Manage wounds
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cfcc3b3201
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@ -26,6 +26,8 @@ export class SoSActorSheet extends ActorSheet {
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let data = super.getData();
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let data = super.getData();
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data.data.edgecard = this.actor.getEdgesCard();
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data.data.edgecard = this.actor.getEdgesCard();
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data.data.deckSize = this.actor.getDeckSize();
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data.data.skills = this.actor.data.items.filter( item => item.type == 'skill').sort( (a, b) => {
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data.data.skills = this.actor.data.items.filter( item => item.type == 'skill').sort( (a, b) => {
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if ( a.name > b.name ) return 1;
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if ( a.name > b.name ) return 1;
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return -1;
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return -1;
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@ -59,6 +59,12 @@ export class SoSActor extends Actor {
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}
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}
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this.controlScores();
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this.controlScores();
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}
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}
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/* -------------------------------------------- */
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getDeckSize() {
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return this.cardDeck.getDeckSize();
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getEdgesCard( ) {
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getEdgesCard( ) {
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let edgesCard = duplicate(this.cardDeck.data.cardEdge);
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let edgesCard = duplicate(this.cardDeck.data.cardEdge);
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@ -94,6 +94,11 @@ export class SoSCardDeck {
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}
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}
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}
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}
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/* -------------------------------------------- */
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getDeckSize() {
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return this.data.deck.length;
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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getCardSuit( cardName ) {
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getCardSuit( cardName ) {
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if ( cardName[0] == 'c') return 'club';
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if ( cardName[0] == 'c') return 'club';
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@ -139,6 +139,18 @@ export class SoSCombat extends Combat {
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return 0;
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return 0;
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}
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}
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/* -------------------------------------------- */
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decreaseAPFromActor( actorId ) {
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for( let combatant of this.combatants) {
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//console.log(combatant);
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if ( combatant.actor.data._id == actorId ) {
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let phase = this.phaseSetup[combatant._id];
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phase.remainingAP -= 1;
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if ( phase.remainingAP < 0 ) phase.remainingAP = 0;
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}
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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async setupActorActions(actionConf) {
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async setupActorActions(actionConf) {
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console.log("Setting combat for phase : ", actionConf);
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console.log("Setting combat for phase : ", actionConf);
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@ -35,19 +35,21 @@ export class SoSUtility {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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onSocketMesssage( msg ) {
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onSocketMesssage( msg ) {
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if( !game.user.isGM ) return; // Only GM
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if (msg.name == 'msg_declare_actions' ) {
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if (msg.name == 'msg_declare_actions' ) {
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if (game.user.isGM) {
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let combat = game.combats.get( msg.data.combatId); // Get the associated combat
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let combat = game.combats.get( msg.data.combatId); // Get the associated combat
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combat.setupActorActions( msg.data );
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combat.setupActorActions( msg.data );
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}
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} else if (msg.name == 'msg_close_action') {
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} else if (msg.name == 'msg_close_action') {
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if (game.user.isGM) {
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game.combat.closeAction( msg.data.uniqId );
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game.combat.closeAction( msg.data.uniqId );
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}
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} else if (msg.name == 'msg_request_defense') {
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} else if (msg.name == 'msg_request_defense') {
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if (game.user.isGM) {
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SoSUtility.applyDamage( msg.data );
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SoSUtility.applyDamage( msg.data );
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} else if (msg.name == 'msg_reaction_cover') {
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}
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SoSUtility.reactionCover( msg.data.uniqId );
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} else if (msg.name == 'msg_reaction_melee') {
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SoSUtility.reactionMelee( msg.data.uniqId );
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} else if (msg.name == 'msg_reaction_hit') {
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SoSUtility.reactionHit( msg.data.uniqId );
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}
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}
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}
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}
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@ -119,7 +121,7 @@ export class SoSUtility {
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if ( game.user.isGM ) {
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if ( game.user.isGM ) {
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game.combat.closeAction( uniqId );
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game.combat.closeAction( uniqId );
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} else {
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} else {
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game.socket.emit("system.foundryvtt-reve-de-dragon", {
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game.socket.emit("system.foundryvtt-shadows-over-sol", {
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name: "msg_close_action", data: { uniqId: uniqId} } );
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name: "msg_close_action", data: { uniqId: uniqId} } );
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}
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}
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}
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}
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@ -132,6 +134,32 @@ export class SoSUtility {
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html.on("click", '#button-end-action', event => {
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html.on("click", '#button-end-action', event => {
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SoSUtility.closeAction( event );
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SoSUtility.closeAction( event );
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});
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});
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html.on("click", '#button-reaction-cover', event => {
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let uniqId = event.currentTarget.attributes['data-uniq-id'].value;
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if ( game.user.isGM ) {
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SoSUtility.reactionCover( uniqId );
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} else {
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game.socket.emit("system.foundryvtt-shadows-over-sol", { name: "msg_reaction_cover", data: { uniqId: uniqId} } );
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}
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});
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html.on("click", '#button-reaction-melee', event => {
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let uniqId = event.currentTarget.attributes['data-uniq-id'].value;
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if ( game.user.isGM ) {
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SoSUtility.reactionMelee( uniqId );
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} else {
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game.socket.emit("system.foundryvtt-shadows-over-sol", { name: "msg_reaction_melee", data: { uniqId: uniqId} } );
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}
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});
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html.on("click", '#button-reaction-hit', event => {
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let uniqId = event.currentTarget.attributes['data-uniq-id'].value;
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if ( game.user.isGM ) {
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SoSUtility.reactionHit( uniqId );
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} else {
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game.socket.emit("system.foundryvtt-shadows-over-sol", { name: "msg_reaction_hit", data: { uniqId: uniqId} } );
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}
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});
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -144,14 +172,24 @@ export class SoSUtility {
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return undefined;
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return undefined;
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static increaseConsequenceSeverity( severity ) {
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static increaseConsequenceSeverity( severity ) {
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if ( severity == 'none') return 'light';
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if ( severity == 'none') return 'light';
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if ( severity == 'light') return 'moderate';
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if ( severity == 'light') return 'moderate';
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if ( severity == 'moderate') return 'severe';
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if ( severity == 'moderate') return 'severe';
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if ( severity == 'severe') return 'critical';
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if ( severity == 'severe') return 'critical';
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return 'critical';
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return 'critical';
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}
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}
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/* -------------------------------------------- */
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static getConsequenceSeverityLevel( severity) {
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if ( severity == 'none') return 0;
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if ( severity == 'light') return 1;
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if ( severity == 'moderate') return 2;
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if ( severity == 'severe') return 3;
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if ( severity == 'critical') return 4;
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return 0;
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static increaseSeverity( severity ) {
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static increaseSeverity( severity ) {
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@ -180,6 +218,17 @@ export class SoSUtility {
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static async applyDamage( flipData ) {
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static async applyDamage( flipData ) {
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if (!this.registry) this.registry = {};
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if ( flipData.isReaction) {
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flipData.magnitude = flipData.finalScore - flipData.tn; // Update magnitude
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if ( flipData.magnitude < 0 ) {
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-reaction-result.html', flipData );
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ChatMessage.create( { content: html });
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return;
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}
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}
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let dr = flipData.target.actor.data.data.scores.dr.value;
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let dr = flipData.target.actor.data.data.scores.dr.value;
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let shock = flipData.target.actor.data.data.scores.shock.value;
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let shock = flipData.target.actor.data.data.scores.shock.value;
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let defenseCritical = flipData.target.actor.data.data.scores.defense.critical;
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let defenseCritical = flipData.target.actor.data.data.scores.defense.critical;
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@ -228,22 +277,50 @@ export class SoSUtility {
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flipData.coverConsequence = defender.data.items.find( item => item.type == 'consequence' && item.name == 'Cover');
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flipData.coverConsequence = defender.data.items.find( item => item.type == 'consequence' && item.name == 'Cover');
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flipData.APavailable = game.combat.getAPFromActor( defender.data._id );
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flipData.APavailable = game.combat.getAPFromActor( defender.data._id );
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console.log("FLIPDATE : ", flipData);
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console.log("FLIPDATE : ", flipData);
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if ( flipData.APavailable > 0) {
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if ( !flipData.isReaction && flipData.APavailable > 0) {
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if ( (flipData.weapon.data.category == 'melee' ) || ( (flipData.weapon.data.category == 'laser' || flipData.weapon.data.category == 'ballistic') &&
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if ( (flipData.weapon.data.category == 'melee' ) || ( (flipData.weapon.data.category == 'laser' || flipData.weapon.data.category == 'ballistic') &&
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flipData.coverConsequence.data.severity != 'none') ) {
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flipData.coverConsequence.data.severity != 'none') ) {
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flipData.coverSeverityLevel = this.getSeverityLevel( flipData.coverConsequence.data.severity ) * 2;
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flipData.coverSeverityLevel = this.getConsequenceSeverityLevel( flipData.coverConsequence.data.severity ) * 2;
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flipData.coverSeverityFlag = (flipData.coverSeverityLevel > 0);
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flipData.coverSeverityFlag = (flipData.coverSeverityLevel > 0);
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flipData.isMelee = (flipData.weapon.data.category == 'melee' );
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flipData.isMelee = (flipData.weapon.data.category == 'melee' );
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let melee = defender.data.items.find( item => item.type == 'skill' && item.name == 'Melee');
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let melee = defender.data.items.find( item => item.type == 'skill' && item.name == 'Melee');
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flipData.defenderMelee = melee.data.value;
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flipData.defenderMelee = melee.data.value;
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flipData.uniqId = randomID(16);
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this.registry[flipData.uniqId] = flipData;
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-request-dodge.html', flipData );
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-request-dodge.html', flipData );
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ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(flipData.target.actor.name), ChatMessage.getWhisperRecipients("GM") ] } );
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ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(flipData.target.actor.name), ChatMessage.getWhisperRecipients("GM") ] } );
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return; // Wait message response
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return; // Wait message response
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}
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}
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}
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}
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flipData.isReaction = false;
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this.takeWounds( flipData);
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this.takeWounds( flipData);
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}
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}
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/* -------------------------------------------- */
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static reactionCover( uniqId) {
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let flipData = this.registry[uniqId];
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flipData.tn += flipData.coverSeverityLevel;
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flipData.isReaction = true;
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game.combat.decreaseAPFromActor( flipData.target.actor._id );
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SoSUtility.applyDamage( flipData);
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}
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/* -------------------------------------------- */
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static reactionMelee( uniqId) {
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let flipData = this.registry[uniqId];
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flipData.tn += flipData.defenderMelee;
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flipData.isReaction = true;
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game.combat.decreaseAPFromActor( flipData.target.actor._id );
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SoSUtility.applyDamage( flipData);
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}
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/* -------------------------------------------- */
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static reactionHit( uniqId) {
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let flipData = this.registry[uniqId];
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flipData.isReaction = true;
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SoSUtility.takeWounds( flipData);
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static takeWounds( flipData ) {
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static takeWounds( flipData ) {
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let defender = game.actors.get( flipData.target.actor._id);
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let defender = game.actors.get( flipData.target.actor._id);
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@ -1032,7 +1032,7 @@ ul, li {
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cursor: pointer;
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cursor: pointer;
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color: #ffffff;
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color: #ffffff;
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font-family: Neuropol;
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font-family: Neuropol;
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font-size: 14px;
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font-size: 0.9rem;
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padding: 4px 12px 0px 12px;
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padding: 4px 12px 0px 12px;
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text-decoration: none;
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text-decoration: none;
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text-shadow: 0px 1px 0px #4d3534;
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text-shadow: 0px 1px 0px #4d3534;
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@ -73,12 +73,13 @@
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<div class="flexrow">
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<div class="flexrow">
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<span class="flexcol">
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<span class="flexcol">
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<h3 class="edge-name">Edge cards : </h3>
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<h3 class="edge-name">Current deck size : {{data.deckSize}} cards</h3>
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<span class="edge-name"><a class="reset-deck-full">Reset full deck and edges</a></span>
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<span class="edge-name"><a class="reset-deck-full">Reset full deck and edges</a></span>
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<span class="edge-name"><a class="draw-new-edge">Draw a new Edge card</a></span>
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<span class="edge-name"><a class="draw-new-edge">Draw a new Edge card</a></span>
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<span class="edge-name"><a class="reset-deck">Reset deck only (ie after a Joker)</a></span>
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<span class="edge-name"><a class="reset-deck">Reset deck only (ie after a Joker)</a></span>
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</span>
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</span>
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<span class="edge-name">
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<span class="edge-name">
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<h3 class="edge-name">Edge cards : </h3>
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{{#each data.edgecard as |card key|}}
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{{#each data.edgecard as |card key|}}
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<img class="card-img" src="{{card.path}}" data-edit="img" title="{{card.cardName}}" />
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<img class="card-img" src="{{card.path}}" data-edit="img" title="{{card.cardName}}" />
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{{/each}}
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{{/each}}
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@ -1,10 +1,13 @@
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<h4>{{target.actor.name}} has {{remainingAP}} AP and can react to the attack from {{actor.name}} !</h4>
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<h4>{{target.actor.name}} has {{APavailable}} AP and can react to the attack from {{actor.name}} !</h4>
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<div class="flexcol">
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<div class="flexcol">
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{{#if coverSeverityFlag}}
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{{#if coverSeverityFlag}}
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<label>Add cover consequence bonus * 2 to your defense : {{coverSeverityLevel}}</label>
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<a class='chat-card-button' id='button-reaction-cover' data-uniq-id='{{uniqId}}' data-actor-id='{{target.actor._id}}'>
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Add cover consequence bonus x 2 to your defense : {{coverSeverityLevel}}</a>`
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{{/if}}
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{{/if}}
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{{#if isMelee}}
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{{#if isMelee}}
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<label>Add Melee level to your defense : {{defenderMelee}}</label>
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<a class='chat-card-button' id='button-reaction-melee' data-uniq-id='{{uniqId}}' data-actor-id='{{target.actor._id}}'>
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Add Melee level to your defense : {{defenderMelee}}</a>`
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{{/if}}
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{{/if}}
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<label>Do not dodge and get the hit ! </label>
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<a class='chat-card-button' id='button-reaction-hit' data-uniq-id='{{uniqId}}' data-actor-id='{{target.actor._id}}'>
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Do not dodge and get the hit !</a>`
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</div>
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</div>
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4
templates/chat-reaction-result.html
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4
templates/chat-reaction-result.html
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<h4>{{target.actor.name}} reacted and has avoided damages !</h4>
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<div class="flexcol">
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<label>Score : {{finalScore}} - Target defense : {{tn}} / {{targetCritical}}</label>
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</div>
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