Catégories des compétences de créatures

Les créatures peuvent avoir des compétences d'armes (lancer,
mêlée, tir, armes naturelles), de parade, de possession, et générales.

Les initiatives sont cohérentes. Les possessions sont en phase 10
d'initiative.
This commit is contained in:
2023-06-13 01:55:38 +02:00
parent 9e050d3e12
commit e46f35ef92
19 changed files with 232 additions and 129 deletions

View File

@ -87,7 +87,7 @@ export class RdDCombatManager extends Combat {
let rollFormula = formula ?? RdDCombatManager.formuleInitiative(2, 10, 0, 0);
if (!formula) {
if (combatant.actor.type == 'creature' || combatant.actor.type == 'entite') {
const competence = combatant.actor.items.find(it => it.system.iscombat)
const competence = combatant.actor.items.find(it => RdDItemCompetenceCreature.getCategorieAttaque(it))
if (competence) {
rollFormula = RdDCombatManager.formuleInitiative(2, competence.system.carac_value, competence.system.niveau, 0);
}
@ -230,15 +230,15 @@ export class RdDCombatManager extends Combat {
}
static listActionsCreature(competences) {
return competences.filter(it => RdDItemCompetenceCreature.isCompetenceAttaque(it))
.map(it => RdDItemCompetenceCreature.armeNaturelle(it));
return competences.map(it => RdDItemCompetenceCreature.armeCreature(it))
.filter(it => it != undefined);
}
static listActionsPossessions(actor) {
return RdDCombatManager._indexActions(actor.getPossessions().map(p => {
return {
name: p.name,
action: 'conjurer',
action: 'possession',
system: {
competence: p.name,
possessionid: p.system.possessionid,
@ -255,7 +255,7 @@ export class RdDCombatManager extends Combat {
return actions;
}
if (actor.isCreatureEntite()) {
actions = actions.concat(RdDCombatManager.listActionsCreature(actor.itemTypes['competencecreature']));
actions = RdDCombatManager.listActionsCreature(actor.itemTypes['competencecreature']);
} else if (actor.isPersonnage()) {
// Recupération des items 'arme'
const armes = actor.itemTypes['arme'].filter(it => RdDItemArme.isArmeUtilisable(it))
@ -263,7 +263,7 @@ export class RdDCombatManager extends Combat {
.concat(RdDItemArme.mainsNues());
const competences = actor.itemTypes['competence'];
actions = actions.concat(RdDCombatManager.listActionsArmes(armes, competences, actor.system.carac));
actions = RdDCombatManager.listActionsArmes(armes, competences, actor.system.carac);
if (actor.system.attributs.hautrevant.value) {
actions.push({ name: "Draconic", action: 'haut-reve', system: { initOnly: true, competence: "Draconic" } });
@ -351,7 +351,7 @@ export class RdDCombatManager extends Combat {
} else if (combatant.actor.getSurprise() == "demi") {
initOffset = 0;
initInfo = "Demi Surprise"
} else if (action.action == 'conjurer') {
} else if (action.action == 'possession') {
initOffset = 10;
caracForInit = combatant.actor.getReveActuel();
initInfo = "Possession"
@ -790,7 +790,7 @@ export class RdDCombat {
passeArme: randomID(16),
mortalite: arme?.system.mortalite,
coupsNonMortels: false,
competence: competence,
competence: competence.clone(),
surprise: this.attacker.getSurprise(true),
surpriseDefenseur: this.defender.getSurprise(true),
targetToken: Targets.extractTokenData(this.target),
@ -1045,7 +1045,7 @@ export class RdDCombat {
passeArme: attackerRoll.passeArme,
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: this.defender.getCompetence(competenceParade),
competence: this.defender.getCompetence(competenceParade).clone(),
arme: armeParade,
surprise: this.defender.getSurprise(true),
needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(attackerRoll.arme, armeParade),
@ -1126,7 +1126,7 @@ export class RdDCombat {
passeArme: attackerRoll.passeArme,
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: competence,
competence: competence.clone(),
surprise: this.defender.getSurprise(true),
surpriseDefenseur: this.defender.getSurprise(true),
carac: this.defender.system.carac,