Nouveau roll-dialog: mode attaque / defense

This commit is contained in:
2025-09-21 00:15:21 +02:00
parent 607eedc6d2
commit 0730bdf240
52 changed files with 940 additions and 415 deletions

View File

@@ -1,4 +1,5 @@
import { Misc } from "../misc.js"
import { ReglesOptionnelles } from "../settings/regles-optionnelles.js"
import { StatusEffects } from "../settings/status-effects.js"
import { ROLL_MODE_ATTAQUE, ROLL_MODE_DEFENSE } from "./roll-constants.mjs"
import { ROLLDIALOG_SECTION, RollPart } from "./roll-part.mjs"
@@ -22,11 +23,6 @@ export class RollPartSign extends RollPart {
this.setSaved(targetData, this.getCurrent(rollData))
}
// visible(rollData) {
// const current = this.getCurrent(rollData)
// return current.surprise != ''
// }
isCombat(rollData) {
return [ROLL_MODE_ATTAQUE, ROLL_MODE_DEFENSE].includes(rollData.mode.current) || rollData.mode.isCombat
}
@@ -42,41 +38,61 @@ export class RollPartSign extends RollPart {
const actor = rollData.active.actor;
const isCombat = this.isCombat(rollData)
const current = this.getCurrent(rollData)
current.armeDisparate = isCombat && current.armeDisparate
current.forceRequise = current.forceRequise ?? 0
current.surprise = actor.getSurprise(isCombat)
current.reasons = actor.getEffects(it => StatusEffects.niveauSurprise(it) > 0).map(it => it.name)
current.diviseur = 1
if (isCombat && actor.isDemiReve()) {
current.reasons.push('Demi-rêve en combat')
}
if (current.surprise == 'demi') {
current.diviseur *= 2
}
if (this.isAttaqueFinesse(rollData)) {
current.diviseur *= 2
current.reasons.push('Attaque en finesse')
if (isCombat && actor.isDemiReve()) {
current.reasons.push('Demi-rêve en combat')
}
if (this.isForceInsuffisante(rollData)) {
if (this.isParadeArmeDisparate(current)) {
current.diviseur *= 2
current.reasons.push('Armes disparates')
}
if (this.isForceInsuffisante(actor, current)) {
current.diviseur *= 2
current.reasons.push('Force insuffisante')
}
if (this.isAttaqueFinesse(rollData)) {
current.diviseur *= 2
current.reasons.push('Particulière en finesse')
}
if (!ReglesOptionnelles.isUsing('tripleSignificative')) {
current.diviseur = Math.min(current.diviseur, 4);
}
current.reason = current.reasons.join(', ')
}
isForceInsuffisante(rollData) {
//this.isCombat(rollData) && ... arme avec force min
return this.isCombat(rollData) && true
isAttaqueFinesse(rollData) {
return ROLL_MODE_DEFENSE == rollData.mode.current && rollData.attaque.particuliere == 'finesse'
}
isAttaqueFinesse(rollData) {
// this.rollData.selected[PART_DEFENSE] && attaquant avec particulière en finesse
return ROLL_MODE_DEFENSE == rollData.mode.current && true
isForceInsuffisante(actor, current) {
if (actor?.isPersonnage()) {
const requise = current.forceRequise
const force = parseInt(actor.system.carac.force.value)
return requise > force
}
return false
}
isParadeArmeDisparate(current) {
return current.armeDisparate
}
getAjustements(rollData) {
const current = this.getCurrent(rollData)
if (current.surprise == 'demi') {
return [{ label: 'Significative requise ' + Misc.getFractionOneN(current.diviseur), diff: undefined }]
return [
{ label: 'Significative requise ' + Misc.getFractionOneN(current.diviseur), diff: undefined },
...current.reasons.map(it => { return { label: '<i class="fa-solid fa-triangle-exclamation"></i> ' + it, diff: undefined } })
]
}
return []
}
@@ -90,4 +106,9 @@ export class RollPartSign extends RollPart {
})
}
setArme(rollData, forceRequise, armeDisparate) {
const current = this.getCurrent(rollData)
current.armeDisparate = armeDisparate
current.forceRequise = forceRequise
}
}