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

@@ -37,10 +37,12 @@ export default class ChatRollResult {
}
prepareDisplay(roll) {
roll.done = roll.done || {}
roll.show = roll.show || {}
roll.show.chance = this.isAppelChancePossible(roll)
roll.show.encaissement = this.isShowEncaissement(roll)
roll.show.recul = this.isShowReculChoc(roll)
roll.show.recul = this.getReculChoc(roll)
}
isAppelChancePossible(roll) {
@@ -54,11 +56,22 @@ export default class ChatRollResult {
roll.attackerRoll?.dmg.mortalite != 'empoignade'
}
isShowReculChoc(roll) {
getReculChoc(roll, defender = roll.active.actor, attacker = roll.opponent.actor) {
const attaque = roll.attackerRoll
return attaque &&
if (attaque &&
(roll.rolled.isEchec || !roll.current.defense.isEsquive) &&
(attaque.particuliere == 'force' || 'charge' == attaque.tactique?.key)
(attaque.particuliere == 'force' || 'charge' == attaque.tactique?.key)) {
const taille = defender.system.carac.taille.value
const impact = attacker.system.carac.force.value + roll.attackerRoll?.dmg.dmgArme
return {
raison: 'charge' == attaque.tactique?.key ? 'charge' : 'particulière en force',
taille: taille,
impact: impact,
chances: RdDResolutionTable.computeChances(10, taille-impact).norm,
diff: taille - impact
}
}
return undefined
}
async buildRollHtml(roll) {
@@ -69,6 +82,28 @@ export default class ChatRollResult {
async chatListeners(html) {
$(html).on("click", '.appel-chance', event => this.onClickAppelChance(event))
$(html).on("click", '.appel-destinee', event => this.onClickAppelDestinee(event))
$(html).on("click", '.encaissement', event => this.onClickEncaissement(event))
$(html).on("click", '.resister-recul', event => this.onClickRecul(event))
}
getCombat(roll) {
switch (roll.type.current) {
case ROLL_TYPE_DEFENSE:
return RdDCombat.rddCombatForAttackerAndDefender(roll.ids.opponentId, roll.ids.opponentTokenId, roll.ids.actorTokenId)
case ROLL_TYPE_ATTAQUE:
return RdDCombat.rddCombatForAttackerAndDefender(roll.ids.actorId, roll.ids.actorTokenId, roll.ids.opponentId)
}
return undefined
}
async updateChatMessage(chatMessage, savedRoll) {
ChatUtility.setMessageData(chatMessage, 'rollData', savedRoll)
const copy = foundry.utils.duplicate(savedRoll)
RollDialog.loadRollData(copy)
this.prepareDisplay(copy)
chatMessage.update({ content: await this.buildRollHtml(copy) })
chatMessage.render(true)
}
onClickAppelChance(event) {
@@ -81,32 +116,23 @@ export default class ChatRollResult {
event.preventDefault()
}
getCombat(roll) {
switch (roll.type.current) {
case ROLL_TYPE_DEFENSE:
return RdDCombat.rddCombatForAttackerAndDefender(roll.ids.opponentId, roll.ids.opponentTokenId, roll.ids.actorId)
case ROLL_TYPE_ATTAQUE:
return RdDCombat.rddCombatForAttackerAndDefender(roll.ids.actorId, roll.ids.actorTokenId, roll.ids.opponentId)
}
return undefined
}
onAppelChanceSuccess(savedRoll, chatMessage) {
const reRoll = foundry.utils.duplicate(savedRoll)
reRoll.type.retry = true
const callbacks = [r => ChatUtility.removeChatMessageId(chatMessage.id)]
// TODO: annuler les effets
switch (reRoll.type.current) {
case ROLL_TYPE_DEFENSE:
this.getCombat(reRoll)?.doRollDefense(reRoll)
this.getCombat(reRoll)?.doRollDefense(reRoll, callbacks)
break
case ROLL_TYPE_ATTAQUE:
this.getCombat(reRoll)?.doRollAttaque(reRoll)
// TODO
this.getCombat(reRoll)?.doRollAttaque(reRoll, callbacks)
break
default: {
RollDialog.create(reRoll)
RollDialog.create(reRoll, { callbacks: callbacks })
}
}
ChatUtility.removeChatMessageId(chatMessage.id)
}
async onAppelChanceEchec(savedRoll, chatMessage) {
@@ -114,15 +140,6 @@ export default class ChatRollResult {
await this.updateChatMessage(chatMessage, savedRoll)
}
async updateChatMessage(chatMessage, savedRoll) {
ChatUtility.setMessageData(chatMessage, 'rollData', savedRoll)
const copy = foundry.utils.duplicate(savedRoll)
RollDialog.loadRollData(copy)
this.prepareDisplay(copy)
chatMessage.update({ content: await this.buildRollHtml(copy) })
chatMessage.render(true)
}
onClickAppelDestinee(event) {
const chatMessage = ChatUtility.getChatMessage(event)
const savedRoll = ChatUtility.getMessageData(chatMessage, 'rollData')
@@ -132,10 +149,32 @@ export default class ChatRollResult {
const reRoll = foundry.utils.duplicate(savedRoll)
reRoll.type.retry = true
RdDResolutionTable.significativeRequise(reRoll.rolled)
await this.updateChatMessage(chatMessage, savedRoll)
await this.updateChatMessage(chatMessage, reRoll)
})
event.preventDefault()
}
async onClickEncaissement(event) {
const chatMessage = ChatUtility.getChatMessage(event)
const savedRoll = ChatUtility.getMessageData(chatMessage, 'rollData')
const attaque = savedRoll.attackerRoll
const defender = game.actors.get(savedRoll.ids.actorId)
const attacker = game.actors.get(savedRoll.ids.opponentId)
const defenderToken = savedRoll.ids.actorTokenId ? canvas.tokens.get(savedRoll.ids.actorTokenId) : undefined
const attackerToken = savedRoll.ids.opponentTokenId ? canvas.tokens.get(savedRoll.ids.opponentTokenId) : undefined
await defender?.encaisserDommages(attaque.dmg, attacker, undefined, attackerToken, defenderToken)
savedRoll.done.encaissement = true
await this.updateChatMessage(chatMessage, savedRoll)
}
async onClickRecul(event) {
const chatMessage = ChatUtility.getChatMessage(event)
const savedRoll = ChatUtility.getMessageData(chatMessage, 'rollData')
const defender = game.actors.get(savedRoll.ids.actorId)
const attacker = game.actors.get(savedRoll.ids.opponentId)
savedRoll.done.recul = await defender.encaisserRecul(attacker.getForce(), savedRoll.attackerRoll.dmg.dmgArme)
// const reculChoc = this.getReculChoc(savedRoll, defender, attacker)
await this.updateChatMessage(chatMessage, savedRoll)
}
}

View File

@@ -288,6 +288,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
target.attackerRoll = rollData.attackerRoll
target.rolled = rollData.rolled
target.result = rollData.result
target.done = target.done ?? {}
return target
}

View File

@@ -1,4 +1,5 @@
import { RdDBonus } from "../rdd-bonus.js"
import { ReglesOptionnelles } from "../settings/regles-optionnelles.js"
import { ROLL_TYPE_ATTAQUE } from "./roll-constants.mjs"
import { PART_CARAC } from "./roll-part-carac.mjs"
import { PART_COMP } from "./roll-part-comp.mjs"
@@ -49,28 +50,7 @@ export class RollPartAttaque extends RollPartSelect {
prepareContext(rollData) {
const current = this.getCurrent(rollData)
current.dmg = this.$dmgRollV2(rollData, current)
}
$dmgRollV2(rollData, current) {
const actor = rollData.active.actor
const attaque = current.attaque
const arme = attaque.arme
const dmgArme = RdDBonus.dmgArme(arme, attaque.dommagesArme)
const dmg = {
total: 0,
dmgArme: dmgArme,
penetration: arme.penetration(),
dmgTactique: current.tactique?.dmg ?? 0,
dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
dmgSurprise: rollData.opponent?.surprise?.dmg ?? 0,
mortalite: RdDBonus.mortalite(current.dmg?.mortalite, arme.system.mortalite, rollData.opponent?.actor?.isEntite()),
dmgActor: RdDBonus.bonusDmg(actor, attaque.carac.key, dmgArme, attaque.forceRequise),
dmgForceInsuffisante: Math.min(0, actor.getForce() - attaque.forceRequise)
}
dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
return dmg
current.dmg = RdDBonus.dmgRollV2(rollData, current)
}
getAjustements(rollData) {