Corrections actions combat créatures
Les actions de combat des créatures et leurs défenses sont correctement filtrées
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@ -72,19 +72,24 @@ export class RdDCombatManager extends Combat {
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/* -------------------------------------------- */
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async finDeRound(options = { terminer: false }) {
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this.combatants.map(it => RdDCombatManager.getActorCombatant(it))
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.filter(it => it != undefined)
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.forEach(async actor => {
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await actor.finDeRound(options)
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await actor.resetItemUse()
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})
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}
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for (let combatant of this.combatants) {
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if (!combatant.actor) {
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ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`)
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}
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else if (!combatant.actor.isActorCombat()) {
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ui.notifications.warn(`Le combatant ${combatant.name} ne peut pas combattre!`)
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}
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else {
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await combatant.actor.finDeRound(options)
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await combatant.actor.resetItemUse()
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}
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static getActorCombatant(combatant) {
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if (!combatant.actor) {
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ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`)
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return undefined
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}
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else if (!combatant.actor.isActorCombat()) {
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ui.notifications.warn(`${combatant.name} ne peut pas combattre!`)
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return undefined
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}
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return combatant.actor
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}
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static calculAjustementInit(actor, arme) {
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@ -107,7 +112,7 @@ export class RdDCombatManager extends Combat {
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if (!formula) {
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if (combatant.actor.type == 'creature' || combatant.actor.type == 'entite') {
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const competence = combatant.actor.items.find(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
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const competence = combatant.actor.items.find(it => RdDItemCompetenceCreature.isAttaque(it))
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if (competence) {
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rollFormula = RdDCombatManager.formuleInitiative(2, competence.system.carac_value, competence.system.niveau, etatGeneral);
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}
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@ -156,7 +161,7 @@ export class RdDCombatManager extends Combat {
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alias: combatant.token.name,
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sound: CONFIG.sounds.dice,
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},
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flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})<br>`,
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flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.info})<br>`,
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},
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messageOptions);
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roll.toMessage(messageData, { rollMode, create: true });
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@ -247,61 +252,6 @@ export class RdDCombatManager extends Combat {
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return attaque;
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}
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/* -------------------------------------------- */
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static listActionsCombat(combatant) {
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const actor = combatant.actor;
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if (!actor.isActorCombat()) {
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return
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}
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let actions = RdDCombatManager.listActionsPossessions(actor);
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if (actions.length > 0) {
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return actions;
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}
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if (actor.isCreatureEntite()) {
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actions = RdDCombatManager.listActionsCreature(actor.itemTypes['competencecreature']);
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} else if (actor.isPersonnage()) {
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// Recupération des items 'arme'
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const competences = actor.itemTypes['competence'];
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const armes = actor.itemTypes['arme'].filter(it => RdDItemArme.isArmeUtilisable(it))
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.concat(RdDItemArme.empoignade(actor))
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.concat(RdDItemArme.mainsNues(actor));
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actions = RdDCombatManager.listActionsArmes(armes, competences, actor.system.carac);
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if (actor.system.attributs.hautrevant.value) {
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actions.push({ name: "Draconic", action: 'haut-reve', system: { initOnly: true, competence: "Draconic" } });
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}
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}
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return RdDCombatManager._indexActions(actions);
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}
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static listActionsCreature(competences) {
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return competences
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.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
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.map(it => RdDItemCompetenceCreature.armeCreature(it))
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.filter(it => it != undefined);
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}
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static listActionsPossessions(actor) {
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return RdDCombatManager._indexActions(actor.getPossessions().map(p => {
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return {
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name: p.name,
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action: 'possession',
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system: {
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competence: p.name,
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possessionid: p.system.possessionid,
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}
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}
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}));
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}
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static _indexActions(actions) {
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for (let index = 0; index < actions.length; index++) {
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actions[index].index = index;
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}
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return actions;
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}
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/* -------------------------------------------- */
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static processPremierRoundInit() {
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// Check if we have the whole init !
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@ -339,13 +289,13 @@ export class RdDCombatManager extends Combat {
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/* -------------------------------------------- */
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static pushInitiativeOptions(html, options) {
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for (let i = 0; i < options.length; i++) {
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let option = options[i];
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let option = options[i]
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if (option.name == 'COMBAT.CombatantReroll') { // Replace !
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option.name = "Sélectionner l'initiative...";
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option.condition = true;
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option.icon = '<i class="far fa-question-circle"></i>';
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option.name = "Sélectionner l'initiative..."
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option.condition = true
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option.icon = '<i class="far fa-question-circle"></i>'
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option.callback = target => {
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RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id'));
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RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id'))
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}
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}
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}
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@ -356,96 +306,84 @@ export class RdDCombatManager extends Combat {
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}
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/* -------------------------------------------- */
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static rollInitiativeAction(combatantId, action) {
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const combatant = game.combat.combatants.get(combatantId);
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if (combatant.actor == undefined) {
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ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`)
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return [];
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}
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let initInfo = "";
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let initOffset = 0;
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let caracForInit = 0;
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let compNiveau = 0;
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let compData = { name: "Aucune" };
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if (combatant.actor.getSurprise() == "totale") {
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initOffset = -1; // To force 0
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initInfo = "Surprise Totale"
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} else if (combatant.actor.getSurprise() == "demi") {
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initOffset = 0;
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initInfo = "Demi Surprise"
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} else if (action.action == 'possession') {
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initOffset = 10;
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caracForInit = combatant.actor.getReveActuel();
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initInfo = "Possession"
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} else if (action.action == 'autre') {
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initOffset = 2;
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initInfo = "Autre Action"
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} else if (action.action == 'haut-reve') {
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initOffset = 9;
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initInfo = "Draconic"
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} else {
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compData = RdDItemCompetence.findCompetence(combatant.actor.items, action.system.competence);
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compNiveau = compData.system.niveau;
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initInfo = action.name + " / " + action.system.competence;
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const combatant = game.combat.combatants.get(combatantId)
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const actor = RdDCombatManager.getActorCombatant(combatant)
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if (actor == undefined) { return [] }
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if (combatant.actor.type == 'creature' || combatant.actor.type == 'entite') {
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caracForInit = compData.system.carac_value;
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} else {
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caracForInit = combatant.actor.system.carac[compData.system.defaut_carac].value;
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}
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initOffset = RdDCombatManager._baseInitOffset(compData.system.categorie, action);
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}
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// Cas des créatures et entités vs personnages
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const ajustement = RdDCombatManager.calculAjustementInit(combatant.actor, action)
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let rollFormula = RdDCombatManager.formuleInitiative(initOffset, caracForInit, compNiveau, ajustement);
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// Garder la trace de l'arme/compétence utilisée pour l'iniative
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combatant.initiativeData = { arme: action } // pour reclasser l'init au round 0
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game.combat.rollInitiative(combatantId, rollFormula, { initInfo: initInfo });
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const init = RdDCombatManager.getInitData(actor, action)
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const ajustement = RdDCombatManager.calculAjustementInit(actor, action)
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const rollFormula = RdDCombatManager.formuleInitiative(init.offset, init.carac, init.niveau, ajustement);
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game.combat.rollInitiative(combatantId, rollFormula, init);
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}
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/* -------------------------------------------- */
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static _baseInitOffset(categorie, arme) {
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if (categorie == "tir") { // Offset de principe pour les armes de jet
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return 8;
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static getInitData(actor, action) {
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if (actor.getSurprise() == "totale") { return { offset: -1, info: "Surprise Totale", carac: 0, niveau: 0 } }
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if (actor.getSurprise() == "demi") { return { offset: 0, info: "Demi Surprise", carac: 0, niveau: 0 } }
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if (action.action == 'autre') { return { offset: 2, info: "Autre Action", carac: 0, niveau: 0 } }
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if (action.action == 'possession') { return { offset: 10, info: "Possession", carac: actor.getReveActuel(), niveau: 0 } }
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if (action.action == 'haut-reve') { return { offset: 9, info: "Draconic", carac: actor.getReveActuel(), niveau: 0 } }
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const comp = RdDItemCompetence.findCompetence(actor.items, action.system.competence);
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return {
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offset: RdDCombatManager.initOffset(comp?.system.categorie, action),
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info: action.name + " / " + action.system.competence,
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carac: actor.getCaracInit(comp),
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niveau: comp?.system.niveau ?? -8
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}
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if (categorie == "lancer") { // Offset de principe pour les armes de jet
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return 7;
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}
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static initOffset(categorie, arme) {
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switch (categorie) {
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case "tir": return 8
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case "lancer": return 7
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default:
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switch (arme.system.cac) {
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case "empoignade": return 3
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case "pugilat": return 4
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case "naturelle": return 4
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default: return 5
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}
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}
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switch (arme.system.cac) {
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case "empoignade":
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return 3;
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case "pugilat":
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case "naturelle":
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return 4;
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}
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return 5;
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}
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/* -------------------------------------------- */
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static displayInitiativeMenu(html, combatantId) {
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console.log("Combatant ; ", combatantId);
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const combatant = game.combat.combatants.get(combatantId);
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if (!(combatant?.actor)) {
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ui.notifications.warn(`Le combatant ${combatant.name ?? combatantId} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`)
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return;
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}
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let actions = RdDCombatManager.listActionsCombat(combatant);
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const combatant = game.combat.combatants.get(combatantId)
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const actions = RdDCombatManager.listActionsCombatant(combatant);
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// Build the relevant submenu
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if (actions) {
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let menuItems = [];
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for (let action of actions) {
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menuItems.push({
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name: action.system.competence,
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icon: "<i class='fas fa-dice-d6'></i>",
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callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) }
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});
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const menuItems = actions.map(action => {
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return {
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name: action.system.competence,
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icon: "<i class='fas fa-dice-d6'></i>",
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callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) }
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}
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})
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if (menuItems.length > 0) {
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new ContextMenu(html, ".directory-list", menuItems).render();
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}
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}
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/* -------------------------------------------- */
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static listActionsCombatant(combatant) {
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const actor = RdDCombatManager.getActorCombatant(combatant)
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if (actor) {
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const possessions = actor.listActionsPossessions()
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const actions = possessions.length > 0
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? possessions
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: actor.listActionsCombat()
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for (let index = 0; index < actions.length; index++) {
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actions[index].index = index
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}
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return actions
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}
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return []
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}
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}
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/* -------------------------------------------- */
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@ -992,13 +930,13 @@ export class RdDCombat {
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}
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/* -------------------------------------------- */
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_filterArmesParade(defender, competence, arme) {
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let defenses = defender.items.filter(it => RdDItemArme.isArmeUtilisable(it) || RdDItemCompetenceCreature.isCompetenceParade(it))
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_filterArmesParade(defender, competence, armeAttaque) {
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let defenses = defender.items.filter(it => RdDItemArme.isParade(it))
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defenses = foundry.utils.duplicate(defenses)
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defenses.forEach(armeDefense => {
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// Ajout du # d'utilisation ce round
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armeDefense.nbUsage = defender.getItemUse(armeDefense.id)
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armeDefense.typeParade = RdDItemArme.defenseArmeParade(arme, armeDefense)
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armeDefense.typeParade = RdDItemArme.defenseArmeParade(armeAttaque, armeDefense)
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})
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switch (competence.system.categorie) {
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@ -1353,7 +1291,7 @@ export class RdDCombat {
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if (!actor?.isActorCombat()) {
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return
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}
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let formData = {
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const formData = {
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combatId: combat._id,
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alias: token.name ?? actor.name,
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etatGeneral: actor.getEtatGeneral(),
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@ -1374,6 +1312,6 @@ export class RdDCombat {
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content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-sante.hbs`, formData),
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whisper: ChatUtility.getOwners(actor),
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alias: token.name ?? actor.name
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});
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})
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}
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}
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