Roll V2 sur compétences&combat

Corrections associées
Maintenant, active en mode rollV2
This commit is contained in:
2025-10-03 22:34:07 +02:00
parent 52065fd6f6
commit 47c4478303
12 changed files with 118 additions and 70 deletions

View File

@@ -26,7 +26,8 @@ import { BASE_CORPS_A_CORPS, BASE_ESQUIVE, POSSESSION_SANS_DRACONIC } from "../i
import { RollDataAjustements } from "../rolldata-ajustements-v1.js";
import { MappingCreatureArme } from "../item/mapping-creature-arme.mjs";
import RollDialog from "../roll/roll-dialog.mjs";
import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_COMP, ROLL_TYPE_JEU, ROLL_TYPE_MEDITATION, ROLL_TYPE_OEUVRE, ROLL_TYPE_TACHE } from "../roll/roll-constants.mjs";
import { ATTAQUE_ROLL_TYPES, DEFAULT_ROLL_TYPES, DIFF, ROLL_TYPE_ATTAQUE, ROLL_TYPE_COMP, ROLL_TYPE_JEU, ROLL_TYPE_MEDITATION, ROLL_TYPE_OEUVRE, ROLL_TYPE_TACHE } from "../roll/roll-constants.mjs";
import { OptionsAvancees, ROLL_DIALOG_V2 } from "../settings/options-avancees.js";
/**
* Classe de base pour les acteurs disposant de rêve (donc, pas des objets)
@@ -410,22 +411,32 @@ export class RdDBaseActorReve extends RdDBaseActor {
/* -------------------------------------------- */
async rollCompetenceV2(rollData) {
foundry.utils.mergeObject(rollData, {
ids: {
actorId: this.id
},
type: {
allowed: [ROLL_TYPE_COMP, ROLL_TYPE_OEUVRE, ROLL_TYPE_TACHE, ROLL_TYPE_JEU, ROLL_TYPE_MEDITATION],
}
})
rollData.ids.actorId = rollData.ids.actorId ?? this.id
rollData.ids = rollData?.ids ?? {}
rollData.type = rollData.type ?? { allowed: DEFAULT_ROLL_TYPES }
rollData.ids.actorId = this.id
await RollDialog.create(rollData)
}
async rollCompetence(idOrName, options = { tryTarget: true, arme: undefined }) {
RdDEmpoignade.checkEmpoignadeEnCours(this)
const competence = this.getCompetence(idOrName);
if (competence.type != ITEM_TYPES.competencecreature && OptionsAvancees.isUsing(ROLL_DIALOG_V2)) {
const rollData = {
selected: {
comp: { key: competence.name },
diff: { type: DIFF.LIBRE, value: competence.system.default_diffLibre ?? 0 }
}
}
if (options.arme) {
rollData.selected.attaque = { arme: { id: options.arme.id }, comp: { id: competence.id } }
rollData.type = { allowed: ATTAQUE_ROLL_TYPES }
}
await this.rollCompetenceV2(rollData)
return
}
let rollData = {
carac: this.system.carac,
competence: competence,
@@ -443,7 +454,7 @@ export class RdDBaseActorReve extends RdDBaseActor {
RdDCombat.rddCombatTarget(target, this, token).attaque(competence, arme)
}
});
return;
return
}
// Transformer la competence de créature
MappingCreatureArme.setRollDataCreature(rollData)

View File

@@ -1,5 +1,5 @@
import { Grammar } from "../../grammar.js"
import { RdDItemArme } from "../../item/arme.js"
import { EMPOIGNADE, RdDItemArme } from "../../item/arme.js"
import { RdDItemCompetence } from "../../item-competence.js"
import { RdDItemSort } from "../../item-sort.js"
import { ITEM_TYPES } from "../../constants.js"
@@ -141,7 +141,7 @@ export class Mapping {
static prepareArmes(actor) {
const armes = actor.items.filter(it => it.type == ITEM_TYPES.arme)
armes.push(RdDItemArme.corpsACorps(actor));
armes.push(RdDItemArme.pugilat(actor));
armes.push(RdDItemArme.empoignade(actor));
return armes.map(arme => [
arme.system.unemain ? Mapping.prepareArme(actor, arme, '(1 main)') : undefined,
@@ -175,7 +175,7 @@ export class Mapping {
const dommages = Misc.toSignedString(dmgArme + RdDBonus.bonusDmg(actor, maniement, dmgArme))
switch (arme.system.mortalite) {
case 'non-mortel': return `(${dommages})`
case 'empoignade': return '-'
case EMPOIGNADE: return '-'
}
return dommages
}