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