forked from public/foundryvtt-reve-de-dragon
Nouveau roll-dialog: mode attaque / defense
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@@ -1,5 +1,4 @@
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import { RdDItemArme } from "./item/arme.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { ATTAQUE_TYPE, RdDItemArme } from "./item/arme.js";
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import { ITEM_TYPES } from "./constants.js";
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export class RdDHotbar {
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@@ -20,10 +19,13 @@ export class RdDHotbar {
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await game.user.assignHotbarMacro(macro, slot);
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}
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static $macroNameSuffix(armeCompetence) {
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switch (armeCompetence) {
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case '(1 main)': return ' (1 main)';
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case '(2 mains)': return ' (2 main)';
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static $macroNameSuffix(maniement) {
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switch (maniement) {
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case ATTAQUE_TYPE.UNE_MAIN:
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case ATTAQUE_TYPE.DEUX_MAINS:
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case ATTAQUE_TYPE.LANCER:
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case ATTAQUE_TYPE.TIR:
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return ' ' + maniement
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case 'tir': return ' (tir)';
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case 'lancer': return ' (lancer)';
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case 'pugilat': return ' (pugilat)';
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@@ -39,22 +41,22 @@ export class RdDHotbar {
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// Les armes peuvent avoir plusieurs usages
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if (item.system.competence != '') {
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if (item.system.unemain) {
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await this.createItemMacro(item, slot++, '(1 main)')
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await this.createItemMacro(item, slot++, ATTAQUE_TYPE.UNE_MAIN)
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}
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if (item.system.deuxmains) {
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await this.createItemMacro(item, slot++, '(2 mains)')
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await this.createItemMacro(item, slot++, ATTAQUE_TYPE.DEUX_MAINS)
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}
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}
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if (item.system.lancer != '') {
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await this.createItemMacro(item, slot++, 'lancer')
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await this.createItemMacro(item, slot++, ATTAQUE_TYPE.LANCER)
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}
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if (item.system.tir != '') {
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await this.createItemMacro(item, slot++, 'lancer')
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await this.createItemMacro(item, slot++, ATTAQUE_TYPE.TIR)
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}
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}
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return
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case ITEM_TYPES.competencecreature:
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const categorie = RdDItemCompetenceCreature.getCategorieAttaque(item) ?? 'competence';
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const categorie = item.getCategorieAttaque() ?? 'competence';
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await this.createItemMacro(item, slot, categorie)
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return
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default:
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@@ -127,7 +129,7 @@ export class RdDHotbar {
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}
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return actor.rollCompetence(item);
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case ITEM_TYPES.competencecreature:
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return item.system.iscombat && !item.system.isparade
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return item.system.iscombat
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? actor.rollArme(item, categorieArme)
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: actor.rollCompetence(item);
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