foundryvtt-reve-de-dragon/module/rdd-utility.js

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/* Common useful functions shared between objects */
import { TMRUtility } from "./tmr-utility.js";
import { RdDRollTables } from "./rdd-rolltables.js";
import { ChatUtility } from "./chat-utility.js";
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const level_category = {
"generale": "-4",
"particuliere": "-8",
"speciale": "-11",
"connaissance": "-11",
"draconic": "-11",
"melee": "-6",
"tir": "-8",
"lancer": "-8"
}
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const competenceTroncs = [ ["Esquive", "Dague", "Corps à corps"],
["Epée à 1 main", "Epée à 2 mains", "Hache à 1 main", "Hache à 2 mains", "Lance", "Masse à 1 main", "Masse à 2 mains"] ];
const competence_xp = {
"-11" : [ 5, 10, 15, 25, 35, 45, 55, 70, 85, 100, 115, 135, 155, 175 ],
"-8" : [ 10, 20, 30, 40, 55, 70, 85, 100, 120, 140,160],
"-6" : [ 10, 20, 35, 50, 65, 80, 100, 120, 140],
"-4" : [ 15, 30, 45, 60, 80, 100, 120]
}
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// This table starts at 0 -> niveau -10
const competence_xp_par_niveau = [ 5, 5, 5, 10, 10, 10, 10, 15, 15, 15, 15, 20, 20, 20, 20, 30, 30, 40, 40, 60, 60, 100, 100, 100, 100, 100, 100, 100, 100, 100];
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const carac_array = [ "taille", "apparence", "constitution", "force", "agilite", "dexterite", "vue", "ouie", "odoratgout", "volonte", "intellect", "empathie", "reve", "chance", "melee", "tir", "lancer", "derobee"];
const difficultesLibres = [0, -1, -2, -3, -4, -5, -6, -7, -8, -9, -10];
const ajustementsConditions = [-10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, +1, +2, +3, +4, +5, +6, +7, +8, +9, +10];
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function _buildAllSegmentsFatigue(max) {
const cycle = [5, 2, 4, 1, 3, 0];
let fatigue = [[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]];
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for (let i = 0; i <= max; i++) {
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const ligneFatigue= duplicate(fatigue[i]);
const caseIncrementee = cycle[i % 6];
ligneFatigue[caseIncrementee]++;
ligneFatigue[caseIncrementee + 6]++;
ligneFatigue.fatigueMax = 2 * (i + 1);
fatigue[i + 1] = ligneFatigue ;
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}
return fatigue;
}
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function _cumulSegmentsFatigue(matrix) {
let cumulMatrix = [];
for (let line of matrix)
{
let cumul = duplicate(line);
for (let i = 1; i < 12; i++) {
cumul[i] += cumul[i - 1];
}
cumulMatrix.push(cumul);
}
return cumulMatrix;
}
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const fatigueMatrix = _buildAllSegmentsFatigue(30);
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const cumulFatigueMatrix = _cumulSegmentsFatigue(fatigueMatrix);
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const fatigueMalus = [ 0, 0, 0, -1, -1, -1, -2, -3, -4, -5, -6, -7 ]; // Provides the malus for each segment of fatigue
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const fatigueLineSize = [ 3, 6, 7, 8, 9, 10, 11, 12];
const fatigueLineMalus = [ 0, -1, -2, -3, -4, -5, -6, -7 ];
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const fatigueMarche = { "aise": { "4":1, "6":2, "8":3, "10":4, "12":6 },
"malaise": { "4":2, "6":3, "8":4, "10":6 },
"difficile": { "4":3, "6":4, "8":6 },
"tresdifficile": { "4":4, "6":6 } }
/* Static tables for commands /table */
const table2func = { "queues": {descr: "queues : Tire une queue de Dragon", func: RdDRollTables.getQueue},
"ombre": { descr: "ombre: Tire une Ombre de Dragon", func: RdDRollTables.getOmbre },
"tetehr": {descr: "tetehr: Tire une Tête de Dragon pour Hauts Revants", fund: RdDRollTables.getTeteHR},
"tete" : { descr: "tete: Tire une Tête de Dragon", func: RdDRollTables.getTete},
"souffle": { descr: "souffle: Tire un Souffle de Dragon", func: RdDRollTables.getSouffle},
"tarot" : { descr: "tarot: Tire une carte de Tarot Dracnique", func: RdDRollTables.getTarot} };
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const definitionsBlessures = [
{ type: "legere", facteur: 2 },
{ type: "grave", facteur : 4 },
{ type: "critique", facteur : 6 }
]
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const definitionsEncaissement = {
"mortel": [
{ minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 1, graves: 0, critiques: 0 },
{ minimum: 16, maximum: 19, endurance: "2d6", vie: "2", legeres: 0, graves: 1, critiques: 0 },
{ minimum: 20, maximum: undefined, endurance: "100", vie: "4 + @over20", legeres: 0, graves: 0, critiques: 1 },
],
"non-mortel": [
{ minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
{ minimum: 16, maximum: 19, endurance: "2d6", vie: "0", legeres: 1, graves: 0, critiques: 0 },
{ minimum: 20, maximum: undefined, endurance: "100", vie: "1", legeres: 1, graves: 0, critiques: 0 },
],
"cauchemar": [
{ minimum: undefined, maximum: 0, endurance: "0", vie: "0", legeres: 0, graves: 0, critiques: 0 },
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{ minimum: 1, maximum: 10, endurance: "1d4", vie: "0", legeres: 0, graves: 0, critiques: 0 },
{ minimum: 11, maximum: 15, endurance: "1d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
{ minimum: 16, maximum: 19, endurance: "2d6", vie: "0", legeres: 0, graves: 0, critiques: 0 },
{ minimum: 20, maximum: undefined, endurance: "3d6 + @over20", vie: "0", legeres: 0, graves: 0, critiques: 0 },
]
};
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/* -------------------------------------------- */
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export class RdDUtility {
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/* -------------------------------------------- */
static async preloadHandlebarsTemplates( ) {
const templatePaths = [
//Character Sheets
'systems/foundryvtt-reve-de-dragon/templates/actor-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/actor-creature-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/actor-humanoide-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/actor-entite-sheet.html',
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//Items
'systems/foundryvtt-reve-de-dragon/templates/item-competence-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-competencecreature-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-arme-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-armure-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-objet-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/item-conteneur-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-sort-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-herbe-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/item-ingredient-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/item-livre-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/item-tache-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/item-potion-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-rencontresTMR-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-queue-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/item-souffle-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-tarot-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/item-tete-sheet.html',
'systems/foundryvtt-reve-de-dragon/templates/item-ombre-sheet.html',
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'systems/foundryvtt-reve-de-dragon/templates/competence-categorie.html',
'systems/foundryvtt-reve-de-dragon/templates/competence-carac-defaut.html',
'systems/foundryvtt-reve-de-dragon/templates/competence-base.html',
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'systems/foundryvtt-reve-de-dragon/templates/enum-aspect-tarot.html',
'systems/foundryvtt-reve-de-dragon/templates/enum-categorie.html',
'systems/foundryvtt-reve-de-dragon/templates/enum-rarete.html',
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'systems/foundryvtt-reve-de-dragon/templates/arme-competence.html',
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'systems/foundryvtt-reve-de-dragon/templates/sort-draconic.html',
'systems/foundryvtt-reve-de-dragon/templates/sort-tmr.html',
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// Dialogs
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'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
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'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-carac.html',
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'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-sort.html',
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'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-encaisser.html',
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'systems/foundryvtt-reve-de-dragon/templates/dialog-tmr.html',
// Calendrier
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'systems/foundryvtt-reve-de-dragon/templates/calendar-template.html',
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// Conteneur/item in Actor sheet
'systems/foundryvtt-reve-de-dragon/templates/actor-inventaire-conteneur.html'
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];
return loadTemplates(templatePaths);
}
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/* -------------------------------------------- */
static checkNull(items) {
if (items && items.length) {
return items;
}
return [];
}
/* -------------------------------------------- */
static filterItemsPerTypeForSheet( data ) {
data.data.materiel = this.checkNull(data.itemsByType['objet']);
data.data.conteneurs = this.checkNull(data.itemsByType['conteneur']);
data.data.armes = this.checkNull(data.itemsByType['arme']);
data.data.armures = this.checkNull(data.itemsByType['armure']);
data.data.livres = this.checkNull(data.itemsByType['livre']);
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data.data.potions = this.checkNull(data.itemsByType['potion']);
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data.data.ingredients = this.checkNull(data.itemsByType['ingredient']);
data.data.munitions = this.checkNull(data.itemsByType['munition']);
data.data.herbes = this.checkNull(data.itemsByType['herbe']);
data.data.sorts = this.checkNull(data.itemsByType['sort']);
data.data.queues = this.checkNull(data.itemsByType['queue']);
data.data.souffles = this.checkNull(data.itemsByType['souffle']);
data.data.ombres = this.checkNull(data.itemsByType['ombre']);
data.data.tetes = this.checkNull(data.itemsByType['tete']);
data.data.objets = data.data.conteneurs.concat(data.data.materiel).concat(data.data.armes).concat(data.data.armures).concat(data.data.munitions).concat(data.data.livres).concat(data.data.potions).concat(data.data.herbes).concat(data.data.ingredients);
}
/* -------------------------------------------- */
static processItemDropEvent( actorSheet, event) {
let dragData = JSON.parse(event.dataTransfer.getData("text/plain"));
let dropID = $(event.target).parents(".item").attr("data-item-id"); // Only relevant if container drop
if ( dropID ) { // Dropped over an item !!!
let objetId = dragData.id || dragData.data._id;
if ( actorSheet.objetVersConteneur[objetId] != dropID ) {
if ( actorSheet.actor.testConteneurCapacite(objetId, dropID) ) {
actorSheet.actor.enleverDeConteneur(objetId, actorSheet.objetVersConteneur[objetId]);
actorSheet.actor.ajouterAConteneur(objetId, dropID);
} else {
ui.notifications.info("Capacité d'encombrement insuffisante dans le conteneur !");
}
}
}
actorSheet.actor.computeEncombrementTotal();
}
/* -------------------------------------------- */
static buildArbreDeConteneur( actorSheet, data ) {
actorSheet.objetVersConteneur = {}; // Table de hash locale pour recupération rapide du conteneur parent (si existant)
// Attribution des objets aux conteneurs
for (let conteneur of data.data.conteneurs) {
conteneur.subItems = [];
conteneur.encTotal = 0;
if (conteneur.data.contenu) {
for (let id of conteneur.data.contenu) {
let objet = data.data.objets.find( objet => (id == objet._id) );
if (objet) {
objet.estContenu = true; // Permet de filtrer ce qui est porté dans le template
actorSheet.objetVersConteneur[id] = conteneur._id;
conteneur.encTotal += objet.data.encombrement * ((objet.data.quantite)?objet.data.quantite:1);
conteneur.subItems.push( objet );
}
}
}
}
// Construit la liste des conteneurs de niveau 1 (c'est à dire non contenu eux-même dans un conteneur)
let newConteneurs = data.data.conteneurs.filter(function(conteneur, index, arr) { return !conteneur.estContenu } );
data.data.conteneurs = newConteneurs;
}
/* -------------------------------------------- */
/** Construit la structure récursive des conteneurs, avec imbrication potentielle
*
*/
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static buildConteneur( objet, niveau ) {
if (!niveau) niveau = 1;
let str = Handlebars.partials['systems/foundryvtt-reve-de-dragon/templates/actor-inventaire-conteneur.html']( { item: objet} );
if (objet.type == 'conteneur') {
str = str + "<ol class='item-list'>";
for (let subItem of objet.subItems) {
str = str + this.buildConteneur(subItem, niveau+1);
}
str = str + "</ol>";
}
return new Handlebars.SafeString(str);
}
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/* -------------------------------------------- */
static buildResolutionTable( ) {
let tableRes = []
for (var j=0; j<=21; j++) {
let subtab = [];
for (var i=-10; i<=22; i++) {
var m = (i + 10) * 0.5;
var v;
if (i == -9) {
v = Math.floor(j / 2);
} else if (i == -10) {
v = Math.floor(j / 4);
} else {
if (j % 2 == 0) {
var v = Math.ceil(j * m);
} else {
var v = Math.floor(j * m);
}
}
if (v < 1) v = 1;
let specResults
if ( v > 100 )
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specResults = { part: Math.ceil(v / 5), epart: 1000, etotal: 1000 };
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else
specResults = specialResults[Math.ceil(v / 5 )];
let tabIndex = i+10;
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subtab[tabIndex] = { niveau: i, score: v, part: specResults.part, epart: specResults.epart, etotal: specResults.etotal }
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}
tableRes[j] = subtab;
}
return tableRes;
}
/* -------------------------------------------- */
static getLevelCategory( )
{
return level_category;
}
static getCaracArray()
{
return carac_array;
}
static getDifficultesLibres()
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{
return difficultesLibres;
}
static getAjustementsConditions()
{
return ajustementsConditions;
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}
static getDefinitionsBlessures() {
return definitionsBlessures;
}
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/* -------------------------------------------- */
static isTronc( compName )
{
for (let troncList of competenceTroncs) {
for (let troncName of troncList) {
if ( troncName == compName)
return troncList;
}
}
return false;
}
/* -------------------------------------------- */
static computeCompetenceXPCost( competence )
{
let minLevel = competence.data.base;
if ( minLevel == competence.data.niveau) return 0;
if ( competence.data.niveau < -10) return 0;
let xp = 0;
for (let i=minLevel+1; i<=competence.data.niveau; i++) {
xp += competence_xp_par_niveau[i+10];
//console.log(i, i+10, competence_xp_par_niveau[i+10]);
}
return xp;
}
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/* -------------------------------------------- */
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static computeCompetenceTroncXP( competenceList )
{
let xp = 0;
for (let troncList of competenceTroncs) {
let minNiveau = 15;
for (let troncName of troncList) {
let comp = RdDUtility.findCompetence( competenceList, troncName);
minNiveau = (comp.data.niveau < minNiveau) ? comp.data.niveau : minNiveau;
}
if ( minNiveau > 0 ) minNiveau = 0; // Clamp à 0, pour le tronc commun
let minNiveauXP = competence_xp_par_niveau[minNiveau+10];
xp += minNiveauXP;
for (let troncName of troncList) {
let comp = RdDUtility.findCompetence( competenceList, troncName);
xp += competence_xp_par_niveau[comp.data.niveau+10] - minNiveauXP;
}
}
return xp;
}
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/* -------------------------------------------- */
/** Retourne une liste triée d'armes avec le split arme1 main / arme 2 main */
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static finalizeArmeList( armeList, competenceByCategory ) {
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// Gestion des armes 1/2 mains
let arme2mains = []; // Tableau contenant la duplication des armes 1m/2m
for (const arme of armeList) {
// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
if (arme.data.unemain && arme.data.deuxmains) {
let arme2main = duplicate(arme);
arme2main.data.dommages = arme2main.data.dommages.split("/")[1]; // Existence temporaire uniquement dans la liste des armes, donc OK
arme2main.data.competence = arme2main.data.competence.replace(" 1 main", " 2 mains"); // Replace !
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for ( const melee of competenceByCategory.melee ) {
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if (melee.name == arme2main.data.competence )
arme2main.data.niveau = melee.data.niveau
}
arme2mains.push(arme2main);
}
}
armeList = armeList.concat(arme2mains); // Merge all cases
armeList = armeList.sort((a, b) => { if ( a.name > b.name) return 1; else return -1; } );
return armeList
}
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/* -------------------------------------------- */
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static computeCarac( data)
{
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data.carac.force.value = Math.min(data.carac.force.value, parseInt(data.carac.taille.value) + 4);
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data.carac.derobee.value = Math.floor(parseInt(((21 - data.carac.taille.value)) + parseInt(data.carac.agilite.value)) / 2);
let bonusDomKey = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2);
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// TODO: gérer table des bonus dommages (et autres) des créatures
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data.attributs.plusdom.value = 2
if (bonusDomKey < 8)
data.attributs.plusdom.value = -1;
else if (bonusDomKey < 12)
data.attributs.plusdom.value = 0;
else if (bonusDomKey < 14)
data.attributs.plusdom.value = 1;
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data.attributs.encombrement.value = (parseInt(data.carac.force.value) + parseInt(data.carac.taille.value)) / 2;
data.carac.melee.value = Math.floor( (parseInt(data.carac.force.value) + parseInt(data.carac.agilite.value)) / 2);
data.carac.tir.value = Math.floor( (parseInt(data.carac.vue.value) + parseInt(data.carac.dexterite.value)) / 2);
data.carac.lancer.value = Math.floor( (parseInt(data.carac.tir.value) + parseInt(data.carac.force.value)) / 2);
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data.sante.vie.max = Math.ceil( (parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value)) /2 );
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data.sante.vie.value = Math.min(data.sante.vie.value, data.sante.vie.max)
data.sante.endurance.max = Math.max( parseInt(data.carac.taille.value) + parseInt(data.carac.constitution.value), parseInt(data.sante.vie.max) + parseInt(data.carac.volonte.value) );
data.sante.endurance.value = Math.min(data.sante.endurance.value, data.sante.endurance.max);
data.sante.fatigue.max = data.sante.endurance.max*2;
data.sante.fatigue.value = Math.min(data.sante.fatigue.value, data.sante.fatigue.max);
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data.attributs.sconst.value = 5; // Max !
if ( data.carac.constitution.value < 9 )
data.attributs.sconst.value = 2;
else if (data.carac.constitution.value < 12 )
data.attributs.sconst.value = 3;
else if (data.carac.constitution.value < 15 )
data.attributs.sconst.value = 4;
data.attributs.sust.value = 4; // Max !
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if ( data.carac.taille.value < 10 )
data.attributs.sust.value = 2;
else if (data.carac.taille.value < 14 )
data.attributs.sust.value = 3;
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//Compteurs
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//data.compteurs.reve.value = data.carac.reve.value;
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data.reve.reve.max = data.carac.reve.value;
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//data.compteurs.chance.value = data.carac.chance.value;
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data.compteurs.chance.max = data.carac.chance.value;
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}
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/* -------------------------------------------- */
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static getSegmentsFatigue(maxEnd) {
maxEnd = Math.max(maxEnd, 1);
maxEnd = Math.min(maxEnd, fatigueMatrix.length);
return fatigueMatrix[maxEnd];
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}
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/* -------------------------------------------- */
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static calculMalusFatigue(fatigue, maxEnd)
{
maxEnd = Math.max(maxEnd, 1);
maxEnd = Math.min(maxEnd, cumulFatigueMatrix.length);
let segments = cumulFatigueMatrix[maxEnd];
for (let i=0; i<12; i++) {
if (fatigue <= segments[i]) {
return fatigueMalus[i]
}
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}
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return -7;
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}
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/* -------------------------------------------- */
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// Build the nice (?) html table used to manage fatigue.
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// max should be the endurance max value
static makeHTMLfatigueMatrix( fatigue, maxEndurance) {
let segments = this.getSegmentsFatigue(maxEndurance);
return this.makeHTMLfatigueMatrixForSegment(fatigue, segments);
}
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static makeHTMLfatigueMatrixForSegment(fatigue, segments) {
fatigue = Math.max(fatigue, 0);
fatigue = Math.min(fatigue, segments.fatigueMax);
let table = $("<table/>").addClass('table-fatigue');
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let segmentIdx = 0;
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let fatigueCount = 0;
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for (var line = 0; line < fatigueLineSize.length; line++) {
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let row = $("<tr/>");
let segmentsPerLine = fatigueLineSize[line];
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row.append("<td class='fatigue-malus'>" + fatigueLineMalus[line] + "</td>");
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while (segmentIdx < segmentsPerLine) {
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let freeSize = segments[segmentIdx];
for (let col = 0; col < 5; col++) {
if (col < freeSize) {
if (fatigueCount < fatigue)
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row.append("<td class='fatigue-used'/>");
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else
row.append("<td class='fatigue-free'/>");
fatigueCount++;
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} else {
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row.append("<td class='fatigue-none'/>");
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}
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}
row.append("<td class='fatigue-separator'/>");
segmentIdx = segmentIdx + 1;
}
table.append(row);
}
return table;
}
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/* -------------------------------------------- */
static getLocalisation( )
{
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let result = new Roll("d20").roll().total;
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let txt = ""
if ( result <= 3 ) txt = "Jambe, genou, pied, jarret";
else if ( result <= 7 ) txt = "Hanche, cuisse, fesse";
else if ( result <= 9 ) txt = "Ventre, reins";
else if ( result <= 12 ) txt = "Poitrine, dos";
else if ( result <= 14 ) txt = "Avant-bras, main, coude";
else if ( result <= 18 ) txt = "Epaule, bras, omoplate";
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else if ( result == 19) txt = "Tête";
else if ( result == 20) txt = "Tête (visage)";
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return { result: result, label: txt };
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}
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/* -------------------------------------------- */
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static computeBlessuresSante( degats, mortalite="mortel" ) {
let encaissement = RdDUtility.selectEncaissement(degats, mortalite)
let over20 = degats > 20 ? degats - 20 : 0
encaissement.endurance = - RdDUtility._evaluatePerte(encaissement.endurance, over20)
encaissement.vie = - RdDUtility._evaluatePerte(encaissement.vie, degats, over20)
return encaissement;
}
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/* -------------------------------------------- */
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static selectEncaissement( degats, mortalite ) {
const table = definitionsEncaissement[mortalite] === undefined ? definitionsEncaissement["mortel"] : definitionsEncaissement[mortalite];
for (let encaissement of table) {
if ((encaissement.minimum === undefined || encaissement.minimum <= degats)
&& (encaissement.maximum === undefined || degats <= encaissement.maximum)) {
return duplicate(encaissement);
}
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}
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return duplicate(table[0]);
}
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/* -------------------------------------------- */
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static _evaluatePerte(formula, over20) {
console.log("_evaluatePerte", formula, over20 )
let perte = new Roll(formula, { over20:over20})
perte.evaluate()
return perte.total
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}
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/* -------------------------------------------- */
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static currentFatigueMalus( value, max)
{
max = (max < 16) ? 16 : max;
max = (max > 30) ? 30 : max;
value = (value > max*2) ? max*2 : value;
value = (value < 0) ? 0 : value;
let fatigueTab = fatigueMatrix[max];
let fatigueRem = value;
for (let idx=0; idx<fatigueTab.length; idx++) {
fatigueRem -= fatigueTab[idx];
if ( fatigueRem <= 0) {
return fatigueMalus[idx];
}
}
return -7; // This is the max !
}
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/* -------------------------------------------- */
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static findCompetence(compList, compName)
{
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compName = compName.toLowerCase();
return compList.find(item => item.name.toLowerCase() == compName && (item.type =="competence" || item.type == "competencecreature"))
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}
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/* -------------------------------------------- */
static getArmeCategory( arme )
{
let compname = arme.data.competence.toLowerCase();
if ( compname.match("hache") ) return "hache";
if ( compname.match("hast") ) return "hast";
if ( compname.match("lance") ) return "lance";
if ( compname.match("bouclier") ) return "bouclier";
if ( compname.match("masse") ) return "masse";
if ( compname.match("fléau") ) return "fleau";
if ( compname.match("epée") ) {
let armename = arme.name.toLowerCase();
if (armename == "dague" || armename.match("gnome") )
return "epee_courte";
}
return "epee_longue";
}
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/* -------------------------------------------- */
static isArmeMelee( compName)
{
let comp = compName.toLowerCase();
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if (comp.match("epée") || comp.match("épée") || comp.match("hache") || comp.match("fleau") || comp.match("mass") || comp.match("lance") || comp.match("hast") || comp == "dague" || comp=="bouclier")
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return true;
return false;
}
/* -------------------------------------------- */
static buildDefenseChatCard( attacker, target, rollData )
{
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console.log("Attacker.defense", attacker, target, attacker.data._id, rollData.competence.data.categorie );
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let myTarget = target.actor;
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let defenseMsg = { title: "Défense en combat",
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content: "<strong>"+myTarget.name+"</strong> doit se défendre : <br><span class='chat-card-button-area'>" +
"<a class='chat-card-button' id='encaisser-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "'>Encaisser !</a></span>",
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whisper: ChatMessage.getWhisperRecipients( myTarget.name ),
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attackerid: attacker.data._id,
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defenderid: myTarget.data._id,
rollMode: true
};
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if ( rollData.competence.data.categorie == 'melee' || rollData.competence.data.categorie == 'creature') { // Melee attack or creature
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let defenderArmes = [];
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for (const arme of myTarget.data.items) {
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if (arme.type == "arme" && this.isArmeMelee(arme.data.competence)) {
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defenderArmes.push( arme );
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defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
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}
}
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defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "'>Esquiver</a></span>";
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}
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if ( rollData.competence.data.categorie == "tir" ) {
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for (const arme of myTarget.data.items) { // Bouclier for parry
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if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
defenderArmes.push( arme );
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defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
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}
}
}
if ( rollData.competence.data.categorie == "lancer" ) {
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for (const arme of myTarget.data.items) { // Bouclier for parry Dodge/Esquive
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if ( arme.type == "arme" && arme.name.toLowerCase.match("bouclier") ) {
defenderArmes.push( arme );
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defenseMsg.content += "<br><a class='chat-card-button' id='parer-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "' data-armeid='"+arme._id+"'>Parer avec " + arme.name + "</a></span>";
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}
}
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defenseMsg.content += "<br><a class='chat-card-button' id='esquiver-button' data-attackerid='"+attacker.data._id + "' data-defenderid='" + myTarget.data._id + "'>Esquiver</a></span>";
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}
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defenseMsg.toSocket = true; // True per default for all players
if (game.user.isGM) { // In GM case, only if target is a player
defenseMsg.toSocket = myTarget.hasPlayerOwner;
}
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return defenseMsg;
}
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/* -------------------------------------------- */
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static performSocketMesssage( sockmsg )
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{
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console.log(">>>>> MSG RECV", sockmsg);
switch(sockmsg.msg) {
case "msg_encaisser":
return RdDUtility._handleMsgEncaisser(sockmsg.data);
case "msg_defense" :
return RdDUtility._handleMsgDefense(sockmsg.data);
case "msg_gm_chat_message":
return ChatUtility.handleGMChatMessage(sockmsg.data);
}
}
static _handleMsgDefense(data) {
let defenderActor = game.actors.get(data.defenderid);
if (defenderActor) {
if ((game.user.isGM && !defenderActor.hasPlayerOwner) || (defenderActor.hasPlayerOwner && (game.user.character.id == defenderActor.id))) {
console.log("User is pushing message...", game.user.name);
game.system.rdd.rollDataHandler[data.attackerid] = duplicate(data.rollData);
data.whisper = [game.user];
data.blind = true;
data.rollMode = "blindroll";
ChatMessage.create(data);
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}
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}
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}
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/* -------------------------------------------- */
static buildItemsClassification( items ) {
let itemsByType = {};
for (const item of items) {
let list = itemsByType[item.type];
if (!list) {
list = [];
itemsByType[item.type] = list;
}
list.push(item);
}
return itemsByType;
}
/* -------------------------------------------- */
static rollInitiativeCompetence( combatantId, arme ) {
const combatant = game.combat.getCombatant(combatantId);
const actor = combatant.actor;
if ( arme.name == "Autre action") {
game.combat.rollInitiative(combatantId, "1d6" );
} else if ( arme.name == "Draconic") {
game.combat.rollInitiative(combatantId, "1d6+200" );
} else {
let initOffset = 0;
let caracForInit = 0;
let competence = RdDUtility.findCompetence( combatant.actor.data.items, arme.data.competence);
if ( actor.data.type == 'creature' || actor.data.type == 'entite') {
caracForInit = competence.data.carac_value;
} else {
caracForInit = actor.data.data.carac[competence.data.defaut_carac].value;
if (competence.data.categorie == "lancer" ) { // Offset de principe pour les armes de jet
initOffset = 40;
}
if (competence.data.categorie == "tir" ) { // Offset de principe pour les armes de jet
initOffset = 80;
}
}
// Cas des créatures et entités vs personnages
let rollFormula = "1d6+" + competence.data.niveau + "+" + Math.ceil(caracForInit/2) + "+" + initOffset;
game.combat.rollInitiative(combatantId, rollFormula );
}
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}
/* -------------------------------------------- */
static displayInitiativeMenu( html, combatantId) {
// Recupération du combatant et de l'acteur associé
const combatant = game.combat.getCombatant(combatantId);
const actor = combatant.actor;
//console.log("Combattant : ", combatant);
let armesList = [];
if ( actor.data.type == 'creature' || actor.data.type == 'entite') {
for (const competenceItem of actor.data.items) {
if ( competenceItem.data.iscombat) { // Siule un item de type arme
armesList.push( { name: competenceItem.name, data: { niveau: competenceItem.data.niveau, competence: competenceItem.name } } );
}
}
} else {
// Recupération des items 'arme'
let itemsByType = RdDUtility.buildItemsClassification( combatant.actor.data.items );
armesList = itemsByType['arme'];
// Force corps à corps et Draconic
let cc = RdDUtility.findCompetence( combatant.actor.data.items, "Corps à corps");
armesList.push( { name: "Corps à corps", data: { niveau: cc.data.niveau, description: "", force: 6, competence: "Corps à corps", dommages: combatant.actor.data.data.attributs.plusdom.value } } );
armesList.push( { name: "Draconic", data: { competence: "Draconic" } } );
}
armesList.push( { name: "Autre action", data: { competence: "Autre action" } } );
// Build the relevant submenu
if ( armesList ) {
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let menuItems = [];
for ( let arme of armesList ) {
menuItems.push( {
name: arme.data.competence,
icon: "<i class='fas fa-dice-d6'></i>",
callback: target => { RdDUtility.rollInitiativeCompetence( combatantId, arme ) } } );
}
new ContextMenu(html, ".directory-list", menuItems ).render();
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}
}
/* -------------------------------------------- */
static pushInitiativeOptions( html, options ) {
options.push(
{
name: "Sélectionner l'initiative...",
condition: true,
icon: '<i class="far fa-question-circle"></i>',
callback: target => {
RdDUtility.displayInitiativeMenu( html, target.data('combatant-id') );
}
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});
}
/* -------------------------------------------- */
static _handleMsgEncaisser(data) {
if (game.user.isGM) { // Seul le GM effectue l'encaissement sur la fiche
let rollData = game.system.rdd.rollDataHandler[data.attackerid]; // Retrieve the rolldata from the store
let defenderActor = game.actors.get(data.defenderid);
defenderActor.encaisserDommages(rollData);
}
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}
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/* -------------------------------------------- */
static async chatListeners( html )
{
html.on("click", '#encaisser-button', event => {
event.preventDefault();
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let attackerid = event.currentTarget.attributes['data-attackerid'].value;
let defenderid = event.currentTarget.attributes['data-defenderid'].value;
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if ( game.user.isGM ) { // Current user is the GM -> direct access
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let rollData = game.system.rdd.rollDataHandler[attackerid];
rollData.attackerid = attackerid;
rollData.defenderid = defenderid;
let defenderActor = game.actors.get(defenderid );
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defenderActor.encaisserDommages( rollData );
} else { // Emit message for GM
game.socket.emit("system.foundryvtt-reve-de-dragon", {
msg: "msg_encaisser",
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data: { attackerid: attackerid, defenderid: defenderid }
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} );
}
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});
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html.on("click", '#parer-button', event => {
event.preventDefault();
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let attackerid = event.currentTarget.attributes['data-attackerid'].value;
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let defenderActor = game.actors.get(event.currentTarget.attributes['data-defenderid'].value );
let armeId = event.currentTarget.attributes['data-armeid'].value;
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let rollData = game.system.rdd.rollDataHandler[attackerid];
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defenderActor.parerAttaque( rollData, armeId );
});
html.on("click", '#esquiver-button', event => {
event.preventDefault();
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let attackerid = event.currentTarget.attributes['data-attackerid'].value;
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let defenderActor = game.actors.get(event.currentTarget.attributes['data-defenderid'].value );
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let rollData = game.system.rdd.rollDataHandler[attackerid];
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//console.log("Esquive !", rollData, defenderActor);
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defenderActor.esquiverAttaque( rollData );
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});
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html.on("click", '#particuliere-attaque', event => {
event.preventDefault();
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let attackerid = event.currentTarget.attributes['data-attackerid'].value;
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let attackerActor = game.actors.get(event.currentTarget.attributes['data-attackerid'].value );
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let rollData = game.system.rdd.rollDataHandler[attackerid];
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rollData.particuliereAttaque = game.actors.get(event.currentTarget.attributes['data-mode'].value );
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//console.log("Particulère !", rollData);
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attackerActor.continueRoll( rollData );
});
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html.on("click", '.tmr-passeur-coord a', event => {
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let coord = event.currentTarget.attributes['data-tmr-coord'].value;
let actorId = event.currentTarget.attributes['data-actor-id'].value;
let actor = game.actors.get( actorId );
actor.tmrApp.forceDemiRevePosition(coord);
});
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}
/* -------------------------------------------- */
/* Display help for /table */
static displayHelpTable( msg )
{
msg.content = "";
for (let [name, tableData] of Object.entries(table2func)) {
msg.content += "<br>" + tableData.descr;
}
ChatMessage.create( msg );
}
/* -------------------------------------------- */
/* Manage chat commands */
static processChatCommand( commands, content, msg ) {
// Setup new message's visibility
let rollMode = game.settings.get("core", "rollMode");
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if (["gmroll", "blindroll"].includes(rollMode)) msg["whisper"] = ChatMessage.getWhisperRecipients("GM");
if (rollMode === "blindroll") msg["blind"] = true;
msg["type"] = 0;
let command = commands[0];
// Roll on a table
if (command === "/table") {
if ( commands[1] ) {
let tableName = commands[1].toLowerCase();
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table2func[tableName].func();
} else {
this.displayHelpTable( msg );
}
return false
} else if (command === "/tmrr") {
TMRUtility.getRencontre(commands[1], commands[2] )
return false
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} else if (command === "/tmra") {
TMRUtility.getTMRAleatoire( )
return false
}
return true;
}
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}