foundryvtt-reve-de-dragon/module/rdd-combat.js
Vincent Vandemeulebrouck 47fb2d511e Appel à la chance sur les défenses
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).
2021-01-07 03:01:24 +01:00

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JavaScript
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import { ChatUtility } from "./chat-utility.js";
import { RdDItemArme } from "./item-arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { Misc } from "./misc.js";
import { RdDBonus } from "./rdd-bonus.js";
import { RdDResolutionTable } from "./rdd-resolution-table.js";
import { RdDRoll } from "./rdd-roll.js";
import { RdDRollTables } from "./rdd-rolltables.js";
export class RdDCombat {
/* -------------------------------------------- */
static isActive() {
return true;
}
/* -------------------------------------------- */
static createUsingTarget(attacker) {
const target = RdDCombat.getTarget();
if (target == undefined) {
ui.notifications.warn((game.user.targets?.size ?? 0) > 1
? "Vous devez choisir <strong>une seule</strong> cible à attaquer!"
: "Vous devez choisir une cible à attaquer!");
}
const defender = target?.actor;
const defenderTokenId = target?.data._id;
return this.create(attacker, defender, defenderTokenId, target)
}
/* -------------------------------------------- */
static getTarget() {
if (game.user.targets && game.user.targets.size == 1) {
for (let target of game.user.targets) {
return target;
}
}
return undefined;
}
/* -------------------------------------------- */
static create(attacker, defender, defenderTokenId, target = undefined) {
return new RdDCombat(attacker, defender, defenderTokenId, target)
}
/* -------------------------------------------- */
static createForEvent(event) {
let attackerId = event.currentTarget.attributes['data-attackerId'].value;
let attacker = game.actors.get(attackerId);
const dataDefenderTokenId = event.currentTarget.attributes['data-defenderTokenId'];
if (dataDefenderTokenId) {
const defenderTokenId = dataDefenderTokenId.value;
let defenderToken = canvas.tokens.get(defenderTokenId);
let defender = defenderToken.actor;
return RdDCombat.create(attacker, defender, defenderTokenId);
}
return RdDCombat.createUsingTarget(attacker)
}
/* -------------------------------------------- */
static _sendRollMessage(sender, recipient, defenderTokenId, topic, message, rollData) {
let chatMessage = {
content: message,
whisper: ChatUtility.getWhisperRecipients("blindroll", recipient.name),
};
// envoyer le message au destinataire
if (!game.user.isGM || recipient.hasPlayerOwner) {
let data = {
attackerId: sender?.data._id,
defenderId: recipient?.data._id,
defenderTokenId: defenderTokenId,
rollData: duplicate(rollData),
rollMode: true
};
mergeObject(data, chatMessage);
game.socket.emit("system.foundryvtt-reve-de-dragon", { msg: topic, data: data });
} else {
chatMessage.whisper = [game.user];
}
if (game.user.isGM) { // Always push the message to the MJ
ChatMessage.create(chatMessage);
}
}
/* -------------------------------------------- */
static _callJetDeVie(event) {
let actorId = event.currentTarget.attributes['data-actorId'].value;
let actor = game.actors.get(actorId);
actor.jetVie();
}
/* -------------------------------------------- */
static registerChatCallbacks(html) {
for (let button of [
'#parer-button',
'#esquiver-button',
'#particuliere-attaque',
'#encaisser-button',
'#appel-chance-defense',
'#appel-destinee-defense',
]) {
html.on("click", button, event => {
event.preventDefault();
RdDCombat.createForEvent(event).onEvent(button, event);
});
}
html.on("click", '#chat-jet-vie', event => {
event.preventDefault();
RdDCombat._callJetDeVie(event);
});
}
/* -------------------------------------------- */
constructor(attacker, defender, defenderTokenId, target) {
this.attacker = attacker;
this.defender = defender;
this.target = target;
this.attackerId = this.attacker.data._id;
this.defenderId = this.defender.data._id;
this.defenderTokenId = defenderTokenId;
}
/* -------------------------------------------- */
async onEvent(button, event) {
let attackerRoll = game.system.rdd.rollDataHandler.attaques[this.attackerId];
if (!attackerRoll) {
ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
return;
}
const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId'].value;
let defenderRoll = this._consumeDefense(attackerRoll.passeArme);
switch (button) {
case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
case '#parer-button': {
const armeId = event.currentTarget.attributes['data-armeid'];
return this.parade(attackerRoll, armeId?.value);
}
case '#esquiver-button': return this.esquive(attackerRoll);
case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
case '#appel-chance-defense': return this.defender.rollAppelChance(
() => this.rejouerDefense(defenderRoll, { chance: true }),
() => this.afficherOptionsDefense(attackerRoll, { chance: true }));
case '#appel-destinee-defense': return this.defender.appelDestinee(
() => this.defenseSignificative(defenderRoll),
() => this.afficherOptionsDefense(attackerRoll, { destinee: true }));
}
}
_consumeDefense(passeArme) {
let defenderRoll = game.system.rdd.rollDataHandler.defenses[passeArme];
game.system.rdd.rollDataHandler.defenses[passeArme] = undefined;
return defenderRoll;
}
_storeDefense(defenderRoll) {
game.system.rdd.rollDataHandler.defenses[defenderRoll.passeArme] = defenderRoll;
}
rejouerDefense(defenderRoll, tentatives) {
ui.notifications.info("La défense est rejouée grâce à la chance")
const attackerRoll = defenderRoll.attackerRoll;
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this.addTentatives(attackerRoll, tentatives);
if (defenderRoll.arme) {
this.parade(attackerRoll, defenderRoll.arme._id);
}
else{
this.esquive(attackerRoll);
}
}
afficherOptionsDefense(attackerRoll, tentatives) {
ui.notifications.info("La chance n'est pas avec vous")
this._sendMessageDefense(attackerRoll, tentatives);
}
defenseSignificative(defenderRoll){
ui.notifications.info('defense significative grâce à la destinée')
const attackerRoll = defenderRoll.attackerRoll;
RdDResolutionTable.forceSignificative(defenderRoll.rolled);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
if (defenderRoll.arme) {
this._onParadeNormale(defenderRoll);
}
else{
this._onEsquiveNormale(defenderRoll);
}
}
/* -------------------------------------------- */
removeChatMessageActionsPasseArme(passeArme) {
ChatUtility.removeMyChatMessageContaining(`<div data-passearme="${passeArme}">`);
}
/* -------------------------------------------- */
static isEchec(rollData) {
switch (rollData.surprise) {
case 'totale': return true;
}
return rollData.rolled.isEchec;
}
/* -------------------------------------------- */
static isEchecTotal(rollData) {
if (!rollData.attackerRoll && rollData.surprise) {
return rollData.rolled.isEchec;
}
return rollData.rolled.isETotal;
}
/* -------------------------------------------- */
static isParticuliere(rollData) {
if (!rollData.attackerRoll && rollData.surprise) {
return false;
}
return rollData.rolled.isPart;
}
/* -------------------------------------------- */
static isReussite(rollData) {
switch (rollData.surprise) {
case 'totale': return false;
}
return rollData.rolled.isSuccess;
}
/* -------------------------------------------- */
async attaque(competence, arme) {
if (!await this.accorderEntite('avant-attaque')) {
return;
}
let rollData = this._prepareAttaque(competence, arme);
console.log("RdDCombat.attaque >>>", rollData);
const dialog = await RdDRoll.create(this.attacker, rollData,
{
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
options: { height: 540 }
}, {
name: 'jet-attaque',
label: 'Attaque: ' + (arme?.name ?? competence.name),
callbacks: [
this.attacker.createCallbackExperience(),
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
{ condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
]
});
dialog.render(true);
}
/* -------------------------------------------- */
_prepareAttaque(competence, arme) {
let rollData = {
passeArme: randomID(16),
coupsNonMortels: false,
competence: competence,
surprise: this.attacker.getSurprise(),
surpriseDefenseur: this.defender.getSurprise(),
tentatives: { chance: false, defense: false }
};
if (this.attacker.isCreature()) {
RdDItemCompetence.setRollDataCreature(rollData);
}
else if (arme) {
// Usual competence
rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
}
else {
// sans armes: à mains nues
rollData.arme = RdDItemArme.mainsNues({ niveau: competence.data.niveau });
}
return rollData;
}
/* -------------------------------------------- */
_onAttaqueParticuliere(rollData) {
console.log("RdDCombat.onAttaqueParticuliere >>>", rollData);
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
let message = '<h4 class="rdd-roll-part"><strong>Réussite particulière en attaque</strong></h4>';
message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='force' data-attackerId='${this.attackerId}'>Attaquer en Force</a>`;
if (rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0) {
if (rollData.arme.data.rapide) {
message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='rapidite' data-attackerId='${this.attackerId}'>Attaquer en Rapidité</a>`;
}
message += `<br><a class='chat-card-button' id='particuliere-attaque' data-mode='finesse' data-attackerId='${this.attackerId}'>Attaquer en Finesse</a>`;
}
game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData);
// TODO: use a dialog?
ChatMessage.create({ content: message, whisper: ChatMessage.getWhisperRecipients(this.attacker.name) });
}
/* -------------------------------------------- */
async _onAttaqueNormale(rollData) {
console.log("RdDCombat.onAttaqueNormale >>>", rollData);
rollData.dmg = RdDBonus.dmg(rollData, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
// Save rollData for defender
game.system.rdd.rollDataHandler.attaques[this.attackerId] = duplicate(rollData);
rollData.show = {
cible: this.target ? this.defender.data.name : 'la cible',
isRecul: (rollData.particuliere == 'force' || rollData.tactique == 'charge')
}
await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');
if (!await this.accorderEntite('avant-defense')) {
return;
}
if (this.target) {
await this._sendMessageDefense(rollData);
}
}
/* -------------------------------------------- */
async _sendMessageDefense(attackerRoll, tentatives = {}) {
console.log("RdDCombat._sendMessageDefense", attackerRoll, tentatives, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this.addTentatives(attackerRoll, tentatives);
let message = await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html`, {
passeArme: attackerRoll.passeArme,
tentatives: attackerRoll.tentatives,
surprise: this.defender.getSurprise(),
defender: this.defender,
attackerId: this.attackerId,
defenderTokenId: this.defenderTokenId,
mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"),
armes: this._filterArmesParade(this.defender.data.items, attackerRoll.competence, attackerRoll.arme),
dmg: attackerRoll.dmg
});
RdDCombat._sendRollMessage(this.attacker, this.defender, this.defenderTokenId, "msg_defense", message, attackerRoll);
}
addTentatives(attackerRoll, tentatives) {
mergeObject(attackerRoll.tentatives, tentatives, { overwrite: true });
}
/* -------------------------------------------- */
_filterArmesParade(items, competence) {
items = items.filter(item => (item.type == 'arme' && item.data.equipe) || (item.type == 'competencecreature' && item.data.isparade));
switch (competence.data.categorie) {
case 'tir':
case 'lancer':
return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
default:
// Le fléau ne peut être paré quau bouclier p115
if (competence.name == "Fléau") {
return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
}
return items.filter(item => RdDItemArme.getCategorieParade(item));
}
}
/* -------------------------------------------- */
async _onAttaqueEchecTotal(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.onEchecTotal >>>", rollData);
let chatOptions = {
content: "<strong>Echec total à l'attaque!</strong> "
+ await RdDRollTables.getMaladresse({ arme: rollData.arme && rollData.arme.data.categorie_parade != 'sans-armes' })
}
ChatUtility.chatWithRollMode(chatOptions, this.attacker.name)
}
/* -------------------------------------------- */
async _onAttaqueEchec(rollData) {
console.log("RdDCombat.onAttaqueEchec >>>", rollData);
await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');
}
/* -------------------------------------------- */
async choixParticuliere(rollData, choix) {
console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
rollData.particuliere = choix;
await this._onAttaqueNormale(rollData);
}
/* -------------------------------------------- */
async parade(attackerRoll, armeParadeId) {
let arme = RdDItemArme.getArmeData(armeParadeId ? this.defender.getOwnedItem(armeParadeId) : null);
console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
let rollData = this._prepareParade(attackerRoll, arme);
const dialog = await RdDRoll.create(this.defender, rollData,
{
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
options: { height: 540 }
}, {
name: 'jet-parade',
label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
callbacks: [
this.defender.createCallbackExperience(),
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
{ condition: RdDCombat.isEchecTotal, action: r => this._onParadeEchecTotal(r) },
]
});
dialog.render(true);
}
_prepareParade(attackerRoll, armeParade) {
const isCreature = this.defender.isCreature();
const compName = armeParade.data.competence;
const armeAttaque = attackerRoll.arme;
let rollData = {
passeArme: attackerRoll.passeArme,
forceValue: this.defender.getForceValue(),
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: this.defender.getCompetence(compName),
arme: armeParade,
surprise: this.defender.getSurprise(),
needParadeSignificative: RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade),
carac: this.defender.data.data.carac,
show: {}
};
rollData.diviseur = this._getDiviseurSignificative(rollData);
if (isCreature) {
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 ??
}
}
}