RdDItemArme pour les armes
résolution de souci de dépendance circulaire causée par RdDCombat
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@@ -1,9 +1,6 @@
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import { ChatUtility } from "./chat-utility.js";
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import { ENTITE_BLURETTE, HIDE_DICE, SYSTEM_RDD, SYSTEM_SOCKET_ID } from "./constants.js";
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import { Grammar } from "./grammar.js";
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import { RdDItemArme } from "./item/arme.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { Misc } from "./misc.js";
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import { RdDBonus } from "./rdd-bonus.js";
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import { RdDResolutionTable } from "./rdd-resolution-table.js";
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@@ -14,6 +11,10 @@ import { STATUSES } from "./settings/status-effects.js";
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import { Targets } from "./targets.js";
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import { RdDEmpoignade } from "./rdd-empoignade.js";
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import { RdDRollResult } from "./rdd-roll-result.js";
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import { RdDItemArme } from "./item/arme.js";
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import { RdDItemCompetence } from "./item-competence.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { RdDInitiative } from "./initiative.mjs";
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/* -------------------------------------------- */
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const premierRoundInit = [
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@@ -163,14 +164,10 @@ export class RdDCombatManager extends Combat {
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}
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static formuleInitiative(rang, carac, niveau, bonusMalus) {
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return `${rang} +( (${RdDCombatManager.calculInitiative(niveau, carac, bonusMalus)} )/100)`;
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return `${rang} +( (${RdDInitiative.calculInitiative(niveau, carac, bonusMalus)} )/100)`;
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}
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/* -------------------------------------------- */
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static calculInitiative(niveau, caracValue, bonus = 0) {
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let base = niveau + Math.floor(caracValue / 2) + bonus;
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return "1d6" + (base >= 0 ? "+" : "") + base;
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}
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/* -------------------------------------------- */
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/** Retourne une liste triée d'actions d'armes avec le split arme1 main / arme 2 main / lancer */
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@@ -242,7 +239,7 @@ export class RdDCombatManager extends Combat {
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attaque.system.niveau = niveau
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const ajustement = (arme.parent?.getEtatGeneral() ?? 0) + (arme.system.magique) ? arme.system.ecaille_efficacite : 0
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attaque.system.initiative = RdDCombatManager.calculInitiative(niveau, infoAttaque.carac[carac].value, ajustement)
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attaque.system.initiative = RdDInitiative.calculInitiative(niveau, infoAttaque.carac[carac].value, ajustement)
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return attaque
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}
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@@ -779,7 +776,7 @@ export class RdDCombat {
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// sans armes: à mains nues
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rollData.arme = RdDItemArme.corpsACorps(this.attacker)
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rollData.arme.system.niveau = competence.system.niveau
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rollData.arme.system.initiative = RdDCombatManager.calculInitiative(competence.system.niveau, this.attacker.system.carac['melee'].value);
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rollData.arme.system.initiative = RdDInitiative.calculInitiative(competence.system.niveau, this.attacker.system.carac['melee'].value);
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}
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return rollData;
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}
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