Amélioration de la gestion de la surprise

This commit is contained in:
2025-09-22 16:18:29 +02:00
parent c84af21c7e
commit 74515d28f4
14 changed files with 129 additions and 131 deletions

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@@ -3,19 +3,23 @@
## 13.0.9 - Le combat d'Illysis
- Fix
- La montée en TMR fonctionne
- ajout d'un status "Force insuffisante"
- Nouvelle fenêtre de jets de dés
- ajout du statut "Force insuffisante" aux acteurs si la
force est insuffisante pour l'arme
- avancement du mode attaque
- choix de tactique
- choix des dommages mortel/non-mortel, affichage
- choix mortel/non-mortel pour les dommages
- affichage des dommages ajustés delon les choix
- affichage du statut de surprise de l'attaquant
- affichage du statut de surprise du défenseur
- prise en compte des significatives (force insuffisante, demi-surprises)
- prise en compte des significatives (demi-surprises)
- avancement du mode défense
- sélection esquive/parade
- affichage du statut de surprise du défenseur
- prise en compte des significatives (demi-surprises, armes disparates,
force insuffisante, particulière en finesse)
particulière en finesse)
- impossible de faire un jet "actif" en surprise totale (attaque, parade, ...)
## 13.0.8 - Le renouveau d'Illysis

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@@ -564,6 +564,9 @@ select,
.system-foundryvtt-reve-de-dragon .roll-dialog roll-choix roll-section roll-part-detail subline span.status-surprise img {
filter: invert(0.8);
}
.system-foundryvtt-reve-de-dragon .roll-dialog roll-choix roll-section roll-part-detail subline label {
align-content: center;
}
.system-foundryvtt-reve-de-dragon .roll-dialog roll-section selected-numeric-value {
display: flow;
width: 2.5rem;

View File

@@ -95,7 +95,7 @@
display: flex;
flex-direction: column;
grid-area: img;
img{
img {
border: 0;
padding: 1px;
max-height: 3rem;
@@ -126,6 +126,9 @@
filter: invert(0.8);
}
}
label {
align-content: center;
}
}
}
}

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@@ -567,6 +567,9 @@ export class RdDCombat {
/* -------------------------------------------- */
static isParticuliere(rollData) {
if (rollData.ids) {
return rollData.rolled.isPart
}
if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
return false;
}
@@ -575,6 +578,9 @@ export class RdDCombat {
/* -------------------------------------------- */
static isReussite(rollData) {
if (rollData.ids) {
return rollData.rolled.is
}
switch (rollData.ajustements.surprise.used) {
case 'totale': return false;
case 'demi': return rollData.rolled.isSign;
@@ -971,14 +977,14 @@ export class RdDCombat {
await RollDialog.create(rollData, {
onRoll: (dialog) => {
this._onCloseRollDialog(),
dialog.close()
dialog.close()
},
customChatMessage: true,
callbacks: [async (actor, rd) => {
this.removeChatMessageActionsPasseArme(rd.passeArme)
// defense: esquive / arme de parade / competence de défense
await rd.active.actor.incDecItemUse(rd.current[PART_DEFENSE].defense?.id, !RdDCombat.isParticuliere(rd))
if (!RdDCombat.isParticuliere(rd))
await rd.active.actor.incDecItemUse(rd.current[PART_DEFENSE].defense?.id, )
await this._onDefenseV2(rd)
}]
})

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@@ -184,47 +184,15 @@ export class RdDResolutionTable {
return Math.max(Math.floor(carac * (diff + 10) / 2), 1);
}
/* -------------------------------------------- */
static isEchec(rollData) {
switch (rollData.surprise) {
case 'demi': return !rollData.rolled.isSign;
case 'totale': return true;
}
return rollData.rolled.isEchec;
}
/* -------------------------------------------- */
static isEchecTotal(rollData) {
if (rollData.arme && rollData.surprise == 'demi') {
return rollData.rolled.isEchec;
}
return rollData.rolled.isETotal;
}
/* -------------------------------------------- */
static isParticuliere(rollData) {
if (rollData.arme && rollData.surprise) {
return false;
}
return rollData.rolled.isPart;
}
/* -------------------------------------------- */
static isReussite(rollData) {
switch (rollData.surprise) {
case 'demi': return rollData.rolled.isSign;
case 'totale': return false;
}
return rollData.rolled.isSuccess;
}
/* -------------------------------------------- */
static computeReussite(chances, roll, diviseur) {
const reussite = reussites.find(x => x.condition(chances, roll));
if (diviseur > 1 && reussite.code == 'norm') {
return reussiteInsuffisante;
const reussite = reussites.find(x => x.condition(chances, roll))
if (diviseur > 1 && reussite.isSuccess) {
if (chances > roll * diviseur){
return reussiteInsuffisante
}
}
return reussite;
return reussite
}
/* -------------------------------------------- */

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@@ -1,4 +1,8 @@
import { ActorToken } from "../actor-token.mjs"
import { StatusEffects } from "../settings/status-effects.js"
import { ROLL_MODE_ATTAQUE, ROLL_MODE_DEFENSE } from "./roll-constants.mjs"
import { PART_ATTAQUE } from "./roll-part-attaque.mjs"
import { PART_DEFENSE } from "./roll-part-defense.mjs"
export class RollBasicParts {
@@ -11,6 +15,29 @@ export class RollBasicParts {
}
}
loadSurprises(rollData, mode) {
if (!rollData.mode.passif) {
this.loadSurprise(rollData.active, this.getForceRequiseActiveActor(rollData, mode))
this.loadSurprise(rollData.opponent, 0)
}
}
loadSurprise(who, forceRequise) {
if (who?.actor) {
foundry.utils.mergeObject(who,
StatusEffects.getActorEffetSurprise(who.actor, forceRequise),
{ overwrite: true, inPlace: true })
}
}
getForceRequiseActiveActor(rollData, mode) {
switch (mode) {
case ROLL_MODE_ATTAQUE: return rollData.current[PART_ATTAQUE].attaque.forceRequise
case ROLL_MODE_DEFENSE: return rollData.current[PART_DEFENSE].forceRequise
default: return 0
}
}
initFrom(rollData) {
return {
selected: {},

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@@ -217,7 +217,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
})
}
static async create(rollData, rollOptions = {}) {
const rollDialog = new RollDialog(rollData, rollOptions)
rollDialog.render(true)
@@ -250,9 +250,6 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
constructor(rollData, rollOptions) {
super()
this.rollData = rollData
// const callbacks = this.rollOptions.callbacks.map(c =>
// r => r.activve.actor Promise.all(this.rollOptions.callbacks.map(async callback => await callback(rollData.active.actor, rollData)))
// )
this.rollOptions = {
callbacks: [
async (actor, r) => await actor.appliquerAjoutExperience(r),
@@ -361,6 +358,7 @@ export default class RollDialog extends HandlebarsApplicationMixin(ApplicationV2
const modes = ROLL_MODE_TABS.filter(m => m.isAllowed(rollData) && m.visible(rollData))
.map(m => m.toModeData(rollData))
BASIC_PARTS.loadSurprises(this.rollData, this.getSelectedMode().code)
this.setModeTitle()
const visibleRollParts = this.getActiveParts()

View File

@@ -41,25 +41,25 @@ export class RollPartAttaque extends RollPartSelect {
prepareContext(rollData) {
const current = this.getCurrent(rollData)
current.defenseur = StatusEffects.getActorEffetSurprise(rollData.opponent?.actor, 0)
current.attaquant = StatusEffects.getActorEffetSurprise(rollData.active.actor, current.attaque.forceRequise)
current.dmg = this.$dmgRollV2(rollData, current)
}
$dmgRollV2(rollData, current) {
const actor = rollData.active.actor
const defender = rollData.opponent?.actor
const dmgArme = RdDBonus.dmgArme(current.attaque.arme, current.attaque.dommagesArme)
const attaque = current.attaque
const arme = attaque.arme
const dmgArme = RdDBonus.dmgArme(arme, attaque.dommagesArme)
const dmg = {
total: 0,
dmgArme: dmgArme,
penetration: current.attaque.arme.penetration(),
penetration: arme.penetration(),
dmgTactique: current.tactique?.dmg ?? 0,
dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
dmgSurprise: current.surpriseDefenseur?.dmg ?? 0,
mortalite: RdDBonus.mortalite(current.dmg?.mortalite, current.attaque.arme.system.mortalite, defender?.isEntite()),
dmgActor: RdDBonus.bonusDmg(actor, current.attaque.carac.key, dmgArme, current.attaque.forceRequise),
dmgForceInsuffisante: Math.min(0, actor.getForce() - current.attaque.forceRequise)
dmgSurprise: rollData.opponent?.surprise?.dmg ?? 0,
mortalite: RdDBonus.mortalite(current.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)
}
dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
return dmg
@@ -71,8 +71,8 @@ export class RollPartAttaque extends RollPartSelect {
if (current.tactique) {
ajustements.push({ label: current.tactique.label, diff: current.tactique.attaque })
}
if (current.surpriseDefenseur) {
ajustements.push({ label: current.surpriseDefenseur.label, diff: current.surpriseDefenseur.attaque })
if (rollData.opponent?.surprise) {
ajustements.push({ label: rollData.opponent.surprise.label, diff: rollData.opponent.surprise.attaque })
}
return ajustements
}
@@ -115,7 +115,6 @@ export class RollPartAttaque extends RollPartSelect {
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_SIGN: return part.setArme(rollData, current.attaque.forceRequise, false)
}
}
return undefined

View File

@@ -69,9 +69,6 @@ export class RollPartDefense extends RollPartSelect {
}
prepareContext(rollData) {
const current = this.getCurrent(rollData)
current.defenseur = StatusEffects.getActorEffetSurprise(rollData.active.actor, current.forceRequise)
// current.dmg = this.$dmgRollV2(rollData, current)
}
@@ -104,7 +101,7 @@ export class RollPartDefense extends RollPartSelect {
case PART_CARAC: return part.filterCaracs(rollData, [current.carac])
case PART_COMP: return part.filterComps(rollData, [current.comp?.name])
case PART_DIFF: return part.setDiff(rollData, this.getDiffDefense(rollData))
case PART_SIGN: return part.setArme(rollData, current.forceRequise, this.isArmeDisparate(rollData))
case PART_SIGN: return part.setArmeDisparate(rollData, this.isArmeDisparate(rollData))
}
}
return undefined

View File

@@ -39,8 +39,7 @@ export class RollPartSign extends RollPart {
const isCombat = this.isCombat(rollData)
const current = this.getCurrent(rollData)
current.armeDisparate = isCombat && current.armeDisparate
current.forceRequise = current.forceRequise ?? 0
current.surprise = actor.getSurprise(isCombat)
current.surprise = actor.getSurprise(isCombat) // TODO: could be from rollData.active.surprise??
current.reasons = actor.getEffects(it => StatusEffects.niveauSurprise(it) > 0).map(it => it.name)
current.diviseur = 1
if (current.surprise == 'demi') {
@@ -53,10 +52,6 @@ export class RollPartSign extends RollPart {
current.diviseur *= 2
current.reasons.push('Armes disparates')
}
if (this.isForceInsuffisante(actor, current)) {
current.diviseur *= 2
current.reasons.push('Force insuffisante')
}
if (this.isAttaqueFinesse(rollData)) {
current.diviseur *= 2
current.reasons.push('Particulière en finesse')
@@ -73,15 +68,6 @@ export class RollPartSign extends RollPart {
return ROLL_MODE_DEFENSE == rollData.mode.current && rollData.attaque.particuliere == 'finesse'
}
isForceInsuffisante(actor, current) {
if (actor?.isPersonnage()) {
const requise = current.forceRequise
const force = parseInt(actor.system.carac.force.value)
return requise > force
}
return false
}
isParadeArmeDisparate(current) {
return current.armeDisparate
}
@@ -106,9 +92,7 @@ export class RollPartSign extends RollPart {
})
}
setArme(rollData, forceRequise, armeDisparate) {
const current = this.getCurrent(rollData)
current.armeDisparate = armeDisparate
current.forceRequise = forceRequise
setArmeDisparate(rollData, armeDisparate) {
this.getCurrent(rollData).armeDisparate = armeDisparate
}
}

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@@ -49,45 +49,46 @@
{{/if}}
</a>
<br>
{{/if}}
{{#each armes as |arme key|}}
<a class='chat-card-button parer-button'
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>
{{else}}
{{#each armes as |arme key|}}
<a class='chat-card-button parer-button'
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 parer-button'
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 esquiver-button'
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}}
<a class='chat-card-button parer-button'
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 esquiver-button'
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}}

View File

@@ -1,6 +1,14 @@
{{#if (or rollData.mode.passif (ne rollData.active.surprise.key 'totale'))}}
<button name="roll-dialog-button">Lancer
{{rollData.current.carac.value}} à {{plusMoins rollData.current.totaldiff}}
{{#if rollData.current.significative.used}}
<span class="rdd-diviseur">&times;{{{rollData.current.significative.label}}}</span>
{{/if}}
</button>
{{else}}
<button name="roll-dialog-button" disabled>
<i class="fa-solid fa-ban"></i>
Surprise totale!
<i class="fa-solid fa-ban"></i>
</button>
{{/if}}

View File

@@ -28,22 +28,22 @@
</label>
{{/if}}
</subline>
{{#if current.attaquant.effets}}
{{#if rollData.active.effets}}
<subline>
<span class="status-surprise">
Attaquant en&nbsp;<strong>{{lowerFirst current.attaquant.surprise.label}}</strong>:&nbsp;
{{#each current.attaquant.effets as |effect|}}
Attaquant en&nbsp;<strong>{{lowerFirst rollData.active.surprise.label}}</strong>:&nbsp;
{{#each rollData.active.effets as |effect|}}
{{localize effect.name}}
<img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/>
{{/each}}
</span>
</subline>
{{/if}}
{{#if current.defenseur.surprise}}
{{#if rollData.opponent.surprise}}
<subline>
<span class="status-surprise">
Defenseur en&nbsp;<strong>{{lowerFirst current.defenseur.surprise.label}}</strong>:&nbsp;
{{#each current.defenseur.effets as |effect|}}
Defenseur en&nbsp;<strong>{{lowerFirst rollData.opponent.surprise.label}}</strong>:&nbsp;
{{#each rollData.opponent.effets as |effect|}}
{{localize effect.name}}
<img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/>
{{/each}}

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@@ -7,11 +7,11 @@
{{selectOptions refs.defenses selected=current.key valueAttr="key" labelAttr="label"}}
</select>
</subline>
{{#if current.defenseur.effets}}
{{#if rollData.active.effets}}
<subline>
<span class="status-surprise">
Defense en&nbsp;<strong>{{lowerFirst current.defenseur.surprise.label}}</strong>:&nbsp;
{{#each current.defenseur.effets as |effect|}}
Defense en&nbsp;<strong>{{lowerFirst rollData.active.surprise.label}}</strong>:&nbsp;
{{#each rollData.active.effets as |effect|}}
{{localize effect.name}}
<img class="button-effect-img" src="{{effect.img}}" data-tooltip="{{localize effect.name}}" data-effect="{{effect.id}}"/>
{{/each}}