import { Misc } from "../misc.js" import { ReglesOptionnelles } from "../settings/regles-optionnelles.js" import { StatusEffects } from "../settings/status-effects.js" import { ROLL_MODE_ATTAQUE, ROLL_MODE_DEFENSE } from "./roll-constants.mjs" import { ROLLDIALOG_SECTION, RollPart } from "./roll-part.mjs" export const PART_SIGN = "sign" export class RollPartSign extends RollPart { get code() { return PART_SIGN } get section() { return ROLLDIALOG_SECTION.AJUSTEMENTS } loadRefs(rollData) { this.setFromState(rollData) } restore(rollData) { this.setCurrent(rollData, this.getSaved(rollData)) } store(rollData, targetData) { this.setSaved(targetData, this.getCurrent(rollData)) } isCombat(rollData) { return [ROLL_MODE_ATTAQUE, ROLL_MODE_DEFENSE].includes(rollData.mode.current) || rollData.mode.isCombat } prepareContext(rollData) { this.setFromState(rollData) } setFromState(rollData) { if (rollData.mode.retry) { return } const actor = rollData.active.actor; const isCombat = this.isCombat(rollData) const current = this.getCurrent(rollData) current.armeDisparate = isCombat && current.armeDisparate current.forceRequise = current.forceRequise ?? 0 current.surprise = actor.getSurprise(isCombat) current.reasons = actor.getEffects(it => StatusEffects.niveauSurprise(it) > 0).map(it => it.name) current.diviseur = 1 if (current.surprise == 'demi') { current.diviseur *= 2 } if (isCombat && actor.isDemiReve()) { current.reasons.push('Demi-rêve en combat') } if (this.isParadeArmeDisparate(current)) { current.diviseur *= 2 current.reasons.push('Armes disparates') } if (this.isForceInsuffisante(actor, current)) { current.diviseur *= 2 current.reasons.push('Force insuffisante') } if (this.isAttaqueFinesse(rollData)) { current.diviseur *= 2 current.reasons.push('Particulière en finesse') } if (!ReglesOptionnelles.isUsing('tripleSignificative')) { current.diviseur = Math.min(current.diviseur, 4); } current.reason = current.reasons.join(', ') } isAttaqueFinesse(rollData) { return ROLL_MODE_DEFENSE == rollData.mode.current && rollData.attaque.particuliere == 'finesse' } isForceInsuffisante(actor, current) { if (actor?.isPersonnage()) { const requise = current.forceRequise const force = parseInt(actor.system.carac.force.value) return requise > force } return false } isParadeArmeDisparate(current) { return current.armeDisparate } getAjustements(rollData) { const current = this.getCurrent(rollData) if (current.surprise == 'demi') { return [ { label: 'Significative requise ' + Misc.getFractionOneN(current.diviseur), diff: undefined }, ...current.reasons.map(it => { return { label: ' ' + it, diff: undefined } }) ] } return [] } async _onRender(rollDialog, context, options) { const input = rollDialog.element.querySelector(`roll-section[name="${this.code}"] input[name="${this.code}"]`) input?.addEventListener("change", e => { this.getCurrent(rollDialog.rollData).value = parseInt(e.currentTarget.value) rollDialog.render() }) } setArme(rollData, forceRequise, armeDisparate) { const current = this.getCurrent(rollData) current.armeDisparate = armeDisparate current.forceRequise = forceRequise } }