Files
foundryvtt-reve-de-dragon/module/roll/roll-part-sign.mjs
Vincent Vandemeulebrouck d26ab59c51 Nouvelle fenêtre: attaque/defense
quelques améliorations
préparation pour gérer les messages de résultats en
fonction du type de jet (attaque/compétence/...)

quelques corrections (suppression du filtre de compétences
quand on change de type de jet, astrologie, ..)
2025-09-24 22:39:25 +02:00

98 lines
3.0 KiB
JavaScript

import { Misc } from "../misc.js"
import { ReglesOptionnelles } from "../settings/regles-optionnelles.js"
import { StatusEffects } from "../settings/status-effects.js"
import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_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_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE].includes(rollData.type.current) || rollData.type.isCombat
}
prepareContext(rollData) {
this.setFromState(rollData)
}
setFromState(rollData) {
if (rollData.type.retry) {
return
}
const actor = rollData.active.actor;
const isCombat = this.isCombat(rollData)
const current = this.getCurrent(rollData)
current.armeDisparate = isCombat && current.armeDisparate
current.surprise = actor.getSurprise(isCombat) // TODO: could be from rollData.active.surprise??
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.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_TYPE_DEFENSE == rollData.type.current && rollData.attaque?.particuliere == 'finesse'
}
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: '<i class="fa-solid fa-triangle-exclamation"></i> ' + 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()
})
}
setArmeDisparate(rollData, armeDisparate) {
this.getCurrent(rollData).armeDisparate = armeDisparate
}
}