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foundryvtt-reve-de-dragon/module/roll/roll-part-attaque.mjs

124 lines
4.7 KiB
JavaScript

import { RdDBonus } from "../rdd-bonus.js"
import { StatusEffects } from "../settings/status-effects.js"
import { ROLL_MODE_ATTAQUE } from "./roll-constants.mjs"
import { PART_CARAC } from "./roll-part-carac.mjs"
import { PART_COMP } from "./roll-part-comp.mjs"
import { RollPartSelect } from "./roll-part-select.mjs"
import { PART_SIGN } from "./roll-part-sign.mjs"
import { ROLLDIALOG_SECTION } from "./roll-part.mjs"
export const PART_ATTAQUE = 'attaque'
const TACTIQUES = RdDBonus.tactiques.filter(it => it.isTactique)
export class RollPartAttaque extends RollPartSelect {
get code() { return PART_ATTAQUE }
get section() { return ROLLDIALOG_SECTION.CHOIX }
visible(rollData) { return this.isRollMode(rollData, ROLL_MODE_ATTAQUE) }
loadRefs(rollData) {
const refs = this.getRefs(rollData)
const attaques = rollData.active.actor.listAttaques()
refs.attaques = attaques.map(it => RollPartAttaque.$extractAttaque(it, rollData.active.actor))
refs.tactiques = TACTIQUES
if (refs.attaques.length > 0) {
this.$selectAttaque(rollData)
}
}
choices(refs) { return refs.attaques }
static $extractAttaque(attaque, actor) {
return {
key: `${attaque.action}::${attaque.name}`,
label: attaque.name,
attaque: attaque,
tactique: TACTIQUES[0],
}
}
prepareContext(rollData) {
const current = this.getCurrent(rollData)
current.defenseur = StatusEffects.getActorEffetSurprise(rollData.opponent?.actor, 0)
current.attaquant = StatusEffects.getActorEffetSurprise(rollData.active.actor, current.attaque.forceRequise)
current.dmg = this.$dmgRollV2(rollData, current)
}
$dmgRollV2(rollData, current) {
const actor = rollData.active.actor
const defender = rollData.opponent?.actor
const dmgArme = RdDBonus.dmgArme(current.attaque.arme, current.attaque.dommagesArme)
const dmg = {
total: 0,
dmgArme: dmgArme,
penetration: current.attaque.arme.penetration(),
dmgTactique: current.tactique?.dmg ?? 0,
dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
dmgSurprise: current.surpriseDefenseur?.dmg ?? 0,
mortalite: RdDBonus.mortalite(current.dmg?.mortalite, current.attaque.arme.system.mortalite, defender?.isEntite()),
dmgActor: RdDBonus.bonusDmg(actor, current.attaque.carac.key, dmgArme, current.attaque.forceRequise),
dmgForceInsuffisante: Math.min(0, actor.getForce() - current.attaque.forceRequise)
}
dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
return dmg
}
getAjustements(rollData) {
const current = this.getCurrent(rollData)
const ajustements = []
if (current.tactique) {
ajustements.push({ label: current.tactique.label, diff: current.tactique.attaque })
}
if (current.surpriseDefenseur) {
ajustements.push({ label: current.surpriseDefenseur.label, diff: current.surpriseDefenseur.attaque })
}
return ajustements
}
$selectAttaque(rollData, key) {
this.selectByKey(rollData, key)
}
async _onRender(rollDialog, context, options) {
const selectAttaque = rollDialog.element.querySelector(`roll-section[name="${this.code}"] select[name="select-attaque"]`)
const selectTactique = rollDialog.element.querySelector(`roll-section[name="${this.code}"] select[name="select-tactique"]`)
const checkMortalite = rollDialog.element.querySelector(`roll-section[name="${this.code}"] input[name="check-mortalite"]`)
const current = this.getCurrent(rollDialog.rollData)
selectAttaque.addEventListener("change", e => {
const selectOptions = e.currentTarget.options
const index = selectOptions.selectedIndex
this.$selectAttaque(rollDialog.rollData, selectOptions[index]?.value)
rollDialog.setModeTitle()
rollDialog.render()
})
selectTactique.addEventListener("change", e => {
const selectOptions = e.currentTarget.options
const index = selectOptions.selectedIndex
current.tactique = RdDBonus.find(selectOptions[index]?.value)
rollDialog.render()
})
checkMortalite?.addEventListener("change", e => {
current.dmg.mortalite = (e.currentTarget.checked ? 'mortel' : 'non-mortel')
rollDialog.render()
})
}
impactOtherPart(part, rollData) {
if (this.visible(rollData)) {
const current = this.getCurrent(rollData)
switch (part.code) {
case PART_CARAC: return part.filterCaracs(rollData, [current.attaque.carac.key])
case PART_COMP: return part.filterComps(rollData, [current.attaque.comp?.name])
case PART_SIGN: return part.setArme(rollData, current.attaque.forceRequise, false)
}
}
return undefined
}
}