Corrections actions combat créatures

Les actions de combat des créatures et leurs défenses sont
correctement filtrées
This commit is contained in:
2024-11-06 23:24:53 +01:00
parent d91bee0f42
commit be1d109def
8 changed files with 180 additions and 177 deletions

View File

@ -15,7 +15,7 @@ import { StatusEffects } from "../settings/status-effects.js";
import { ITEM_TYPES } from "../item.js";
import { Targets } from "../targets.js";
import { RdDPossession } from "../rdd-possession.js";
import { RdDCombat } from "../rdd-combat.js";
import { RdDCombat, RdDCombatManager } from "../rdd-combat.js";
import { RdDConfirm } from "../rdd-confirm.js";
import { ENTITE_INCARNE, SHOW_DICE, SYSTEM_RDD } from "../constants.js";
import { RdDItemArme } from "../item-arme.js";
@ -83,6 +83,23 @@ export class RdDBaseActorReve extends RdDBaseActor {
getEtatGeneral(options = { ethylisme: false }) { return 0 }
isActorCombat() { return true }
getCaracInit(competence) {
if (!competence){
return 0
}
if (competence.type == ITEM_TYPES.competencecreature) {
return competence.system.carac_value
}
return this.system.carac[competence.system.defaut_carac].value;
}
listActionsCombat() {
return this.itemTypes[ITEM_TYPES.competencecreature]
.filter(it => RdDItemCompetenceCreature.isAttaque(it))
.map(it => RdDItemCompetenceCreature.armeCreature(it))
.filter(it => it != undefined);
}
async computeArmure(attackerRoll) { return this.getProtectionNaturelle() }
async remiseANeuf() { }
async appliquerAjoutExperience(rollData, hideChatMessage = 'show') { }
@ -155,9 +172,6 @@ export class RdDBaseActorReve extends RdDBaseActor {
getPossession(possessionId) {
return this.itemTypes[ITEM_TYPES.possession].find(it => it.system.possessionid == possessionId);
}
getPossessions() {
return this.itemTypes[ITEM_TYPES.possession];
}
getEmpoignades() {
return this.itemTypes[ITEM_TYPES.empoignade];
}
@ -370,7 +384,7 @@ export class RdDBaseActorReve extends RdDBaseActor {
rollArme(arme, categorieArme, token) {
token = token ?? RdDUtility.getSelectedToken(this)
const compToUse = this.$getCompetenceArme(arme, categorieArme)
if (!RdDItemArme.isArmeUtilisable(arme)) {
if (!RdDItemArme.isUtilisable(arme)) {
ui.notifications.warn(`Arme inutilisable: ${arme.name} a une résistance de 0 ou moins`)
return
}
@ -452,7 +466,7 @@ export class RdDBaseActorReve extends RdDBaseActor {
alias: defenderToken?.name ?? this.name,
hasPlayerOwner: this.hasPlayerOwner,
show: show ?? {}
}, {overwrite: false});
}, { overwrite: false });
await ChatUtility.createChatWithRollMode(
{

View File

@ -710,4 +710,19 @@ export class RdDBaseActor extends Actor {
getItemUse(itemId) { return 0; }
async finDeRound(options = { terminer: false }) { }
isActorCombat() { return false }
getCaracInit(competence) { return 0 }
listActionsCombat() { return [] }
listActionsPossessions() {
return this.itemTypes[ITEM_TYPES.possession]
.map(p => {
return {
name: p.name,
action: 'possession',
system: {
competence: p.name,
possessionid: p.system.possessionid,
}
}
})
}
}

View File

@ -152,8 +152,8 @@ export class Mapping {
}
static prepareArme(actor, arme, maniement) {
const nameCompArme = RdDItemArme.getCompetenceArme(arme, maniement)
const competence = actor.getCompetence(nameCompArme)
const nameCompetenceArme = RdDItemArme.getCompetenceArme(arme, maniement)
const competence = actor.getCompetence(nameCompetenceArme)
if (RdDItemCompetence.isNiveauBase(competence)) {
return undefined
}