foundryvtt-reve-de-dragon/module/rdd-combat.js
Vincent Vandemeulebrouck 5ff31d462f Fix initiative de masse
L'initiative de masse utilise la première compétence de combat trouvée
2024-11-07 00:16:12 +01:00

1304 lines
52 KiB
JavaScript

import { ChatUtility } from "./chat-utility.js";
import { ENTITE_BLURETTE, HIDE_DICE, SYSTEM_RDD, SYSTEM_SOCKET_ID } from "./constants.js";
import { Grammar } from "./grammar.js";
import { RdDItemArme } from "./item-arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { RdDItemCompetenceCreature } from "./item-competencecreature.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";
import { ReglesOptionnelles } from "./settings/regles-optionnelles.js";
import { STATUSES } from "./settings/status-effects.js";
import { Targets } from "./targets.js";
import { RdDEmpoignade } from "./rdd-empoignade.js";
/* -------------------------------------------- */
const premierRoundInit = [
{ pattern: 'hast', init: 5.90 },
{ pattern: 'lance', init: 5.85 },
{ pattern: 'baton', init: 5.80 },
{ pattern: 'doubledragonne', init: 5.75 },
{ pattern: 'esparlongue', init: 5.70 },
{ pattern: 'epeedragonne', init: 5.65 },
{ pattern: 'epeebatarde', init: 5.60 },
{ pattern: 'epeecyane', init: 5.55 },
{ pattern: 'epeesorde', init: 5.50 },
{ pattern: 'grandehache', init: 5.45 },
{ pattern: 'bataille', init: 5.40 },
{ pattern: 'epeegnome', init: 5.35 },
{ pattern: 'masse', init: 5.30 },
{ pattern: 'gourdin', init: 5.25 },
{ pattern: 'fleau', init: 5.20 },
{ pattern: 'dague', init: 5.15 },
{ pattern: 'autre', init: 5.10 },
];
/* -------------------------------------------- */
export class RdDCombatManager extends Combat {
static init() {
/* -------------------------------------------- */
Hooks.on("getCombatTrackerEntryContext", (html, options) => { RdDCombatManager.pushInitiativeOptions(html, options); });
Hooks.on("updateCombat", (combat, change, options, userId) => { RdDCombat.onUpdateCombat(combat, change, options, userId) });
Hooks.on("preDeleteCombat", (combat, html, id) => { combat.onPreDeleteCombat() })
Hooks.on("deleteCombat", (combat, html, id) => { combat.onDeleteCombat() })
}
/* -------------------------------------------- */
async nextRound() {
await this.finDeRound();
return await super.nextRound();
}
/* -------------------------------------------- */
async onPreDeleteCombat() {
if (Misc.isFirstConnectedGM()) {
await this.finDeRound({ terminer: true })
ChatUtility.removeChatMessageContaining(`<div data-combatid="${this.id}" data-combatmessage="actor-turn-summary">`)
game.messages.filter(m => ChatUtility.getMessageData(m, 'attacker-roll') != undefined && ChatUtility.getMessageData(m, 'defender-roll') != undefined)
.forEach(it => it.delete())
RdDEmpoignade.deleteAllEmpoignades()
}
}
async onDeleteCombat() {
if (Misc.isFirstConnectedGM()) {
if (game.combats.size <= 1) {
game.actors.forEach(actor => actor.resetItemUse())
}
}
}
/* -------------------------------------------- */
async finDeRound(options = { terminer: false }) {
this.combatants.map(it => RdDCombatManager.getActorCombatant(it, { warning: false }))
.filter(it => it != undefined)
.forEach(async actor => {
await actor.finDeRound(options)
await actor.resetItemUse()
})
}
static getActorCombatant(combatant, options = { warning: true }) {
if (!combatant.actor) {
if (options.warning) {
ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`)
}
return undefined
}
else if (!combatant.actor.isActorCombat()) {
if (options.warning) {
ui.notifications.warn(`${combatant.name} ne peut pas combattre!`)
}
return undefined
}
return combatant.actor
}
static calculAjustementInit(actor, arme) {
const efficacite = (arme?.system.magique) ? arme.system.ecaille_efficacite : 0
const etatGeneral = actor.getEtatGeneral() ?? 0
return efficacite + etatGeneral
}
/************************************************************************************/
async rollInitiative(ids, messageOptions = {}) {
console.log(`${game.system.title} | Combat.rollInitiative()`, ids, messageOptions)
ids = typeof ids === "string" ? [ids] : ids
ids.forEach(async id =>
await this.rollInitRdD(id, undefined, messageOptions)
)
return this
}
async rollInitRdD(id, formula, messageOptions = {}) {
const combatant = this.combatants.get(id);
const actor = RdDCombatManager.getActorCombatant(combatant)
if (actor) {
const rollFormula = formula ?? RdDCombatManager.getFirstInitRollFormula(actor)
const roll = combatant.getInitiativeRoll(rollFormula);
if (!roll.total) {
await roll.evaluate();
}
const total = Math.max(roll.total, 0.00);
console.log("Compute init for", rollFormula, roll, total, combatant);
await this.updateEmbeddedDocuments("Combatant", [{ _id: combatant._id || combatant.id, initiative: total }]);
// Send a chat message
let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
let messageData = foundry.utils.mergeObject({
speaker: {
scene: canvas.scene._id,
actor: combatant.actor?._id,
token: combatant.token._id,
alias: combatant.token.name,
sound: CONFIG.sounds.dice,
},
flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.info})<br>`
},
messageOptions);
roll.toMessage(messageData, { rollMode, create: true });
RdDCombatManager.processPremierRoundInit();
}
return this;
}
static getFirstInitRollFormula(actor) {
const actions = actor.listActionsCombat()
if (actions.length > 0) {
const action = actions[0]
const init = RdDCombatManager.getInitData(actor, action)
const ajustement = RdDCombatManager.calculAjustementInit(actor, action)
return RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement);
}
let ajustement = RdDCombatManager.calculAjustementInit(actor, undefined);
return RdDCombatManager.formuleInitiative(2, 10, 0, ajustement);
}
static formuleInitiative(rang, carac, niveau, bonusMalus) {
return `${rang} +( (${RdDCombatManager.calculInitiative(niveau, carac, bonusMalus)} )/100)`;
}
/* -------------------------------------------- */
static calculInitiative(niveau, caracValue, bonus = 0) {
let base = niveau + Math.floor(caracValue / 2) + bonus;
return "1d6" + (base >= 0 ? "+" : "") + base;
}
/* -------------------------------------------- */
/** Retourne une liste triée d'actions d'armes avec le split arme1 main / arme 2 main / lancer */
static listActionsArmes(armes, competences, carac) {
let actions = [];
for (const arme of armes) {
if (arme.system.equipe) {
const dommages = arme.system.dommages.toString();
const tableauDommages = dommages.includes("/") ? dommages.split("/") : [dommages, dommages];
if (arme.system.unemain && arme.system.deuxmains && !dommages.includes("/")) {
ui.notifications.info("Les dommages de l'arme à 1/2 mains " + arme.name + " ne sont pas corrects (ie sous la forme X/Y)");
}
if (arme.system.unemain && arme.system.competence) {
actions.push(RdDCombatManager.$prepareAttaqueArme({
arme: arme,
infoMain: "(1 main)",
dommagesReel: Number(tableauDommages[0]),
competence: arme.system.competence,
carac: carac,
competences: competences
}));
}
if (arme.system.deuxmains && arme.system.competence) {
actions.push(RdDCombatManager.$prepareAttaqueArme({
arme: arme,
infoMain: "(2 mains)",
dommagesReel: Number(tableauDommages[1]),
competence: RdDItemArme.competence2Mains(arme),
carac: carac,
competences: competences
}));
}
if (arme.system.lancer) {
actions.push(RdDCombatManager.$prepareAttaqueArme({
arme: arme,
infoMain: "(lancer)",
dommagesReel: Number(tableauDommages[0]),
competence: arme.system.lancer,
carac: carac,
competences: competences
}));
}
if (arme.system.tir) {
actions.push(RdDCombatManager.$prepareAttaqueArme({
arme: arme,
infoMain: "(tir)",
dommagesReel: Number(tableauDommages[0]),
competence: arme.system.tir,
carac: carac,
competences: competences
}));
}
}
}
return actions.sort(Misc.ascending(action => action.name + (action.system.infoMain ?? '')));
}
static $prepareAttaqueArme(infoAttaque) {
const comp = infoAttaque.competences.find(c => c.name == infoAttaque.competence);
const arme = infoAttaque.arme;
const attaque = foundry.utils.duplicate(arme);
attaque.action = 'attaque';
attaque.system.competence = infoAttaque.competence;
attaque.system.dommagesReels = infoAttaque.dommagesReel;
attaque.system.infoMain = infoAttaque.infoMain;
attaque.system.niveau = comp.system.niveau;
const ajustement = (arme?.parent?.getEtatGeneral() ?? 0) + (arme?.system.magique) ? arme.system.ecaille_efficacite : 0;
attaque.system.initiative = RdDCombatManager.calculInitiative(comp.system.niveau, infoAttaque.carac[comp.system.defaut_carac].value, ajustement);
return attaque;
}
/* -------------------------------------------- */
static processPremierRoundInit() {
// Check if we have the whole init !
if (Misc.isFirstConnectedGM() && game.combat.current.round == 1) {
let initMissing = game.combat.combatants.find(it => !it.initiative);
if (!initMissing) { // Premier round !
for (let combatant of game.combat.combatants) {
let action = combatant.initiativeData?.arme;
//console.log("Parsed !!!", combatant, initDone, game.combat.current, arme);
if (action && action.type == "arme") {
for (let initData of premierRoundInit) {
if (Grammar.toLowerCaseNoAccentNoSpace(action.system.initpremierround).includes(initData.pattern)) {
let msg = `<h4>L'initiative de ${combatant.actor.name} a été modifiée !</h4>
<hr>
<div>
Etant donné son ${action.name}, son initative pour ce premier round est désormais de ${initData.init}.
</div>`
ChatMessage.create({ content: msg });
game.combat.setInitiative(combatant._id, initData.init);
}
}
}
}
}
}
}
/* -------------------------------------------- */
static incDecInit(combatantId, incDecValue) {
const combatant = game.combat.combatants.get(combatantId);
let initValue = combatant.initiative + incDecValue;
game.combat.setInitiative(combatantId, initValue);
}
/* -------------------------------------------- */
static pushInitiativeOptions(html, options) {
for (let i = 0; i < options.length; i++) {
let option = options[i]
if (option.name == 'COMBAT.CombatantReroll') { // Replace !
option.name = "Sélectionner l'initiative..."
option.condition = true
option.icon = '<i class="far fa-question-circle"></i>'
option.callback = target => {
RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id'))
}
}
}
options = [
{ name: "Incrémenter initiative", condition: true, icon: '<i class="fa-solid fa-plus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +0.01); } },
{ name: "Décrémenter initiative", condition: true, icon: '<i class="fa-solid fa-minus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -0.01); } }
].concat(options);
}
/* -------------------------------------------- */
static rollInitiativeAction(combatantId, action) {
const combatant = game.combat.combatants.get(combatantId)
const actor = RdDCombatManager.getActorCombatant(combatant)
if (actor == undefined) { return [] }
combatant.initiativeData = { arme: action } // pour reclasser l'init au round 0
const init = RdDCombatManager.getInitData(actor, action)
const ajustement = RdDCombatManager.calculAjustementInit(actor, action)
const rollFormula = RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement);
game.combat.rollInitRdD(combatantId, rollFormula, init);
}
static getInitData(actor, action) {
if (actor.getSurprise() == "totale") { return { offset: -1, info: "Surprise Totale", carac: 0, niveau: 0 } }
if (actor.getSurprise() == "demi") { return { offset: 0, info: "Demi Surprise", carac: 0, niveau: 0 } }
if (action.action == 'autre') { return { offset: 2, info: "Autre Action", carac: 0, niveau: 0 } }
if (action.action == 'possession') { return { offset: 10, info: "Possession", carac: actor.getReveActuel(), niveau: 0 } }
if (action.action == 'haut-reve') { return { offset: 9, info: "Draconic", carac: actor.getReveActuel(), niveau: 0 } }
const comp = RdDItemCompetence.findCompetence(actor.items, action.system.competence);
return {
offset: RdDCombatManager.initOffset(comp?.system.categorie, action),
info: action.name + " / " + action.system.competence,
carac: actor.getCaracInit(comp),
niveau: comp?.system.niveau ?? -8
}
}
static initOffset(categorie, arme) {
switch (categorie) {
case "tir": return 8
case "lancer": return 7
default:
switch (arme.system.cac) {
case "empoignade": return 3
case "pugilat": return 4
case "naturelle": return 4
default: return 5
}
}
}
/* -------------------------------------------- */
static displayInitiativeMenu(html, combatantId) {
const combatant = game.combat.combatants.get(combatantId)
const actor = RdDCombatManager.getActorCombatant(combatant, { warning: false })
if (actor) {
const actions = RdDCombatManager.listActionsActorCombatant(actor)
// Build the relevant submenu
const menuItems = actions.map(action => {
return {
name: action.system.competence,
icon: "<i class='fas fa-dice-d6'></i>",
callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) }
}
})
if (menuItems.length > 0) {
new ContextMenu(html, ".directory-list", menuItems).render();
}
}
}
/* -------------------------------------------- */
static listActionsActorCombatant( actor) {
const possessions = actor.listActionsPossessions()
const actions = possessions.length > 0
? possessions
: actor.listActionsCombat()
for (let index = 0; index < actions.length; index++) {
actions[index].index = index
}
return actions
}
}
/* -------------------------------------------- */
export class RdDCombat {
/* -------------------------------------------- */
static onSocketMessage(sockmsg) {
switch (sockmsg.msg) {
case "msg_encaisser": return RdDCombat.onMsgEncaisser(sockmsg.data);
case "msg_defense": return RdDCombat.onMsgDefense(sockmsg.data);
}
}
/* -------------------------------------------- */
static onUpdateCombat(combat, change, options, userId) {
if (combat.round != 0 && combat.turns && combat.active) {
RdDCombat.combatNouveauTour(combat);
}
}
/* -------------------------------------------- */
static combatNouveauTour(combat) {
if (Misc.isFirstConnectedGM()) {
let turn = combat.turns.find(t => t.token?.id == combat.current.tokenId);
if (turn?.actor) {
// TODO Playaudio for player??
RdDCombat.displayActorCombatStatus(combat, turn.actor, turn.token);
}
}
}
/* -------------------------------------------- */
static isActive() {
return true;
}
/* -------------------------------------------- */
static rddCombatTarget(target, attacker, attackerToken) {
return new RdDCombat(attacker, attackerToken?.id, target?.actor, target?.id, target)
}
/* -------------------------------------------- */
static rddCombatForAttackerAndDefender(attackerId, attackerTokenId, defenderTokenId) {
const attacker = game.actors.get(attackerId)
const defenderToken = defenderTokenId ? canvas.tokens.get(defenderTokenId) : undefined
let defender = defenderToken?.actor;
let target = undefined
if (!defenderTokenId || !defender) {
console.warn(`RdDCombat.rddCombatForAttackerAndDefender: appel avec defenderTokenId ${defenderTokenId} incorrect, ou pas de defender correspondant`);
target = Targets.getTarget()
if (!target) {
return
}
defenderTokenId = target.id;
defender = target.actor;
if (!defenderTokenId || !defender) {
return
}
}
return new RdDCombat(attacker, attackerTokenId, defender, defenderTokenId, target)
}
/* -------------------------------------------- */
static onMsgEncaisser(msg) {
if (Misc.isOwnerPlayerOrUniqueConnectedGM()) {
let attackerRoll = msg.attackerRoll;
let attacker = msg.attackerId ? game.actors.get(msg.attackerId) : undefined;
let defender = canvas.tokens.get(msg.defenderToken.id).actor;
defender.encaisserDommages(attackerRoll, attacker, msg.attackerToken);
const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerToken.id, msg.defenderToken.id);
rddCombat?.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
}
}
/* -------------------------------------------- */
static onMsgDefense(msg) {
let defenderToken = canvas.tokens.get(msg.defenderToken.id)
if (defenderToken && Misc.isFirstConnectedGM()) {
const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerToken.id, msg.defenderToken.id)
rddCombat?.removeChatMessageActionsPasseArme(msg.defenderRoll.passeArme)
rddCombat?._chatMessageDefense(msg.paramChatDefense, msg.defenderRoll)
}
}
/* -------------------------------------------- */
static _callJetDeVie(event) {
let actorId = event.currentTarget.attributes['data-actorId'].value;
let tokenId = event.currentTarget.attributes['data-tokenId'].value;
let token = canvas.tokens.get(tokenId)
const actor = token?.actor ?? game.actors.get(actorId);
if (actor?.isOwner) {
actor.jetDeVie();
}
}
/* -------------------------------------------- */
static registerChatCallbacks(html) {
for (let button of [
'#parer-button',
'#esquiver-button',
'#particuliere-attaque',
'#encaisser-button',
'#appel-chance-defense',
'#appel-destinee-defense',
'#appel-chance-attaque',
'#appel-destinee-attaque',
'#echec-total-attaque',
]) {
html.on("click", button, event => {
const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(
event.currentTarget.attributes['data-attackerId']?.value,
event.currentTarget.attributes['data-attackerTokenId']?.value,
event.currentTarget.attributes['data-defenderTokenId']?.value);
if (rddCombat) {
rddCombat.onEvent(button, event);
event.preventDefault();
}
});
}
html.on("click", 'a.chat-jet-vie', event => {
event.preventDefault();
RdDCombat._callJetDeVie(event);
});
}
/* -------------------------------------------- */
constructor(attacker, attackerTokenId, defender, defenderTokenId, target) {
this.attacker = attacker
this.defender = defender
this.target = target
this.attackerId = this.attacker.id
this.defenderId = this.defender.id
this.attackerTokenId = attackerTokenId
this.defenderTokenId = defenderTokenId
this.attackerToken = RdDCombat.$extractAttackerTokenData(attacker, attackerTokenId)
this.defenderToken = RdDCombat.$extractDefenderTokenData(defender, defenderTokenId, target)
}
static $extractAttackerTokenData(attacker, attackerTokenId) {
const token = canvas.tokens.get(attackerTokenId);
return token ? Targets.extractTokenData(token) : Targets.buildActorTokenData(attackerTokenId, attacker)
}
static $extractDefenderTokenData(defender, defenderTokenId, target) {
if (target) {
return Targets.extractTokenData(target)
}
const token = canvas.tokens.get(defenderTokenId);
return token ? Targets.extractTokenData(token) : Targets.buildActorTokenData(defenderTokenId, defender)
}
/* -------------------------------------------- */
async onEvent(button, event) {
const chatMessage = ChatUtility.getChatMessage(event);
const defenderRoll = ChatUtility.getMessageData(chatMessage, 'defender-roll');
const attackerRoll = defenderRoll?.attackerRoll ?? ChatUtility.getMessageData(chatMessage, 'attacker-roll');
console.log('RdDCombat', attackerRoll, defenderRoll);
const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
const competence = event.currentTarget.attributes['data-competence']?.value;
const compId = event.currentTarget.attributes['data-compid']?.value;
switch (button) {
case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
case '#parer-button': return this.parade(attackerRoll, armeParadeId);
case '#esquiver-button': return this.esquive(attackerRoll, compId, competence);
case '#encaisser-button': return this.encaisser(attackerRoll, defenderRoll);
case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
case '#appel-chance-attaque': return this.attacker.rollAppelChance(
() => this.attaqueChanceuse(attackerRoll),
() => this._onEchecTotal(attackerRoll));
case '#appel-chance-defense': return this.defender.rollAppelChance(
() => this.defenseChanceuse(attackerRoll, defenderRoll),
() => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true }));
case '#appel-destinee-attaque': return this.attacker.appelDestinee(
() => this.attaqueSignificative(attackerRoll),
() => { });
case '#appel-destinee-defense': return this.defender.appelDestinee(
() => this.defenseDestinee(defenderRoll),
() => { });
}
}
/* -------------------------------------------- */
attaqueChanceuse(attackerRoll) {
ui.notifications.info("L'attaque est rejouée grâce à la chance")
attackerRoll.essais.attaqueChance = true;
this.attaque(attackerRoll, attackerRoll.arme);
}
/* -------------------------------------------- */
attaqueDestinee(attackerRoll) {
ui.notifications.info('Attaque significative grâce à la destinée')
RdDResolutionTable.significativeRequise(attackerRoll.rolled);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this._onAttaqueNormale(attackerRoll);
}
/* -------------------------------------------- */
defenseChanceuse(attackerRoll, defenderRoll) {
ui.notifications.info("La défense est rejouée grâce à la chance")
attackerRoll.essais.defenseChance = true;
attackerRoll.essais.defense = false;
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais);
}
/* -------------------------------------------- */
defenseDestinee(defenderRoll) {
if (defenderRoll) {
ui.notifications.info('Défense significative grâce à la destinée')
RdDResolutionTable.significativeRequise(defenderRoll.rolled);
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
if (defenderRoll.arme) {
this._onParadeNormale(defenderRoll);
}
else {
this._onEsquiveNormale(defenderRoll);
}
}
else {
ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!")
}
}
/* -------------------------------------------- */
afficherOptionsDefense(attackerRoll, defenderRoll, essais) {
ui.notifications.info("La chance n'est pas avec vous");
this._sendMessageDefense(attackerRoll, defenderRoll, essais);
}
/* -------------------------------------------- */
removeChatMessageActionsPasseArme(passeArme) {
if (game.settings.get(SYSTEM_RDD, "supprimer-dialogues-combat-chat")) {
ChatUtility.removeChatMessageContaining(`<div data-passearme="${passeArme}">`);
}
}
/* -------------------------------------------- */
static isEchec(rollData) {
switch (rollData.ajustements.surprise.used) {
case 'totale': return true;
case 'demi': return !rollData.rolled.isSign;
}
return rollData.rolled.isEchec;
}
/* -------------------------------------------- */
static isEchecTotal(rollData) {
if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
return rollData.rolled.isEchec && rollData.rolled.code != 'notSign';
}
return rollData.rolled.isETotal;
}
/* -------------------------------------------- */
static isParticuliere(rollData) {
if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
return false;
}
return rollData.rolled.isPart;
}
/* -------------------------------------------- */
static isReussite(rollData) {
switch (rollData.ajustements.surprise.used) {
case 'totale': return false;
case 'demi': return rollData.rolled.isSign;
}
return rollData.rolled.isSuccess;
}
/* -------------------------------------------- */
async proposerAjustementTirLancer(rollData) {
if (['tir', 'lancer'].includes(rollData.competence.system.categorie)) {
if (this.defender.isEntite([ENTITE_BLURETTE])) {
ChatMessage.create({
content: `<strong>La cible est une blurette, l'arme à distance sera perdue dans le blurêve`,
whisper: ChatUtility.getGMs()
})
}
else {
const defenderToken = canvas.tokens.get(this.defenderTokenId)
const dist = this.distance(_token, defenderToken)
const isVisible = this.isVisible(_token, defenderToken)
const portee = this._ajustementPortee(dist, rollData.arme)
const taille = this._ajustementTaille(this.defender)
const activite = this._ajustementMouvement(this.defender)
const total = [portee, taille, activite].map(it => it.diff).filter(d => !Number.isNaN(d)).reduce(Misc.sum(), 0)
ChatMessage.create({
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-info-distance.html', {
rollData: rollData,
attacker: _token,
isVisible: isVisible,
defender: defenderToken,
distance: dist,
portee: portee,
taille: taille,
activite: activite,
total: total
}),
whisper: ChatUtility.getGMs()
})
}
}
}
isVisible(token, defenderToken) {
return canvas.effects.visibility.testVisibility(defenderToken.center, { object: token })
}
distance(token, defenderToken) {
return Number(canvas.grid.measureDistances([{ ray: new Ray(token.center, defenderToken.center) }], { gridSpaces: false })).toFixed(1);
}
_ajustementPortee(dist, arme) {
if (dist <= arme.system.portee_courte) return { msg: "courte", diff: 0 };
if (dist <= arme.system.portee_moyenne) return { msg: "moyenne", diff: -3 };
if (dist <= arme.system.portee_extreme) return { msg: "extrême", diff: -5 };
return { msg: "inatteignable", diff: -10 };
}
_ajustementTaille(actor) {
if (actor.isVehicule()) return { msg: "véhicule", diff: 0 }
const taille = actor.getCaracByName('TAILLE')?.value ?? 1;
if (taille <= 1) return { msg: "souris", diff: -8 };
if (taille <= 3) return { msg: "chat", diff: -4 };
if (taille <= 5) return { msg: "chien", diff: -2 };
if (taille <= 15) return { msg: "humanoïde", diff: 0 };
if (taille <= 20) return { msg: "ogre", diff: 2 };
return { msg: "gigantesque", diff: 4 };
}
_ajustementMouvement(defender) {
if (defender.getSurprise(true)) return { msg: "immobile (surprise)", diff: 0 };
if (game.combat?.combatants.find(it => it.actorId == defender.id)) return { msg: "en mouvement (combat)", diff: -4 };
return { msg: "à déterminer (0 immobile, -3 actif, -4 en mouvement, -5 en zig-zag)", diff: -3 };
}
/* -------------------------------------------- */
async attaque(competence, arme) {
if (!await this.attacker.accorder(this.defender, 'avant-attaque')) {
return
}
if (arme.system.cac == 'empoignade') {
RdDEmpoignade.onAttaqueEmpoignade(this.attacker, this.defender)
return
}
RdDEmpoignade.checkEmpoignadeEnCours(this.attacker)
let rollData = this._prepareAttaque(competence, arme)
console.log("RdDCombat.attaque >>>", rollData);
if (arme) {
this.attacker.verifierForceMin(arme);
}
await this.proposerAjustementTirLancer(rollData)
const dialog = await RdDRoll.create(this.attacker, rollData,
{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' },
{
name: 'jet-attaque',
label: 'Attaque: ' + (arme?.name ?? competence.name),
callbacks: [
this.attacker.createCallbackExperience(),
this.attacker.createCallbackAppelAuMoral(),
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: r => arme && !RdDCombat.isParticuliere(r), action: r => this.attacker.incDecItemUse(arme._id) },
{ 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 = {
alias: this.attackerToken.name,
passeArme: foundry.utils.randomID(16),
mortalite: arme?.system.mortalite,
competence: competence,
surprise: this.attacker.getSurprise(true),
surpriseDefenseur: this.defender.getSurprise(true),
sourceToken: this.attackerToken,
targetToken: this.defenderToken,
essais: {}
};
if (this.attacker.isCreatureEntite()) {
RdDItemCompetenceCreature.setRollDataCreature(rollData);
}
else if (arme) {
// Usual competence
rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
}
else {
// sans armes: à mains nues
const niveau = competence.system.niveau;
const init = RdDCombatManager.calculInitiative(niveau, this.attacker.system.carac['melee'].value);
rollData.arme = RdDItemArme.mainsNues({ niveau: niveau, initiative: init });
}
return rollData;
}
/* -------------------------------------------- */
async _onAttaqueParticuliere(rollData) {
const isMeleeDiffNegative = (rollData.competence.type == 'competencecreature' || rollData.selectedCarac.label == "Mêlée") && rollData.diffLibre < 0;
// force toujours, sauf empoignade
// finesse seulement en mélée, pour l'empoignade, ou si la difficulté libre est de -1 minimum
// rapidité seulement en mêlée, si l'arme le permet, et si la difficulté libre est de -1 minimum
const isForce = !rollData.arme.system.empoignade;
const isFinesse = rollData.tactique != 'charge' && (rollData.arme.system.empoignade || isMeleeDiffNegative);
const isRapide = rollData.tactique != 'charge' && !rollData.arme.system.empoignade && isMeleeDiffNegative && rollData.arme.system.rapide;
// si un seul choix possible, le prendre
if (isForce && !isFinesse && !isRapide) {
return await this.choixParticuliere(rollData, "force");
}
else if (!isForce && isFinesse && !isRapide) {
return await this.choixParticuliere(rollData, "finesse");
}
else if (!isForce && !isFinesse && isRapide) {
return await this.choixParticuliere(rollData, "rapidite");
}
const choixParticuliere = await ChatMessage.create({
alias: this.attacker.name,
whisper: ChatUtility.getOwners(this.attacker),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', {
alias: this.attackerToken.name,
attackerId: this.attackerId,
attackerToken: this.attackerToken,
defenderToken: this.defenderToken,
isForce: isForce,
isFinesse: isFinesse,
isRapide: isRapide,
passeArme: rollData.passeArme
})
});
ChatUtility.setMessageData(choixParticuliere, 'attacker-roll', rollData);
}
/* -------------------------------------------- */
async _onAttaqueNormale(attackerRoll) {
console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker, this.defender.isEntite());
let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
attackerRoll.show = {
cible: this.defenderToken?.name ?? 'la cible',
isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
}
await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html');
if (!await this.attacker.accorder(this.defender, 'avant-defense')) {
return;
}
if (this.target) {
await this._sendMessageDefense(attackerRoll, defenderRoll);
}
}
/* -------------------------------------------- */
isPossession(attackerRoll) {
return attackerRoll.selectedCarac.label.toLowerCase() == 'possession';
}
/* -------------------------------------------- */
async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) {
console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.system.categorie);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
if (essaisPrecedents) {
foundry.utils.mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true });
}
// # utilisation esquive
const corpsACorps = this.defender.getCompetenceCorpsACorps({ onMessage: it => console.info(it, this.defender) });
const esquives = foundry.utils.duplicate(this.defender.getCompetencesEsquive())
esquives.forEach(e => e.nbUsage = e?._id ? this.defender.getItemUse(e._id) : 0);
const paramChatDefense = {
passeArme: attackerRoll.passeArme,
essais: attackerRoll.essais,
isPossession: this.isPossession(attackerRoll),
defender: this.defender,
attacker: this.attacker,
attackerId: this.attackerId,
esquives: esquives,
attackerToken: this.attackerToken,
defenderToken: this.defenderToken,
mainsNues: attackerRoll.dmg.mortalite != 'mortel' && corpsACorps,
armes: this._filterArmesParade(this.defender, attackerRoll.competence, attackerRoll.arme),
diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
attaqueParticuliere: attackerRoll.particuliere,
attaqueCategorie: attackerRoll.competence.system.categorie,
attaqueArme: attackerRoll.arme,
surprise: this.defender.getSurprise(true),
dmg: attackerRoll.dmg,
};
if (Misc.isFirstConnectedGM()) {
await this._chatMessageDefense(paramChatDefense, defenderRoll);
}
else {
this._socketSendMessageDefense(paramChatDefense, defenderRoll);
}
}
/* -------------------------------------------- */
async _chatMessageDefense(paramDemandeDefense, defenderRoll) {
const choixDefense = await ChatMessage.create({
// message privé: du défenseur à lui même (et aux GMs)
speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
alias: this.attackerToken.name,
whisper: ChatUtility.getOwners(this.defender),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense),
});
// flag pour garder les jets d'attaque/defense
ChatUtility.setMessageData(choixDefense, 'defender-roll', defenderRoll);
}
/* -------------------------------------------- */
_socketSendMessageDefense(paramChatDefense, defenderRoll) {
// envoyer le message au destinataire
game.socket.emit(SYSTEM_SOCKET_ID, {
msg: "msg_defense", data: {
attackerId: this.attacker?.id,
attackerToken: this.attackerToken,
defenderId: this.defender?.id,
defenderToken: this.defenderToken,
defenderRoll: defenderRoll,
paramChatDefense: paramChatDefense,
rollMode: true
}
});
}
/* -------------------------------------------- */
_filterArmesParade(defender, competence, armeAttaque) {
let defenses = defender.items.filter(it => RdDItemArme.isParade(it))
defenses = foundry.utils.duplicate(defenses)
defenses.forEach(armeDefense => {
// Ajout du # d'utilisation ce round
armeDefense.nbUsage = defender.getItemUse(armeDefense.id)
armeDefense.typeParade = RdDItemArme.defenseArmeParade(armeAttaque, armeDefense)
})
switch (competence.system.categorie) {
case 'tir':
case 'lancer':
return defenses.filter(armeDefense => RdDItemArme.getCategorieParade(armeDefense) == 'boucliers')
default:
return defenses.filter(armeDefense => armeDefense.typeParade != '')
}
}
/* -------------------------------------------- */
async _onAttaqueEchecTotal(attackerRoll) {
const choixEchecTotal = await ChatMessage.create({
whisper: ChatUtility.getOwners(this.attacker),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
attackerId: this.attackerId,
attacker: this.attacker,
attackerToken: this.attackerToken,
defenderToken: this.defenderToken,
essais: attackerRoll.essais
})
});
ChatUtility.setMessageData(choixEchecTotal, 'attacker-roll', attackerRoll);
}
/* -------------------------------------------- */
async _onEchecTotal(rollData) {
console.log("RdDCombat._onEchecTotal >>>", rollData);
const arme = rollData.arme;
const avecArme = !['', 'sans-armes', 'armes-naturelles'].includes(arme?.system.categorie_parade ?? '');
const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque");
ChatUtility.createChatWithRollMode(
{ content: `<strong>Maladresse à ${action}!</strong> ` + await RdDRollTables.getMaladresse({ arme: avecArme }) },
this.defender)
}
/* -------------------------------------------- */
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);
if (choix != "rapidite") {
this.attacker.incDecItemUse(rollData.arme.id);
}
this.removeChatMessageActionsPasseArme(rollData.passeArme);
rollData.particuliere = choix;
await this._onAttaqueNormale(rollData);
}
/* -------------------------------------------- */
async parade(attackerRoll, armeParadeId) {
const arme = this.defender.getArmeParade(armeParadeId);
console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
const competence = arme?.system?.competence;
if (competence == undefined) {
console.error("Pas de compétence de parade associée à ", arme?.name, armeParadeId);
return;
}
let rollData = this._prepareParade(attackerRoll, arme, competence);
const dialog = await RdDRoll.create(this.defender, rollData,
{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' },
{
name: 'jet-parade',
label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
callbacks: [
this.defender.createCallbackExperience(),
this.defender.createCallbackAppelAuMoral(),
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(armeParadeId) },
{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
]
});
dialog.render(true);
}
/* -------------------------------------------- */
_prepareParade(attackerRoll, armeParade, competenceParade) {
let defenderRoll = {
alias: this.defenderToken?.name,
passeArme: attackerRoll.passeArme,
diffLibre: attackerRoll.diffLibre,
attackerToken: this.attackerToken,
defenderToken: this.defenderToken,
attackerRoll: attackerRoll,
competence: this.defender.getCompetence(competenceParade),
arme: armeParade,
surprise: this.defender.getSurprise(true),
needParadeSignificative: ReglesOptionnelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(attackerRoll.arme, armeParade),
needResist: RdDItemArme.needArmeResist(attackerRoll.arme, armeParade),
carac: this.defender.system.carac,
show: {}
};
if (this.defender.isCreatureEntite()) {
RdDItemCompetenceCreature.setRollDataCreature(defenderRoll);
}
return defenderRoll;
}
/* -------------------------------------------- */
_onParadeParticuliere(defenderRoll) {
console.log("RdDCombat._onParadeParticuliere >>>", defenderRoll);
if (!defenderRoll.attackerRoll.isPart) {
// TODO: attaquant doit jouer résistance et peut être désarmé p132
ChatUtility.createChatWithRollMode(
{ content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)` },
this.defender)
}
}
/* -------------------------------------------- */
async _onParadeNormale(defenderRoll) {
console.log("RdDCombat._onParadeNormale >>>", defenderRoll);
await this.computeRecul(defenderRoll);
await this.computeDeteriorationArme(defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
}
/* -------------------------------------------- */
async _onParadeEchec(defenderRoll) {
console.log("RdDCombat._onParadeEchec >>>", defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true });
}
/* -------------------------------------------- */
async esquive(attackerRoll, compId, compName) {
const esquive = this.defender.getCompetence(compId) ?? this.defender.getCompetence(compName)
if (esquive == undefined) {
ui.notifications.error(this.defender.name + " n'a pas de compétence " + compName);
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-roll-competence.html' },
{
name: 'jet-esquive',
label: 'Esquiver',
callbacks: [
this.defender.createCallbackExperience(),
this.defender.createCallbackAppelAuMoral(),
{ condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(esquive._id) },
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) },
]
});
dialog.render(true);
}
/* -------------------------------------------- */
_prepareEsquive(attackerRoll, competence) {
let rollData = {
alias: this.defenderToken?.name,
passeArme: attackerRoll.passeArme,
diffLibre: attackerRoll.diffLibre,
attackerToken: this.attackerToken,
defenderToken: this.defenderToken,
attackerRoll: attackerRoll,
competence: competence,
surprise: this.defender.getSurprise(true),
surpriseDefenseur: this.defender.getSurprise(true),
carac: this.defender.system.carac,
show: {}
};
if (this.defender.isCreatureEntite()) {
RdDItemCompetenceCreature.setRollDataCreature(rollData);
}
return rollData;
}
/* -------------------------------------------- */
_onEsquiveParticuliere(rollData) {
console.log("RdDCombat._onEsquiveParticuliere >>>", rollData);
ChatUtility.createChatWithRollMode(
{ content: "<strong>Vous pouvez esquiver une deuxième fois!</strong>" },
this.defender);
}
/* -------------------------------------------- */
async _onEsquiveNormale(defenderRoll) {
console.log("RdDCombat._onEsquiveNormal >>>", defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
}
/* -------------------------------------------- */
async _onEsquiveEchec(defenderRoll) {
console.log("RdDCombat._onEsquiveEchec >>>", defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true })
}
/* -------------------------------------------- */
async computeDeteriorationArme(defenderRoll) {
if (!ReglesOptionnelles.isUsing('resistanceArmeParade')) {
return;
}
const attackerRoll = defenderRoll.attackerRoll;
// Est-ce une parade normale?
if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) {
// Est-ce que l'attaque est une particulière en force ou une charge
if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) {
defenderRoll.show = defenderRoll.show || {}
const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
let arme = defenderRoll.arme;
let resistance = Misc.toInt(arme.system.resistance);
if (arme.system.magique) {
defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut
if (arme.system.resistance_magique == undefined) arme.system.resistance_magique = 0; // Quick fix
if (dmg > arme.system.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274)
// Jet de résistance de l'arme de parade (p.132)
let resistRoll = await RdDResolutionTable.rollData({
caracValue: resistance,
finalLevel: - dmg,
showDice: HIDE_DICE
});
if (!resistRoll.rolled.isSuccess) {
let perteResistance = (dmg - arme.system.resistance_magique)
resistance -= perteResistance;
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
defenderRoll.show.perteResistance = perteResistance;
this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'system.resistance': resistance }]);
}
}
} else {
// Jet de résistance de l'arme de parade (p.132)
let resistRoll = await RdDResolutionTable.rollData({
caracValue: resistance,
finalLevel: - dmg,
showDice: HIDE_DICE
});
if (resistRoll.rolled.isSuccess) { // Perte de résistance
defenderRoll.show.deteriorationArme = 'resiste';
} else {
resistance -= dmg;
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
defenderRoll.show.perteResistance = dmg;
this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'system.resistance': resistance }]);
}
}
// Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
if (ReglesOptionnelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.arme) != 'boucliers') {
let desarme = await RdDResolutionTable.rollData({
caracValue: this.defender.getForce(),
finalLevel: Misc.toInt(defenderRoll.competence.system.niveau) - dmg,
showDice: HIDE_DICE
});
defenderRoll.show.desarme = desarme.rolled.isEchec;
}
}
}
}
/* -------------------------------------------- */
async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
const attackerRoll = defenderRoll.attackerRoll;
if (ReglesOptionnelles.isUsing('recul') && this._isForceOuCharge(attackerRoll)) {
const impact = this._computeImpactRecul(attackerRoll);
const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
if (rollRecul.rolled.isSuccess) {
defenderRoll.show.recul = 'encaisse';
} else if (rollRecul.rolled.isETotal || this._isReculCauseChute(impact)) {
defenderRoll.show.recul = 'chute';
await this.defender.setEffect(STATUSES.StatusProne, true);
}
else {
defenderRoll.show.recul = 'recul';
}
}
}
/* -------------------------------------------- */
async _isReculCauseChute(impact) {
const agilite = this.defender.getAgilite();
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact });
return chute.rolled.isEchec;
}
/* -------------------------------------------- */
_isForceOuCharge(attaque) {
return attaque.particuliere == 'force' || attaque.tactique == 'charge';
}
/* -------------------------------------------- */
_computeImpactRecul(attaque) {
const taille = this.defender.getTaille();
const force = this.attacker.getForce();
const dommages = attaque.arme.system.dommagesReels ?? attaque.arme.system.dommages;
return taille - (force + dommages);
}
/* -------------------------------------------- */
async encaisser(attackerRoll, defenderRoll) {
console.log("RdDCombat.encaisser >>>", attackerRoll, defenderRoll);
if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) {
this._onEchecTotal(defenderRoll);
}
if (Misc.isOwnerPlayerOrUniqueConnectedGM(this.defender)) {
attackerRoll.attackerId = this.attackerId;
attackerRoll.defenderTokenId = this.defenderToken.id;
await this.computeRecul(defenderRoll);
await this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll?.show, this.attackerToken, this.defenderToken);
}
else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas
game.socket.emit(SYSTEM_SOCKET_ID, {
msg: "msg_encaisser",
data: {
attackerId: this.attackerId,
attackerRoll: attackerRoll,
attackerToken: this.attackerToken,
defenderToken: this.defenderToken
}
});
}
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
}
/* -------------------------------------------- */
static async displayActorCombatStatus(combat, actor, token) {
if (!actor?.isActorCombat()) {
return
}
const formData = {
combatId: combat._id,
alias: token.name ?? actor.name,
etatGeneral: actor.getEtatGeneral(),
isSonne: actor.isSonne(),
blessuresStatus: actor.computeResumeBlessure(),
SConst: actor.getSConst(),
actorId: actor.id,
actor: actor,
tokenId: token.id,
isGrave: actor.countBlessures(it => it.isGrave()) > 0,
isCritique: actor.countBlessures(it => it.isCritique()) > 0
}
await ChatMessage.create({
content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-acteur.hbs`, formData),
alias: token.name ?? actor.name
})
await ChatMessage.create({
content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-sante.hbs`, formData),
whisper: ChatUtility.getOwners(actor),
alias: token.name ?? actor.name
})
}
}