Merge branch 'v1.4' into 'dev_0.8'

# Conflicts:
#   module/actor-sheet.js
#   system.json
#   templates/actor-sheet.html
This commit is contained in:
2021-03-02 22:44:57 +00:00
36 changed files with 933 additions and 590 deletions

View File

@@ -9,6 +9,7 @@ import { RdDItemArme } from "./item-arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { RdDBonus } from "./rdd-bonus.js";
import { Misc } from "./misc.js";
import { RdDCombatManager } from "./rdd-combat.js";
/* -------------------------------------------- */
export class RdDActorSheet extends ActorSheet {
@@ -41,11 +42,17 @@ export class RdDActorSheet extends ActorSheet {
data.itemsByType = Misc.classify(data.items);
// Competence per category
data.data.comptageArchetype = RdDUtility.getLimitesArchetypes();
data.data.competenceXPTotal = 0;
data.competenceByCategory = Misc.classify(
data.itemsByType.competence,
item => item.data.categorie,
item => {
let archetypeKey = (item.data.niveau_archetype < 0) ? 0 : item.data.niveau_archetype;
if (data.data.comptageArchetype[archetypeKey] == undefined) {
data.data.comptageArchetype[archetypeKey] = { "niveau": archetypeKey, "nombreMax": 0, "nombre": 0};
}
data.data.comptageArchetype[archetypeKey].nombre = (data.data.comptageArchetype[archetypeKey]?.nombre??0) + 1; //Comptage archetype
item.data.xpNext = RdDItemCompetence.getCompetenceNextXp(item.data.niveau);
item.data.isLevelUp = item.data.xp >= item.data.xpNext; // Flag de niveau à MAJ
//this.actor.checkCompetenceXP(item.name); // Petite vérification experience
@@ -67,6 +74,7 @@ export class RdDActorSheet extends ActorSheet {
currentCarac.xpNext = RdDUtility.getCaracNextXp(currentCarac.value);
currentCarac.isLevelUp = (currentCarac.xp >= currentCarac.xpNext);
}
sum += (data.data.beaute >= 0) ? (data.data.beaute - 10) : 0;
data.data.caracSum = sum;
// Force empty arme, at least for Esquive
@@ -89,12 +97,12 @@ export class RdDActorSheet extends ActorSheet {
// To avoid armour and so on...
data.data.combat = duplicate(RdDUtility.checkNull(data.itemsByType['arme']));
data.data.combat = RdDUtility._finalizeArmeList(data.data.combat, data.itemsByType.competence, data.data.carac);
data.data.combat = RdDCombatManager.finalizeArmeList(data.data.combat, data.itemsByType.competence, data.data.carac);
data.esquive = { name: "Esquive", niveau: data.competenceByCategory?.melee.find(it => it.name == 'Esquive')?.data.niveau ?? -6};
let corpsACorps = data.competenceByCategory?.melee.find(it => it.name == 'Corps à corps');
if (corpsACorps) {
let cc_init = RdDUtility.calculInitiative(corpsACorps.data.niveau, caracList['melee'].value);
let cc_init = RdDCombatManager.calculInitiative(corpsACorps.data.niveau, data.data.carac['melee'].value);
data.data.combat.push(RdDItemArme.mainsNues({ niveau: corpsACorps.data.niveau, initiative: cc_init }));
}
this.armesList = duplicate(data.data.combat);
@@ -352,7 +360,7 @@ export class RdDActorSheet extends ActorSheet {
if (combatant) {
let armeName = event.currentTarget.attributes['data-arme-name'].value;
let arme = this.armesList.find(a => a.name == armeName);
RdDUtility.rollInitiativeCompetence(combatant._id, arme);
RdDCombatManager.rollInitiativeCompetence(combatant._id, arme);
} else {
ui.notifications.info("Impossible de lancer l'initiative sans être dans un combat.");
}