Nouveau roll-dialog: mode attaque / defense
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@@ -1,21 +1,24 @@
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import { RdDCarac } from "./rdd-carac.js";
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import { RdDItemArme } from "./item/arme.js";
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import { RdDPossession } from "./rdd-possession.js";
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const conditionsTactiques = [
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{ type: '', descr: '', dmg: 0, attaque: 0, parade: 0, esquive: true },
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{ type: 'charge', descr: 'Charge', dmg: 2, attaque: 4, parade: -4, esquive: false },
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{ type: 'feinte', descr: 'Feinte', dmg: 1, attaque: 1, parade: 0, esquive: true },
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{ type: 'pret', descr: 'prêt', dmg: 0, attaque: 0, parade: 0, esquive: true },
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{ type: 'demi', descr: 'Demi-surprise', dmg: 1, attaque: 0, parade: 0, esquive: true },
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{ type: 'totale', descr: 'Surprise totale', dmg: 10, attaque: 6, parade: 0, esquive: true },
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{ key: '', label: '', dmg: 0, attaque: 0, parade: 0, esquive: true, isTactique: false },
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{ key: 'normale', label: 'Attaque normale', dmg: 0, attaque: 0, parade: 0, esquive: true, isTactique: true },
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{ key: 'charge', label: 'Charge', dmg: 2, attaque: 4, parade: -4, esquive: false, isTactique: true },
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{ key: 'feinte', label: 'Feinte', dmg: 1, attaque: 1, parade: 0, esquive: true, isTactique: true },
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{ key: 'pret', label: 'prêt', dmg: 0, attaque: 0, parade: 0, esquive: true, isTactique: false },
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{ key: 'demi', label: 'Demi-surprise', dmg: 1, attaque: 0, parade: 0, esquive: true, isTactique: false },
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{ key: 'totale', label: 'Surprise totale', dmg: 10, attaque: 6, parade: 0, esquive: true, isTactique: false },
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];
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/* -------------------------------------------- */
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export class RdDBonus {
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static get tactiques() {
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return conditionsTactiques.filter(it => it.isTactique)
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}
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/* -------------------------------------------- */
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static find(condition) {
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return conditionsTactiques.find(e => e.type == condition) || conditionsTactiques.find(e => e.type == 'pret');
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return conditionsTactiques.find(e => e.key == condition) || conditionsTactiques[0];
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}
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@@ -32,7 +35,8 @@ export class RdDBonus {
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/* -------------------------------------------- */
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static dmg(rollData, actor, isEntiteIncarnee = false) {
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const dmgArme = RdDBonus.dmgArme(rollData.arme)
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const dmgArme = RdDBonus.dmgArme(rollData.arme, rollData.arme?.system.dommagesReels)
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const forceRequise = RdDItemArme.valeurMain(rollData.arme?.system.force ?? 0, RdDItemArme.getMainAttaque(rollData.competence))
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let dmg = {
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total: 0,
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dmgArme: dmgArme,
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@@ -41,39 +45,44 @@ export class RdDBonus {
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dmgParticuliere: RdDBonus._dmgParticuliere(rollData),
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dmgSurprise: RdDBonus.dmgBonus(rollData.ajustements?.attaqueDefenseurSurpris.used),
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mortalite: RdDBonus._calculMortalite(rollData, isEntiteIncarnee),
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dmgActor: RdDBonus.bonusDmg(actor, rollData.selectedCarac?.label.toLowerCase(), dmgArme)
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dmgActor: RdDBonus.bonusDmg(actor, rollData.selectedCarac?.label.toLowerCase(), dmgArme),
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dmgForceInsuffisante: Math.min(0, actor.getForce() - forceRequise)
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}
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere;
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
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return dmg;
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}
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/* -------------------------------------------- */
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static description(condition) {
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return RdDBonus.find(condition).descr;
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return RdDBonus.find(condition).label
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}
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/* -------------------------------------------- */
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static dmgBonus(condition) {
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return RdDBonus.find(condition).dmg;
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return RdDBonus.find(condition).dmg
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}
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/* -------------------------------------------- */
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static bonusAttaque(condition) {
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return RdDBonus.find(condition).attaque;
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return RdDBonus.find(condition).attaque
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}
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/* -------------------------------------------- */
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static _calculMortalite(rollData, isEntiteIncarnee) {
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return RdDBonus.mortalite(rollData.dmg?.mortalite, rollData.arme?.system.mortalite, isEntiteIncarnee)
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}
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static mortalite(mortaliteSelect, mortaliteArme, isEntiteIncarnee) {
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return isEntiteIncarnee ? "entiteincarnee"
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: rollData.dmg?.mortalite
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?? rollData.arme?.system.mortalite
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: mortaliteSelect
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?? mortaliteArme
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?? "mortel";
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}
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/* -------------------------------------------- */
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static dmgArme(arme) {
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static dmgArme(arme, dommagesMain) {
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if (arme) {
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let dmgBase = arme.system.dommagesReels ?? Number(arme.system.dommages ?? 0);
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let dmgBase = dommagesMain ?? Number(arme.system.dommages ?? 0);
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//Le bonus dégats magiques ne peut pas faire dépasser le bonus de l'arme (cf p.278)
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return dmgBase + Math.min(dmgBase, arme.system.magique ? arme.system.ecaille_efficacite : 0);
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}
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@@ -87,13 +96,13 @@ export class RdDBonus {
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/* -------------------------------------------- */
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static bonusDmg(actor, categorie, dmgArme) {
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const dmgActor = actor.getBonusDegat()
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if (categorie == undefined) {
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return 0
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}
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const dmgActor = actor.getBonusDegat()
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switch (categorie) {
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case "tir": return 0;
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case "lancer": return Math.max(0, Math.min(dmgArme, dmgActor));
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case "(tir)": case "tir": return 0
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case "(lancer)": case "lancer": return Math.max(0, Math.min(dmgArme, dmgActor));
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}
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return dmgActor;
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}
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