#38 - Gestion des armes 1/2mains

This commit is contained in:
2020-11-23 21:49:30 +01:00
parent 1c2a60017d
commit 11bca6fc23
3 changed files with 18 additions and 10 deletions

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@ -62,7 +62,6 @@ export class RdDActorSheet extends ActorSheet {
// Force empty arme, at least for Esquive
if (data.itemsByType.arme == undefined ) data.itemsByType.arme = [];
let arme2mains = []; // tablea contenant la duplication des armes 1m/2m
for (const arme of data.itemsByType.arme) {
arme.data.niveau = 0; // Per default, TODO to be fixed
for ( const melee of data.competenceByCategory.melee ) {
@ -77,6 +76,13 @@ export class RdDActorSheet extends ActorSheet {
if (lancer.name == arme.data.competence )
arme.data.niveau = lancer.data.niveau
}
}
// To avoid armour and so on...
data.data.combat = duplicate( RdDUtility.checkNull(data.itemsByType['arme']));
// Gestion des armes 1/2 mains
let arme2mains = []; // Tableau contenant la duplication des armes 1m/2m
for (const arme of data.data.combat) {
// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
if (arme.data.unemain && arme.data.deuxmains) {
let arme2main = duplicate(arme);
@ -88,10 +94,8 @@ export class RdDActorSheet extends ActorSheet {
arme2mains.push(arme2main);
}
}
data.itemsByType.arme = data.itemsByType.arme.concat(arme2mains); // Merge all cases
// To avoid armour and so on...
data.data.combat = duplicate( RdDUtility.checkNull(data.itemsByType['arme']));
data.data.combat = data.data.combat.concat(arme2mains); // Merge all cases
data.data.combat = data.data.combat.sort((a, b) => { if ( a.name > b.name) return 1; else return -1; } );
if (data.competenceByCategory && data.competenceByCategory.melee) {
//Specific case for Esquive and Corps à Corps