Rename TYPES en ITEM_TYPES
Pour ajouter les ACTOR_TYPES
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@ -1,5 +1,5 @@
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js"
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import { TYPES } from "./item.js";
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import { ITEM_TYPES } from "./item.js";
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import { RdDCombatManager } from "./rdd-combat.js";
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const nomCategorieParade = {
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@ -20,19 +20,35 @@ const nomCategorieParade = {
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export class RdDItemArme extends Item {
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static isArme(item) {
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return item.type == TYPES.arme || RdDItemCompetenceCreature.getCategorieAttaque(item);
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return item.type == ITEM_TYPES.arme || RdDItemCompetenceCreature.getCategorieAttaque(item);
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}
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/* -------------------------------------------- */
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static getArme(arme) {
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switch (arme ? arme.type : '') {
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case TYPES.arme: return arme;
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case TYPES.competencecreature:
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case ITEM_TYPES.arme: return arme;
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case ITEM_TYPES.competencecreature:
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return RdDItemCompetenceCreature.armeCreature(arme);
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}
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return RdDItemArme.mainsNues();
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}
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static getCompetenceArme(arme, competenceName) {
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switch (arme.type) {
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case ITEM_TYPES.competencecreature:
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return arme.name
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case ITEM_TYPES.arme:
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switch (competenceName) {
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case 'competence': return arme.system.competence;
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case 'unemain': return RdDItemArme.competence1Mains(arme);
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case 'deuxmains': return RdDItemArme.competence2Mains(arme);
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case 'tir': return arme.system.tir;
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case 'lancer': return arme.system.lancer;
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}
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}
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return undefined
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}
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static computeNiveauArmes(armes, competences) {
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for (const arme of armes) {
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arme.system.niveau = RdDItemArme.niveauCompetenceArme(arme, competences);
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@ -68,14 +84,14 @@ export class RdDItemArme extends Item {
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return armeData.system.categorie_parade;
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}
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// pour compatibilité avec des personnages existants
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if (armeData.type == TYPES.competencecreature || armeData.system.categorie == 'creature') {
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if (armeData.type == ITEM_TYPES.competencecreature || armeData.system.categorie == 'creature') {
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return armeData.system.categorie_parade || (armeData.system.isparade ? 'armes-naturelles' : '');
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}
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if (!armeData.type.match(/arme|competencecreature/)) {
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return '';
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}
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if (armeData.system.competence == undefined) {
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return TYPES.competencecreature;
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return ITEM_TYPES.competencecreature;
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}
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let compname = armeData.system.competence.toLowerCase();
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if (compname.match(/^(dague de jet|javelot|fouet|arc|arbalête|fronde|hache de jet|fléau)$/)) return '';
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@ -157,18 +173,19 @@ export class RdDItemArme extends Item {
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}
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return armeData;
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}
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static competence2Mains(arme) {
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return arme.system.competence.replace(" 1 main", " 2 mains");
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}
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static competence1Mains(arme) {
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return arme.system.competence.replace(" 2 mains", " 1 main");
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}
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static competence2Mains(arme) {
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return arme.system.competence.replace(" 1 main", " 2 mains");
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}
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static isArmeUtilisable(arme) {
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switch (arme.type) {
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case TYPES.arme: return arme.system.equipe && (arme.system.resistance > 0 || arme.system.portee_courte > 0)
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case TYPES.competencecreature: return true
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case ITEM_TYPES.arme: return arme.system.equipe && (arme.system.resistance > 0 || arme.system.portee_courte > 0)
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case ITEM_TYPES.competencecreature: return true
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}
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return false
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}
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@ -184,7 +201,7 @@ export class RdDItemArme extends Item {
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return {
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_id: competence?.id,
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name: 'Corps à corps',
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type: TYPES.arme,
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type: ITEM_TYPES.arme,
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img: 'systems/foundryvtt-reve-de-dragon/icons/competence_corps_a_corps.webp',
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system: {
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initiative: RdDCombatManager.calculInitiative(competence.system.niveau, melee),
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