Files
foundryvtt-reve-de-dragon/module/roll/roll-part-sign.mjs

110 lines
3.5 KiB
JavaScript

import { RDD_CONFIG } from "../constants.js"
import { Misc } from "../misc.js"
import { ReglesOptionnelles } from "../settings/regles-optionnelles.js"
import { demiReveStatusEffect, 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, current.forceRequise ?? 0)
current.reasons = actor.getEffects(it => StatusEffects.niveauSurprise(it, isCombat) > 0, current.forceRequise ?? 0)
.map(it => { return { img: it.img, label: game.i18n.localize(it.name) } })
current.diviseur = 1
if (current.surprise == 'demi') {
current.diviseur *= 2
}
if (isCombat && actor.isDemiReve()) {
current.reasons.push({ img: RDD_CONFIG.icons.demiReve, label: 'Demi-rêve en combat' })
}
if (this.isParadeArmeDisparate(current)) {
current.diviseur *= 2
current.reasons.push({ img: RDD_CONFIG.icons.armesDisparates, label: 'Armes disparates' })
}
if (this.isAttaqueFinesse(rollData)) {
current.diviseur *= 2
current.reasons.push({ img: RDD_CONFIG.particuliere.finesse.img, label: 'Particulière en finesse' })
}
if (!ReglesOptionnelles.isUsing('tripleSignificative')) {
current.diviseur = Math.min(current.diviseur, 4);
}
current.reason = current.reasons.map(it => it.label).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)
},
...current.reasons.map(it => {
return {
label: it.img
? `<img src="${it.img}"> ${it.label}`
: `<i class="fa-solid fa-triangle-exclamation"></i> ${it.label}`
}
})
]
}
return []
}
async _onRender(rollDialog, context, options) {
const input = rollDialog.element.querySelector(`roll-section[name="${this.code}"] input[name="${this.code}"]`)
input?.addEventListener("change", e => {
this.getCurrent(rollDialog.rollData).value = parseInt(e.currentTarget.value)
rollDialog.render()
})
}
setArme(rollData, armeDisparate, forceRequise) {
const current = this.getCurrent(rollData)
current.armeDisparate = armeDisparate
current.forceRequise = forceRequise
}
}