forked from public/foundryvtt-reve-de-dragon
Fin de gestion encaissement/recul V2
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@@ -1,4 +1,5 @@
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import { RdDBonus } from "../rdd-bonus.js"
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import { ReglesOptionnelles } from "../settings/regles-optionnelles.js"
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import { ROLL_TYPE_ATTAQUE } from "./roll-constants.mjs"
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import { PART_CARAC } from "./roll-part-carac.mjs"
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import { PART_COMP } from "./roll-part-comp.mjs"
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@@ -49,28 +50,7 @@ export class RollPartAttaque extends RollPartSelect {
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prepareContext(rollData) {
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const current = this.getCurrent(rollData)
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current.dmg = this.$dmgRollV2(rollData, current)
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}
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$dmgRollV2(rollData, current) {
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const actor = rollData.active.actor
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const attaque = current.attaque
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const arme = attaque.arme
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const dmgArme = RdDBonus.dmgArme(arme, attaque.dommagesArme)
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const dmg = {
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total: 0,
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dmgArme: dmgArme,
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penetration: arme.penetration(),
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dmgTactique: current.tactique?.dmg ?? 0,
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dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
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dmgSurprise: rollData.opponent?.surprise?.dmg ?? 0,
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mortalite: RdDBonus.mortalite(current.dmg?.mortalite, arme.system.mortalite, rollData.opponent?.actor?.isEntite()),
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dmgActor: RdDBonus.bonusDmg(actor, attaque.carac.key, dmgArme, attaque.forceRequise),
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dmgForceInsuffisante: Math.min(0, actor.getForce() - attaque.forceRequise)
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}
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
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return dmg
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current.dmg = RdDBonus.dmgRollV2(rollData, current)
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}
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getAjustements(rollData) {
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