Fin de gestion encaissement/recul V2

This commit is contained in:
2025-09-28 14:41:03 +02:00
parent faca73b0a1
commit bbcd6ad363
19 changed files with 291 additions and 219 deletions

View File

@@ -373,7 +373,7 @@ export class RdDCombat {
if (Misc.isOwnerPlayer(defender)) {
let attackerRoll = msg.attackerRoll;
let attacker = msg.attackerId ? game.actors.get(msg.attackerId) : undefined;
defender.encaisserDommages(attackerRoll, attacker, msg.attackerToken);
defender.encaisserDommages(attackerRoll.dmg, attacker, msg.attackerToken);
const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerToken.id, msg.defenderToken.id);
rddCombat?.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
}
@@ -982,21 +982,24 @@ export class RdDCombat {
})
}
async doRollDefense(rollData) {
async doRollDefense(rollData, callbacks = []) {
await RollDialog.create(rollData, {
onRollDone: (dialog) => {
if (!OptionsAvancees.isUsing(ROLL_DIALOG_V2_TEST))
dialog.close()
},
customChatMessage: true,
callbacks: [async (roll) => {
this.removeChatMessageActionsPasseArme(roll.passeArme);
// defense: esquive / arme de parade / competence de défense
if (!RdDCombat.isParticuliere(roll)) {
await roll.active.actor.incDecItemUse(roll.current[PART_DEFENSE].defense?.id);
}
await this._onDefense(roll);
}]
callbacks: [
async (roll) => {
this.removeChatMessageActionsPasseArme(roll.passeArme);
// defense: esquive / arme de parade / competence de défense
if (!RdDCombat.isParticuliere(roll)) {
await roll.active.actor.incDecItemUse(roll.current[PART_DEFENSE].defense?.id);
}
await this._onDefense(roll);
},
...callbacks
]
})
}
@@ -1027,12 +1030,10 @@ export class RdDCombat {
}
async _onDefense(rollData) {
console.log("RdDCombat._onDefense >>>", rollData)
const isEsquive = rollData.current[PART_DEFENSE].isEsquive
const isParade = !isEsquive
if (RdDCombat.isReussite(rollData)) {
if (isParade) {
await this.computeRecul(rollData)
await this.computeDeteriorationArme(rollData)
}
@@ -1040,11 +1041,6 @@ export class RdDCombat {
await this._onDefenseParticuliere(rollData, isEsquive)
}
}
else {
//await this._sendMessageDefense(rollData.attackerRoll, rollData, { defense: true })
}
// TODO: modify chat message
this.removeChatMessageActionsPasseArme(rollData.passeArme)
}
@@ -1269,44 +1265,14 @@ export class RdDCombat {
}
const attackerRoll = defenderRoll.attackerRoll;
if (this._isForceOuCharge(attackerRoll, defenderRoll.v2)) {
const impact = this._computeImpactRecul(attackerRoll);
const rollRecul = await RdDResolutionTable.roll(10, impact)
defenderRoll.show.recul = await this.gererRecul(rollRecul, impact)
defenderRoll.show.recul = this.defender.encaisserRecul(this.attacker.getForce(), attackerRoll.dmg.dmgArme)
}
}
async gererRecul(rolled, impact) {
if (rolled.isSuccess) {
return 'encaisse'
}
if (rolled.isETotal || this._isReculCauseChute(impact)) {
await this.defender.setEffect(STATUSES.StatusProne, true)
return 'chute'
}
return 'recul'
}
/* -------------------------------------------- */
async _isReculCauseChute(impact) {
const agilite = this.defender.getAgilite()
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact })
return chute.rolled.isEchec
}
_isForceOuCharge(attaque, isRollV2 = false /* TODO: delete roll V1 */) {
return attaque.particuliere == 'force' || 'charge' == (isRollV2 ? attaque.tactique?.key : attaque.tactique)
}
/* -------------------------------------------- */
_computeImpactRecul(attackerRoll) {
const taille = this.defender.getTaille()
const force = this.attacker.getForce()
const dommages = attackerRoll.dmg /* TODO: delete roll V1 */
? attackerRoll.dmg.dmgArme
: attackerRoll.arme.system.dommagesReels ?? attaque.arme.system.dommages;
return taille - (force + dommages);
}
/* -------------------------------------------- */
async encaisser(attackerRoll, defenderRoll) {
@@ -1316,12 +1282,16 @@ export class RdDCombat {
this._onEchecTotal(defenderRoll);
}
await this.doRollEncaissement(attackerRoll, defenderRoll);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
}
async doRollEncaissement(attackerRoll, defenderRoll) {
if (Misc.isOwnerPlayer(this.defender)) {
attackerRoll.attackerId = this.attackerId;
attackerRoll.defenderTokenId = this.defenderToken.id;
await this.computeRecul(defenderRoll);
await this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll?.show, this.attackerToken, this.defenderToken);
await this.defender.encaisserDommages(attackerRoll.dmg, this.attacker, defenderRoll?.show, this.attackerToken, this.defenderToken);
}
else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas
game.socket.emit(SYSTEM_SOCKET_ID, {
@@ -1332,9 +1302,8 @@ export class RdDCombat {
attackerToken: this.attackerToken,
defenderToken: this.defenderToken
}
});
})
}
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
}
/* -------------------------------------------- */