Combat séparé par actions

la classe RdDCombat a pour vocation de gérer les interactions entre
attaques, défenses, ...

Séparation de:
- attaque
- parades
- esquive
- encaisser

gestion des résultats de dés par actions

- _onAttaqueParticuliere
- _onAttaqueNormale
- _onAttaqueEchec
- _onAttaqueEchecTotal
- _onParadeParticuliere
- _onParadeNormale
- _onParadeEchec
- _onParadeEchecTotal
- _onEsquiveParticuliere
- _onEsquiveNormale
- _onEsquiveEchec
- _onEsquiveEchecTotal

Séparation de demiSurprise et de needSignificative

les callbacks des boutons dans le chat sont enregistrés cette classe

Par ailleurs:

- Fix mortel/non-mortel (coche puis décoche restait non-mortel)
- création de classes pour les armes, les compétences
- fix du recul (ne pouvait pas marcher)
This commit is contained in:
2020-12-12 21:58:44 +01:00
parent 59a54b8a90
commit 2bcc1a7ba3
9 changed files with 925 additions and 203 deletions

View File

@ -42,13 +42,13 @@ const specialResults = [
const reussites = [
{ code: "etotal", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: true, ptTache: -4, ptQualite: -6, quality: "Echec total", condition: (target, roll) => roll >= target.etotal && roll <= 100 },
{ code: "epart", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: false, ptTache: -2, ptQualite: -4, quality: "Echec particulier", condition: (target, roll) => (roll >= target.epart && roll < target.etotal) },
{ code: "echec", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: false, isETotal: false, ptTache: 0, ptQualite: -2, quality: "Echec normal", condition: (target, roll) => (roll > target.score && roll < target.etotal) },
{ code: "norm", isPart: false, isSign: false, isSuccess: true, isEchec: false, isEPart: false, isETotal: false, ptTache: 1, ptQualite: 0, quality: "Réussite normale", condition: (target, roll) => (roll > target.sign && roll <= target.score) },
{ code: "sign", isPart: false, isSign: true, isSuccess: true, isEchec: false, isEPart: false, isETotal: false, ptTache: 2, ptQualite: 1, quality: "Réussite significative", condition: (target, roll) => (roll > target.part && roll <= target.sign) },
{ code: "part", isPart: true, isSign: true, isSuccess: true, isEchec: false, isEPart: false, isETotal: false, ptTache: 3, ptQualite: 2, quality: "Réussite Particulière!", condition: (target, roll) => (roll > 0 && roll <= target.part) },
{ code: "error", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: true, ptTache: 0, ptQualite: 0, quality: "Jet de dés invalide", condition: (target, roll) => (roll <= 0 || roll > 100) }
{ code: "etotal", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: true, ptTache: -4, ptQualite: -6, quality: "Echec total", condition: (target, roll) => roll >= target.etotal && roll <= 100 },
{ code: "epart", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: false, ptTache: -2, ptQualite: -4, quality: "Echec particulier", condition: (target, roll) => (roll >= target.epart && roll < target.etotal) },
{ code: "echec", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: false, isETotal: false, ptTache: 0, ptQualite: -2, quality: "Echec normal", condition: (target, roll) => (roll > target.score && roll < target.etotal) },
{ code: "norm", isPart: false, isSign: false, isSuccess: true, isEchec: false, isEPart: false, isETotal: false, ptTache: 1, ptQualite: 0, quality: "Réussite normale", condition: (target, roll) => (roll > target.sign && roll <= target.score) },
{ code: "sign", isPart: false, isSign: true, isSuccess: true, isEchec: false, isEPart: false, isETotal: false, ptTache: 2, ptQualite: 1, quality: "Réussite significative", condition: (target, roll) => (roll > target.part && roll <= target.sign) },
{ code: "part", isPart: true, isSign: true, isSuccess: true, isEchec: false, isEPart: false, isETotal: false, ptTache: 3, ptQualite: 2, quality: "Réussite Particulière!", condition: (target, roll) => (roll > 0 && roll <= target.part) },
{ code: "error", isPart: false, isSign: false, isSuccess: false, isEchec: true, isEPart: true, isETotal: true, ptTache: 0, ptQualite: 0, quality: "Jet de dés invalide", condition: (target, roll) => (roll <= 0 || roll > 100) }
];
/* -------------------------------------------- */
@ -81,8 +81,9 @@ export class RdDResolutionTable {
/* -------------------------------------------- */
static explain(rolled) {
let message = "<br>Jet : <strong>" + rolled.roll + "</strong> sur " + rolled.score + "% ";
if (rolled.caracValue != null && rolled.finalLevel!= null) {
message += "(" + rolled.caracValue + " à " + Misc.toSignedString(rolled.finalLevel) + ") ";
if (rolled.caracValue != null && rolled.finalLevel != null) {
message += (rolled.needSignificative ? "(significative sur " : "(")
+ rolled.caracValue + " à " + Misc.toSignedString(rolled.finalLevel) + ") ";
}
message += '<strong>' + rolled.quality + '</strong>'
return message;
@ -90,28 +91,39 @@ export class RdDResolutionTable {
}
/* -------------------------------------------- */
static updateChancesWithBonus( chances, bonus ) {
if (bonus) {
let newScore = Number(chances.score) + Number(bonus);
mergeObject(chances, this._computeCell(null, newScore), {overwrite: true});
static async rollData(rollData) {
rollData.rolled = await this.roll(rollData.caracValue, rollData.finalLevel, rollData.bonus, rollData.needSignificative);
}
/* -------------------------------------------- */
static async roll(caracValue, finalLevel, bonus = undefined, needSignificative = undefined, showDice = true) {
let chances = this.computeChances(caracValue, finalLevel);
this._updateChancesWithBonus(chances, bonus);
this._updateChancesNeedSignificative(chances, needSignificative);
chances.showDice = showDice;
let rolled = await this.rollChances(chances);
rolled.caracValue = caracValue;
rolled.finalLevel = finalLevel;
rolled.bonus = bonus;
rolled.needSignificative = needSignificative;
return rolled;
}
/* -------------------------------------------- */
static _updateChancesNeedSignificative(chances, needSignificative) {
if (needSignificative) {
let newScore = Math.floor(Number(chances.score) / 2);
mergeObject(chances, this._computeCell(null, newScore), { overwrite: true });
}
}
/* -------------------------------------------- */
static async rollData(rollData ) {
rollData.rolled = await this.roll(rollData.caracValue, rollData.finalLevel, rollData.bonus);
}
/* -------------------------------------------- */
static async roll(caracValue, finalLevel, bonus = undefined, showDice = true ) {
let chances = this.computeChances(caracValue, finalLevel);
chances.showDice = showDice;
this.updateChancesWithBonus( chances, bonus);
let rolled = await this.rollChances(chances);
rolled.caracValue = caracValue;
rolled.finalLevel = finalLevel;
rolled.bonus = bonus;
return rolled;
static _updateChancesWithBonus(chances, bonus) {
if (bonus) {
let newScore = Number(chances.score) + Number(bonus);
mergeObject(chances, this._computeCell(null, newScore), { overwrite: true });
}
}
/* -------------------------------------------- */
@ -146,6 +158,23 @@ export class RdDResolutionTable {
return "";
}
static isEchec(rollData) {
return rollData.demiSurprise ? !rollData.rolled.isSign : rollData.rolled.isEchec;
}
static isEchecTotal(rollData) {
return (rollData.demiSurprise && rollData.arme) ? rollData.rolled.isEchec : rollData.rolled.isETotal;
}
static isParticuliere(rollData) {
return (rollData.demiSurprise && rollData.arme) ? false : rollData.rolled.isPart;
}
static isReussite(rollData) {
return rollData.demiSurprise ? rollData.rolled.isSign : rollData.rolled.isSuccess;
}
/* -------------------------------------------- */
static _computeReussite(chances, roll) {
const reussite = reussites.find(x => x.condition(chances, roll));