Vincent Vandemeulebrouck
804fa3b784
- les items d'empoignade sont ajoutés par le MJ - les caractéristiques du défenseur sont utilisées pour la défense - la difficulté d'attaque est imposée au défenseur - les particulières sont en finesse (p133)
295 lines
12 KiB
JavaScript
295 lines
12 KiB
JavaScript
import { ChatUtility } from "./chat-utility.js";
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import { Misc } from "./misc.js";
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import { RdDDice } from "./rdd-dice.js";
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import { ReglesOptionelles } from "./settings/regles-optionelles.js";
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/**
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* difficultés au delà de -10
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*/
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const levelDown = [
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{ level: -11, score: 1, norm: 1, sign: 0, part: 0, epart: 2, etotal: 90 },
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{ level: -12, score: 1, norm: 1, sign: 0, part: 0, epart: 2, etotal: 70 },
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{ level: -13, score: 1, norm: 1, sign: 0, part: 0, epart: 2, etotal: 50 },
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{ level: -14, score: 1, norm: 1, sign: 0, part: 0, epart: 2, etotal: 30 },
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{ level: -15, score: 1, norm: 1, sign: 0, part: 0, epart: 2, etotal: 10 },
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{ level: -16, score: 1, norm: 1, sign: 0, part: 0, epart: 0, etotal: 2 }
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];
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const levelImpossible = { score: 0, norm: 0, sign: 0, part: 0, epart: 0, etotal: 1 };
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const reussites = [
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{ code: "etotal", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: true, ptTache: -4, ptQualite: -6, quality: "Echec total", condition: (target, roll) => roll >= target.etotal && roll <= 100 },
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{ code: "epart", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: false, ptTache: -2, ptQualite: -4, quality: "Echec particulier", condition: (target, roll) => (roll >= target.epart && roll < target.etotal) },
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{ code: "echec", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: false, isETotal: false, ptTache: 0, ptQualite: -2, quality: "Echec normal", condition: (target, roll) => (roll > target.norm && roll < target.etotal) },
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{ code: "norm", isPart: false, isSign: false, isSuccess: true, isEchec: false, isEPart: false, isETotal: false, ptTache: 1, ptQualite: 0, quality: "Réussite normale", condition: (target, roll) => (roll > target.sign && roll <= target.norm) },
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{ code: "sign", isPart: false, isSign: true, isSuccess: true, isEchec: false, isEPart: false, isETotal: false, ptTache: 2, ptQualite: 1, quality: "Réussite significative", condition: (target, roll) => (roll > target.part && roll <= target.sign) },
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{ code: "part", isPart: true, isSign: true, isSuccess: true, isEchec: false, isEPart: false, isETotal: false, ptTache: 3, ptQualite: 2, quality: "Réussite Particulière!", condition: (target, roll) => (roll > 0 && roll <= target.part) },
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{ code: "error", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: true, ptTache: 0, ptQualite: 0, quality: "Jet de dés invalide", condition: (target, roll) => (roll <= 0 || roll > 100) }
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];
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const reussiteInsuffisante = { code: "notSign", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: false, isETotal: false, ptTache: 0, ptQualite: -2, quality: "Réussite insuffisante", condition: (target, roll) => false }
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/* -------------------------------------------- */
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const caracMaximumResolution = 60;
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/* -------------------------------------------- */
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export class RdDResolutionTable {
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static resolutionTable = this.build()
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/* -------------------------------------------- */
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static build() {
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let table = []
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for (var caracValue = 0; caracValue <= caracMaximumResolution; caracValue++) {
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table[caracValue] = this._computeRow(caracValue);
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}
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return table;
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}
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/* -------------------------------------------- */
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static computeChances(carac, level) {
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if (level < -16) {
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return levelImpossible;
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}
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if (level < -10) {
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return levelDown.find(it => it.level == level);
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}
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const percentage = RdDResolutionTable.computePercentage(carac, level);
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return this._computeCell(level, percentage);
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}
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/* -------------------------------------------- */
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static _computeRow(caracValue) {
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let dataRow = [
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this._computeCell(-10, Math.max(Math.floor(caracValue / 4), 1)),
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this._computeCell(-9, Math.max(Math.floor(caracValue / 2), 1))
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]
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for (var diff = -8; diff <= 22; diff++) {
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dataRow[diff + 10] = this._computeCell(diff, RdDResolutionTable.computePercentage(caracValue, diff));
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}
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return dataRow;
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}
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/* -------------------------------------------- */
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static _computeCell(niveau, percentage) {
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return {
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niveau: niveau,
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score: percentage,
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norm: Math.min(99, percentage),
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sign: this._reussiteSignificative(percentage),
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part: this._reussitePart(percentage),
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epart: this._echecParticulier(percentage),
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etotal: this._echecTotal(percentage)
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};
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}
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/* -------------------------------------------- */
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static getResultat(code) {
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let resultat = reussites.find(r => code == r.code);
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if (resultat == undefined) {
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resultat = reussites.find(r => r.code == "error");
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}
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return resultat;
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}
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/* -------------------------------------------- */
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static async displayRollData(rollData, actor = undefined, template = 'chat-resultat-general.html') {
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return await ChatUtility.createChatWithRollMode(RdDResolutionTable.actorChatName(actor), {
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content: await RdDResolutionTable.buildRollDataHtml(rollData, template)
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});
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}
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static actorChatName(actor) {
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return actor?.userName ?? game.user.name;
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}
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/* -------------------------------------------- */
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static async buildRollDataHtml(rollData, template = 'chat-resultat-general.html') {
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rollData.show = rollData.show || {};
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return await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/${template}`, rollData);
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}
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/* -------------------------------------------- */
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static async rollData(rollData) {
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rollData.rolled = await this.roll(rollData.caracValue, rollData.finalLevel, rollData);
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return rollData;
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}
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/* -------------------------------------------- */
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static async roll(caracValue, finalLevel, rollData = {}) {
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let chances = duplicate(this.computeChances(caracValue, finalLevel));
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this._updateChancesWithBonus(chances, rollData.bonus, finalLevel);
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this._updateChancesFactor(chances, rollData.diviseurSignificative);
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chances.showDice = rollData.showDice;
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chances.rollMode = rollData.rollMode;
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let rolled = await this.rollChances(chances, rollData.diviseurSignificative, rollData.forceDiceResult);
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rolled.caracValue = caracValue;
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rolled.finalLevel = finalLevel;
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rolled.bonus = rollData.bonus;
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rolled.factorHtml = Misc.getFractionHtml(rollData.diviseurSignificative);
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if (ReglesOptionelles.isUsing("afficher-colonnes-reussite")) {
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rolled.niveauNecessaire = this.findNiveauNecessaire(caracValue, rolled.roll);
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rolled.ajustementNecessaire = rolled.niveauNecessaire - finalLevel;
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}
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return rolled;
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}
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/* -------------------------------------------- */
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static findNiveauNecessaire(carac, rolled) {
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if (carac == 0) {
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return NaN;
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}
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if (rolled >= carac){
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const upper = Math.ceil(rolled/carac);
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return 2*upper -10
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}
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if (rolled > Math.floor(carac/2)) {
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return -8
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}
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if (rolled > Math.floor(carac/4)) {
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return -9
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}
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if (rolled > 1) {
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return -10
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}
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return -11;
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}
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/* -------------------------------------------- */
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static _updateChancesFactor(chances, diviseur) {
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if (chances.level > -11 && diviseur && diviseur > 1) {
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let newScore = Math.floor(chances.score / diviseur);
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mergeObject(chances, this._computeCell(undefined, newScore), { overwrite: true });
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}
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}
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/* -------------------------------------------- */
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static _updateChancesWithBonus(chances, bonus, finalLevel) {
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if (bonus && finalLevel > -11) {
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let newScore = Number(chances.score) + bonus;
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mergeObject(chances, this._computeCell(undefined, newScore), { overwrite: true });
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}
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}
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/* -------------------------------------------- */
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static significativeRequise(chances) {
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chances.roll = Math.floor(chances.score / 2);
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mergeObject(chances, reussites.find(x => x.code == 'sign'), { overwrite: true });
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}
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/* -------------------------------------------- */
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static succesRequis(chances) {
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chances.roll = chances.score;
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mergeObject(chances, reussites.find(x => x.code == 'norm'), { overwrite: true });
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}
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/* -------------------------------------------- */
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static async rollChances(chances, diviseur, forceDiceResult = -1) {
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chances.forceDiceResult = forceDiceResult <= 0 || forceDiceResult > 100 ? undefined : { total: forceDiceResult };
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chances.roll = await RdDDice.rollTotal("1d100", chances);
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mergeObject(chances, this.computeReussite(chances, chances.roll, diviseur), { overwrite: true });
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return chances;
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}
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/* -------------------------------------------- */
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static computePercentage(carac, diff) {
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if (diff < -16) return 0
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if (diff < -10) return 1
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if (diff == -10) return Math.max(Math.floor(carac / 4), 1)
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if (diff == -9) return Math.max(Math.floor(carac / 2), 1)
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return Math.max(Math.floor(carac * (diff + 10) / 2), 1);
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}
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/* -------------------------------------------- */
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static isEchec(rollData) {
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switch (rollData.surprise) {
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case 'demi': return !rollData.rolled.isSign;
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case 'totale': return true;
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}
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return rollData.rolled.isEchec;
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}
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/* -------------------------------------------- */
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static isEchecTotal(rollData) {
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if (rollData.arme && rollData.surprise == 'demi') {
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return rollData.rolled.isEchec;
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}
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return rollData.rolled.isETotal;
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}
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/* -------------------------------------------- */
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static isParticuliere(rollData) {
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if (rollData.arme && rollData.surprise) {
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return false;
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}
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return rollData.rolled.isPart;
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}
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/* -------------------------------------------- */
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static isReussite(rollData) {
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switch (rollData.surprise) {
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case 'demi': return rollData.rolled.isSign;
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case 'totale': return false;
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}
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return rollData.rolled.isSuccess;
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}
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/* -------------------------------------------- */
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static computeReussite(chances, roll, diviseur) {
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const reussite = reussites.find(x => x.condition(chances, roll));
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if (diviseur > 1 && reussite.code == 'norm') {
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return reussiteInsuffisante;
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}
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return reussite;
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}
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/* -------------------------------------------- */
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static _reussiteSignificative(percentage) {
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return Math.floor(percentage / 2);
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}
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/* -------------------------------------------- */
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static _reussitePart(percentage) {
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return Math.ceil(percentage / 5);
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}
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/* -------------------------------------------- */
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static _echecParticulier(percentage) {
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const epart = Math.ceil(percentage / 5) + 80;
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return epart >= 100 ? 101 : epart;
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}
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/* -------------------------------------------- */
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static _echecTotal(percentage) {
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const etotal = Math.ceil(percentage / 10) + 91;
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return percentage >= 100 ? 101 : Math.min(etotal, 100);
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}
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/* -------------------------------------------- */
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static subTable(carac, level, delta = { carac: 2, level: 5}) {
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return {
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carac,
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level,
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minCarac: carac - (delta?.carac ?? 2),
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maxCarac: carac + (delta?.carac ?? 2),
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minLevel: level - (delta?.level ?? 5),
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maxLevel: level + (delta?.level ?? 5)
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};
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}
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/* -------------------------------------------- */
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static async buildHTMLTable({ carac: carac, level: level, minCarac = 1, maxCarac = 21, minLevel = -10, maxLevel = 11 }) {
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let colonnes = maxLevel - minLevel;
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minCarac = Math.max(minCarac, 1);
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maxCarac = Math.min(maxCarac, minCarac + 20);
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minLevel = Math.max(minLevel, -10);
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maxLevel = Math.max(Math.min(maxLevel, 30), minLevel + colonnes);
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return await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/resolution-table.html', {
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carac: carac,
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difficulte: level,
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min: minLevel,
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rows: Misc.intArray(minCarac, maxCarac+1),
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cols: Misc.intArray(minLevel, maxLevel+1)
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});
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}
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} |