData.rolled.isEchec;
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}
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/* -------------------------------------------- */
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static isEchecTotal(rollData) {
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if (!rollData.attackerRoll && rollData.surprise) {
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return rollData.rolled.isEchec;
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}
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return rollData.rolled.isETotal;
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}
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/* -------------------------------------------- */
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static isParticuliere(rollData) {
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if (!rollData.attackerRoll && rollData.surprise) {
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return false;
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}
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return rollData.rolled.isPart;
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}
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/* -------------------------------------------- */
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static isReussite(rollData) {
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switch (rollData.surprise) {
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case 'totale': return false;
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}
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return rollData.rolled.isSuccess;
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}
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/* -------------------------------------------- */
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async attaque(competence, arme) {
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if (!await this.accorderEntite('avant-attaque')) {
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return;
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}
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let rollData = this._prepareAttaque(competence, arme);
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console.log("RdDCombat.attaque >>>", rollData);
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const dialog = await RdDRoll.create(this.attacker, rollData,
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{
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html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
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options: { height: 540 }
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}, {
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name: 'jet-attaque',
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label: 'Attaque: ' + (arme?.name ?? competence.name),
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callbacks: [
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this.attacker.createCallbackExperience(),
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{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
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{ condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
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{ condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
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{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
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{ condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
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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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_prepareAttaque(competence, arme) {
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let rollData = {
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passeArme: randomID(16),
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coupsNonMortels: false,
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competence: competence,
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surprise: this.attacker.getSurprise(),
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surpriseDefenseur: this.defender.getSurprise(),
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tentatives: { chance: false, defense: false }
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};
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if (this.attacker.isCreature()) {
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RdDItemCompetence.setRollDataCreature(rollData);
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}
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else if (arme) {
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// Usual competence
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rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
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}
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else {
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// sans armes: à mains nues
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rollData.arme = RdDItemArme.mainsNues({ niveau: competence.data.niveau });
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}
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return rollData;
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}
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/* -------------------------------------------- */
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_onAttaqueParticuliere(rollData) {
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console.log("RdDCombat.onAttaqueParticuliere >>>", rollData);
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// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
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let message = '<h4 class="rdd-roll-part"><strong>Réussite particulière en attaque</strong></h4>';
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message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerId='${this.attackerId}'>Attaquer en Force</a>`;
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if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) {
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if (rollData.arme.data.rapide) {
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message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerId='${this.attackerId}'>Attaquer en Rapidité</a>`;
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}
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message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerId='${this.attackerId}'>Attaquer en Finesse</a>`;
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}
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game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData);
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// TODO: use a dialog?
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ChatMessage.create({ content: message, whisper: ChatMessage.getWhisperRecipients(this.attacker.name) });
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}
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/* -------------------------------------------- */
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async _onAttaqueNormale(rollData) {
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console.log("RdDCombat.onAttaqueNormale >>>", rollData);
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rollData.dmg = RdDBonus.dmg(rollData, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
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// Save rollData for defender
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game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData);
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rollData.show = {
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cible: this.target ? this.defender.data.name : 'la cible',
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isRecul: (rollData.particuliere == 'force' || rollData.tactique == 'charge')
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}
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await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');
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if (!await this.accorderEntite('avant-defense')) {
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return;
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}
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if (this.target) {
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await this._sendMessageDefense(rollData);
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}
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}
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/* -------------------------------------------- */
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async _sendMessageDefense(attackerRoll, tentatives = {}) {
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console.log("RdDCombat._sendMessageDefense", attackerRoll, tentatives, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);
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this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
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this.addTentatives(attackerRoll, tentatives);
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let message = await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html`, {
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passeArme: attackerRoll.passeArme,
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tentatives: attackerRoll.tentatives,
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surprise: this.defender.getSurprise(),
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defender: this.defender,
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attackerId: this.attackerId,
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defenderTokenId: this.defenderTokenId,
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mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"),
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armes: this._filterArmesParade(this.defender.data.items, attackerRoll.competence, attackerRoll.arme),
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dmg: attackerRoll.dmg
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});
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RdDCombat._sendRollMessage(this.attacker, this.defender, this.defenderTokenId, "msg_defense", message, attackerRoll);
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}
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addTentatives(attackerRoll, tentatives) {
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mergeObject(attackerRoll.tentatives, tentatives, { overwrite: true });
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}
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/* -------------------------------------------- */
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_filterArmesParade(items, competence) {
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items = items.filter(item => (item.type == 'arme' && item.data.equipe) || (item.type == 'competencecreature' && item.data.isparade));
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switch (competence.data.categorie) {
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case 'tir':
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case 'lancer':
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return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
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default:
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// Le fléau ne peut être paré qu’au bouclier p115
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if (competence.name == "Fléau") {
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return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
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}
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return items.filter(item => RdDItemArme.getCategorieParade(item));
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}
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}
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/* -------------------------------------------- */
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async _onAttaqueEchecTotal(rollData) {
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// TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_
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// https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85
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console.log("RdDCombat.onEchecTotal >>>", rollData);
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let chatOptions = {
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content: "<strong>Echec total à l'attaque!</strong> "
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+ await RdDRollTables.getMaladresse({ arme: rollData.arme && rollData.arme.data.categorie_parade != 'sans-armes' })
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}
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ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
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}
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/* -------------------------------------------- */
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async _onAttaqueEchec(rollData) {
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console.log("RdDCombat.onAttaqueEchec >>>", rollData);
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await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');
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}
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/* -------------------------------------------- */
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async choixParticuliere(rollData, choix) {
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console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
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rollData.particuliere = choix;
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await this._onAttaqueNormale(rollData);
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}
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/* -------------------------------------------- */
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async parade(attackerRoll, armeParadeId) {
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let arme = RdDItemArme.getArmeData(armeParadeId ? this.defender.getOwnedItem(armeParadeId) : null);
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console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
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let rollData = this._prepareParade(attackerRoll, arme);
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const dialog = await RdDRoll.create(this.defender, rollData,
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{
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html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
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options: { height: 540 }
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}, {
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name: 'jet-parade',
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label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
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callbacks: [
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this.defender.createCallbackExperience(),
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{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
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{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
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{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
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{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
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{ condition: RdDCombat.isEchecTotal, action: r => this._onParadeEchecTotal(r) },
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]
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});
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dialog.render(true);
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}
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_prepareParade(attackerRoll, armeParade) {
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const isCreature = this.defender.isCreature();
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const compName = armeParade.data.competence;
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const armeAttaque = attackerRoll.arme;
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let rollData = {
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passeArme: attackerRoll.passeArme,
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forceValue: this.defender.getForceValue(),
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diffLibre: attackerRoll.diffLibre,
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attackerRoll: attackerRoll,
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competence: this.defender.getCompetence(compName),
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arme: armeParade,
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surprise: this.defender.getSurprise(),
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needParadeSignificative: RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
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needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade),
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carac: this.defender.data.data.carac,
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show: {}
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};
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rollData.diviseur = this._getDiviseurSignificative(rollData);
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if (isCreature) {
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RdDItemCompetence.setRollDataCreature(rollData);
|
||
}
|
||
return rollData;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_getDiviseurSignificative(rollData) {
|
||
let facteurSign = (this.defender.isDemiSurprise() || rollData.needParadeSignificative) ? 2 : 1;
|
||
if (RdDBonus.isDefenseAttaqueFinesse(rollData)) {
|
||
facteurSign *= 2;
|
||
}
|
||
return facteurSign;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_onParadeParticuliere(rollData) {
|
||
console.log("RdDCombat._onParadeParticuliere >>>", rollData);
|
||
if (!rollData.attackerRoll.isPart) {
|
||
// TODO: attaquant doit jouer résistance et peut être désarmé p132
|
||
ChatUtility.chatWithRollMode({
|
||
content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)`
|
||
}, this.defender.name)
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onParadeNormale(rollData) {
|
||
console.log("RdDCombat._onParadeNormale >>>", rollData);
|
||
|
||
await this.computeRecul(rollData);
|
||
await this.computeDeteriorationArme(rollData);
|
||
|
||
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-parade.html');
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onParadeEchecTotal(rollData) {
|
||
// TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_
|
||
// https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85
|
||
console.log("RdDCombat._onParadeEchecTotal >>>", rollData);
|
||
let chatOptions = {
|
||
content: "<strong>Echec total à la parade!</strong> "
|
||
+ await RdDRollTables.getMaladresse({ arme: rollData.arme && rollData.arme.data.categorie_parade != 'sans-armes' })
|
||
}
|
||
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onParadeEchec(rollData) {
|
||
console.log("RdDCombat._onParadeEchec >>>", rollData);
|
||
|
||
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-parade.html');
|
||
|
||
this._storeDefense(rollData);
|
||
this.removeChatMessageActionsPasseArme(rollData.passeArme);
|
||
this._sendMessageDefense(rollData.attackerRoll, { defense: true });
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
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);
|
||
|
||
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) },
|
||
{ condition: RdDCombat.isEchecTotal, action: r => this._onEsquiveEchecTotal(r) },
|
||
]
|
||
});
|
||
dialog.render(true);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_prepareEsquive(attackerRoll, competence) {
|
||
let rollData = {
|
||
passeArme: attackerRoll.passeArme,
|
||
forceValue: this.defender.getForceValue(),
|
||
diffLibre: attackerRoll.diffLibre,
|
||
attackerRoll: attackerRoll,
|
||
competence: competence,
|
||
surprise: this.defender.getSurprise(),
|
||
surpriseDefenseur: this.defender.getSurprise(),
|
||
carac: this.defender.data.data.carac,
|
||
show: {}
|
||
};
|
||
rollData.diviseur = this._getDiviseurSignificative(rollData);
|
||
|
||
if (this.defender.isCreature()) {
|
||
RdDItemCompetence.setRollDataCreature(rollData);
|
||
}
|
||
return rollData;
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_onEsquiveParticuliere(rollData) {
|
||
console.log("RdDCombat._onEsquiveParticuliere >>>", rollData);
|
||
let chatOptions = {
|
||
content: "<strong>Vous pouvez esquiver une deuxième esquive!</strong>"
|
||
}
|
||
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onEsquiveNormale(rollData) {
|
||
console.log("RdDCombat._onEsquiveNormal >>>", rollData);
|
||
|
||
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-esquive.html');
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async _onEsquiveEchecTotal(rollData) {
|
||
// TODO: remplacer par un chat message pour laisser le joueur choisir un appel à la chance _avant_
|
||
// https://gitlab.com/LeRatierBretonnien/foundryvtt-reve-de-dragon/-/issues/85
|
||
console.log("RdDCombat._onEsquiveEchecTotal >>>", rollData);
|
||
let chatOptions = {
|
||
content: "<strong>Echec total à l'esquive!</strong> "
|
||
+ await RdDRollTables.getMaladresse({ arme: false })
|
||
}
|
||
ChatUtility.chatWithRollMode(chatOptions, this.defender.name)
|
||
}
|
||
/* -------------------------------------------- */
|
||
async _onEsquiveEchec(rollData) {
|
||
console.log("RdDCombat._onEsquiveEchec >>>", rollData);
|
||
|
||
await RdDResolutionTable.displayRollData(rollData, this.defender, 'chat-resultat-esquive.html');
|
||
|
||
this._storeDefense(rollData);
|
||
this.removeChatMessageActionsPasseArme(rollData.passeArme);
|
||
this._sendMessageDefense(rollData.attackerRoll, { defense: true })
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async computeDeteriorationArme(rollData) {
|
||
const attackerRoll = rollData.attackerRoll;
|
||
// Est-ce une parade normale?
|
||
if (rollData.arme && attackerRoll && !rollData.rolled.isPart) {
|
||
// Est-ce que l'attaque est une particulière en force ou une charge
|
||
if (rollData.needResist || attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge') {
|
||
|
||
rollData.show = rollData.show || {}
|
||
|
||
const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
|
||
let resistance = Misc.toInt(rollData.arme.data.resistance);
|
||
let msg = "";
|
||
// 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
|
||
rollData.show.deteriorationArme = 'resiste';
|
||
} else {
|
||
resistance -= dmg;
|
||
if (resistance <= 0) {
|
||
this.defender.deleteEmbeddedEntity("OwnedItem", rollData.arme._id);
|
||
rollData.show.deteriorationArme = 'brise';
|
||
} else {
|
||
this.defender.updateEmbeddedEntity("OwnedItem", { _id: rollData.arme._id, 'data.resistance': resistance });
|
||
rollData.show.deteriorationArme = 'perte';
|
||
rollData.show.perteResistance = dmg;
|
||
}
|
||
}
|
||
// Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
|
||
if (resistance > 0 && !RdDItemArme.getCategorieParade(rollData.arme) == 'boucliers') {
|
||
let desarme = await RdDResolutionTable.rollData({
|
||
caracValue: this.defender.data.data.carac.force.value,
|
||
finalLevel: Misc.toInt(rollData.competence.data.niveau) - dmg,
|
||
showDice: false
|
||
});
|
||
rollData.show.desarme = desarme.rolled.isEchec;
|
||
if (desarme.rolled.isEchec) {
|
||
rollData.show.desarme = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
/* -------------------------------------------- */
|
||
async computeRecul(rollData) { // Calcul du recul (p. 132)
|
||
const attaque = rollData.attackerRoll;
|
||
if (this._isAttaqueCauseRecul(attaque)) {
|
||
|
||
let impactRecul = this._computeImpactRecul(attaque);
|
||
const agilite = this.defender.isEntiteCauchemar()
|
||
? this.defender.data.data.carac.reve.value
|
||
: this.defender.data.data.carac.agilite.value;
|
||
|
||
let rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impactRecul, showDice: false });
|
||
|
||
if (rollRecul.isSuccess) {
|
||
rollData.show.recul = 'encaisse';
|
||
} else if (rollRecul.isETotal) {
|
||
rollData.show.recul = 'chute';
|
||
}
|
||
else {
|
||
let chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impactRecul, showDice: false });
|
||
rollData.show.recul = (chute.isSuccess)
|
||
? 'recul'
|
||
: 'chute';
|
||
}
|
||
}
|
||
}
|
||
|
||
_isAttaqueCauseRecul(attaque) {
|
||
return attaque.particuliere == 'force' || attaque.tactique == 'charge';
|
||
}
|
||
|
||
_computeImpactRecul(attaque) {
|
||
return Misc.toInt(this.defender.data.data.carac.taille.value) - (attaque.forceValue + attaque.arme.data.dommagesReels);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
_sendMessageEncaisser(rollData) {
|
||
let message = "<strong>" + this.defender.name + "</strong> doit:" + this._buildMessageEncaisser(rollData);
|
||
RdDCombat._sendRollMessage(this.attacker, this.defender, this.defenderTokenId, "msg_encaisser", message, rollData);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
async encaisser(attackerRoll, defenderTokenId) {
|
||
defenderTokenId = defenderTokenId || this.defenderTokenId;
|
||
console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
|
||
|
||
if (game.user.isGM) { // Current user is the GM -> direct access
|
||
attackerRoll.attackerId = this.attackerId;
|
||
attackerRoll.defenderTokenId = defenderTokenId;
|
||
|
||
let defenderRoll = this._consumeDefense(attackerRoll.passeArme);
|
||
await this.computeRecul(defenderRoll);
|
||
this.defender.encaisserDommages(attackerRoll, this.attacker);
|
||
} else { // Emit message for GM
|
||
game.socket.emit("system.foundryvtt-reve-de-dragon", {
|
||
msg: "msg_encaisser",
|
||
data: { attackerId: this.attackerId, defenderTokenId: defenderTokenId }
|
||
});
|
||
}
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
/* 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(actor) {
|
||
let rollMode = game.settings.get("core", "rollMode");
|
||
let rollData = {
|
||
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
|
||
rollData.isCritique = true;
|
||
} else if (actor.countBlessuresByName("graves") > 0) {
|
||
rollData.isGrave = true;
|
||
}
|
||
let content = await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, rollData);
|
||
ChatUtility.createChatMessage({ content: content }, rollMode, actor.name);
|
||
}
|
||
|
||
/* -------------------------------------------- */
|
||
static updateCombatRound(combat, data) {
|
||
if (combat.data.round != 0 && combat.turns && combat.data.active) {
|
||
let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId);
|
||
this.displayActorCombatStatus(turn.actor);
|
||
// TODO Playaudio ??
|
||
}
|
||
}
|
||
|
||
} |