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bol/module/system/bol-combat.js

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JavaScript

/*
Init order =
10 - Legendary
9 - Heroic
8 - Success
7 - Rivals/adversary
6 - Coriaces/tough
5 - Failure
4 - Pietaille
3 - Echec critique
*/
import { BoLUtility } from "../system/bol-utility.js";
export class BoLCombatManager extends Combat {
/************************************************************************************/
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
// Structure input data
ids = typeof ids === "string" ? [ids] : ids;
//const currentId = this.combatant.id;
// calculate initiative
for (let cId = 0; cId < ids.length; cId++) {
const combatant = this.combatants.get(ids[cId])
let fvttInit = combatant.actor.getInitiativeRank(false, true)
fvttInit += (cId / 100)
await this.updateEmbeddedDocuments("Combatant", [{ _id: ids[cId], initiative: fvttInit }]);
}
}
/************************************************************************************/
nextRound() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get( c.data.actorId )
actor.clearRoundModifiers()
}
super.nextRound()
}
/************************************************************************************/
_onDelete() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get(c.data.actorId)
actor.clearInitiative()
}
super._onDelete()
}
}