foundryvtt-reve-de-dragon/module/rdd-utility.js

508 lines
21 KiB
JavaScript

/* Common useful functions shared between objects */
import { RdDActor } from "./actor.js";
const level_category = {
"generale": "-4",
"particuliere": "-8",
"speciale": "-11",
"connaissance": "-11",
"draconic": "-11",
"melee": "-6",
"tir": "-8",
"lancer": "-8"
}
const carac_array = [ "taille", "apparence", "constitution", "force", "agilite", "dexterite", "vue", "ouie", "odoratgout", "volonte", "intellect", "empathie", "reve", "chance", "melee", "tir", "lancer", "derobee"];
const bonusmalus = [-10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, +1, +2, +3, +4, +5, +6, +7, +8, +9, +10];
const specialResults = [ { "part": 0, "epart": 0, "etotal": 0 }, // 0
{ "part": 1, "epart": 81, "etotal": 92 }, // 01-05
{ "part": 2, "epart": 82, "etotal": 92 }, // 06-10
{ "part": 3, "epart": 83, "etotal": 93 }, // 11-15
{ "part": 4, "epart": 84, "etotal": 93 }, // 16-20
{ "part": 5, "epart": 85, "etotal": 94 }, // 21-25
{ "part": 6, "epart": 86, "etotal": 94 }, // 26-30
{ "part": 7, "epart": 87, "etotal": 95 }, // 31-35
{ "part": 8, "epart": 88, "etotal": 95 }, // 36-40
{ "part": 9, "epart": 89, "etotal": 96 }, // 41-45
{ "part": 10, "epart": 90, "etotal": 96 }, // 46-50
{ "part": 11, "epart": 91, "etotal": 97 }, // 51-55
{ "part": 12, "epart": 92, "etotal": 97 }, // 56-60
{ "part": 13, "epart": 93, "etotal": 98 }, // 61-65
{ "part": 14, "epart": 94, "etotal": 98 }, // 65-70
{ "part": 15, "epart": 95, "etotal": 99 }, // 71-75
{ "part": 16, "epart": 96, "etotal": 99 }, // 76-80
{ "part": 17, "epart": 97, "etotal": 100 }, // 81-85
{ "part": 18, "epart": 98, "etotal": 100 }, // 86-90
{ "part": 19, "epart": 99, "etotal": 100 }, // 81-95
{ "part": 20, "epart": 100, "etotal": 100 } // 96-00
];
const levelDown = [ { "level": -11, "score": 1, "part": 0, "epart": 2, "etotal": 90 },
{ "level": -12, "score": 1, "part": 0, "epart": 2, "etotal": 70 },
{ "level": -13, "score": 1, "part": 0, "epart": 2, "etotal": 50 },
{ "level": -14, "score": 1, "part": 0, "epart": 2, "etotal": 30 },
{ "level": -15, "score": 1, "part": 0, "epart": 2, "etotal": 10 },
{ "level": -16, "score": 1, "part": 0, "epart": 2, "etotal": 2 }
];
const fatigueMatrix = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, // Dummy filler for the array.
[2, 3, 3, 2, 3, 3, 2, 3, 3, 2, 3, 3 ],
[2, 3, 3, 3, 3, 3, 2, 3, 3, 3, 3, 3 ],
[3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 ],
[3, 3, 3, 3, 3, 4, 3, 3, 3, 3, 3, 4 ],
[3, 3, 4, 3, 3, 4, 3, 3, 4, 3, 3, 4 ],
[3, 3, 4, 3, 4, 4, 3, 3, 4, 3, 4, 4 ],
[3, 4, 4, 3, 4, 4, 3, 4, 4, 3, 4, 4 ],
[3, 4, 4, 4, 4, 4, 3, 4, 4, 4, 4, 4 ],
[4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ],
[4, 4, 4, 4, 4, 5, 4, 4, 4, 4, 4, 5 ],
[4, 4, 5, 4, 4, 5, 4, 4, 5, 4, 4, 5 ],
[4, 4, 5, 4, 5, 5, 4, 4, 5, 4, 5, 5 ],
[4, 5, 5, 4, 5, 5, 4, 5, 5, 4, 5, 5 ],
[4, 5, 5, 5, 5, 5, 4, 5, 5, 5, 5, 5 ],
[5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 ] ];
const fatigueMalus = [ 0, 0, 0, -1, -1, -1, -2, -3, -4, -5, -6, -7 ]; // Provides the malus for each segment of fatigue
const fatigueLineSize = [ 3, 6, 7, 8, 9, 10, 11, 12];
const fatigueLineMalus = [ 0, -1, -2, -3, -4, -5, -6, -7 ];
const fatigueMarche = { "aise": { "4":1, "6":2, "8":3, "10":4, "12":6 },
"malaise": { "4":2, "6":3, "8":4, "10":6 },
"difficile": { "4":3, "6":4, "8":6 },
"tresdifficile": { "4":4, "6":6 } }
export class RdDUtility {
/* -------------------------------------------- */
static async preloadHandlebarsTemplates( ) {
const templatePaths = [
//Character Sheets
'systems/foundryvtt-reve-de-dragon/templates/actor-sheet.html',
//Items
'systems/foundryvtt-reve-de-dragon/templates/item-competence-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/item-arme-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/item-armure-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/competence-categorie.html',
'systems/foundryvtt-reve-de-dragon/templates/competence-carac-defaut.html',
'systems/foundryvtt-reve-de-dragon/templates/competence-base.html',
'systems/foundryvtt-reve-de-dragon/templates/arme-competence.html',
// Dialogs
'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html'
];
return loadTemplates(templatePaths);
}
/* -------------------------------------------- */
static buildResolutionTable( ) {
let tableRes = []
for (var j=0; j<=21; j++) {
let subtab = [];
for (var i=-10; i<=22; i++) {
var m = (i + 10) * 0.5;
var v;
if (i == -9) {
v = Math.floor(j / 2);
} else if (i == -10) {
v = Math.floor(j / 4);
} else {
if (j % 2 == 0) {
var v = Math.ceil(j * m);
} else {
var v = Math.floor(j * m);
}
}
if (v < 1) v = 1;
let specResults
if ( v > 100 )
specResults = { "part": Math.ceil(v / 5), "epart": 1000, "etotal": 1000 };
else
specResults = specialResults[Math.ceil(v / 5 )];
let tabIndex = i+10;
subtab[tabIndex] = { "niveau": i, "score": v, "part": specResults.part, "epart": specResults.epart, "etotal": specResults.etotal }
}
tableRes[j] = subtab;
}
return tableRes;
}
/* -------------------------------------------- */
static getLevelCategory( )
{
return level_category;
}
static getCaracArray()
{
return carac_array;
}
static getBonusMalus()
{
return bonusmalus;
}
/* -------------------------------------------- */
static __buildHTMLResolutionHead( dataRow, minLevel=0, maxLevel=32 ) {
let r = dataRow;
var row = $("<tr/>");
for (var colIndex=minLevel; colIndex <= maxLevel; colIndex++) {
let c = dataRow[colIndex];
let txt = (c.niveau > 0) ? "+"+c.niveau : c.niveau;
row.append($("<th class='table-resolution-level'/>").text(txt) );
}
return row;
}
/* -------------------------------------------- */
static __buildHTMLResolutionRow( dataRow, minLevel=0, maxLevel=32, rowIndex, caracValue, levelValue ) {
let r = dataRow;
var row = $("<tr/>");
for (var colIndex=minLevel; colIndex <= maxLevel; colIndex++) {
let c = dataRow[colIndex];
if (rowIndex == caracValue && levelValue+10 == colIndex) {
row.append($("<td class='table-resolution-target'/>").text(c.score));
} else {
if ( colIndex == 2 )
row.append($("<td class='table-resolution-carac'/>").text(c.score));
else
row.append($("<td/>").text(c.score));
}
}
return row;
}
/* -------------------------------------------- */
static makeHTMLResolutionTable(container, minCarac = 1, maxCarac = 21, minLevel=-10, maxLevel=22, caracValue, levelValue) {
minCarac = (minCarac < 1) ? 1 : minCarac;
maxCarac = (maxCarac > 21) ? 21 : maxCarac;
let data = CONFIG.RDD.resolutionTable;
var table = $("<table/>").addClass('table-resolution');
// Build first row of levels
minLevel = (minLevel < -10) ? 0 : minLevel+10;
maxLevel = (maxLevel > 22) ? 32 : maxLevel+10;
let row = this.__buildHTMLResolutionHead( data[0], minLevel, maxLevel );
table.append(row);
// Then the rest...
for (var rowIndex=minCarac; rowIndex <= maxCarac; rowIndex++) {
let row = this.__buildHTMLResolutionRow( data[rowIndex], minLevel, maxLevel, rowIndex, caracValue, levelValue );
table.append(row);
}
return container.append(table);
}
/* -------------------------------------------- */
static getResolutionField(caracValue, levelValue )
{
if ( levelValue < -16 ) {
return { "score": 0, "part": 0, "epart": 1, "etotal": 1};
} if ( levelValue < -10 ) {
return levelDown.find(levelData => levelData.level == levelValue);
}
return CONFIG.RDD.resolutionTable[caracValue][levelValue+10];
}
/* -------------------------------------------- */
static computeCarac( data)
{
let fmax = parseInt(data.carac.taille.value) + 4;
if ( data.carac.force.value > fmax )
data.carac.force.value = fmax;
data.carac.derobee.value = Math.floor(parseInt(((21 - data.carac.taille.value)) + parseInt(data.carac.agilite.value)) / 2);
let bonusDomKey = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2);
data.attributs.plusdom.value = 2
if (bonusDomKey < 8)
data.attributs.plusdom.value = -1;
else if (bonusDomKey < 12)
data.attributs.plusdom.value = 0;
else if (bonusDomKey < 14)
data.attributs.plusdom.value = 1;
data.attributs.encombrement.value = (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2;
data.carac.melee.value = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.agilite.value)) / 2);
data.carac.tir.value = Math.floor( (parseInt(data.carac.vue.value) + parseInt(data.carac.dexterite.value)) / 2);
data.carac.lancer.value = Math.floor( (parseInt(data.carac.tir.value) + parseInt(data.carac.force.value)) / 2);
data.sante.vie.max = Math.ceil( parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value) /2 );
if ( data.sante.vie.value > data.sante.vie.max)
data.sante.vie.value = data.sante.vie.max;
let endurance = Math.max( parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value), parseInt(data.sante.vie.max) + parseInt(data.carac.volonte.value) );
data.sante.endurance.max = endurance;
if ( data.sante.endurance.value > endurance)
data.sante.endurance.value = endurance;
data.sante.fatigue.max = endurance*2;
if ( data.sante.fatigue.value > data.sante.fatigue.max )
data.sante.fatigue.value = data.sante.fatigue.max;
data.attributs.sconst.value = 5; // Max !
if ( data.carac.constitution.value < 9 )
data.attributs.sconst.value = 2;
else if (data.carac.constitution.value < 12 )
data.attributs.sconst.value = 3;
else if (data.carac.constitution.value < 15 )
data.attributs.sconst.value = 4;
data.attributs.sust.value = 4; // Max !
if ( data.carac.taille.value < 10 )
data.attributs.sust.value = 2;
else if (data.carac.taille.value < 14 )
data.attributs.sust.value = 3;
//Compteurs
//data.compteurs.reve.value = data.carac.reve.value;
data.compteurs.reve.max = data.carac.reve.value;
//data.compteurs.chance.value = data.carac.chance.value;
data.compteurs.chance.max = data.carac.chance.value;
}
/* -------------------------------------------- */
// Build the nice (?) html table used to manage fatigue.
// max should be the endurance max value
static makeHTMLfatigueMatrix( value, max )
{
max = (max < 16) ? 16 : max;
max = (max > 30) ? 30 : max;
value = (value > max*2) ? max*2 : value;
value = (value < 0) ? 0 : value;
let fatigueTab = fatigueMatrix[max];
let table = $("<table/>").addClass('table-fatigue');
let segmentIdx = 0;
let fatigueCount = 0;
for (var line=0; line < fatigueLineSize.length; line++) {
let row = $("<tr/>");
let segmentsPerLine = fatigueLineSize[line];
row.append("<td class='fatigue-malus'>" + fatigueLineMalus[line] + "</td>");
while (segmentIdx < segmentsPerLine) {
let freeSize = fatigueTab[segmentIdx];
for (let col=0; col <5; col++) {
if ( col < freeSize ) {
if (fatigueCount < value )
row.append("<td class='fatigue-used'/>");
else
row.append("<td class='fatigue-free'/>");
fatigueCount++;
} else {
row.append("<td class='fatigue-none'/>");
}
}
row.append("<td class='fatigue-separator'/>");
segmentIdx = segmentIdx + 1;
}
table.append(row);
}
//console.log("fatigue", table);
return table;
}
/* -------------------------------------------- */
static getLocalisation( )
{
let myroll = new Roll("d20");
myroll.roll();
let result = myroll.total;
let txt = ""
if ( result <= 3 ) txt = "Jambe, genou, pied, jarret";
else if ( result <= 7 ) txt = "Hanche, cuisse, fesse";
else if ( result <= 9 ) txt = "Ventre, reins";
else if ( result <= 12 ) txt = "Poitrine, dos";
else if ( result <= 14 ) txt = "Avant-bras, main, coude";
else if ( result <= 18 ) txt = "Epaule, bras, omoplate";
else if ( result == 19) txt = "Tête autre";
else if ( result == 20) txt = "Tête visage";
return { result: result, label: txt };
}
/* -------------------------------------------- */
static computeBlessuresSante( degats )
{
console.log("Degats !!", degats);
let result = { "vie": 0,
"endurance": 0,
"legeres": 0,
"graves": 0,
"critiques": 0
};
if ( degats < 11 ) {
result.type = "contusion";
let myroll = new Roll("1d4");
myroll.roll();
result.endurance = - myroll.result;
} else if ( degats < 16 ) {
result.type = "blessure légère";
let myroll = new Roll("1d6");
myroll.roll();
result.endurance = - myroll.result;
result.legeres = 1
} else if (degats < 20 ) {
result.type = "blessure grave";
let myroll = new Roll("2d6");
myroll.roll();
result.endurance = - myroll.result;
result.vie = -2;
result.graves = 1;
} else {
result.type = "critique";
result.endurance = -100; // Force endurance to 0
result.vie = -4 - (degats - 20);
result.critiques = 1;
}
return result;
}
/* -------------------------------------------- */
static computeNbBlessures( blessures, name)
{
let bless = blessures[name];
console.log(blessures, name, bless);
let nbBlessures = 0;
for (let k=0; k<bless.liste.length; k++) {
if (bless.liste[k].active) nbBlessures++;
}
return nbBlessures;
}
/* -------------------------------------------- */
static currentFatigueMalus( value, max)
{
max = (max < 16) ? 16 : max;
max = (max > 30) ? 30 : max;
value = (value > max*2) ? max*2 : value;
value = (value < 0) ? 0 : value;
let fatigueTab = fatigueMatrix[max];
let fatigueRem = value;
for (let idx=0; idx<fatigueTab.length; idx++) {
fatigueRem -= fatigueTab[idx];
if ( fatigueRem <= 0) {
return fatigueMalus[idx];
}
}
return -7; // This is the max !
}
/* -------------------------------------------- */
static findCompetence(compList, compName)
{
for (const item of compList) {
if (item.name == compName) {
//console.log("Found item !", item);
return item;
}
}
}
/* -------------------------------------------- */
static getArmeCategory( arme )
{
let compname = arme.data.competence.toLowerCase();
if ( compname.match("hache") ) return "hache";
if ( compname.match("hast") ) return "hast";
if ( compname.match("lance") ) return "lance";
if ( compname.match("bouclier") ) return "bouclier";
if ( compname.match("masse") ) return "masse";
if ( compname.match("fléau") ) return "fleau";
if ( compname.match("epée") ) {
let armename = arme.name.toLowerCase();
if (armename == "dague" || armename.match("gnome") )
return "epee_courte";
}
return "epee_longue";
}
/* -------------------------------------------- */
static isArmeMelee( compName)
{
let comp = compName.toLowerCase();
if (comp.match("epée") || comp.match("hache") || comp.match("fleau") || comp.match("mass") || comp.match("lance") || comp.match("hast") || comp == "dague" || comp=="bouclier")
return true;
return false;
}
/* -------------------------------------------- */
static buildDefenseChatCard( attacker, target, rollData )
{
console.log("Target", target);
let defenseMsg = { title: "Défense en combat",
content: "Action de défense en combat!<br><span class='chat-card-button-area'>" +
"<a class='chat-card-button' id='encaisser-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + target.actor.data._id + "'>Encaisser !</a></span>",
whisper: ChatMessage.getWhisperRecipients(target.actor.data.name) };
if ( rollData.competence.data.categorie == "melee" ) { // Melee attack
let defenderArmes = [];
for (const arme of target.actor.data.items) {
if (arme.type == "arme" && this.isArmeMelee(arme.data.competence)) {
defenderArmes.push( arme );
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + target.actor.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
}
}
defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + target.actor.data._id + "'>Esquiver</a></span>";
}
if ( rollData.competence.data.categorie == "tir" ) {
for (const arme of target.actor.data.items) { // Bouclier for parry
if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
defenderArmes.push( arme );
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + target.actor.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
}
}
}
if ( rollData.competence.data.categorie == "lancer" ) {
for (const arme of target.actor.data.items) { // Bouclier for parry Dodge/Esquive
if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
defenderArmes.push( arme );
defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + target.actor.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
}
}
defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + target.actor.data._id + "'>Esquiver</a></span>";
}
return defenseMsg;
}
/* -------------------------------------------- */
static performSocketMesssage( sockmsg )
{
console.log(">>>>> MSG RECV", sockmsg);
if ( sockmsg.msg == "msg_encaisser" ) {
if ( game.user.isGM ) {
console.log("Encaisser ici !!!");
defenderActor = game.actors.get( sockmsg.data.defenderid );
defenderActor.encaisserDommages( sockmsg.data );
}
}
}
/* -------------------------------------------- */
static async chatListeners( html )
{
html.on("click", '#encaisser-button', event => {
event.preventDefault();
let attackerActor = game.actors.get( event.currentTarget.attributes['data-attackerid'].value );
let rollData = attackerActor.getFlag("foundryvtt-reve-de-dragon", "rollData");
rollData.attackerid = event.currentTarget.attributes['data-attackerid'].value;
rollData.defenderid = event.currentTarget.attributes['data-defenderid'].value;
let defenderActor = game.actors.get( rollData.defenderid );
if ( game.user.isGM ) { // Current user is the GM -> direct access
console.log("Encaissement direct", rollData);
defenderActor.encaisserDommages( rollData );
} else { // Emit message for GM
game.socket.emit("system.foundryvtt-reve-de-dragon", {
msg: "msg_encaisser",
data: rollData
} );
}
});
html.on("click", '#parer-button', event => {
event.preventDefault();
let attackerActor = game.actors.get(event.currentTarget.attributes['data-attackerid'].value );
let defenderActor = game.actors.get(event.currentTarget.attributes['data-defenderid'].value );
let armeId = event.currentTarget.attributes['data-armeid'].value;
let rollData = attackerActor.getFlag("foundryvtt-reve-de-dragon", "rollData");
defenderActor.parerAttaque( rollData, armeId);
});
}
}