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

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import { ChatUtility } from "./chat-utility.js";
import { ENTITE_INCARNE, ENTITE_NONINCARNE, HIDE_DICE, SYSTEM_RDD, SYSTEM_SOCKET_ID } from "./constants.js";
import { Grammar } from "./grammar.js";
import { RdDItemArme } from "./item-arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
import { Misc } from "./misc.js";
import { RdDBonus } from "./rdd-bonus.js";
import { RdDResolutionTable } from "./rdd-resolution-table.js";
import { RdDRoll } from "./rdd-roll.js";
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import { RdDRollTables } from "./rdd-rolltables.js";
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import { ReglesOptionelles } from "./regles-optionelles.js";
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/* -------------------------------------------- */
const premierRoundInit = [
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{ pattern: 'hast', init: 5.90 },
{ pattern: 'lance', init: 5.85 },
{ pattern: 'baton', init: 5.80 },
{ pattern: 'doubledragonne', init: 5.75 },
{ pattern: 'esparlongue', init: 5.70 },
{ pattern: 'epeedragonne', init: 5.65 },
{ pattern: 'epeebatarde', init: 5.60 },
{ pattern: 'epeecyane', init: 5.55 },
{ pattern: 'epeesorde', init: 5.50 },
{ pattern: 'grandehache', init: 5.45 },
{ pattern: 'bataille', init: 5.40 },
{ pattern: 'epeegnome', init: 5.35 },
{ pattern: 'masse', init: 5.30 },
{ pattern: 'gourdin', init: 5.25 },
{ pattern: 'fleau', init: 5.20 },
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{ pattern: 'dague', init: 5.15 },
{ pattern: 'autre', init: 5.10 },
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];
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/* -------------------------------------------- */
export class RdDCombatManager extends Combat {
static init() {
/* -------------------------------------------- */
Hooks.on("getCombatTrackerEntryContext", (html, options) => {
RdDCombatManager.pushInitiativeOptions(html, options);
});
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Hooks.on("preDeleteCombat", (combat, html, id) => {
combat.onPreDeleteCombat()
});
}
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/* -------------------------------------------- */
cleanItemUse() {
for (let turn of this.turns) {
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turn.actor.resetItemUse()
}
}
/* -------------------------------------------- */
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async nextRound() {
this.cleanItemUse();
await this.finDeRound();
return await super.nextRound();
}
/* -------------------------------------------- */
async onPreDeleteCombat() {
await this.finDeRound({ terminer: true });
}
/* -------------------------------------------- */
async finDeRound(options = { terminer: false }) {
for (let combatant of this.data.combatants) {
if (combatant.actor) {
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await combatant.actor.finDeRound(options);
}
else {
ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`)
}
}
}
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/************************************************************************************/
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
console.log(`${game.data.system.data.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
// Structure input data
ids = typeof ids === "string" ? [ids] : ids;
const currentId = this.combatant._id;
// calculate initiative
for (let cId = 0; cId < ids.length; cId++) {
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const combatant = this.combatants.get(ids[cId]);
let rollFormula = formula ?? RdDCombatManager.formuleInitiative(2, 10, 0, 0);
if (!formula) {
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if (combatant.actor.data.type == 'creature' || combatant.actor.data.type == 'entite') {
const competence = combatant.actor.data.items.find(it => it.data.data.iscombat)
if (competence) {
rollFormula = RdDCombatManager.formuleInitiative(2, competence.data.carac_value, competence.data.niveau, 0);
}
} else {
const armeCombat = combatant.actor.data.items.find(it => it.type == 'arme' && itemData.data.equipe)
const compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.data.competence;
const competence = RdDItemCompetence.findCompetence(combatant.actor.data.items, compName);
if (competence) {
const carac = combatant.actor.data.data.carac[competence.data.defaut_carac].value;
const niveau = competence.data.niveau;
const bonusEcaille = (armeCombat?.data.magique) ? armeCombat.data.ecaille_efficacite : 0;
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rollFormula = RdDCombatManager.formuleInitiative(2, carac, niveau, bonusEcaille);
}
}
}
//console.log("Combatat", c);
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const roll = combatant.getInitiativeRoll(rollFormula);
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if (!roll.total) {
roll.evaluate({ async: false });
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}
if (roll.total <= 0) roll.total = 0.00;
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console.log("Compute init for", rollFormula, roll.total, combatant);
let id = combatant._id || combatant.id;
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: roll.total }]);
// Send a chat message
let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
let messageData = mergeObject(
{
speaker: {
scene: canvas.scene._id,
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actor: combatant.actor ? combatant.actor._id : null,
token: combatant.token._id,
alias: combatant.token.name,
sound: CONFIG.sounds.dice,
},
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flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})
<br>
`,
},
messageOptions
);
roll.toMessage(messageData, { rollMode, create: true });
RdDCombatManager.processPremierRoundInit();
}
return this;
};
static formuleInitiative(rang, carac, niveau, bonusMalus) {
return `${rang} +( (${RdDCombatManager.calculInitiative(niveau, carac, bonusMalus)} )/100)`;
}
/* -------------------------------------------- */
static calculInitiative(niveau, caracValue, bonusEcaille = 0) {
let base = niveau + Math.floor(caracValue / 2);
base += bonusEcaille;
return "1d6" + (base >= 0 ? "+" : "") + base;
}
/* -------------------------------------------- */
/** Retourne une liste triée d'actions d'armes avec le split arme1 main / arme 2 main */
static listActionsArmes(armes, competences, carac) {
// Gestion des armes 1/2 mains
let actionsArme = [];
for (const arme of armes) {
let action = duplicate(Misc.data(arme));
if (action.data.equipe) {
let compData = competences.map(c => Misc.data(c)).find(c => c.name == action.data.competence);
actionsArme.push(action);
action.action = 'attaque';
action.data.dommagesReels = Number(action.data.dommages);
action.data.niveau = compData.data.niveau;
action.data.initiative = RdDCombatManager.calculInitiative(compData.data.niveau, carac[compData.data.defaut_carac].value);
// Dupliquer les armes pouvant être à 1 main et 2 mains en patchant la compétence
if (action.data.unemain && !action.data.deuxmains) {
action.data.mainInfo = "(1m)";
} else if (!action.data.unemain && action.data.deuxmains) {
action.data.mainInfo = "(2m)";
} else if (action.data.unemain && action.data.deuxmains) {
action.data.mainInfo = "(1m)";
const comp2m = action.data.competence.replace(" 1 main", " 2 mains"); // Replace !
const comp = Misc.data(competences.find(c => c.name == comp2m));
const arme2main = duplicate(action);
arme2main.data.mainInfo = "(2m)";
arme2main.data.niveau = comp.data.niveau;
arme2main.data.competence = comp2m;
arme2main.data.initiative = RdDCombatManager.calculInitiative(arme2main.data.niveau, carac[comp.data.defaut_carac].value);
actionsArme.push(arme2main);
const containsSlash = action.data.dommages.includes("/");
if (containsSlash) {
const tableauDegats = action.data.dommages.split("/");
action.data.dommagesReels = Number(tableauDegats[0]);
arme2main.data.dommagesReels = Number(tableauDegats[1]);
}
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else {
ui.notifications.info("Les dommages de l'arme à 1/2 mains " + action.name + " ne sont pas corrects (ie sous la forme X/Y)");
}
}
}
}
return actionsArme.sort(Misc.ascending(armeData => armeData.name + (armeData.data.mainInfo ?? '')));
}
static listActionsPossessions(actor) {
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return RdDCombatManager._indexActions(actor.getPossessions().map(p => {
return {
name: p.name,
action: 'conjurer',
data: {
competence: p.name,
possessionid: p.data.data.possessionid,
}
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}
}));
}
/* -------------------------------------------- */
static listActionsCombat(combatant) {
const actor = combatant.actor;
let actions = RdDCombatManager.listActionsPossessions(actor);
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if (actions.length > 0) {
return actions;
}
let items = actor.data.items;
if (actor.isCreature()) {
actions = actions.concat(items.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
.map(competence => RdDItemCompetenceCreature.toActionArme(competence)));
} else {
// Recupération des items 'arme'
let armes = items.filter(it => RdDItemArme.isArmeUtilisable(it))
//.concat(RdDItemArme.empoignade())
.concat(RdDItemArme.mainsNues());
let competences = items.filter(it => it.type == 'competence');
actions = actions.concat(RdDCombatManager.listActionsArmes(armes, competences, actor.data.data.carac));
if (actor.data.data.attributs.hautrevant.value) {
actions.push({ name: "Draconic", action: 'haut-reve', data: { initOnly: true, competence: "Draconic" } });
}
}
return RdDCombatManager._indexActions(actions);
}
static _indexActions(actions) {
for (let index = 0; index < actions.length; index++) {
actions[index].index = index;
}
return actions;
}
/* -------------------------------------------- */
static processPremierRoundInit() {
// Check if we have the whole init !
if (Misc.isUniqueConnectedGM() && game.combat.current.round == 1) {
let initMissing = game.combat.data.combatants.find(it => !it.initiative);
if (!initMissing) { // Premier round !
for (let combatant of game.combat.data.combatants) {
let action = combatant.initiativeData?.arme;
//console.log("Parsed !!!", combatant, initDone, game.combat.current, arme);
if (action && action.type == "arme") {
for (let initData of premierRoundInit) {
if (Grammar.toLowerCaseNoAccentNoSpace(action.data.initpremierround).includes(initData.pattern)) {
let msg = `<h4>L'initiative de ${combatant.actor.name} a été modifiée !</h4>
<hr>
<div>
Etant donné son ${action.name}, son initative pour ce premier round est désormais de ${initData.init}.
</div>`
ChatMessage.create({ content: msg });
game.combat.setInitiative(combatant._id, initData.init);
}
}
}
}
}
}
}
/* -------------------------------------------- */
static incDecInit(combatantId, incDecValue) {
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const combatant = game.combat.combatants.get(combatantId);
let initValue = combatant.initiative + incDecValue;
game.combat.setInitiative(combatantId, initValue);
}
/* -------------------------------------------- */
static pushInitiativeOptions(html, options) {
for (let i = 0; i < options.length; i++) {
let option = options[i];
if (option.name == 'COMBAT.CombatantReroll') { // Replace !
option.name = "Sélectionner l'initiative...";
option.condition = true;
option.icon = '<i class="far fa-question-circle"></i>';
option.callback = target => {
RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id'));
}
}
}
options = [
{ name: "Incrémenter initiative", condition: true, icon: '<i class="fas fa-plus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +0.01); } },
{ name: "Décrémenter initiative", condition: true, icon: '<i class="fas fa-minus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -0.01); } }
].concat(options);
}
/* -------------------------------------------- */
static rollInitiativeAction(combatantId, action) {
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const combatant = game.combat.combatants.get(combatantId);
if (combatant.actor == undefined) {
ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`)
return [];
}
let initInfo = "";
let initOffset = 0;
let caracForInit = 0;
let compNiveau = 0;
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let compData = { name: "Aucune" };
if (combatant.actor.getSurprise() == "totale") {
initOffset = -1; // To force 0
initInfo = "Surprise Totale"
} else if (combatant.actor.getSurprise() == "demi") {
initOffset = 0;
initInfo = "Demi Surprise"
} else if (action.action == 'conjurer') {
initOffset = 10;
caracForInit = combatant.actor.getReveActuel();
initInfo = "Possession"
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} else if (action.action == 'autre') {
initOffset = 2;
initInfo = "Autre Action"
} else if (action.action == 'haut-reve') {
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initOffset = 9;
initInfo = "Draconic"
} else {
compData = Misc.data(RdDItemCompetence.findCompetence(combatant.actor.data.items, action.data.competence));
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compNiveau = compData.data.niveau;
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initInfo = action.name + " / " + action.data.competence;
if (combatant.actor.data.type == 'creature' || combatant.actor.data.type == 'entite') {
caracForInit = compData.data.carac_value;
if (compData.data.categorie == "lancer") {
initOffset = 7;
}
else {
initOffset = 5;
}
} else {
caracForInit = Misc.data(combatant.actor).data.carac[compData.data.defaut_carac].value;
initOffset = RdDCombatManager._baseInitOffset(compData.data.categorie, action);
}
}
let malus = combatant.actor.getEtatGeneral(); // Prise en compte état général
// Cas des créatures et entités vs personnages
let rollFormula = RdDCombatManager.formuleInitiative(initOffset, caracForInit, compNiveau, malus);
// Garder la trace de l'arme/compétence utilisée pour l'iniative
combatant.initiativeData = { arme: action } // pour reclasser l'init au round 0
game.combat.rollInitiative(combatantId, rollFormula, { initInfo: initInfo });
}
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static _baseInitOffset(categorie, arme) {
if (categorie == "tir") { // Offset de principe pour les armes de jet
return 8;
}
if (categorie == "lancer") { // Offset de principe pour les armes de jet
return 7;
}
// Offset de principe pour les armes de jet
switch (arme.data.cac) {
case "empoignade": return 3;
case "pugilat": return 4;
}
return 5;
}
/* -------------------------------------------- */
static displayInitiativeMenu(html, combatantId) {
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console.log("Combatant ; ", combatantId);
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const combatant = game.combat.combatants.get(combatantId);
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if (!(combatant?.actor)) {
ui.notifications.warn(`Le combatant ${combatant.name ?? combatantId} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`)
return;
}
let actions = RdDCombatManager.listActionsCombat(combatant);
// Build the relevant submenu
if (actions) {
let menuItems = [];
for (let action of actions) {
menuItems.push({
name: action.data.competence,
icon: "<i class='fas fa-dice-d6'></i>",
callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) }
});
}
new ContextMenu(html, ".directory-list", menuItems).render();
}
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}
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}
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/* -------------------------------------------- */
export class RdDCombat {
static init() {
Hooks.on("updateCombat", (combat, change, options, userId) => { RdDCombat.onUpdateCombat(combat, change, options, userId) });
Hooks.on("preDeleteCombat", (combat, options, userId) => { RdDCombat.onPreDeleteCombat(combat, options, userId); });
}
/* -------------------------------------------- */
static onSocketMessage(sockmsg) {
switch (sockmsg.msg) {
case "msg_encaisser":
return RdDCombat.onMsgEncaisser(sockmsg.data);
case "msg_defense":
return RdDCombat.onMsgDefense(sockmsg.data);
}
}
/* -------------------------------------------- */
static onUpdateCombat(combat, change, options, userId) {
if (combat.data.round != 0 && combat.turns && combat.data.active) {
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RdDCombat.combatNouveauTour(combat);
}
}
/* -------------------------------------------- */
static onPreDeleteCombat(combat, options, userId) {
if (Misc.isUniqueConnectedGM()) {
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combat.cleanItemUse();
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ChatUtility.removeChatMessageContaining(`<div data-combatid="${combat.id}" data-combatmessage="actor-turn-summary">`)
game.messages.filter(m => ChatUtility.getMessageData(m, 'attacker-roll') != undefined && ChatUtility.getMessageData(m, 'defender-roll') != undefined)
.forEach(it => it.delete());
}
}
/* -------------------------------------------- */
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static combatNouveauTour(combat) {
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if (Misc.isUniqueConnectedGM()) {
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let turn = combat.turns.find(t => t.token?.id == combat.current.tokenId);
if (turn?.actor) {
RdDCombat.displayActorCombatStatus(combat, turn.actor);
// TODO Playaudio for player??
}
}
}
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/* -------------------------------------------- */
static isActive() {
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return true;
}
/* -------------------------------------------- */
static createUsingTarget(attacker) {
const target = RdDCombat.getTarget();
if (target == undefined) {
ui.notifications.warn((game.user.targets?.size ?? 0) > 1
? "Vous devez choisir <strong>une seule</strong> cible à attaquer!"
: "Vous devez choisir une cible à attaquer!");
}
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else {
const defender = target?.actor;
const defenderTokenId = target?.data._id;
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if (defender.type == 'entite' && defender.data.data.definition.typeentite == ENTITE_NONINCARNE) {
ui.notifications.warn("Vous ne pouvez pas cibler une entité non incarnée !!!!");
} else {
return this.create(attacker, defender, defenderTokenId, target)
}
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}
}
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/* -------------------------------------------- */
static getTarget() {
if (game.user.targets && game.user.targets.size == 1) {
for (let target of game.user.targets) {
return target;
}
}
return undefined;
}
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/* -------------------------------------------- */
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static create(attacker, defender, defenderTokenId, target = undefined) {
return new RdDCombat(attacker, defender, defenderTokenId, target)
}
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/* -------------------------------------------- */
static createForAttackerAndDefender(attackerId, defenderTokenId) {
const attacker = game.actors.get(attackerId);
if (defenderTokenId) {
const defenderToken = canvas.tokens.get(defenderTokenId);
const defender = defenderToken.actor;
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return RdDCombat.create(attacker, defender, defenderTokenId);
}
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return RdDCombat.createUsingTarget(attacker)
}
/* -------------------------------------------- */
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static onMsgEncaisser(msg) {
let defender = canvas.tokens.get(msg.defenderTokenId).actor;
if (Misc.isOwnerPlayerOrUniqueConnectedGM()) {
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let attackerRoll = msg.attackerRoll;
let attacker = msg.attackerId ? game.actors.get(msg.attackerId) : null;
defender.encaisserDommages(attackerRoll, attacker);
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const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
rddCombat?.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
}
}
/* -------------------------------------------- */
static onMsgDefense(msg) {
let defenderToken = canvas.tokens.get(msg.defenderTokenId);
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if (defenderToken && Misc.isUniqueConnectedGM()) {
const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
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rddCombat?.removeChatMessageActionsPasseArme(msg.defenderRoll.passeArme);
rddCombat?._chatMessageDefense(msg.paramChatDefense, msg.defenderRoll);
}
}
/* -------------------------------------------- */
static _callJetDeVie(event) {
let actorId = event.currentTarget.attributes['data-actorId'].value;
let actor = game.actors.get(actorId);
actor.jetVie();
}
/* -------------------------------------------- */
static registerChatCallbacks(html) {
for (let button of [
'#parer-button',
'#esquiver-button',
'#particuliere-attaque',
'#encaisser-button',
'#appel-chance-defense',
'#appel-destinee-defense',
'#appel-chance-attaque',
'#appel-destinee-attaque',
'#echec-total-attaque',
]) {
html.on("click", button, event => {
const rddCombat = RdDCombat.createForAttackerAndDefender(
event.currentTarget.attributes['data-attackerId']?.value,
event.currentTarget.attributes['data-defenderTokenId']?.value);
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if (rddCombat) {
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rddCombat.onEvent(button, event);
event.preventDefault();
}
});
}
html.on("click", '#chat-jet-vie', event => {
event.preventDefault();
RdDCombat._callJetDeVie(event);
});
}
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/* -------------------------------------------- */
constructor(attacker, defender, defenderTokenId, target) {
this.attacker = attacker;
this.defender = defender;
this.target = target;
this.attackerId = this.attacker.data._id;
this.defenderId = this.defender.data._id;
this.defenderTokenId = defenderTokenId;
}
/* -------------------------------------------- */
async onEvent(button, event) {
const chatMessage = ChatUtility.getChatMessage(event);
const defenderRoll = ChatUtility.getMessageData(chatMessage, 'defender-roll');
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const attackerRoll = defenderRoll?.attackerRoll ?? ChatUtility.getMessageData(chatMessage, 'attacker-roll');
console.log('RdDCombat', attackerRoll, defenderRoll);
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const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value;
const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
const competence = event.currentTarget.attributes['data-competence']?.value;
const compId = event.currentTarget.attributes['data-compid']?.value;
switch (button) {
case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
case '#parer-button': return this.parade(attackerRoll, armeParadeId);
case '#esquiver-button': return this.esquive(attackerRoll, compId, competence);
case '#encaisser-button': return this.encaisser(attackerRoll, defenderRoll, defenderTokenId);
case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
case '#appel-chance-attaque': return this.attacker.rollAppelChance(
() => this.attaqueChanceuse(attackerRoll),
() => this._onEchecTotal(attackerRoll));
case '#appel-chance-defense': return this.defender.rollAppelChance(
() => this.defenseChanceuse(attackerRoll, defenderRoll),
() => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true }));
case '#appel-destinee-attaque': return this.attacker.appelDestinee(
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() => this.attaqueSignificative(attackerRoll),
() => { });
case '#appel-destinee-defense': return this.defender.appelDestinee(
() => this.defenseDestinee(defenderRoll),
() => { });
}
}
/* -------------------------------------------- */
attaqueChanceuse(attackerRoll) {
ui.notifications.info("L'attaque est rejouée grâce à la chance")
attackerRoll.essais.attaqueChance = true;
this.attaque(attackerRoll, attackerRoll.arme);
}
/* -------------------------------------------- */
attaqueDestinee(attackerRoll) {
ui.notifications.info('Attaque significative grâce à la destinée')
RdDResolutionTable.significativeRequise(attackerRoll.rolled);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this._onAttaqueNormale(attackerRoll);
}
/* -------------------------------------------- */
defenseChanceuse(attackerRoll, defenderRoll) {
ui.notifications.info("La défense est rejouée grâce à la chance")
attackerRoll.essais.defenseChance = true;
attackerRoll.essais.defense = false;
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais);
}
/* -------------------------------------------- */
defenseDestinee(defenderRoll) {
if (defenderRoll) {
ui.notifications.info('Défense significative grâce à la destinée')
RdDResolutionTable.significativeRequise(defenderRoll.rolled);
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
if (defenderRoll.arme) {
this._onParadeNormale(defenderRoll);
}
else {
this._onEsquiveNormale(defenderRoll);
}
}
else {
ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!")
}
}
/* -------------------------------------------- */
afficherOptionsDefense(attackerRoll, defenderRoll, essais) {
ui.notifications.info("La chance n'est pas avec vous");
this._sendMessageDefense(attackerRoll, defenderRoll, essais);
}
/* -------------------------------------------- */
removeChatMessageActionsPasseArme(passeArme) {
if (game.settings.get(SYSTEM_RDD, "supprimer-dialogues-combat-chat")) {
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ChatUtility.removeChatMessageContaining(`<div data-passearme="${passeArme}">`);
}
}
/* -------------------------------------------- */
static isEchec(rollData) {
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switch (rollData.ajustements.surprise.used) {
case 'totale': return true;
case 'demi': return !rollData.rolled.isSign;
}
return rollData.rolled.isEchec;
}
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/* -------------------------------------------- */
static isEchecTotal(rollData) {
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if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
return rollData.rolled.isEchec && rollData.rolled.code != 'notSign';
}
return rollData.rolled.isETotal;
}
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/* -------------------------------------------- */
static isParticuliere(rollData) {
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if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
return false;
}
return rollData.rolled.isPart;
}
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/* -------------------------------------------- */
static isReussite(rollData) {
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switch (rollData.ajustements.surprise.used) {
case 'totale': return false;
case 'demi': return rollData.rolled.isSign;
}
return rollData.rolled.isSuccess;
}
/* -------------------------------------------- */
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async attaque(competence, arme) {
if (!await this.accorderEntite('avant-attaque')) {
return;
}
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if (arme.data.cac == 'empoignade' && this.attacker.isCombatTouche()) {
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ChatMessage.create({
alias: this.attacker.name,
whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-actor-perte-empoignade.html', {
attacker: this.attacker,
competence: competence
})
});
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return;
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}
let rollData = this._prepareAttaque(competence, arme);
console.log("RdDCombat.attaque >>>", rollData);
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if (arme) {
this.attacker.verifierForceMin(arme);
}
const dialog = await RdDRoll.create(this.attacker, rollData,
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{
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html',
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options: { height: 540 }
}, {
name: 'jet-attaque',
label: 'Attaque: ' + (arme?.name ?? competence.name),
callbacks: [
this.attacker.createCallbackExperience(),
this.attacker.createCallbackAppelAuMoral(),
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: r => arme && !RdDCombat.isParticuliere(r), action: r => this.attacker.incDecItemUse(arme._id) },
{ condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
{ condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
]
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});
dialog.render(true);
}
/* -------------------------------------------- */
_prepareAttaque(competence, arme) {
let rollData = {
passeArme: randomID(16),
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mortalite: arme?.data.mortalite,
coupsNonMortels: false,
competence: competence,
surprise: this.attacker.getSurprise(true),
surpriseDefenseur: this.defender.getSurprise(true),
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essais: {}
};
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if (this.attacker.isCreature()) {
RdDItemCompetenceCreature.setRollDataCreature(rollData);
}
else if (arme) {
// Usual competence
rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
}
else {
// sans armes: à mains nues
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const niveau = competence.data.niveau;
const init = RdDCombatManager.calculInitiative(niveau, Misc.templateData(this.attacker).carac['melee'].value);
rollData.arme = RdDItemArme.mainsNues({ niveau: niveau, initiative: init });
}
return rollData;
}
/* -------------------------------------------- */
async _onAttaqueParticuliere(rollData) {
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const isMeleeDiffNegative = (rollData.competence.type == 'competencecreature' || rollData.selectedCarac.label == "Mêlée") && rollData.diffLibre < 0;
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// force toujours, sauf empoignade
// finesse seulement en mélée, pour l'empoignade, ou si la difficulté libre est de -1 minimum
// rapidité seulement en mêlée, si l'arme le permet, et si la difficulté libre est de -1 minimum
const isForce = !rollData.arme.data.empoignade;
const isFinesse = rollData.arme.data.empoignade || isMeleeDiffNegative;
const isRapide = !rollData.arme.data.empoignade && isMeleeDiffNegative && rollData.arme.data.rapide;
// si un seul choix possible, le prendre
if (isForce && !isFinesse && !isRapide) {
return await this.choixParticuliere(rollData, "force");
}
else if (!isForce && isFinesse && !isRapide) {
return await this.choixParticuliere(rollData, "finesse");
}
else if (!isForce && !isFinesse && isRapide) {
return await this.choixParticuliere(rollData, "rapidite");
}
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const choixParticuliere = await ChatMessage.create({
alias: this.attacker.name,
whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', {
alias: this.attacker.name,
attackerId: this.attackerId,
defenderTokenId: this.defenderTokenId,
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isForce: isForce,
isFinesse: isFinesse,
isRapide: isRapide,
passeArme: rollData.passeArme
})
});
ChatUtility.setMessageData(choixParticuliere, 'attacker-roll', rollData);
}
/* -------------------------------------------- */
async _onAttaqueNormale(attackerRoll) {
console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntite());
let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
attackerRoll.show = {
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cible: this.target ? this.defender.data.name : 'la cible',
isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
}
await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html');
if (!await this.accorderEntite('avant-defense')) {
return;
}
if (this.target) {
await this._sendMessageDefense(attackerRoll, defenderRoll);
}
}
/* -------------------------------------------- */
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isPossession(attackerRoll) {
return attackerRoll.selectedCarac.label.toLowerCase() == 'possession';
}
/* -------------------------------------------- */
async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) {
console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);
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this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
if (essaisPrecedents) {
mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true });
}
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// # utilisation esquive
const corpsACorps = Misc.data(this.defender.getCompetence("Corps à corps", { onMessage: it => console.info(it, this.defender) }));
const esquives = duplicate(this.defender.getCompetences("esquive", { onMessage: it => console.info(it, this.defender) }).map(c => Misc.data(c)));
esquives.forEach(e => e.usages = e?.id ? this.defender.getItemUse(e.id) : 0);
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const paramChatDefense = {
passeArme: attackerRoll.passeArme,
essais: attackerRoll.essais,
isPossession: this.isPossession(attackerRoll),
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defender: Misc.data(this.defender),
attacker: Misc.data(this.attacker),
attackerId: this.attackerId,
esquives: esquives,
defenderTokenId: this.defenderTokenId,
mainsNues: attackerRoll.dmg.mortalite != 'mortel' && corpsACorps,
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armes: this._filterArmesParade(this.defender, attackerRoll.competence, attackerRoll.arme),
diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
attaqueParticuliere: attackerRoll.particuliere,
attaqueCategorie: attackerRoll.competence.data.categorie,
attaqueArme: attackerRoll.arme,
surprise: this.defender.getSurprise(true),
dmg: attackerRoll.dmg,
};
if (Misc.isUniqueConnectedGM()) {
await this._chatMessageDefense(paramChatDefense, defenderRoll);
}
else {
this._socketSendMessageDefense(paramChatDefense, defenderRoll);
}
}
/* -------------------------------------------- */
async _chatMessageDefense(paramDemandeDefense, defenderRoll) {
const choixDefense = await ChatMessage.create({
// message privé: du défenseur à lui même (et aux GMs)
speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
alias: this.attacker.name,
whisper: ChatUtility.getWhisperRecipientsAndGMs(this.defender.name),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense),
});
// flag pour garder les jets d'attaque/defense
ChatUtility.setMessageData(choixDefense, 'defender-roll', defenderRoll);
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}
/* -------------------------------------------- */
_socketSendMessageDefense(paramChatDefense, defenderRoll) {
// envoyer le message au destinataire
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game.socket.emit(SYSTEM_SOCKET_ID, {
msg: "msg_defense", data: {
attackerId: this.attacker?.data._id,
defenderId: this.defender?.data._id,
defenderTokenId: this.defenderTokenId,
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defenderRoll: defenderRoll,
paramChatDefense: paramChatDefense,
rollMode: true
}
});
}
/* -------------------------------------------- */
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_filterArmesParade(defender, competence) {
let items = defender.data.items;
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items = items.filter(it => RdDItemArme.isArmeUtilisable(it) || RdDItemCompetenceCreature.isCompetenceParade(it))
.map(Misc.data);
for (let item of items) {
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item.data.nbUsage = defender.getItemUse(item._id); // Ajout du # d'utilisation ce round
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}
switch (competence.data.categorie) {
case 'tir':
case 'lancer':
return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
default:
// Le fléau ne peut être paré quau bouclier p115
if (competence.name == "Fléau") {
return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
}
return items.filter(item => RdDItemArme.getCategorieParade(item));
}
}
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/* -------------------------------------------- */
async _onAttaqueEchecTotal(attackerRoll) {
const choixEchecTotal = await ChatMessage.create({
whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
attackerId: this.attackerId,
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attacker: Misc.data(this.attacker),
defenderTokenId: this.defenderTokenId,
essais: attackerRoll.essais
})
});
ChatUtility.setMessageData(choixEchecTotal, 'attacker-roll', attackerRoll);
}
/* -------------------------------------------- */
async _onEchecTotal(rollData) {
console.log("RdDCombat._onEchecTotal >>>", rollData);
const arme = rollData.arme;
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const avecArme = !['', 'sans-armes', 'armes-naturelles'].includes(arme?.data.categorie_parade ?? '');
const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque");
ChatUtility.createChatWithRollMode(this.defender.name, {
content: `<strong>Maladresse à ${action}!</strong> ` + await RdDRollTables.getMaladresse({ arme: avecArme })
});
}
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/* -------------------------------------------- */
async _onAttaqueEchec(rollData) {
console.log("RdDCombat.onAttaqueEchec >>>", rollData);
await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');
}
/* -------------------------------------------- */
async choixParticuliere(rollData, choix) {
console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
if (choix != "rapidite") {
this.attacker.incDecItemUse(rollData.arme._id);
}
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this.removeChatMessageActionsPasseArme(rollData.passeArme);
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rollData.particuliere = choix;
await this._onAttaqueNormale(rollData);
}
/* -------------------------------------------- */
async parade(attackerRoll, armeParadeId) {
const arme = this.defender.getArmeParade(armeParadeId);
console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
const competence = Misc.templateData(arme)?.competence;
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if (competence == undefined) {
console.error("Pas de compétence de parade associée à ", arme);
return;
}
let rollData = this._prepareParade(attackerRoll, arme, competence);
const dialog = await RdDRoll.create(this.defender, rollData,
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{
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html',
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options: { height: 540 }
}, {
name: 'jet-parade',
label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
callbacks: [
this.defender.createCallbackExperience(),
this.defender.createCallbackAppelAuMoral(),
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(armeParadeId) },
{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
]
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});
dialog.render(true);
}
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/* -------------------------------------------- */
_prepareParade(attackerRoll, armeParade, competenceParade) {
let defenderRoll = {
passeArme: attackerRoll.passeArme,
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: Misc.data(this.defender.getCompetence(competenceParade)),
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arme: armeParade,
surprise: this.defender.getSurprise(true),
needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(attackerRoll.arme, armeParade),
needResist: RdDItemArme.needArmeResist(attackerRoll.arme, armeParade),
carac: Misc.templateData(this.defender).carac,
show: {}
};
if (this.defender.isCreature()) {
RdDItemCompetenceCreature.setRollDataCreature(defenderRoll);
}
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return defenderRoll;
}
/* -------------------------------------------- */
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_onParadeParticuliere(defenderRoll) {
console.log("RdDCombat._onParadeParticuliere >>>", defenderRoll);
if (!defenderRoll.attackerRoll.isPart) {
// TODO: attaquant doit jouer résistance et peut être désarmé p132
ChatUtility.createChatWithRollMode(this.defender.name, {
content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)`
});
}
}
/* -------------------------------------------- */
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async _onParadeNormale(defenderRoll) {
console.log("RdDCombat._onParadeNormale >>>", defenderRoll);
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await this.computeRecul(defenderRoll);
await this.computeDeteriorationArme(defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');
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this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
}
/* -------------------------------------------- */
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async _onParadeEchec(defenderRoll) {
console.log("RdDCombat._onParadeEchec >>>", defenderRoll);
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await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');
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this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true });
}
/* -------------------------------------------- */
async esquive(attackerRoll, compId, compName) {
const esquive = Misc.data(this.defender.getCompetence(compId) ?? this.defender.getCompetence(compName));
if (esquive == undefined) {
ui.notifications.error(this.defender.name + " n'a pas de compétence " + compName);
return;
}
console.log("RdDCombat.esquive >>>", attackerRoll, esquive);
let rollData = this._prepareEsquive(attackerRoll, esquive);
const dialog = await RdDRoll.create(this.defender, rollData,
{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' }, {
name: 'jet-esquive',
label: 'Esquiver',
callbacks: [
this.defender.createCallbackExperience(),
this.defender.createCallbackAppelAuMoral(),
{ condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(esquive._id) },
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) },
]
});
dialog.render(true);
}
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/* -------------------------------------------- */
_prepareEsquive(attackerRoll, competence) {
let rollData = {
passeArme: attackerRoll.passeArme,
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: competence,
surprise: this.defender.getSurprise(true),
surpriseDefenseur: this.defender.getSurprise(true),
carac: Misc.templateData(this.defender).carac,
show: {}
};
if (this.defender.isCreature()) {
RdDItemCompetenceCreature.setRollDataCreature(rollData);
}
return rollData;
}
/* -------------------------------------------- */
_onEsquiveParticuliere(rollData) {
console.log("RdDCombat._onEsquiveParticuliere >>>", rollData);
ChatUtility.createChatWithRollMode(this.defender.name, {
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content: "<strong>Vous pouvez esquiver une deuxième fois!</strong>"
});
}
/* -------------------------------------------- */
async _onEsquiveNormale(defenderRoll) {
console.log("RdDCombat._onEsquiveNormal >>>", defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');
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this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
}
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/* -------------------------------------------- */
async _onEsquiveEchec(defenderRoll) {
console.log("RdDCombat._onEsquiveEchec >>>", defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true })
}
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/* -------------------------------------------- */
async computeDeteriorationArme(defenderRoll) {
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if (!ReglesOptionelles.isUsing('resistanceArmeParade')) {
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return;
}
const attackerRoll = defenderRoll.attackerRoll;
// Est-ce une parade normale?
if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) {
// Est-ce que l'attaque est une particulière en force ou une charge
if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) {
defenderRoll.show = defenderRoll.show || {}
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const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
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let arme = defenderRoll.arme;
let resistance = Misc.toInt(arme.data.resistance);
if (arme.data.magique) {
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defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut
if (arme.data.resistance_magique == undefined) arme.data.resistance_magique = 0; // Quick fix
if (dmg > arme.data.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274)
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// Jet de résistance de l'arme de parade (p.132)
let resistRoll = await RdDResolutionTable.rollData({
caracValue: resistance,
finalLevel: - dmg,
showDice: HIDE_DICE
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});
if (!resistRoll.rolled.isSuccess) {
let perteResistance = (dmg - arme.data.resistance_magique)
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resistance -= perteResistance;
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
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defenderRoll.show.perteResistance = perteResistance;
this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'data.resistance': resistance }]);
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}
}
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} else {
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// Jet de résistance de l'arme de parade (p.132)
let resistRoll = await RdDResolutionTable.rollData({
caracValue: resistance,
finalLevel: - dmg,
showDice: HIDE_DICE
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});
if (resistRoll.rolled.isSuccess) { // Perte de résistance
defenderRoll.show.deteriorationArme = 'resiste';
} else {
resistance -= dmg;
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte';
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defenderRoll.show.perteResistance = dmg;
this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'data.resistance': resistance }]);
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}
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}
// Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
if (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.arme) != 'boucliers') {
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let desarme = await RdDResolutionTable.rollData({
caracValue: this.defender.getForce(),
finalLevel: Misc.toInt(defenderRoll.competence.data.niveau) - dmg,
showDice: HIDE_DICE
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});
defenderRoll.show.desarme = desarme.rolled.isEchec;
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}
}
}
}
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/* -------------------------------------------- */
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async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
const attackerRoll = defenderRoll.attackerRoll;
if (ReglesOptionelles.isUsing('recul') && this._isForceOuCharge(attackerRoll)) {
const impact = this._computeImpactRecul(attackerRoll);
const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
if (rollRecul.rolled.isSuccess) {
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defenderRoll.show.recul = 'encaisse';
} else if (rollRecul.rolled.isETotal || this._isReculCauseChute(impact)) {
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defenderRoll.show.recul = 'chute';
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await this.defender.setStatusEffect("EFFECT.StatusProne", true);
}
else {
defenderRoll.show.recul = 'recul';
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}
}
}
/* -------------------------------------------- */
async _isReculCauseChute(impact) {
const agilite = this.defender.getAgilite();
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact });
return chute.rolled.isEchec;
}
/* -------------------------------------------- */
_isForceOuCharge(attaque) {
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return attaque.particuliere == 'force' || attaque.tactique == 'charge';
}
/* -------------------------------------------- */
_computeImpactRecul(attaque) {
const taille = this.defender.getTaille();
const force = this.attacker.getForce();
const dommages = attaque.arme.data.dommagesReels ?? attaque.arme.data.dommages;
return taille - (force + dommages);
}
/* -------------------------------------------- */
async encaisser(attackerRoll, defenderRoll, defenderTokenId) {
defenderTokenId = defenderTokenId || this.defenderTokenId;
console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) {
this._onEchecTotal(defenderRoll);
}
if (Misc.isOwnerPlayerOrUniqueConnectedGM(this.defender)) {
attackerRoll.attackerId = this.attackerId;
attackerRoll.defenderTokenId = defenderTokenId;
await this.computeRecul(defenderRoll);
this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll);
}
else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas
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game.socket.emit(SYSTEM_SOCKET_ID, {
msg: "msg_encaisser",
data: {
attackerId: this.attackerId,
defenderTokenId: defenderTokenId,
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attackerRoll: attackerRoll
}
});
}
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
}
/* -------------------------------------------- */
/* retourne true si on peut continuer, false si on ne peut pas continuer */
async accorderEntite(when = 'avant-encaissement') {
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console.log("TETETET", game.settings.get(SYSTEM_RDD, "accorder-entite-cauchemar"), this.defender.isEntite([ENTITE_INCARNE]), this.defender.isEntiteAccordee(this.attacker))
if (when != game.settings.get(SYSTEM_RDD, "accorder-entite-cauchemar")
|| this.defender == undefined
|| !this.defender.isEntite([ENTITE_INCARNE])
|| this.defender.isEntiteAccordee(this.attacker)) {
return true;
}
let rolled = await RdDResolutionTable.roll(this.attacker.getReveActuel(), - Number(Misc.templateData(this.defender).carac.niveau.value));
let message = {
content: "Jet de points actuels de rêve à " + rolled.finalLevel + RdDResolutionTable.explain(rolled) + "<br>",
whisper: ChatMessage.getWhisperRecipients(this.attacker.name)
};
if (rolled.isSuccess) {
await this.defender.setEntiteReveAccordee(this.attacker);
message.content += this.attacker.name + " s'est accordé avec " + this.defender.name;
}
else {
message.content += this.attacker.name + " n'est pas accordé avec " + this.defender.name;
}
ChatMessage.create(message);
return rolled.isSuccess;
}
/* -------------------------------------------- */
static async displayActorCombatStatus(combat, actor) {
let data = {
combatId: combat._id,
alias: actor.name,
etatGeneral: actor.getEtatGeneral(),
isSonne: actor.getSonne(),
blessuresStatus: actor.computeResumeBlessure(),
SConst: actor.getSConst(),
actorId: actor.data._id,
isGrave: false,
isCritique: false
}
if (actor.countBlessuresNonSoigneeByName("critiques") > 0) { // Pour éviter le cumul grave + critique
data.isCritique = true;
} else if (actor.countBlessuresNonSoigneeByName("graves") > 0) {
data.isGrave = true;
}
ChatUtility.createChatWithRollMode(actor.name, {
content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data)
});
}
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}