Gestion attaques v2 et initiative

This commit is contained in:
2025-09-30 01:33:08 +02:00
parent d0ba1ebf99
commit 7370b633db
44 changed files with 1033 additions and 515 deletions

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@@ -655,7 +655,8 @@ select,
width: 1.5rem;
text-align: center;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat {
font-family: CaslonAntique;
display: grid;
grid-template-areas: "img header buttons" "img resume buttons" "details details details" "actions actions actions";
@@ -663,51 +664,61 @@ select,
grid-template-rows: max-content max-content max-content max-content;
gap: 0 0.5rem;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-img {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-img,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-img {
grid-area: img;
display: flex;
flex-direction: column;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-img img {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-img img,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-img img {
border: 0;
max-height: 3rem;
max-width: 3rem;
object-fit: contain;
height: 100%;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-header {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-header,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-header {
grid-area: header;
font-weight: bold;
font-size: 0.9rem;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-resume {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-resume,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-resume {
grid-area: resume;
text-align: justify;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-details {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-details,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-details {
grid-area: details;
text-align: justify;
display: flex;
flex-direction: column;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-actions {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-actions,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-actions {
grid-area: actions;
display: flex;
flex-direction: column;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-actions a {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-actions a,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-actions a {
display: flex;
flex-direction: row;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-actions a img {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-actions a img,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-actions a img {
margin-right: 0.5rem;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-buttons {
grid-area: buttons;
display: flex;
flex-direction: column;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-buttons a {
border-radius: 0.2rem;
cursor: pointer;
padding: 0.2rem;
@@ -718,14 +729,17 @@ select,
display: inline-block;
align-items: center;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a img {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a img,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-buttons a img {
max-width: 1rem;
max-height: 1rem;
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a:hover {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a:hover,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-buttons a:hover {
background: var(--background-custom-button-hover);
}
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a:active {
.system-foundryvtt-reve-de-dragon .chat-message div.roll-chat div.chat-buttons a:active,
.system-foundryvtt-reve-de-dragon .dialog-content div.roll-chat div.chat-buttons a:active {
position: relative;
top: 1px;
}
@@ -1975,14 +1989,18 @@ select,
width: 9rem;
height: fit-content;
border-radius: 0.3rem;
min-width: 6rem;
min-width: 8rem;
flex-basis: auto;
padding: 0;
line-height: 0.95rem;
line-height: 1.6rem;
margin: 0.2rem;
display: flex;
flex-direction: row;
align-items: center;
}
.system-foundryvtt-reve-de-dragon .rdd-hud-menu label {
font-size: 0.8rem;
.system-foundryvtt-reve-de-dragon div.control-icon.token-hud-icon select,
.system-foundryvtt-reve-de-dragon div.control-icon.token-hud-icon label {
font-size: 1rem;
}
.system-foundryvtt-reve-de-dragon .item-checkbox {
height: 25px;

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@@ -1341,14 +1341,18 @@
width: 9rem;
height: fit-content;
border-radius: 0.3rem;
min-width: 6rem;
min-width: 8rem;
flex-basis: auto;
padding: 0;
line-height: 0.95rem;
line-height: 1.6rem;
margin: 0.2rem;
display: flex;
flex-direction: row;
align-items: center;
select, label {
font-size: 1rem;
}
.rdd-hud-menu label {
font-size: 0.8rem;
}
/* ======================================== */
.item-checkbox {

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@@ -1,5 +1,5 @@
.chat-message {
div.roll-chat {
.chat-message div.roll-chat,
.dialog-content div.roll-chat {
font-family: CaslonAntique;
display: grid;
grid-template-areas:
@@ -83,5 +83,4 @@
}
}
}
}

View File

@@ -2,6 +2,9 @@
* class providing the actor and token, and choosing the name and image from the token if available.
*/
export class ActorToken {
static fromTokenActor(token, actor){
return token ? ActorToken.fromToken(token) : ActorToken.fromActor(actor)
}
static fromActorId(actorId, onError = () => undefined) {
actorId = actorId ?? (canvas.tokens.controlled.length > 0

View File

@@ -136,12 +136,12 @@ export class RdDActor extends RdDBaseActorSang {
}
listActions({ isAttaque = false, isEquipe = false }) {
// Recupération des armes
// Recupération des attaques
const actions = this.listActionsAttaque()
.filter(it => !isEquipe || it.arme.system.equipe)
if (!isAttaque && this.system.attributs.hautrevant.value) {
actions.push({ name: "Draconic", action: 'haut-reve', initOnly: true })
actions.push({ label: "Draconic", action: 'haut-reve', initOnly: true })
}
return actions
}
@@ -177,7 +177,7 @@ export class RdDActor extends RdDBaseActorSang {
const actions = []
const uniques = []
const addAttaque = (arme, main) => {
const addAttaque = (arme, main = undefined, action = 'attaque') => {
const dommagesArme = RdDItemArme.valeurMain(arme.system.dommages, main)
const forceRequise = RdDItemArme.valeurMain(arme.system.force ?? 0, main)
const ecaillesEfficacite = arme.system.magique ? arme.system.ecaille_efficacite : 0;
@@ -196,7 +196,7 @@ export class RdDActor extends RdDBaseActorSang {
const ajustement = (arme.parent?.getEtatGeneral() ?? 0) + ecaillesEfficacite
actions.push({
name: arme.name + (main ? ' ' + main : ''),
label: arme.name + (main ? ' ' + main : ''),
action: 'attaque',
initOnly: false,
arme: arme,
@@ -206,22 +206,23 @@ export class RdDActor extends RdDBaseActorSang {
equipe: arme.system.equipe,
dommagesArme: dommagesArme,
forceRequise: forceRequise,
initiative: RdDInitiative.calculInitiative(niveau, caracValue, ajustement)
initiative: RdDInitiative.getRollInitiative(caracValue, niveau, ajustement)
})
}
addAttaque(RdDItemArme.empoignade(this))
addAttaque(RdDItemArme.corpsACorps(this))
this.itemTypes[ITEM_TYPES.arme]
.filter(it => it.isAttaque())
.sort(Misc.ascending(it => it.name))
.forEach(arme => {
if (arme.system.unemain && arme.system.competence) { addAttaque(arme, ATTAQUE_TYPE.UNE_MAIN) }
if (arme.system.deuxmains && arme.system.competence) { addAttaque(arme, ATTAQUE_TYPE.DEUX_MAINS) }
if (arme.system.lancer) { addAttaque(arme, ATTAQUE_TYPE.LANCER) }
if (arme.system.unemain && arme.system.competence && arme.system.resistance > 0) { addAttaque(arme, ATTAQUE_TYPE.UNE_MAIN) }
if (arme.system.deuxmains && arme.system.competence && arme.system.resistance > 0) { addAttaque(arme, ATTAQUE_TYPE.DEUX_MAINS) }
if (arme.system.lancer && arme.system.resistance > 0) { addAttaque(arme, ATTAQUE_TYPE.LANCER) }
if (arme.system.tir) { addAttaque(arme, ATTAQUE_TYPE.TIR) }
})
addAttaque(RdDItemArme.corpsACorps(this), ATTAQUE_TYPE.CORPS_A_CORPS)
addAttaque(RdDItemArme.empoignade(this), ATTAQUE_TYPE.CORPS_A_CORPS, 'empoignade')
return actions
}

View File

@@ -25,6 +25,8 @@ import { RdDPossession } from "../rdd-possession.js";
import { BASE_CORPS_A_CORPS, BASE_ESQUIVE, POSSESSION_SANS_DRACONIC } from "../item/base-items.js";
import { RollDataAjustements } from "../rolldata-ajustements.js";
import { MappingCreatureArme } from "../item/mapping-creature-arme.mjs";
import RollDialog from "../roll/roll-dialog.mjs";
import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_COMP, ROLL_TYPE_JEU, ROLL_TYPE_MEDITATION, ROLL_TYPE_OEUVRE, ROLL_TYPE_TACHE } from "../roll/roll-constants.mjs";
/**
* Classe de base pour les acteurs disposant de rêve (donc, pas des objets)
@@ -407,6 +409,20 @@ export class RdDBaseActorReve extends RdDBaseActor {
}
/* -------------------------------------------- */
async rollCompetenceV2(rollData) {
foundry.utils.mergeObject(rollData, {
ids: {
actorId: this.id
},
type: {
allowed: [ROLL_TYPE_COMP, ROLL_TYPE_OEUVRE, ROLL_TYPE_TACHE, ROLL_TYPE_JEU, ROLL_TYPE_MEDITATION],
}
})
rollData.ids.actorId = rollData.ids.actorId ?? this.id
await RollDialog.create(rollData)
}
async rollCompetence(idOrName, options = { tryTarget: true, arme: undefined }) {
RdDEmpoignade.checkEmpoignadeEnCours(this)
const competence = this.getCompetence(idOrName);
@@ -449,6 +465,46 @@ export class RdDBaseActorReve extends RdDBaseActor {
}
}
rollAttaque(token) {
token = token ?? RdDUtility.getSelectedToken(this)
if (Targets.hasTargets()) {
Targets.selectOneTargetToken(target => {
if (Targets.isTargetEntite(target)) {
ui.notifications.warn(`Vous ne pouvez pas attaquer une entité non incarnée!!!!`)
return
}
RdDCombat.rddCombatTarget(target, this, token).attaqueV2();
})
}
else {
return RdDConfirm.confirmer({
settingConfirmer: "confirmer-combat-sans-cible",
content: `<p>Voulez vous faire une attaque sans choisir de cible valide?
<br>Tous les jets de combats devront être gérés à la main
</p>`,
title: 'Ne pas utiliser les automatisation de combat',
buttonLabel: "Pas d'automatisation",
onAction: async () => {
this.rollCompetenceV2({
ids: {
actorId: this.id,
actorTokenId: token?.id,
},
selected: {
conditions: { value: 0 }
},
type: {
allowed: [ROLL_TYPE_COMP, ROLL_TYPE_ATTAQUE, ROLL_TYPE_OEUVRE, ROLL_TYPE_TACHE, ROLL_TYPE_JEU],
current: ROLL_TYPE_COMP
}
})
}
})
}
}
/** --------------------------------------------
* @param {*} arme item d'arme/compétence de créature
* @param {*} categorieArme catégorie d'attaque à utiliser: competence (== melee), lancer, tir; naturelle, possession

View File

@@ -39,12 +39,12 @@ export class RdDBaseActorSang extends RdDBaseActorReve {
return 0;
}
isCumulFatigueCauseSommeil(cumulFatigue){
isCumulFatigueCauseSommeil(cumulFatigue) {
return ReglesOptionnelles.isUsing("appliquer-fatigue")
? (this.getFatigueRestante() <= cumulFatigue)
: (this.getEnduranceActuelle() <= cumulFatigue)
}
getFatigueRestante() {return this.getFatigueMax() - this.getFatigueActuelle() }
getFatigueRestante() { return this.getFatigueMax() - this.getFatigueActuelle() }
getFatigueMin() { return this.system.sante.endurance.max - this.system.sante.endurance.value }
malusFatigue() {
@@ -195,7 +195,7 @@ export class RdDBaseActorSang extends RdDBaseActorReve {
const endActuelle = this.getEnduranceActuelle();
const blessure = await RdDItemBlessure.createBlessure(this, encaissement.gravite, encaissement.dmg?.loc.label ?? '', attackerToken);
if (blessure.isCritique()) {
encaissement.endurance = endActuelle;
encaissement.endurance = endActuelle
}
if (blessure.isMort()) {

View File

@@ -56,10 +56,8 @@ export class RdDBaseActorSheet extends foundry.appv1.sheets.ActorSheet {
this._appliquerRechercheObjets(formData.conteneurs, formData.inventaires);
formData.conteneurs = RdDUtility.conteneursRacine(formData.conteneurs);
formData.competences.filter(it => it.type == ITEM_TYPES.competencecreature)
.forEach(it => {
const competenceCreature = new RdDItemCompetenceCreature(it.toObject(), { parent: it.parent });
it.isdommages = competenceCreature.isDommages();
})
.forEach(it => it.isdommages = it.isDommages()
)
return formData;
}

View File

@@ -769,11 +769,15 @@ export class RdDBaseActor extends Actor {
return this.itemTypes[ITEM_TYPES.possession]
.map(p => {
return {
name: p.name,
label: p.name,
action: 'possession',
possessionid: p.system.possessionid,
}
})
}
listActionsCombat() {
const possessions = this.listActionsPossessions()
return possessions.length > 0 ? possessions : this.listActions({})
}
}

View File

@@ -12,16 +12,16 @@ export const ENTITE_BLURETTE = 'blurette'
export const renderTemplate = foundry.applications.handlebars.renderTemplate
export const RDD_CONFIG = {
niveauEthylisme : [
{value: "1", label: "Aucun"},
{value: "0", label: "Eméché (0)"},
{value: "-1", label: "Gris (-1)"},
{value: "-2", label: "Pinté (-2)"},
{value: "-3", label: "Pas Frais (-3)"},
{value: "-4", label: "Ivre (-4)"},
{value: "-5", label: "Bu (-5)"},
{value: "-6", label: "Complètement fait (-6)"},
{value: "-7", label: "Ivre mort (-7)"}
niveauEthylisme: [
{ value: "1", label: "Aucun" },
{ value: "0", label: "Eméché (0)" },
{ value: "-1", label: "Gris (-1)" },
{ value: "-2", label: "Pinté (-2)" },
{ value: "-3", label: "Pas Frais (-3)" },
{ value: "-4", label: "Ivre (-4)" },
{ value: "-5", label: "Bu (-5)" },
{ value: "-6", label: "Complètement fait (-6)" },
{ value: "-7", label: "Ivre mort (-7)" }
],
categorieEntite: {
"cauchemar": "Cauchemar",
@@ -32,28 +32,34 @@ export const RDD_CONFIG = {
"nonincarne": "Non Incarnée",
"blurette": "Blurette"
},
heuresRdD : [
{value : "vaisseau", label: "Vaisseau", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd01.webp"},
{value : "sirene", label: "Sirène", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd02.webp"},
{value : "faucon", label: "Faucon", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd03.webp"},
{value : "couronne", label: "Couronne", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd04.webp"},
{value : "dragon", label: "Dragon", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd05.webp"},
{value : "epees", label: "Epées", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd06.webp"},
{value : "lyre", label: "Lyre", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd07.webp"},
{value : "serpent", label: "Serpent", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd08.webp"},
{value : "poissonacrobate", label: "Poisson Acrobate", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd09.webp"},
{value : "araignee", label: "Araignée", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd10.webp"},
{value : "roseau", label: "Roseau", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd11.webp"},
{value : "chateaudormant", label: "Chateau Dormant", img: "modules/foundryvtt-reve-de-dragon/icons/heures/hd12.webp"}
heuresRdD: [
{ value: "vaisseau", label: "Vaisseau", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd01.webp" },
{ value: "sirene", label: "Sirène", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd02.webp" },
{ value: "faucon", label: "Faucon", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd03.webp" },
{ value: "couronne", label: "Couronne", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd04.webp" },
{ value: "dragon", label: "Dragon", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd05.webp" },
{ value: "epees", label: "Epées", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd06.webp" },
{ value: "lyre", label: "Lyre", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd07.webp" },
{ value: "serpent", label: "Serpent", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd08.webp" },
{ value: "poissonacrobate", label: "Poisson Acrobate", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd09.webp" },
{ value: "araignee", label: "Araignée", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd10.webp" },
{ value: "roseau", label: "Roseau", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd11.webp" },
{ value: "chateaudormant", label: "Chateau Dormant", img: "systems/foundryvtt-reve-de-dragon/icons/heures/hd12.webp" }
],
raretes: [
{value: "Commune", label: "Commune"},
{value: "Frequente", label: "Fréquente"},
{value: "Rare", label: "Rare"},
{value: "Rarissime", label: "Rarissime"}
]
{ value: "Commune", label: "Commune" },
{ value: "Frequente", label: "Fréquente" },
{ value: "Rare", label: "Rare" },
{ value: "Rarissime", label: "Rarissime" }
],
particuliere: {
force: { key: 'force', descr: 'en force', img: 'systems/foundryvtt-reve-de-dragon/assets/ui/part-force.svg'},
finesse: { key: 'finesse', descr: 'en finesse', img: 'systems/foundryvtt-reve-de-dragon/assets/ui/part-finesse.svg'},
rapidite: { key: 'finesse', descr: 'en rapidité', img: 'systems/foundryvtt-reve-de-dragon/assets/ui/part-rapidite.svg'},
}
}
export const ACTOR_TYPES = {
personnage: 'personnage',
creature: 'creature',
@@ -109,13 +115,3 @@ export const ITEM_TYPES = {
extraitpoetique: 'extraitpoetique',
}
export const CATEGORIES_COMPETENCES = {
"generale": { base: -4, label: "Générales" },
"particuliere": { base: -8, label: "Particulières" },
"specialisee": { base: -11, label: "Spécialisées" },
"connaissance": { base: -11, label: "Connaissances" },
"draconic": { base: -11, label: "Draconic" },
"melee": { base: -6, label: "Mêlée" },
"tir": { base: -8, label: "Tir" },
"lancer": { base: -8, label: "Lancer" }
}

View File

@@ -1,7 +1,65 @@
export const MAP_PHASE = {
possession: { label: "possession", rang: 10 },
draconic: { label: "draconic", rang: 9 },
tir: { label: "tir", rang: 8 },
lancer: { label: "lancer", rang: 7 },
arme: { label: "mêlée", rang: 5 },
pugilat: { label: "pugilat", rang: 4 },
naturelle: { label: "créature", rang: 4 },
empoignade: { label: "empoignade", rang: 3 },
autre: { label: "autre action", rang: 2 },
demi: { label: "demi-surprise", rang: 0 },
totale: { label: "surprise totale", rang: -1 },
}
export const PHASE = Object.values(MAP_PHASE)
export class RdDInitiative {
static calculInitiative(niveau, caracValue, bonus = 0) {
let base = niveau + Math.floor(caracValue / 2) + bonus;
return "1d6" + (base >= 0 ? "+" : "") + base;
static getRollInitiative(caracValue, niveau, bonus = 0) {
const base = RdDInitiative.ajustementInitiative(caracValue, niveau, bonus)
return "1d6" + (base >= 0 ? "+" : "") + base
}
static ajustementInitiative(caracValue, niveau, bonus) {
return niveau + Math.floor(caracValue / 2) + bonus
}
static formule(phase, carac, niveau, bonusMalus) {
const ajustement = RdDInitiative.ajustementInitiative(carac, niveau, bonusMalus)
return { phase, ajustement }
}
static phaseArme(categorie, arme) {
switch (categorie) {
case "tir":
case "lancer":
return MAP_PHASE[categorie]
default:
switch (arme.system.cac) {
case "empoignade":
case "pugilat":
case "naturelle":
return MAP_PHASE[arme.system.cac]
default:
return MAP_PHASE['arme']
}
}
}
static phase(keyOrRang) {
return MAP_PHASE[keyOrRang] ?? PHASE.find(it => it.rang == keyOrRang) ?? MAP_PHASE.autre
}
static async roll(formule) {
const sign = formule.ajustement >= 0 ? "+" : ""
const roll = new Roll(`1d6 + ${sign} + ${formule.ajustement}`)
await roll.evaluate()
const value = Math.max(roll.total, 0)
return {
roll: roll,
value: value,
init: formule.phase.rang + value / 100,
label: formule.phase.label
}
}
}

View File

@@ -10,15 +10,15 @@ export class RdDItemCompetenceCreature extends RdDItem {
static get defaultIcon() { return "systems/foundryvtt-reve-de-dragon/icons/competence_defaut.webp" }
isAttaque() { return this.getCategorieAttaque() != undefined }
isParade() { return this.system.iscombat && (this.system.categorie_parade ?? '') != '' }
isBouclier() { return this.system.categorie_parade.includes('bouclier') }
attaqueCreature() {
const categorieAttaque = this.getCategorieAttaque()
if (categorieAttaque != undefined) {
const initative = RdDInitiative.calculInitiative(this.system.niveau, this.system.carac_value);
const initative = RdDInitiative.getRollInitiative(this.system.carac_value, this.system.niveau);
const attaque = {
name: this.name,
label: this.name,
action: this.isCompetencePossession() ? 'possession' : 'attaque',
initOnly: false,
arme: new RdDItemArme({
@@ -51,10 +51,6 @@ export class RdDItemCompetenceCreature extends RdDItem {
return undefined;
}
isAttaque() {
return this.getCategorieAttaque() != undefined
}
getCategorieAttaque() {
switch (this.system.categorie) {
case "melee":

View File

@@ -21,6 +21,7 @@ const nomCategorieParade = {
export const ATTAQUE_TYPE = {
UNE_MAIN: '(1 main)',
DEUX_MAINS: '(2 mains)',
CORPS_A_CORPS: '(corps à corps)',
COMPETENCE: 'competence',
TIR: '(tir)',
LANCER: '(lancer)'
@@ -244,7 +245,7 @@ export class RdDItemArme extends RdDItem {
}
isAttaque() {
return this.system.resistance > 0 || this.system.portee_courte > 0
return this.system.resistance > 0 || (this.system.tir != '' && this.system.portee_courte > 0)
}
static corpsACorps(actor) {
@@ -256,7 +257,7 @@ export class RdDItemArme extends RdDItem {
type: ITEM_TYPES.arme,
img: competence.img,
system: {
initiative: RdDInitiative.calculInitiative(competence.system.niveau, melee),
initiative: RdDInitiative.getRollInitiative(melee, competence.system.niveau),
equipe: true,
rapide: true,
force: 0,
@@ -273,10 +274,10 @@ export class RdDItemArme extends RdDItem {
})
}
static mainsNues(actor) {
const mainsNues = RdDItemArme.corpsACorps(actor)
mainsNues.name = 'Mains nues'
return mainsNues;
static pugilat(actor) {
const pugilat = RdDItemArme.corpsACorps(actor)
pugilat.name = 'Mains nues'
return pugilat;
}
static empoignade(actor) {

View File

@@ -3,7 +3,6 @@ import { RdDInitiative } from "../initiative.mjs";
export class MappingCreatureArme {
/* -------------------------------------------- */
static setRollDataCreature(rollData) {
const code = Grammar.toLowerCaseNoAccentNoSpace(rollData.competence.name);
@@ -26,7 +25,7 @@ export class MappingCreatureArme {
competence: item.name,
cac: categorieAttaque == "naturelle" ? "naturelle" : "",
niveau: item.system.niveau,
initiative: RdDInitiative.calculInitiative(item.system.niveau, item.system.carac_value),
initiative: RdDInitiative.getRollInitiative(item.system.carac_value, item.system.niveau),
equipe: true,
resistance: 100,
dommagesReels: item.system.dommages,

View File

@@ -34,9 +34,13 @@ export class Misc {
return ((n % m) + m) % m;
}
static inRange(value, min,max){
static inRange(value, min, max) {
if (min > max) {
return Misc.inRange(value, max, min)
}
return Math.max(min, Math.min(value, max))
}
static sum() {
return (a, b) => Number(a) + Number(b);
}
@@ -111,6 +115,10 @@ export class Misc {
list.forEach(it => addToObj(obj, it))
return obj;
}
static indexed(list, index = 'index') {
let i = 0;
return list.map(it => { it[index] = i++; return it })
}
static concat(lists) {
return lists.reduce((a, b) => a.concat(b), []);

View File

@@ -56,9 +56,8 @@ export class RdDBonus {
return dmg;
}
static dmgRollV2(rollData, current) {
static dmgRollV2(rollData, attaque) {
const actor = rollData.active.actor
const attaque = current.attaque
const arme = attaque.arme
const dmgArme = RdDBonus.dmgArme(arme, attaque.dommagesArme)
const dmg = {
@@ -66,10 +65,10 @@ export class RdDBonus {
dmgArme: dmgArme,
penetration: arme.penetration(),
diff: attaque.diff,
dmgTactique: current.tactique?.dmg ?? 0,
dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
dmgTactique: attaque.tactique?.dmg ?? 0,
dmgParticuliere: RdDBonus._dmgParticuliere(rollData),
dmgSurprise: rollData.opponent?.surprise?.dmg ?? 0,
mortalite: RdDBonus.mortalite(current.dmg?.mortalite, arme.system.mortalite, rollData.opponent?.actor?.isEntite()),
mortalite: RdDBonus.mortalite(attaque.dmg?.mortalite, arme.system.mortalite, rollData.opponent?.actor?.isEntite()),
dmgActor: RdDBonus.bonusDmg(actor, attaque.carac.key, dmgArme, attaque.forceRequise),
dmgForceInsuffisante: Math.min(0, actor.getForce() - attaque.forceRequise),
dmgDiffLibre: ReglesOptionnelles.isUsing('degat-ajout-malus-libre') ? Math.abs(attaque.diff ?? 0) : 0

View File

@@ -12,13 +12,14 @@ import { RdDEmpoignade } from "./rdd-empoignade.js";
import { RdDRollResult } from "./rdd-roll-result.js";
import { RdDItemArme } from "./item/arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { RdDInitiative } from "./initiative.mjs";
import { MAP_PHASE, RdDInitiative } from "./initiative.mjs";
import RollDialog from "./roll/roll-dialog.mjs";
import { PART_DEFENSE } from "./roll/roll-part-defense.mjs";
import { RollDialogAdapter } from "./roll/roll-dialog-adapter.mjs";
import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE } from "./roll/roll-constants.mjs";
import { OptionsAvancees, ROLL_DIALOG_V2_TEST } from "./settings/options-avancees.js";
import { MappingCreatureArme } from "./item/mapping-creature-arme.mjs";
import { RollBasicParts } from "./roll/roll-basic-parts.mjs";
/* -------------------------------------------- */
const premierRoundInit = [
@@ -67,7 +68,7 @@ export class RdDCombatManager extends Combat {
if (Misc.isFirstConnectedGM()) {
await this.finDeRound({ terminer: true })
ChatUtility.removeChatMessageContaining(`<div data-combatid="${this.id}" data-combatmessage="actor-turn-summary">`)
game.messages.filter(m => ChatUtility.getMessageData(m, 'attacker-roll') != undefined && ChatUtility.getMessageData(m, 'defender-roll') != undefined)
game.messages.filter(m => ChatUtility.getMessageData(m, 'rollData') != undefined && ChatUtility.getMessageData(m, 'rollData') != undefined)
.forEach(it => it.delete())
RdDEmpoignade.deleteAllEmpoignades()
}
@@ -106,13 +107,15 @@ export class RdDCombatManager extends Combat {
return combatant.actor
}
static calculAjustementInit(actor, arme) {
const efficacite = (arme?.system.magique) ? arme.system.ecaille_efficacite : 0
const etatGeneral = actor.getEtatGeneral() ?? 0
return efficacite + etatGeneral
static bonusArme(arme) {
return (arme?.system.magique) ? arme.system.ecaille_efficacite : 0
}
static etatGeneral(actor) {
return actor.getEtatGeneral() ?? 0;
}
/************************************************************************************/
async rollInitiative(ids, messageOptions = {}) {
console.log(`${game.system.title} | Combat.rollInitiative()`, ids, messageOptions)
@@ -121,18 +124,17 @@ export class RdDCombatManager extends Combat {
return this
}
async rollInitRdD(id, formula, messageOptions = {}) {
async rollInitRdD(id, formule, messageOptions = {}) {
const combatant = this.combatants.get(id);
const actor = RdDCombatManager.getActorCombatant(combatant)
if (actor) {
const rollFormula = formula ?? RdDCombatManager.getFirstInitRollFormula(actor)
const roll = combatant.getInitiativeRoll(rollFormula);
if (!roll.total) {
await roll.evaluate();
}
const total = Math.max(roll.total, 0.00);
console.log("Compute init for", rollFormula, roll, total, combatant);
await this.updateEmbeddedDocuments("Combatant", [{ _id: combatant._id || combatant.id, initiative: total }]);
formule = formule ?? RdDCombatManager.getFirstInitRollFormula(actor)
const init = await RdDInitiative.roll(formule)
await this.updateEmbeddedDocuments("Combatant", [{
_id: combatant._id || combatant.id,
initiative: init.init, 'system.init': init
}])
// Send a chat message
let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode");
@@ -147,7 +149,7 @@ export class RdDCombatManager extends Combat {
flavor: `${combatant.token?.name} a fait son jet d'Initiative (${messageOptions.info})<br>`
},
messageOptions);
roll.toMessage(messageData, { rollMode, create: true });
init.roll.toMessage(messageData, { rollMode, create: true });
RdDCombatManager.processPremierRoundInit();
}
@@ -159,16 +161,11 @@ export class RdDCombatManager extends Combat {
if (actions.length > 0) {
const action = actions[0]
const init = RdDCombatManager.getInitData(actor, action)
const ajustement = RdDCombatManager.calculAjustementInit(actor, action)
return RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement);
const ajustement = RdDCombatManager.bonusArme(action.arme) + RdDCombatManager.etatGeneral(actor)
return RdDInitiative.formule(init.phase, init.carac, init.niveau, ajustement);
}
let ajustement = RdDCombatManager.calculAjustementInit(actor, undefined);
return RdDCombatManager.formuleInitiative(2, 10, 0, ajustement);
}
static formuleInitiative(rang, carac, niveau, bonusMalus) {
return `${rang} +( (${RdDInitiative.calculInitiative(niveau, carac, bonusMalus)} )/100)`;
return RdDInitiative.formule(MAP_PHASE['autre'], 10, 0, actor.getEtatGeneral() ?? 0);
}
/* -------------------------------------------- */
@@ -180,7 +177,6 @@ export class RdDCombatManager extends Combat {
for (let combatant of game.combat.combatants) {
if (combatant.initiativeData?.arme?.type == "arme") {
// TODO: get init data premier round
const initiativeData = combatant.initiativeData;
const action = combatant.initiativeData.arme;
const fromArme = Grammar.toLowerCaseNoAccentNoSpace(action.system.initpremierround)
const initData = premierRoundInit.find(it => fromArme.includes(initData.pattern))
@@ -200,10 +196,27 @@ export class RdDCombatManager extends Combat {
}
/* -------------------------------------------- */
static incDecInit(combatantId, incDecValue) {
const combatant = game.combat.combatants.get(combatantId);
let initValue = combatant.initiative + incDecValue;
game.combat.setInitiative(combatantId, initValue);
static applyInitiativeCommand(combatantId, command, commandValue) {
switch (command) {
case 'delta': return RdDCombatManager.incDecInit(combatantId, commandValue);
case 'autre': return RdDCombatManager.rollInitiativeAction(combatantId,
{ name: "Autre action", action: 'autre', system: { initOnly: true, competence: "Autre action" } });
}
}
static async incDecInit(combatantId, incDecValue) {
const combatant = game.combat.combatants.get(combatantId)
if (combatant?.initiative && incDecValue != 0) {
const value = combatant.system.init.value + incDecValue
const newInit = combatant.initiative + incDecValue / 100;
await game.combat.updateEmbeddedDocuments("Combatant", [{
_id: combatantId,
initiative: newInit,
'system.init.value': value,
'system.init.init': newInit,
}])
}
}
/* -------------------------------------------- */
@@ -220,56 +233,42 @@ export class RdDCombatManager extends Combat {
}
}
options = [
{ name: "Incrémenter initiative", condition: true, icon: '<i class="fa-solid fa-plus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +0.01); } },
{ name: "Décrémenter initiative", condition: true, icon: '<i class="fa-solid fa-minus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -0.01); } }
{ name: "Incrémenter initiative", condition: true, icon: '<i class="fa-solid fa-plus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +1); } },
{ name: "Décrémenter initiative", condition: true, icon: '<i class="fa-solid fa-minus"></i>', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -1); } }
].concat(options);
}
/* -------------------------------------------- */
static async rollInitiativeAction(combatantId, action) {
const combatant = game.combat.combatants.get(combatantId)
const actor = RdDCombatManager.getActorCombatant(combatant)
if (actor == undefined) { return [] }
combatant.initiativeData = { arme: action } // pour reclasser l'init au round 0
if (actor == undefined) { return }
const init = RdDCombatManager.getInitData(actor, action)
const ajustement = RdDCombatManager.calculAjustementInit(actor, action.arme)
const rollFormula = RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement);
const ajustement = RdDCombatManager.bonusArme(actor, action.arme) + RdDCombatManager.etatGeneral(actor)
const formule = RdDInitiative.formule(init.phase, init.carac, init.niveau, ajustement);
await game.combat.rollInitRdD(combatantId, rollFormula, init);
combatant.initiativeData
await game.combat.rollInitRdD(combatantId, formule, init);
combatant.initiativeData = { action, formule } // pour reclasser l'init au round 0
}
static getInitData(actor, action) {
if (actor.getSurprise() == "totale") { return { offset: -1, info: "Surprise Totale", carac: 0, niveau: 0 } }
if (actor.getSurprise() == "demi") { return { offset: 0, info: "Demi Surprise", carac: 0, niveau: 0 } }
if (action.action == 'autre') { return { offset: 2, info: "Autre Action", carac: 0, niveau: 0 } }
if (action.action == 'possession') { return { offset: 10, info: "Possession", carac: actor.getReveActuel(), niveau: 0 } }
if (action.action == 'haut-reve') { return { offset: 9, info: "Draconic", carac: actor.getReveActuel(), niveau: 0 } }
if (actor.getSurprise() == "totale") { return { phase: MAP_PHASE['totale'], info: "Surprise Totale", carac: 0, niveau: 0 } }
if (actor.getSurprise() == "demi") { return { phase: MAP_PHASE['demi'], info: "Demi Surprise", carac: 0, niveau: 0 } }
if (action.action == 'autre') { return { phase: MAP_PHASE['autre'], info: "Autre Action", carac: 0, niveau: 0 } }
if (action.action == 'possession') { return { phase: MAP_PHASE['possession'], info: "Possession", carac: actor.getReveActuel(), niveau: 0 } }
if (action.action == 'haut-reve') { return { phase: MAP_PHASE['draconic'], info: "Draconic", carac: actor.getReveActuel(), niveau: 0 } }
const comp = action.comp
return {
offset: RdDCombatManager.initOffset(comp?.system.categorie, action.arme),
phase: RdDInitiative.phaseArme(comp?.system.categorie, action.arme),
info: action.name + " / " + comp.name,
carac: actor.getCaracInit(comp),
niveau: comp?.system.niveau ?? (['(lancer)', '(tir)'].includes(action.main) ? -8 : -6)
}
}
static initOffset(categorie, arme) {
switch (categorie) {
case "tir": return 8
case "lancer": return 7
default:
switch (arme.system.cac) {
case "empoignade": return 3
case "pugilat": return 4
case "naturelle": return 4
default: return 5
}
}
}
/* -------------------------------------------- */
static displayInitiativeMenu(html, combatantId) {
const combatant = game.combat.combatants.get(combatantId)
@@ -297,13 +296,8 @@ export class RdDCombatManager extends Combat {
? possessions
: actor.listActions({ isEquipe: true })
for (let index = 0; index < actions.length; index++) {
actions[index].index = index
return Misc.indexed(actions)
}
return actions
}
}
/* -------------------------------------------- */
@@ -383,10 +377,15 @@ export class RdDCombat {
let defenderToken = canvas.tokens.get(msg.defenderToken.id)
if (defenderToken && Misc.isFirstConnectedGM()) {
const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.attackerToken.id, msg.defenderToken.id)
rddCombat?.removeChatMessageActionsPasseArme(msg.defenderRoll.passeArme)
rddCombat?.removeChatMessageActionsPasseArme(msg.paramChatDefense.attackerRoll.passeArme)
if (msg.defenderRoll.ids) {/* TODO: delete roll V1 */
RollDialog.loadRollData(msg.paramChatDefense)
rddCombat?._chatMessageDefenseV2(msg.paramChatDefense)
} else {
rddCombat?._chatMessageDefense(msg.paramChatDefense, msg.defenderRoll)
}
}
}
/* -------------------------------------------- */
static _callJetDeVie(event) {
@@ -464,8 +463,8 @@ export class RdDCombat {
/* -------------------------------------------- */
async onEvent(button, event) {
const chatMessage = ChatUtility.getChatMessage(event);
const defenderRoll = ChatUtility.getMessageData(chatMessage, 'defender-roll');
const attackerRoll = defenderRoll?.attackerRoll ?? ChatUtility.getMessageData(chatMessage, 'attacker-roll');
const defenderRoll = ChatUtility.getMessageData(chatMessage, 'rollData');
const attackerRoll = defenderRoll?.attackerRoll ?? ChatUtility.getMessageData(chatMessage, 'rollData');
console.log('RdDCombat', attackerRoll, defenderRoll);
const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
@@ -665,6 +664,92 @@ export class RdDCombat {
return { msg: "à déterminer (0 immobile, -3 actif, -4 en mouvement, -5 en zig-zag)", diff: -3 };
}
async attaqueV2() {
if (!await this.attacker.accorder(this.defender, 'avant-attaque')) {
return
}
await this.doRollAttaque({
ids: {
actorId: this.attackerId,
actorTokenId: this.attackerTokenId,
opponentId: this.defender.id,
opponentTokenId: this.defenderTokenId,
},
type: { allowed: ['attaque'], current: 'attaque' },
passeArme: foundry.utils.randomID(16),
})
}
async doRollAttaque(rollData, callbacks = []) {
// TODO V2 await this.proposerAjustementTirLancer(rollData)
await RollDialog.create(rollData, {
onRollDone: (dialog) => {
if (!OptionsAvancees.isUsing(ROLL_DIALOG_V2_TEST))
dialog.close()
},
customChatMessage: true,
callbacks: [
async (roll) => await this.onAttaqueV2(roll),
...callbacks
]
})
}
async onAttaqueV2(attackerRoll) {
if (!this.defender || !attackerRoll.rolled.isSuccess || attackerRoll.particulieres?.length > 1) {
return
}
if (!await this.attacker.accorder(this.defender, 'avant-defense')) {
return;
}
RollDialog.loadRollData(attackerRoll)
const surpriseDefender = this.defender.getSurprise(true);
const paramChatDefense = {
attackerRoll: attackerRoll,
isPossession: this.isPossession(attackerRoll),
defender: this.defender,
attacker: this.attacker,
attackerId: this.attackerId,
attackerToken: this.attackerToken,
defenderToken: this.defenderToken,
surprise: surpriseDefender,
}
if (Misc.isFirstConnectedGM()) {
await this._chatMessageDefenseV2(paramChatDefense);
}
else {
this._socketSendMessageDefense(paramChatDefense, {});
}
}
async _chatMessageDefenseV2(paramDemandeDefense) {
const attackerRoll = paramDemandeDefense.attackerRoll;
RollBasicParts.loadSurprises(attackerRoll)
attackerRoll.passeArme = attackerRoll.passeArme ?? foundry.utils.randomID(16)
attackerRoll.dmg = RdDBonus.dmgRollV2(attackerRoll, attackerRoll.current.attaque)
// attackerRoll.current.attaque.dmg = attackerRoll.dmg
// attaque.dmg = attackerRoll.current.attaque.dmg
const attaque = RollDialog.saveParts(attackerRoll)
const defense = {
attackerRoll: attaque,
ids: RollBasicParts.reverseIds(attaque),
passeArme: attaque.passeArme ?? foundry.utils.randomID(16)
}
const choixDefense = await ChatMessage.create({
// message privé: du défenseur à lui même (et aux GMs)
speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
alias: this.attacker?.getAlias(),
whisper: ChatUtility.getOwners(this.defender),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.hbs', attackerRoll)
});
// flag pour garder les jets d'attaque/defense
ChatUtility.setMessageData(choixDefense, 'rollData', defense)
}
/* -------------------------------------------- */
async attaque(competence, arme) {
if (!await this.attacker.accorder(this.defender, 'avant-attaque')) {
@@ -725,7 +810,7 @@ export class RdDCombat {
// sans armes: à mains nues
rollData.arme = RdDItemArme.corpsACorps(this.attacker)
rollData.arme.system.niveau = competence.system.niveau
rollData.arme.system.initiative = RdDInitiative.calculInitiative(competence.system.niveau, this.attacker.system.carac['melee'].value);
rollData.arme.system.initiative = RdDInitiative.getRollInitiative(this.attacker.system.carac['melee'].value, competence.system.niveau);
}
return rollData;
}
@@ -776,7 +861,7 @@ export class RdDCombat {
passeArme: rollData.passeArme
})
});
ChatUtility.setMessageData(choixParticuliere, 'attacker-roll', rollData);
ChatUtility.setMessageData(choixParticuliere, 'rollData', rollData);
}
/* -------------------------------------------- */
@@ -852,10 +937,10 @@ export class RdDCombat {
speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
alias: this.attacker?.getAlias(),
whisper: ChatUtility.getOwners(this.defender),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.hbs', paramDemandeDefense),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense-v1.hbs', paramDemandeDefense),
});
// flag pour garder les jets d'attaque/defense
ChatUtility.setMessageData(choixDefense, 'defender-roll', defenderRoll);
ChatUtility.setMessageData(choixDefense, 'rollData', defenderRoll);
}
/* -------------------------------------------- */
@@ -869,7 +954,7 @@ export class RdDCombat {
defenderToken: this.defenderToken,
defenderRoll: defenderRoll,
paramChatDefense: paramChatDefense,
rollMode: true
rollMode: true,
}
});
}
@@ -906,7 +991,7 @@ export class RdDCombat {
essais: attackerRoll.essais
})
});
ChatUtility.setMessageData(choixEchecTotal, 'attacker-roll', attackerRoll);
ChatUtility.setMessageData(choixEchecTotal, 'rollData', attackerRoll);
}
/* -------------------------------------------- */
@@ -968,6 +1053,7 @@ export class RdDCombat {
async defenseV2(attackerRoll) {
// this._prepareParade(attackerRoll, arme, competence);
RollDialog.loadRollData(attackerRoll)
await this.doRollDefense({
ids: {
actorId: this.defender.id,
@@ -1034,22 +1120,17 @@ export class RdDCombat {
if (RdDCombat.isReussite(rollData)) {
if (isParade) {
await this.computeDeteriorationArme(rollData)
if (RdDCombat.isParticuliere(rollData)) {
await this.infoAttaquantDesarme(rollData)
}
}
if (RdDCombat.isParticuliere(rollData)) {
await this._onDefenseParticuliere(rollData, isEsquive)
}
}
this.removeChatMessageActionsPasseArme(rollData.passeArme)
}
async _onDefenseParticuliere(rollData, isEsquive) {
if (isEsquive) {
ChatUtility.createChatWithRollMode(
{ content: "<strong>Vous pouvez esquiver une deuxième fois!</strong>" },
this.defender)
}
else if (/*TODO: parade?*/!rollData.attackerRoll?.particuliere) {
async infoAttaquantDesarme(rollData) {
if (/*TODO: parade?*/!rollData.attackerRoll?.particuliere) {
// TODO: attaquant doit jouer résistance et peut être désarmé p132
ChatUtility.createChatWithRollMode(
{ content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)` },

View File

@@ -67,9 +67,9 @@ export class RdDResolutionTable {
}
/* -------------------------------------------- */
static _computeCell(niveau, percentage) {
static _computeCell(level, percentage) {
return {
niveau: niveau,
level: level,
score: percentage,
norm: Math.min(99, percentage),
sign: this._reussiteSignificative(percentage),
@@ -189,7 +189,7 @@ export class RdDResolutionTable {
static computeReussite(chances, roll, diviseur) {
const reussite = reussites.find(x => x.condition(chances, roll))
if (diviseur > 1 && reussite.isSuccess) {
if (chances > roll * diviseur) {
if (chances.norm < roll * diviseur) {
return reussiteInsuffisante
}
}

View File

@@ -1,5 +1,5 @@
import { renderTemplate, SHOW_DICE, SYSTEM_RDD } from "./constants.js";
import { RollDataAjustements } from "./rolldata-ajustements.js";
import { RollDataAjustements } from "./rolldata-ajustements-v1.js";
import { RdDUtility } from "./rdd-utility.js";
import { COORD_TMR_INCONNU, TMRUtility } from "./tmr-utility.js";
import { RdDResolutionTable } from "./rdd-resolution-table.js";

View File

@@ -1,7 +1,9 @@
/* -------------------------------------------- */
import { renderTemplate } from "./constants.js";
import { HtmlUtility } from "./html-utility.js";
import { Misc } from "./misc.js";
import { RdDCombatManager } from "./rdd-combat.js";
import { OptionsAvancees, ROLL_DIALOG_V2 } from "./settings/options-avancees.js";
import { Targets } from "./targets.js";
/* -------------------------------------------- */
@@ -31,43 +33,86 @@ export class RdDTokenHud {
const combatant = game.combat.combatants.find(c => c.tokenId == tokenId)
const actor = RdDCombatManager.getActorCombatant(combatant, { warning: false })
if (actor) {
if (OptionsAvancees.isUsing(ROLL_DIALOG_V2)) {
await RdDTokenHud.addExtensionHudCombat(html, combatant, actor, token)
}
else {
const actions = RdDCombatManager.listActionsActorCombatant(actor)
// initiative
await RdDTokenHud.addExtensionHudInit(html, combatant, actions)
// combat
await RdDTokenHud.addExtensionHudCombat(html, combatant, token, actions.filter(it => !it.initOnly))
await RdDTokenHud.addExtensionHudAttaques(html, combatant, token, actions.filter(it => !it.initOnly))
}
}
}
}
static async addExtensionHudCombat(html, combatant, actor, token) {
const actionsActor = actor.listActionsCombat();
const ajustements = combatant?.initiative ?
[
{ label: 'Initiative +1', action: 'delta', value: 1 },
{ label: 'Initiative -1', action: 'delta', value: -1 }
] : []
const autres = [{ label: "Autre action", action: 'autre' }]
const actions = Misc.indexed(actionsActor.concat(ajustements).concat(autres))
const hudData = { combatant, token, actions };
const hud = $(await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/hud-actor-combat.hbs', hudData))
$(html).find('div.col.left').append(hud)
const list = hud.find('div.rdd-hud-list')
RdDTokenHud.setupHudToggle(hud, list)
const selectInitiative = list.find('select[name="initiative"]');
selectInitiative.change(event => {
const action = actions.find(it => it.index == event.currentTarget.value)
console.log('select initiative', combatant.id, action)
if (action) {
switch (action.action) {
case 'delta':
RdDCombatManager.incDecInit(combatant.id, action.value);
break
case 'autre':
RdDCombatManager.rollInitiativeAction(combatant.id,
{ label: "Autre action", action: 'autre', system: { initOnly: true, competence: "Autre action" } });
break
default:
RdDCombatManager.rollInitiativeAction(combatant.id, action)
}
selectInitiative.select("")
}
})
list.find('.rdd-attaque-v2').click(event => combatant.actor.rollAttaque(token))
}
static async addExtensionHudInit(html, combatant, actions) {
const hudData = {
combatant, actions,
commandes: [
{ name: "Autre action", command: 'autre' },
{ name: 'Initiative +1', command: 'inc', value: 0.01 },
{ name: 'Initiative -1', command: 'dec', value: -0.01 }]
{ label: "Autre action", command: 'autre' },
{ label: 'Initiative +1', command: 'delta', value: 1 },
{ label: 'Initiative -1', command: 'deltac', value: -1 }]
};
const controlIconCombat = $(html).find('.control-icon[data-action=combat]');
await RdDTokenHud._configureSubMenu(it => controlIconCombat.after(it),
'systems/foundryvtt-reve-de-dragon/templates/hud-actor-init.hbs',
hudData,
(event) => {
let initCommand = event.currentTarget.attributes['data-command']?.value;
let combatantId = event.currentTarget.attributes['data-combatant-id']?.value;
let initCommand = event.currentTarget.attributes['data-command']?.value
let initCommandValue = Number(event.currentTarget.attributes['data-command-value']?.value ?? 0)
let combatantId = event.currentTarget.attributes['data-combatant-id']?.value
if (initCommand) {
RdDTokenHud._initiativeCommand(initCommand, combatantId);
RdDCombatManager.applyInitiativeCommand(combatantId, initCommand, initCommandValue)
} else {
let index = event.currentTarget.attributes['data-action-index'].value;
let action = hudData.actions[index];
RdDCombatManager.rollInitiativeAction(combatantId, action);
let index = event.currentTarget.attributes['data-action-index'].value
let action = hudData.actions[index]
RdDCombatManager.rollInitiativeAction(combatantId, action)
}
});
})
}
static async addExtensionHudCombat(html, combatant, token, actions) {
static async addExtensionHudAttaques(html, combatant, token, actions) {
const hudData = { combatant, token, actions, commandes: [] };
const divColLeft = $(html).find('div.col.left');
@@ -104,15 +149,6 @@ export class RdDTokenHud {
}
}
static _initiativeCommand(initCommand, combatantId) {
switch (initCommand) {
case 'inc': return RdDCombatManager.incDecInit(combatantId, 0.01);
case 'dec': return RdDCombatManager.incDecInit(combatantId, -0.01);
case 'autre': return RdDCombatManager.rollInitiativeAction(combatantId,
{ name: "Autre action", action: 'autre', system: { initOnly: true, competence: "Autre action" } });
}
}
/* -------------------------------------------- */
static async addTokenHudExtensions(app, html, tokenId) {
console.log(`Adding token HUD extensions for token ${tokenId}`);
@@ -132,20 +168,24 @@ export class RdDTokenHud {
}
/* -------------------------------------------- */
static async _configureSubMenu(insertMethod, template, hudData, onMenuItem) {
static async _configureSubMenu(callInsertion, template, hudData, onMenuItem) {
const hud = $(await renderTemplate(template, hudData));
const list = hud.find('div.rdd-hud-list');
RdDTokenHud._toggleHudListActive(hud, list);
RdDTokenHud.setupHudToggle(hud, list)
hud.find('img.rdd-hud-togglebutton').click(event => RdDTokenHud._toggleHudListActive(hud, list));
list.find('.rdd-hud-menu').click(onMenuItem);
insertMethod(hud);
callInsertion(hud);
}
static _toggleHudListActive(hud, list) {
hud.toggleClass('active');
HtmlUtility.showControlWhen(list, hud.hasClass('active'));
static setupHudToggle(hud, list) {
function toggleHudList(hud, list) {
hud.toggleClass('active')
HtmlUtility.showControlWhen(list, hud.hasClass('active'))
}
toggleHudList(hud, list)
$(hud).find('img.rdd-hud-togglebutton').click(event => toggleHudList(hud, list))
}
}

View File

@@ -16,6 +16,7 @@ export default class ChatRollResult {
static onReady() {
foundry.applications.handlebars.loadTemplates({
'partial-appel-chance': 'systems/foundryvtt-reve-de-dragon/templates/roll/result/partial-appel-chance.hbs',
'partial-attaque-particuliere': 'systems/foundryvtt-reve-de-dragon/templates/roll/result/partial-attaque-particuliere.hbs',
'partial-encaissement': 'systems/foundryvtt-reve-de-dragon/templates/roll/result/partial-encaissement.hbs',
'partial-recul-choc': 'systems/foundryvtt-reve-de-dragon/templates/roll/result/partial-recul-choc.hbs',
'partial-info-appel-moral': 'systems/foundryvtt-reve-de-dragon/templates/roll/result/partial-info-appel-moral.hbs',
@@ -38,12 +39,12 @@ export default class ChatRollResult {
}
prepareDisplay(roll) {
roll.done = roll.done || {}
roll.show = roll.show || {}
roll.done = roll.done ?? {}
roll.show = roll.show ?? {}
roll.show.chance = this.isAppelChancePossible(roll)
roll.show.encaissement = this.isShowEncaissement(roll)
roll.show.recul = this.getReculChoc(roll)
roll.show.recul = this.getRecul(roll)
roll.show.particuliere = roll.show.particuliere ?? []
}
isAppelChancePossible(roll) {
@@ -57,7 +58,11 @@ export default class ChatRollResult {
roll.attackerRoll?.dmg.mortalite != 'empoignade'
}
getReculChoc(roll, defender = roll.active.actor, attacker = roll.opponent.actor) {
getRecul(roll, defender = roll.active.actor, attacker = roll.opponent.actor) {
switch (roll.type.current) {
case ROLL_TYPE_DEFENSE:
{
const attaque = roll.attackerRoll
if (attaque &&
(roll.rolled.isEchec || !roll.current.defense.isEsquive) &&
@@ -68,10 +73,22 @@ export default class ChatRollResult {
raison: 'charge' == attaque.tactique?.key ? 'charge' : 'particulière en force',
taille: taille,
impact: impact,
chances: RdDResolutionTable.computeChances(10, taille-impact).norm,
chances: RdDResolutionTable.computeChances(10, taille - impact).norm,
diff: taille - impact
}
}
break
}
case ROLL_TYPE_ATTAQUE:
{
const attaque = roll
if (attaque.particuliere == 'force' || 'charge' == attaque.tactique?.key) {
return {
raison: 'charge' == attaque.tactique?.key ? 'charge' : 'particulière en force',
}
}
}
}
return undefined
}
@@ -85,6 +102,7 @@ export default class ChatRollResult {
$(html).on("click", '.appel-destinee', event => this.onClickAppelDestinee(event))
$(html).on("click", '.encaissement', event => this.onClickEncaissement(event))
$(html).on("click", '.resister-recul', event => this.onClickRecul(event))
$(html).on("click", '.choix-particuliere', event => this.onClickChoixParticuliere(event))
}
@@ -178,4 +196,13 @@ export default class ChatRollResult {
await this.updateChatMessage(chatMessage, savedRoll)
}
async onClickChoixParticuliere(event) {
const choix = event.currentTarget.attributes['data-particuliere'].value
const chatMessage = ChatUtility.getChatMessage(event)
const savedRoll = ChatUtility.getMessageData(chatMessage, 'rollData')
savedRoll.particuliere = choix
savedRoll.particulieres = [RDD_CONFIG.particuliere[choix]]
await this.updateChatMessage(chatMessage, savedRoll)
await this.getCombat(savedRoll)?.onAttaqueV2(savedRoll, callbacks)
}
}

View File

@@ -4,9 +4,10 @@ import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE } from "./roll-constants.mjs"
import { PART_ATTAQUE } from "./roll-part-attaque.mjs"
import { PART_DEFENSE } from "./roll-part-defense.mjs"
export class RollBasicParts {
restore(rollData) {
static restore(rollData) {
rollData.ids.sceneId = rollData.ids.sceneId ?? canvas.scene.id
rollData.active = RollBasicParts.$getActor(rollData)
rollData.opponent = RollBasicParts.$getOpponent(rollData)
@@ -15,14 +16,14 @@ export class RollBasicParts {
}
}
loadSurprises(rollData, type) {
static loadSurprises(rollData, type = rollData.type.current) {
if (!rollData.type.passif) {
this.loadSurprise(rollData.active, this.getForceRequiseActiveActor(rollData, type))
this.loadSurprise(rollData.opponent, 0)
RollBasicParts.loadSurprise(rollData.active, RollBasicParts.getForceRequiseActiveActor(rollData, type))
RollBasicParts.loadSurprise(rollData.opponent, 0)
}
}
loadSurprise(who, forceRequise) {
static loadSurprise(who, forceRequise) {
if (who?.actor) {
foundry.utils.mergeObject(who,
StatusEffects.getActorEffetSurprise(who.actor, forceRequise),
@@ -30,15 +31,15 @@ export class RollBasicParts {
}
}
getForceRequiseActiveActor(rollData, type) {
static getForceRequiseActiveActor(rollData, type) {
switch (type) {
case ROLL_TYPE_ATTAQUE: return rollData.current[PART_ATTAQUE].attaque.forceRequise
case ROLL_TYPE_ATTAQUE: return rollData.current[PART_ATTAQUE].forceRequise
case ROLL_TYPE_DEFENSE: return rollData.current[PART_DEFENSE].forceRequise
default: return 0
}
}
initFrom(rollData) {
static initFrom(rollData) {
return {
selected: {},
type: rollData.type,
@@ -52,6 +53,16 @@ export class RollBasicParts {
}
}
static reverseIds(rollData) {
return {
sceneId: rollData.ids.sceneId,
actorId: rollData.ids.opponentId,
actorTokenId: rollData.ids.opponentTokenId,
opponentId: rollData.ids.actorId,
opponentTokenId: rollData.actorTokenId
}
}
static $getActor(rollData) {
if (rollData.ids.actorTokenId) {
return ActorToken.fromTokenId(rollData.ids.actorTokenId, rollData.ids.sceneId)

View File

@@ -6,6 +6,10 @@ import { ReglesOptionnelles } from "../settings/regles-optionnelles.js";
import { PART_OEUVRE } from "./roll-part-oeuvre.mjs";
import { RdDItemArme } from "../item/arme.js";
import { RdDBonus } from "../rdd-bonus.js";
import { ITEM_TYPES, RDD_CONFIG } from "../constants.js";
import { CARACS } from "../rdd-carac.js";
import { ROLL_TYPE_ATTAQUE } from "./roll-constants.mjs";
import { PART_ATTAQUE } from "./roll-part-attaque.mjs";
/* -------------------------------------------- */
export class RollDialogAdapter {
@@ -15,21 +19,21 @@ export class RollDialogAdapter {
carac: rollData.current.carac.value,
diff: rollData.current.totaldiff,
bonus: rollData.current.bonus,
sign: rollData.current.sign,
showDice: rollData.options.showDice,
rollMode: rollData.current.rollmode.key
})
const rolled = await RollDialogAdapter.rollChances(rollData, chances)
RollDialogAdapter.adjustRollDataForV1(rollData, rolled, rollTitle)
RollDialogAdapter.setRollDataRolled(rollData, rolled, rollTitle)
RollDialogAdapter.adjustRollDataForV1(rollData)
RollDialogAdapter.adjustAttaqueParticuliere(rollData)
return rolled
}
static computeChances({ carac, diff, bonus, sign, showDice, rollMode }) {
static computeChances({ carac, diff, bonus, showDice, rollMode }) {
const chances = foundry.utils.duplicate(RdDResolutionTable.computeChances(carac, diff))
RdDResolutionTable._updateChancesWithBonus(chances, bonus, diff)
RdDResolutionTable._updateChancesFactor(chances, sign)
chances.showDice = showDice
chances.rollMode = rollMode
return chances
@@ -37,7 +41,7 @@ export class RollDialogAdapter {
static async rollChances(rollData, chances) {
const rolled = await RdDResolutionTable.rollChances(chances,
rollData.current.sign,
rollData.current.sign.diviseur,
rollData.current.resultat)
rolled.caracValue = rollData.current.carac.value
rolled.finalLevel = rollData.current.totaldiff
@@ -46,13 +50,20 @@ export class RollDialogAdapter {
return rolled
}
static adjustRollDataForV1(rollData, rolled, rollTitle) {
static setRollDataRolled(rollData, rolled, rollTitle) {
rollData.rolled = rolled
rollData.choix = rollData.choix ?? {}
rollData.show = rollData.show ?? {}
rollData.show.title = rollTitle
}
static adjustRollDataForV1(rollData) {
const rolled = rollData.rolled
// temporaire pour être homogène roll v1
rollData.alias = rollData.active.actor.getAlias()
// pour experience
rollData.finalLevel = rollData.current.totaldiff
if (rollData.use == undefined) { rollData.use = {} }
if (rollData.show == undefined) { rollData.show = {} }
if (rollData.ajustements == undefined) {
rollData.ajustements = {}
}
@@ -75,7 +86,6 @@ export class RollDialogAdapter {
if (rollData.current[PART_APPELMORAL]?.checked) {
rollData.use.moral = true
}
rollData.rolled = rolled
if (ReglesOptionnelles.isUsing("afficher-colonnes-reussite")) {
rolled.niveauNecessaire = this.findNiveauNecessaire(carac, rolled.roll)
rolled.ajustementNecessaire = rolled.niveauNecessaire - diff
@@ -88,7 +98,39 @@ export class RollDialogAdapter {
descr: aj.diff == undefined ? aj.label : undefined
}
})
rollData.show.title = rollTitle
}
static adjustAttaqueParticuliere(rollData) {
if (rollData.type.current != ROLL_TYPE_ATTAQUE || !rollData.rolled.isPart) {
return
}
const attaque = rollData.current.attaque;
const choix = []
const isEmpoignade = attaque.dmg.mortalite == 'empoignade';
const isCharge = attaque.tactique == 'charge'
/* TODO: cas de créatures faisant des lancers, Glou, Glipzouk */
const isMeleeDiffNegative = (attaque.comp.type == ITEM_TYPES.competencecreature || rollData.current.carac.key == CARACS.MELEE)
&& rollData.current.diff.value < 0
// force toujours, sauf empoignade
if (!isEmpoignade) {
choix.push(RDD_CONFIG.particuliere.force)
}
// finesse seulement en mélée, pour l'empoignade, ou si la difficulté libre est de -1 minimum
if (!isCharge && (isEmpoignade || isMeleeDiffNegative)) {
choix.push(RDD_CONFIG.particuliere.finesse)
}
// rapidité seulement en mêlée, si l'arme le permet, et si la difficulté libre est de -1 minimum
if (!isCharge && !isEmpoignade && isMeleeDiffNegative && attaque.arme.system.rapide) {
choix.push(RDD_CONFIG.particuliere.rapidite)
}
if (choix.length == 1) {
rollData.particuliere = choix[0].key
}
rollData.particulieres = choix
}
static mapActionAttaque(attackerRoll) {
@@ -99,7 +141,6 @@ export class RollDialogAdapter {
return {
// correspond à l'attaque de RollPartAttaque (dans rollDta.current.attaque)
label: label,
attaque: {
// correspond aux actions d'attaques dans RdDActor.listActionsAttaque
name: label,
// action: 'attaque',
@@ -109,7 +150,6 @@ export class RollDialogAdapter {
equipe: attackerRoll.arme.system.equipe,
// carac: { key: caracCode, value: caracValue },
// dommagesArme: dommagesArme,
},
diff: attackerRoll.diffLibre,
particuliere: attackerRoll.particuliere,
tactique: RdDBonus.find(attackerRoll.tactique),

View File

@@ -37,7 +37,7 @@ import { RollPartAttaque } from "./roll-part-attaque.mjs";
import { RollPartDefense } from "./roll-part-defense.mjs";
import { RollDialogAdapter } from "./roll-dialog-adapter.mjs";
import { ROLLDIALOG_SECTION } from "./roll-part.mjs";
import { ROLL_TYPE_COMP } from "./roll-constants.mjs";
import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_COMP } from "./roll-constants.mjs";
import ChatRollResult from "./chat-roll-result.mjs";
import { renderTemplate } from "../constants.js";
@@ -58,8 +58,6 @@ const ALL_ROLL_TYPES = [
// new RollTypeFixedCarac ??
]
const BASIC_PARTS = new RollBasicParts()
const ROLL_PARTS = [
new RollPartActor(),
new RollPartAction(),
@@ -257,7 +255,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
rollData.selected = rollData.selected ?? {}
rollData.type = rollData.type ?? {}
rollData.type.retry = rollData.type.retry ?? false
BASIC_PARTS.restore(rollData)
RollBasicParts.restore(rollData)
const potential = ALL_ROLL_TYPES.find(m => m.code == rollData.type.current)?.code
const allowed = rollData.type.retry && potential
@@ -283,13 +281,14 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
}
static saveParts(rollData) {
const target = BASIC_PARTS.initFrom(rollData)
const target = RollBasicParts.initFrom(rollData)
ROLL_PARTS.filter(p => p.isActive(rollData))
.forEach(p => p.storeClean(rollData, target))
target.attackerRoll = rollData.attackerRoll
target.rolled = rollData.rolled
target.result = rollData.result
target.done = target.done ?? {}
target.done = rollData.done ?? {}
target.dmg = rollData.dmg
return target
}
@@ -377,7 +376,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
const types = ALL_ROLL_TYPES.filter(m => m.isAllowed(rollData) && m.visible(rollData))
.map(m => m.toTypeData(rollData))
BASIC_PARTS.loadSurprises(rollData, this.getSelectedType().code)
RollBasicParts.loadSurprises(rollData, this.getSelectedType().code)
rollData.type.label = this.getSelectedType()?.title(rollData)
//TOCHECK: set type.label ?
const visibleRollParts = RollDialog.getActiveParts(rollData)
@@ -423,18 +422,17 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
}
async roll() {
// ROLL_PARTS.filter(p => p.isActive(this.rollData))
// .forEach(p => p.validate(this.rollData))
const roll = RollDialog.saveParts(this.rollData)
RollDialog.loadRollData(roll)
roll.current.resultat = this.rollData.current[PART_TRICHER]?.resultat ?? -1
roll.rolled = await this.$rollDice(roll)
roll.choix = {}
roll.rolled = await RollDialogAdapter.rollDice(roll, this.rollTitle(roll))
roll.result = this.getSelectedType(roll).getResult(roll)
console.info('RollDialog.roll:', roll)
await Promise.all(this.rollOptions.callbacks.map(async callback => await callback(roll)))
await this.chatRollResult.display(roll)
console.info('RollDialog.roll:', roll)
await this.chatRollResult.display(roll)
await Promise.all(this.rollOptions.callbacks.map(async callback => await callback(roll)))
this.rollOptions.onRollDone(this)
}
@@ -444,12 +442,9 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
roll.v2 = true
}
async defaultCallback(rollData, rolled) {
await rollData.active.actor.appliquerAjoutExperience(rollData)
await rollData.active.actor.appliquerAppelMoral(rollData)
async defaultCallback(roll, rolled) {
await roll.active.actor.appliquerAjoutExperience(roll)
await roll.active.actor.appliquerAppelMoral(roll)
}
async $rollDice(rollData) {
return await RollDialogAdapter.rollDice(rollData, this.rollTitle(rollData))
}
}

View File

@@ -1,5 +1,4 @@
import { RdDBonus } from "../rdd-bonus.js"
import { ReglesOptionnelles } from "../settings/regles-optionnelles.js"
import { ROLL_TYPE_ATTAQUE } from "./roll-constants.mjs"
import { PART_CARAC } from "./roll-part-carac.mjs"
import { PART_COMP } from "./roll-part-comp.mjs"
@@ -40,12 +39,12 @@ export class RollPartAttaque extends RollPartSelect {
choices(refs) { return refs.attaques }
static $extractAttaque(attaque, actor) {
return {
key: `${attaque.action}::${attaque.name}`,
label: attaque.name,
attaque: attaque,
tactique: TACTIQUES[0],
}
return foundry.utils.mergeObject({
key: `${attaque.action}::${attaque.label}`,
tactique: TACTIQUES[0]
},
attaque
)
}
prepareContext(rollData) {
@@ -100,8 +99,8 @@ export class RollPartAttaque extends RollPartSelect {
if (this.visible(rollData)) {
const current = this.getCurrent(rollData)
switch (part.code) {
case PART_CARAC: return part.filterCaracs(rollData, [current.attaque.carac.key])
case PART_COMP: return part.filterComps(rollData, [current.attaque.comp?.name])
case PART_CARAC: return part.filterCaracs(rollData, [current.carac.key])
case PART_COMP: return part.filterComps(rollData, [current.comp.name])
}
}
return undefined

View File

@@ -34,7 +34,7 @@ export class RollPartDefense extends RollPartSelect {
.map(it => RollPartDefense.$extractEsquive(it, defenseur))
const parades = defenseur.items.filter(it => it.isParade() && (!refs.isDistance || it.isBouclier()))
.map(it => RollPartDefense.$extractParade(it, attackerRoll?.attaque.arme, defenseur))
.map(it => RollPartDefense.$extractParade(it, attackerRoll?.arme, defenseur))
refs.defenses = [...esquives, ...parades].filter(it => it != undefined)
this.$selectDefense(rollData)
@@ -113,17 +113,16 @@ export class RollPartDefense extends RollPartSelect {
isArmeDisparate(rollData) {
const armeDefense = this.getCurrent(rollData).arme
if (armeDefense) {
const armeAttaque = rollData.attackerRoll?.attaque.arme
const armeAttaque = rollData.attackerRoll?.arme
return RdDItemArme.defenseArmeParade(armeAttaque, armeDefense) == 'sign'
}
return false
}
getDiffDefense(rollData) {
const current = this.getCurrent(rollData)
const refs = this.getRefs(rollData)
if (refs.isDistance || !rollData.attackerRoll) {
// Déterminer la difficulté de parade
// TODO: Déterminer la difficulté de parade
return { diff: 0, type: DIFF.LIBRE }
}
else {

View File

@@ -1,4 +1,5 @@
import { DIFF, ROLL_TYPE_ATTAQUE } from "./roll-constants.mjs"
import { PART_ATTAQUE } from "./roll-part-attaque.mjs"
import { RollType } from "./roll-type.mjs"
export class RollTypeAttaque extends RollType {
@@ -10,4 +11,5 @@ export class RollTypeAttaque extends RollType {
onSelect(rollData) {
this.setDiffType(rollData, DIFF.ATTAQUE)
}
}

View File

@@ -33,11 +33,10 @@ export class RollType {
this.typeFromOpponents(rollData),
rollData.selected[PART_DIFF].type
]
const type = possibleTypes.find(m => DEFAULT_DIFF_TYPES.includes(m)) ??DIFF.DEFAUT
const type = possibleTypes.find(m => DEFAULT_DIFF_TYPES.includes(m)) ?? DIFF.DEFAUT
this.setDiffType(rollData, type)
}
typeFromOpponents(rollData) {
if (rollData.type.opposed) {
if (rollData.type.resistance) {
@@ -53,7 +52,7 @@ export class RollType {
this.setRollDataType(rollData)
}
getResult(rollData){
getResult(rollData) {
return undefined
}
}

View File

@@ -8,16 +8,16 @@
</li>
{{#each combat as |action key|}}
<li class="item flexrow list-item" data-item-id="{{action._id}}" data-arme-name="{{action.arme.name}}"
{{log 'action' action}}
data-competence-name="{{action.comp.name}}"
data-tooltip="{{action.name}}: niveau {{plusMoins action.comp.system.niveau}}">
data-tooltip="{{action.label}}: niveau {{plusMoins action.comp.system.niveau}}">
<span class="list-item-label flexrow">
<a class="roll-arme flexrow">
{{#if action.arme.img}}
<img class="sheet-competence-img" src="{{action.arme.img}}" data-tooltip="{{action.arme.name}}" />
{{/if}}
<span>{{action.name}}</span>
<span>{{action.label}}</span>
</a>
({{action.comp.name}})
{{>"systems/foundryvtt-reve-de-dragon/templates/item/icon-arme-broken.hbs" action.arme}}
</span>
<span class="competence-value">{{plusMoins action.comp.system.niveau}}</span>

View File

@@ -2,8 +2,8 @@
data-item-id="{{attaque.arme._id}}"
data-arme-name="{{attaque.arme.name}}"
data-competence-name="{{attaque.comp.name}}">
{{#if attaque.name}}
<a class="roll-arme">{{upperFirst attaque.name}}</a>
{{#if attaque.label}}
<a class="roll-arme">{{upperFirst attaque.label}}</a>
{{else}}
<div></div>
{{/if}}

View File

@@ -0,0 +1,103 @@
<div data-passearme="{{passeArme}}">
{{#if (eq surprise 'totale')}}
<span><strong>{{defenderToken.name}}</strong> est totalement surpris</span>
{{else if essais.defense}}
<span><strong>{{defenderToken.name}}</strong> doit :</span>
{{else}}
<span><strong>{{defenderToken.name}}</strong> doit se défendre
{{~#if (eq surprise 'demi')}} avec une significative {{/if}} d'une attaque
{{~#if attaqueParticuliere}} <strong>particulière en
{{~#if (eq attaqueParticuliere 'finesse')}} finesse
{{else if (eq attaqueParticuliere 'force')}} force
{{else if (eq attaqueParticuliere 'rapidite')}} rapidité
{{/if~}}</strong>
{{/if}} de {{attackerToken.name}} ({{attaqueArme.name}}):
</span>
{{/if}}
<span class='chat-card-button-area'>
<br>
{{#unless (eq surprise 'totale')}}
{{#if essais.defense}}
{{#unless essais.defenseChance}}
{{#if (eq defender.type 'personnage')}}
<a class='chat-card-button appel-chance-defense'
data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}'>
Faire appel à la chance
</a>
<br>
{{/if}}
{{#if (and (eq defender.type 'personnage') (gt defender.system.compteurs.destinee.value 0))}}
<a class='chat-card-button appel-destinee-defense'
data-attackerId='{{attackerId}}' data-attackerTokenId='{{attackerToken.id}}' data-defenderTokenId='{{defenderToken.id}}'>
Utiliser la destinée
</a>
<br>
{{/if}}
{{/unless}}
{{else}}
{{#if (settings-get 'rdd-advanced-roll-dialog-v2')}}
<a class='chat-card-button button-defense'
data-attackerId='{{attackerId}}'
data-attackerTokenId='{{attackerToken.id}}'
data-defenderTokenId='{{defenderToken.id}}'
>
Se défendre
{{#if (or (eq attaqueCategorie 'tir') (eq attaqueCategorie 'lancer'))}}
(difficulté à déterminer)
{{else}}
à {{diffLibre }}
{{/if}}
</a>
<br>
{{else}}
{{#each armes as |arme key|}}
<a class='chat-card-button button-parade'
data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
data-armeid='{{arme._id}}'>
Parer avec {{arme.name}}
{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
(difficulté à déterminer)
{{else}}à {{../diffLibre }}
{{/if}}
{{#if (eq arme.typeParade 'sign')}}
<span class="rdd-diviseur">&times;&frac12;</span>
{{/if}}
{{#if arme.nbUsage}}(Utilisations : {{arme.nbUsage}}){{/if}}
</a>
<br>
{{/each}}
{{#if mainsNues}}
<a class='chat-card-button button-parade'
data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}'
data-armeid='{{arme._id}}' data-competence='{{arme.system.competence}}'>
Parer à mains nues à {{diffLibre}}{{#if arme.nbUsage}} (Utilisations : {{arme.nbUsage}}){{/if}}
</a>
<br>
{{/if}}
{{#if (ne attaqueCategorie 'tir')}}
{{#each esquives as |esquive key|}}
<a class='chat-card-button button-esquive'
data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
data-compid='{{esquive._id}}' data-competence='{{esquive.name}}'>
{{esquive.name}}
{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
(difficulté à déterminer)
{{else}}à {{../diffLibre }}
{{/if}}
{{#if esquive.nbUsage}}(Utilisations : {{esquive.nbUsage}}){{/if}}
</a>
<br>
{{/each}}
{{/if}}
{{/if}}
{{/if}}
{{/unless}}
<a class='chat-card-button button-encaisser'
data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}'>
Encaisser à {{plusMoins dmg.total}}
{{#if (eq dmg.mortalite 'non-mortel')~}}
(non-mortel) !
{{/if}}
</a>
</span>
</div>

View File

@@ -1,103 +1,59 @@
<div data-passearme="{{passeArme}}">
{{#if (eq surprise 'totale')}}
<span><strong>{{defenderToken.name}}</strong> est totalement surpris</span>
{{else if essais.defense}}
<span><strong>{{defenderToken.name}}</strong> doit :</span>
{{log this}}
<div class="roll-chat" data-passearme="{{passeArme}}">
<div class="chat-img">
<img src="{{opponent.img}}" data-tooltip="{{opponent.name}}" />
</div>
<div class="chat-header">
<h4>Défense de {{opponent.name}}</h4>
</div>
<div class="chat-resume">
{{#if (eq opponent.surprise.key 'totale')}}
<span><strong>{{opponent.name}}</strong> est totalement surpris</span>
{{else}}
<span><strong>{{defenderToken.name}}</strong> doit se défendre
{{~#if (eq surprise 'demi')}} avec une significative {{/if}} d'une attaque
{{~#if attaqueParticuliere}} <strong>particulière en
{{~#if (eq attaqueParticuliere 'finesse')}} finesse
{{else if (eq attaqueParticuliere 'force')}} force
{{else if (eq attaqueParticuliere 'rapidite')}} rapidité
<span><strong>{{opponent.name}}</strong> doit se défendre
{{~#if (eq opponent.surprise.key 'demi')}} avec une significative {{/if}} d'une attaque
{{~#if particuliere}} <strong>particulière en
{{~#if (eq particuliere 'finesse')}} finesse
{{else if (eq particuliere 'force')}} force
{{else if (eq particuliere 'rapidite')}} rapidité
{{/if~}}</strong>
{{/if}} de {{attackerToken.name}} ({{attaqueArme.name}}):
{{/if}} de {{active.name}} ({{current.attaque.label}}):
</span>
{{/if}}
<span class='chat-card-button-area'>
<br>
{{#unless (eq surprise 'totale')}}
{{#if essais.defense}}
{{#unless essais.defenseChance}}
{{#if (eq defender.type 'personnage')}}
<a class='chat-card-button appel-chance-defense'
data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}'>
Faire appel à la chance
</a>
<br>
{{/if}}
{{#if (and (eq defender.type 'personnage') (gt defender.system.compteurs.destinee.value 0))}}
<a class='chat-card-button appel-destinee-defense'
data-attackerId='{{attackerId}}' data-attackerTokenId='{{attackerToken.id}}' data-defenderTokenId='{{defenderToken.id}}'>
Utiliser la destinée
</a>
<br>
{{/if}}
{{/unless}}
{{else}}
{{#if (settings-get 'rdd-advanced-roll-dialog-v2')}}
</div>
<div class="chat-details">
</div>
<div class="chat-actions">
{{#unless (eq opponent.surprise.key 'totale')}}
<a class='chat-card-button button-defense'
data-attackerId='{{attackerId}}'
data-attackerTokenId='{{attackerToken.id}}'
data-defenderTokenId='{{defenderToken.id}}'
data-attackerId='{{ids.actorId}}'
data-attackerTokenId='{{ids.actorTokenId}}'
data-defenderTokenId='{{ids.opponentTokenId}}'
>
<img src="systems/foundryvtt-reve-de-dragon/assets/actions/defense.svg"/>
Se défendre
{{#if (or (eq attaqueCategorie 'tir') (eq attaqueCategorie 'lancer'))}}
(difficulté à déterminer)
{{else}}
à {{diffLibre }}
à {{current.diff.value}}
{{/if}}
</a>
<br>
{{else}}
{{#each armes as |arme key|}}
<a class='chat-card-button button-parade'
data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
data-armeid='{{arme._id}}'>
Parer avec {{arme.name}}
{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
(difficulté à déterminer)
{{else}}à {{../diffLibre }}
{{/if}}
{{#if (eq arme.typeParade 'sign')}}
<span class="rdd-diviseur">&times;&frac12;</span>
{{/if}}
{{#if arme.nbUsage}}(Utilisations : {{arme.nbUsage}}){{/if}}
</a>
<br>
{{/each}}
{{#if mainsNues}}
<a class='chat-card-button button-parade'
data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}'
data-armeid='{{arme._id}}' data-competence='{{arme.system.competence}}'>
Parer à mains nues à {{diffLibre}}{{#if arme.nbUsage}} (Utilisations : {{arme.nbUsage}}){{/if}}
</a>
<br>
{{/if}}
{{#if (ne attaqueCategorie 'tir')}}
{{#each esquives as |esquive key|}}
<a class='chat-card-button button-esquive'
data-attackerId='{{../attackerId}}' data-defenderTokenId='{{../defenderToken.id}}' data-attackerTokenId='{{../attackerToken.id}}'
data-compid='{{esquive._id}}' data-competence='{{esquive.name}}'>
{{esquive.name}}
{{#if (or (eq ../attaqueCategorie 'tir') (eq ../attaqueCategorie 'lancer'))}}
(difficulté à déterminer)
{{else}}à {{../diffLibre }}
{{/if}}
{{#if esquive.nbUsage}}(Utilisations : {{esquive.nbUsage}}){{/if}}
</a>
<br>
{{/each}}
{{/if}}
{{/if}}
{{/if}}
{{/unless}}
<a class='chat-card-button button-encaisser'
data-attackerId='{{attackerId}}' data-defenderTokenId='{{defenderToken.id}}' data-attackerTokenId='{{attackerToken.id}}'>
{{#unless (eq dmg.mortalite 'empoignade')}}
<a class='chat-card-button encaissement'
data-tooltip="Encaisser à {{plusMoins dmg.total}} {{#if (eq dmg.mortalite 'non-mortel')~}}(non-mortel){{/if}}"
>
<img src="systems/foundryvtt-reve-de-dragon/assets/ui/encaisser.svg"/>
Encaisser à {{plusMoins dmg.total}}
{{#if (eq dmg.mortalite 'non-mortel')~}}
(non-mortel) !
{{/if}}
{{#if (eq dmg.mortalite 'non-mortel')~}}(non-mortel){{/if}}
</a>
</span>
{{/unless}}
</div>
<div class="chat-buttons">
</div>
</div>

View File

@@ -1,13 +1,11 @@
{{log rolled}}
<div>
<span {{#if ajustements}}class="tooltip-overflow tooltip-dotted" {{/if}}>
<span>
<span>{{rolled.caracValue}} à {{plusMoins rolled.finalLevel}}</span>
{{#if (and rolled.factorHtml (gt rolled.factorHtml 1))}}
<span class="rdd-diviseur">&times;{{{rolled.factorHtml}}}</span>
<span>= {{rolled.score}}%</span>
{{#if (and rolled.factorHtml (ne rolled.factorHtml 1))}}
<span class="rdd-diviseur">&times;{{{rolled.factorHtml}}}</span>
{{else}}
<span>= {{rolled.score}}%</span>
{{/if}}
</span>
<div class="tooltiptext ttt-ajustements">

View File

@@ -6,8 +6,8 @@
<div class="control-icon token-hud-icon rdd-hud-menu rdd-attaque"
data-combatant-id="{{../combatant.id}}"
data-action-index="{{action.index}}"
data-tooltip="Attaque: {{action.name}}">
<label><i class="fa-solid fa-sword"></i> {{action.name}} {{action.system.infoMain}}</label>
data-tooltip="Attaque: {{action.label}}">
<label><i class="fa-solid fa-sword"></i> {{action.label}} {{action.system.infoMain}}</label>
</div>
{{/unless}}
{{/each}}

View File

@@ -0,0 +1,34 @@
{{log this}}
<div class="control-icon rdd-combat ">
<img class="rdd-hud-togglebutton"
src="systems/foundryvtt-reve-de-dragon/icons/heures/hd06.svg" width="36" height="36"
data-tooltip="Combat"/>
<div class="rdd-hud-list token-hud-ext left">
<div class="control-icon token-hud-icon select-init-v2">
<i class="fa-solid fa-dice-d6"></i>
<select name="initiative">
{{log combatant}}
<option value="">{{#if combatant.system.init}}
{{combatant.system.init.value}} {{combatant.system.init.label}}
{{else}}Initiative...{{/if}}
</option>
{{selectOptions actions selected='' valueAttr='index' labelAttr='label'}}
</select>
</div>
{{!-- <div class="control-icon token-hud-icon rdd-init-v2"
data-combatant-id="{{../combatant.id}}"
data-action="initiative"
data-tooltip="Choisir l'initiative">
<label><i class="fa-solid fa-dice-d6"></i><span> Initiative</span></label>
</div> --}}
<div class="control-icon token-hud-icon rdd-attaque-v2"
data-combatant-id="{{../combatant.id}}"
data-action="attaque"
data-tooltip="Attaquer la cible">
<label><i class="fa-solid fa-sword"></i> Attaquer</label>
</div>
</div>
</div>

View File

@@ -5,17 +5,17 @@
<div class="control-icon token-hud-icon rdd-hud-menu"
data-combatant-id="{{../combatant.id}}"
data-action-index="{{action.index}}"
data-tooltip="Initiative {{action.name}}">
<label><i class="fa-solid fa-dice-d6"></i><span> {{action.name}} {{action.system.infoMain}}</span></label>
data-tooltip="Initiative {{action.label}}">
<label><i class="fa-solid fa-dice-d6"></i><span> {{action.label}} {{action.system.infoMain}}</span></label>
</div>
{{/each}}
{{#each commandes as |commande key|}}
<div class="control-icon token-hud-icon rdd-hud-menu"
data-command="{{commande.command}}"
data-command-value="{{commande.value}}"
data-combatant-id="{{../combatant.id}}"
data-action-index="{{commande.index}}"
data-tooltip="{{commande.name}}">
<label>{{commande.name}}</label>
data-tooltip="{{commande.label}}">
<label>{{commande.label}}</label>
</div>
{{/each}}
</div>

View File

@@ -0,0 +1,75 @@
<div class="roll-chat">
<div class="chat-img">
<img src="{{active.img}}" data-tooltip="{{active.name}}" />
<img src="{{competence.img}}" data-tooltip="{{competence.name}}" />
<img src="{{opponent.img}}" data-tooltip="{{opponent.name}}" />
</div>
<div class="chat-header">
{{active.name}} attaque {{opponent.name}}: {{current.label}}
</div>
<div class="chat-resume">
{{current.carac.label}} / {{current.comp.label}} à {{current.diff.value}}
<br>{{> "systems/foundryvtt-reve-de-dragon/templates/chat-infojet.hbs"}}
</div>
<div class="chat-details">
<hr>
{{#if rolled.isSuccess}}
<span>
<strong>{{opponent.name}}</strong> doit se défendre à <strong>{{current.diff.value}}</strong>,
{{#if (eq current.dmg.mortalite 'empoignade')}}
ou {{active.name}} marquera un point d'empoignade
{{else if (eq current.dmg.mortalite 'non-mortel')}}
ou encaisser à <span class="rdd-roll-norm">{{plusMoins current.dmg.total}} (non-mortel)</span>
{{else}}
{{!-- {{~#if (eq current.dmg.mortalite 'mortel')}} --}}
ou encaisser à <span class="rdd-roll-echec">{{plusMoins current.dmg.total}}</span>
{{!-- {{~#if (eq current.dmg.mortalite 'cauchemar')}} --}}
{{!-- {{else}}
<span class="rdd-roll-etotal">{{plusMoins dmg.total}}</span> (entités de cauchemar) --}}
{{/if}}
</span>
{{#if show.recul}}
<span class='chat-card-info'>
<img src="icons/svg/thrust.svg" data-tooltip="charge" />
Si votre adversaire n'esquive pas cette {{show.recul.raison}}, il devra résister à l'impact ou reculer sous le choc!
</span>
{{/if}}
{{#if (eq particuliere 'rapidite')}}
<span>
<br>Votre attaque rapide vous permet une deuxième attaque, ou une défense supplémentaire!
</span>
{{/if}}
{{else}}
<span>Votre attaque a échoué!</span>
{{/if}}
{{#if (eq current.tactique 'charge')}}
<span class='chat-card-info'>
<img src="icons/svg/thrust.svg" data-tooltip="charge" />
C'est une charge, vos parades auront un -4 et vous ne pourrez pas esquiver!
</span>
{{/if}}
{{#if (and (eq current.tactique 'feinte') rolled.isSuccess)}}
<span class='chat-card-info'>
<img src="systems/foundryvtt-reve-de-dragon/icons/heures/hd06.svg" data-tooltip="feinte"/>
Votre feinte peut faire mouche!
</span>
{{/if}}
<p>
{{> "systems/foundryvtt-reve-de-dragon/templates/chat-info-appel-au-moral.hbs"}}
</p>
</div>
<div class="chat-actions">
{{> 'partial-attaque-particuliere'}}
{{!-- TODO: maladresses --}}
</div>
<div class="chat-buttons">
{{> 'partial-appel-chance'}}
</div>
</div>

View File

@@ -1,9 +1,8 @@
{{log this}}
<div class="roll-chat">
<div class="chat-img">
<img src="{{active.img}}" data-tooltip="{{active.name}}" />
<img src="{{competence.img}}" data-tooltip="{{competence.name}}" />
<img src="{{opponent.img}}" data-tooltip="{{opponent.name}}" />
</div>
<div class="chat-header">
@@ -30,20 +29,22 @@
{{!-- {{else}}
<!-- TODO: cas de parade à mains nues, texte à modifier -->
{{/if}} --}}
{{#if attackerRoll.tactique}}
<p>
{{#if (eq attackerRoll.tactique.key 'charge')}}
<span class='chat-card-info'>
<img class="chat-icon" src="icons/svg/thrust.svg" data-tooltip="charge" height="32" width="32" />
C'était une charge, les parades de {{opponent.name}} auront un -4 et il ne pourra pas esquiver!
{{else if (eq attackerRoll.tactique.key 'feinte')}}
</span>
{{/if}}
{{#if (eq attackerRoll.tactique.key 'feinte')}}
<span class='chat-card-info'>
<img class="chat-icon" src="systems/foundryvtt-reve-de-dragon/icons/heures/hd06.svg" data-tooltip="feinte" height="32" width="32" />
C'était une feinte!
{{/if}}
</p>
</span>
{{/if}}
{{> 'partial-info-appel-moral'}}
</div>
<div class="chat-actions">
{{!-- TODO: maladresses --}}
{{> 'partial-recul-choc'}}
{{> 'partial-encaissement'}}
</div>

View File

@@ -1,4 +1,3 @@
{{log this}}
<div class="roll-chat">
<div class="chat-img">
<img src="{{active.img}}" data-tooltip="{{active.name}}" />

View File

@@ -0,0 +1,16 @@
{{#if particulieres.length}}
{{#if (eq particulieres.length 1)}}
{{#each particulieres as |part|}}
<span class='chat-card-info'>
<img src="{{part.img}}"/> Attaque particulière {{part.descr}}
</span>
{{/each}}
{{else}}
{{#each particulieres as |part|}}
<a class='chat-card-button choix-particuliere' data-particuliere='{{part.key}}'
data-tooltip="Choisir une particulière {{part.descr}}">
<img src="{{part.img}}"/> Choisir une particulière {{part.descr}}
</a>
{{/each}}
{{/if}}
{{/if}}

View File

@@ -4,8 +4,8 @@
</select>
</subline>
<roll-part-img>
{{#if current.attaque.arme}}
<img src="{{current.attaque.arme.img}}" data-tooltip="{{current.attaque.arme.name}}" />
{{#if current.arme}}
<img src="{{current.arme.img}}" data-tooltip="{{current.arme.name}}" />
{{/if}}
</roll-part-img>
<roll-part-detail>
@@ -16,10 +16,10 @@
</select>
</subline>
<subline>
{{#if (eq current.attaque.arme.system.mortalite 'empoignade')}}
{{#if (eq current.arme.system.mortalite 'empoignade')}}
Empoignade, pas de dommages directs
{{else}}
{{#if (and (ne current.attaque.arme.system.mortalite 'non-mortel') (eq current.dmg.penetration 0))}}
{{#if (and (ne current.arme.system.mortalite 'non-mortel') (eq current.dmg.penetration 0))}}
<input name="check-mortalite" type="checkbox" {{#if (eq current.dmg.mortalite 'mortel')}}checked{{/if}} />
{{/if}}
<label for="check-mortalite">