Gestion de l'empoignade
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@ -12,6 +12,7 @@ import { RdDRollTables } from "./rdd-rolltables.js";
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import { ReglesOptionelles } from "./settings/regles-optionelles.js";
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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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/* -------------------------------------------- */
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const premierRoundInit = [
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@ -57,6 +58,7 @@ export class RdDCombatManager extends Combat {
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ChatUtility.removeChatMessageContaining(`<div data-combatid="${this.id}" data-combatmessage="actor-turn-summary">`)
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game.messages.filter(m => ChatUtility.getMessageData(m, 'attacker-roll') != undefined && ChatUtility.getMessageData(m, 'defender-roll') != undefined)
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.forEach(it => it.delete());
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RdDEmpoignade.deleteAllEmpoignades()
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}
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}
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@ -91,13 +93,26 @@ export class RdDCombatManager extends Combat {
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}
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} else {
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const armeCombat = combatant.actor.itemTypes['arme'].find(it => it.system.equipe)
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const compName = (armeCombat == undefined) ? "Corps à corps" : armeCombat.system.competence;
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let compName = "Corps à corps"
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if (armeCombat) {
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if (armeCombat.system.competence != "") {
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compName = armeCombat.system.competence
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}
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if (armeCombat.system.lancer != "") {
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compName = armeCombat.system.lancer
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}
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if (armeCombat.system.tir != "") {
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compName = armeCombat.system.tir
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}
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}
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const competence = RdDItemCompetence.findCompetence(combatant.actor.items, compName);
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if (competence) {
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if (competence && competence.system.defaut_carac) {
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const carac = combatant.actor.system.carac[competence.system.defaut_carac].value;
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const niveau = competence.system.niveau;
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const bonusEcaille = (armeCombat?.system.magique) ? armeCombat.system.ecaille_efficacite : 0;
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rollFormula = RdDCombatManager.formuleInitiative(2, carac, niveau, bonusEcaille);
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} else {
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ui.notifications.warn(`Votre arme ${armeCombat.name} n'a pas de compétence renseignée`);
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}
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}
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}
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@ -244,7 +259,7 @@ export class RdDCombatManager extends Combat {
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} else if (actor.isPersonnage()) {
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// Recupération des items 'arme'
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const armes = actor.itemTypes['arme'].filter(it => RdDItemArme.isArmeUtilisable(it))
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//.concat(RdDItemArme.empoignade())
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.concat(RdDItemArme.empoignade())
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.concat(RdDItemArme.mainsNues());
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const competences = actor.itemTypes['competence'];
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@ -737,17 +752,13 @@ export class RdDCombat {
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if (!await this.attacker.accorder(this.defender, 'avant-attaque')) {
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return;
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}
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if (arme.system.cac == 'empoignade' && this.attacker.isCombatTouche()) {
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ChatMessage.create({
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alias: this.attacker.name,
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whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
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content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-actor-perte-empoignade.html', {
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attacker: this.attacker,
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competence: competence
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})
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});
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if (arme.system.cac == 'empoignade') {
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RdDEmpoignade.onAttaqueEmpoignade(this.attacker, this.defender)
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return;
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}
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if ( this.attacker.isEmpoignadeEnCours() ) {
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ui.notifications.warn("Une empoignade est en cours ! Normalement, vous ne pouvez rien faire d'autre que continuer l'empoignade ou la rompre.")
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}
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let rollData = this._prepareAttaque(competence, arme);
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console.log("RdDCombat.attaque >>>", rollData);
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