import { ChatUtility } from "./chat-utility.js"; import { ENTITE_BLURETTE, HIDE_DICE, SYSTEM_RDD, SYSTEM_SOCKET_ID } from "./constants.js"; import { Grammar } from "./grammar.js"; import { RdDItemArme } from "./item-arme.js"; import { RdDItemCompetence } from "./item-competence.js"; import { RdDItemCompetenceCreature } from "./item-competencecreature.js"; import { Misc } from "./misc.js"; import { RdDBonus } from "./rdd-bonus.js"; import { RdDResolutionTable } from "./rdd-resolution-table.js"; import { RdDRoll } from "./rdd-roll.js"; import { RdDRollTables } from "./rdd-rolltables.js"; import { ReglesOptionelles } from "./settings/regles-optionelles.js"; import { STATUSES } from "./settings/status-effects.js"; import { Targets } from "./targets.js"; import { RdDEmpoignade } from "./rdd-empoignade.js"; /* -------------------------------------------- */ const premierRoundInit = [ { pattern: 'hast', init: 5.90 }, { pattern: 'lance', init: 5.85 }, { pattern: 'baton', init: 5.80 }, { pattern: 'doubledragonne', init: 5.75 }, { pattern: 'esparlongue', init: 5.70 }, { pattern: 'epeedragonne', init: 5.65 }, { pattern: 'epeebatarde', init: 5.60 }, { pattern: 'epeecyane', init: 5.55 }, { pattern: 'epeesorde', init: 5.50 }, { pattern: 'grandehache', init: 5.45 }, { pattern: 'bataille', init: 5.40 }, { pattern: 'epeegnome', init: 5.35 }, { pattern: 'masse', init: 5.30 }, { pattern: 'gourdin', init: 5.25 }, { pattern: 'fleau', init: 5.20 }, { pattern: 'dague', init: 5.15 }, { pattern: 'autre', init: 5.10 }, ]; /* -------------------------------------------- */ export class RdDCombatManager extends Combat { static init() { /* -------------------------------------------- */ Hooks.on("getCombatTrackerEntryContext", (html, options) => { RdDCombatManager.pushInitiativeOptions(html, options); }); Hooks.on("updateCombat", (combat, change, options, userId) => { RdDCombat.onUpdateCombat(combat, change, options, userId) }); Hooks.on("preDeleteCombat", (combat, html, id) => { combat.onPreDeleteCombat() }); } /* -------------------------------------------- */ async nextRound() { await this.finDeRound(); return await super.nextRound(); } /* -------------------------------------------- */ async onPreDeleteCombat() { if (Misc.isUniqueConnectedGM()) { await this.finDeRound({ terminer: true }); ChatUtility.removeChatMessageContaining(`
`) game.messages.filter(m => ChatUtility.getMessageData(m, 'attacker-roll') != undefined && ChatUtility.getMessageData(m, 'defender-roll') != undefined) .forEach(it => it.delete()); RdDEmpoignade.deleteAllEmpoignades() } } /* -------------------------------------------- */ async finDeRound(options = { terminer: false }) { this.turns.forEach(turn => turn.actor.resetItemUse()); for (let combatant of this.combatants) { if (combatant.actor) { await combatant.actor.finDeRound(options); } else { ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur!`) } } } /************************************************************************************/ async rollInitiative(ids, formula = undefined, messageOptions = {}) { console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions); ids = typeof ids === "string" ? [ids] : ids; // calculate initiative for (let cId = 0; cId < ids.length; cId++) { const combatant = this.combatants.get(ids[cId]); 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 => RdDItemCompetenceCreature.getCategorieAttaque(it)) if (competence) { rollFormula = RdDCombatManager.formuleInitiative(2, competence.system.carac_value, competence.system.niveau, 0); } } else { const armeCombat = combatant.actor.itemTypes['arme'].find(it => it.system.equipe) let compName = "Corps à corps" if (armeCombat) { if (armeCombat.system.competence != "") { compName = armeCombat.system.competence } if (armeCombat.system.lancer != "") { compName = armeCombat.system.lancer } if (armeCombat.system.tir != "") { compName = armeCombat.system.tir } } const competence = RdDItemCompetence.findCompetence(combatant.actor.items, compName); if (competence && competence.system.defaut_carac) { const carac = combatant.actor.system.carac[competence.system.defaut_carac].value; const niveau = competence.system.niveau; const bonusEcaille = (armeCombat?.system.magique) ? armeCombat.system.ecaille_efficacite : 0; rollFormula = RdDCombatManager.formuleInitiative(2, carac, niveau, bonusEcaille); } else { ui.notifications.warn(`Votre arme ${armeCombat.name} n'a pas de compétence renseignée`); } } } //console.log("Combatat", c); const roll = combatant.getInitiativeRoll(rollFormula); if (!roll.total) { roll.evaluate({ async: false }); } const total = Math.max(roll.total, 0.00); console.log("Compute init for", rollFormula, roll, total, combatant); let id = combatant._id || combatant.id; await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: total }]); // Send a chat message let rollMode = messageOptions.rollMode || game.settings.get("core", "rollMode"); let messageData = mergeObject( { speaker: { scene: canvas.scene._id, actor: combatant.actor?._id, token: combatant.token._id, alias: combatant.token.name, sound: CONFIG.sounds.dice, }, flavor: `${combatant.token.name} a fait son jet d'Initiative (${messageOptions.initInfo})
`, }, messageOptions ); roll.toMessage(messageData, { rollMode, create: true }); RdDCombatManager.processPremierRoundInit(); } return this; }; static formuleInitiative(rang, carac, niveau, bonusMalus) { return `${rang} +( (${RdDCombatManager.calculInitiative(niveau, carac, bonusMalus)} )/100)`; } /* -------------------------------------------- */ static calculInitiative(niveau, caracValue, bonus = 0) { let base = niveau + Math.floor(caracValue / 2) + bonus; return "1d6" + (base >= 0 ? "+" : "") + base; } /* -------------------------------------------- */ /** Retourne une liste triée d'actions d'armes avec le split arme1 main / arme 2 main / lancer */ static listActionsArmes(armes, competences, carac) { let actions = []; for (const arme of armes) { if (arme.system.equipe) { const dommages = arme.system.dommages.toString(); const tableauDommages = dommages.includes("/") ? dommages.split("/") : [dommages, dommages]; if (arme.system.unemain && arme.system.deuxmains && !dommages.includes("/")) { ui.notifications.info("Les dommages de l'arme à 1/2 mains " + arme.name + " ne sont pas corrects (ie sous la forme X/Y)"); } if ((arme.system.unemain && arme.system.competence) || (arme.system.competence.toLowerCase().includes("corps à corps"))) { actions.push(RdDCombatManager.$prepareAttaqueArme({ arme: arme, infoMain: "(1 main)", dommagesReel: Number(tableauDommages[0]), competence: arme.system.competence, carac: carac, competences: competences })); } if (arme.system.deuxmains && arme.system.competence) { actions.push(RdDCombatManager.$prepareAttaqueArme({ arme: arme, infoMain: "(2 mains)", dommagesReel: Number(tableauDommages[1]), competence: arme.system.competence.replace(" 1 main", " 2 mains"), carac: carac, competences: competences })); } if (arme.system.lancer) { actions.push(RdDCombatManager.$prepareAttaqueArme({ arme: arme, infoMain: "(lancer)", dommagesReel: Number(tableauDommages[0]), competence: arme.system.lancer, carac: carac, competences: competences })); } if (arme.system.tir) { actions.push(RdDCombatManager.$prepareAttaqueArme({ arme: arme, infoMain: "(tir)", dommagesReel: Number(tableauDommages[0]), competence: arme.system.tir, carac: carac, competences: competences })); } } } return actions.sort(Misc.ascending(action => action.name + (action.system.infoMain ?? ''))); } static $prepareAttaqueArme(infoAttaque) { const comp = infoAttaque.competences.find(c => c.name == infoAttaque.competence); const attaque = duplicate(infoAttaque.arme); attaque.action = 'attaque'; attaque.system.competence = infoAttaque.competence; attaque.system.dommagesReels = infoAttaque.dommagesReel; attaque.system.infoMain = infoAttaque.infoMain; attaque.system.niveau = comp.system.niveau; attaque.system.initiative = RdDCombatManager.calculInitiative(comp.system.niveau, infoAttaque.carac[comp.system.defaut_carac].value); return attaque; } static listActionsCreature(competences) { 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: 'possession', system: { competence: p.name, possessionid: p.system.possessionid, } } })); } /* -------------------------------------------- */ static listActionsCombat(combatant) { const actor = combatant.actor; let actions = RdDCombatManager.listActionsPossessions(actor); if (actions.length > 0) { return actions; } if (actor.isCreatureEntite()) { actions = RdDCombatManager.listActionsCreature(actor.itemTypes['competencecreature']); } else if (actor.isPersonnage()) { // Recupération des items 'arme' const armes = actor.itemTypes['arme'].filter(it => RdDItemArme.isArmeUtilisable(it)) .concat(RdDItemArme.empoignade()) .concat(RdDItemArme.mainsNues()); const competences = actor.itemTypes['competence']; 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" } }); } } return RdDCombatManager._indexActions(actions); } static _indexActions(actions) { for (let index = 0; index < actions.length; index++) { actions[index].index = index; } return actions; } /* -------------------------------------------- */ static processPremierRoundInit() { // Check if we have the whole init ! if (Misc.isUniqueConnectedGM() && game.combat.current.round == 1) { let initMissing = game.combat.combatants.find(it => !it.initiative); if (!initMissing) { // Premier round ! for (let combatant of game.combat.combatants) { let action = combatant.initiativeData?.arme; //console.log("Parsed !!!", combatant, initDone, game.combat.current, arme); if (action && action.type == "arme") { for (let initData of premierRoundInit) { if (Grammar.toLowerCaseNoAccentNoSpace(action.system.initpremierround).includes(initData.pattern)) { let msg = `

L'initiative de ${combatant.actor.name} a été modifiée !


Etant donné son ${action.name}, son initative pour ce premier round est désormais de ${initData.init}.
` ChatMessage.create({ content: msg }); game.combat.setInitiative(combatant._id, initData.init); } } } } } } } /* -------------------------------------------- */ static incDecInit(combatantId, incDecValue) { const combatant = game.combat.combatants.get(combatantId); let initValue = combatant.initiative + incDecValue; game.combat.setInitiative(combatantId, initValue); } /* -------------------------------------------- */ static pushInitiativeOptions(html, options) { for (let i = 0; i < options.length; i++) { let option = options[i]; if (option.name == 'COMBAT.CombatantReroll') { // Replace ! option.name = "Sélectionner l'initiative..."; option.condition = true; option.icon = ''; option.callback = target => { RdDCombatManager.displayInitiativeMenu(html, target.data('combatant-id')); } } } options = [ { name: "Incrémenter initiative", condition: true, icon: '', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), +0.01); } }, { name: "Décrémenter initiative", condition: true, icon: '', callback: target => { RdDCombatManager.incDecInit(target.data('combatant-id'), -0.01); } } ].concat(options); } /* -------------------------------------------- */ static rollInitiativeAction(combatantId, action) { const combatant = game.combat.combatants.get(combatantId); if (combatant.actor == undefined) { ui.notifications.warn(`Le combatant ${combatant.name} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`) return []; } let initInfo = ""; let initOffset = 0; let caracForInit = 0; let compNiveau = 0; let compData = { name: "Aucune" }; if (combatant.actor.getSurprise() == "totale") { initOffset = -1; // To force 0 initInfo = "Surprise Totale" } else if (combatant.actor.getSurprise() == "demi") { initOffset = 0; initInfo = "Demi Surprise" } else if (action.action == 'possession') { initOffset = 10; caracForInit = combatant.actor.getReveActuel(); initInfo = "Possession" } else if (action.action == 'autre') { initOffset = 2; initInfo = "Autre Action" } else if (action.action == 'haut-reve') { initOffset = 9; initInfo = "Draconic" } else { compData = RdDItemCompetence.findCompetence(combatant.actor.items, action.system.competence); compNiveau = compData.system.niveau; initInfo = action.name + " / " + action.system.competence; if (combatant.actor.type == 'creature' || combatant.actor.type == 'entite') { caracForInit = compData.system.carac_value; } else { caracForInit = combatant.actor.system.carac[compData.system.defaut_carac].value; } initOffset = RdDCombatManager._baseInitOffset(compData.system.categorie, action); } let malus = combatant.actor.getEtatGeneral(); // Prise en compte état général // Cas des créatures et entités vs personnages let rollFormula = RdDCombatManager.formuleInitiative(initOffset, caracForInit, compNiveau, malus); // Garder la trace de l'arme/compétence utilisée pour l'iniative combatant.initiativeData = { arme: action } // pour reclasser l'init au round 0 game.combat.rollInitiative(combatantId, rollFormula, { initInfo: initInfo }); } /* -------------------------------------------- */ static _baseInitOffset(categorie, arme) { if (categorie == "tir") { // Offset de principe pour les armes de jet return 8; } if (categorie == "lancer") { // Offset de principe pour les armes de jet return 7; } switch (arme.system.cac) { case "empoignade": return 3; case "pugilat": case "naturelle": return 4; } return 5; } /* -------------------------------------------- */ static displayInitiativeMenu(html, combatantId) { console.log("Combatant ; ", combatantId); const combatant = game.combat.combatants.get(combatantId); if (!(combatant?.actor)) { ui.notifications.warn(`Le combatant ${combatant.name ?? combatantId} n'est pas associé à un acteur, impossible de déterminer ses actions de combat!`) return; } let actions = RdDCombatManager.listActionsCombat(combatant); // Build the relevant submenu if (actions) { let menuItems = []; for (let action of actions) { menuItems.push({ name: action.system.competence, icon: "", callback: target => { RdDCombatManager.rollInitiativeAction(combatantId, action) } }); } new ContextMenu(html, ".directory-list", menuItems).render(); } } } /* -------------------------------------------- */ export class RdDCombat { /* -------------------------------------------- */ static onSocketMessage(sockmsg) { switch (sockmsg.msg) { case "msg_encaisser": return RdDCombat.onMsgEncaisser(sockmsg.data); case "msg_defense": return RdDCombat.onMsgDefense(sockmsg.data); } } /* -------------------------------------------- */ static onUpdateCombat(combat, change, options, userId) { if (combat.round != 0 && combat.turns && combat.active) { RdDCombat.combatNouveauTour(combat); } } /* -------------------------------------------- */ static combatNouveauTour(combat) { if (Misc.isUniqueConnectedGM()) { let turn = combat.turns.find(t => t.token?.id == combat.current.tokenId); if (turn?.actor) { RdDCombat.displayActorCombatStatus(combat, turn.actor); // TODO Playaudio for player?? } } } /* -------------------------------------------- */ static isActive() { return true; } /* -------------------------------------------- */ static rddCombatTarget(target, attacker) { const defender = target?.actor; const defenderTokenId = target?.id; return new RdDCombat(attacker, defender, defenderTokenId, target) } /* -------------------------------------------- */ static rddCombatForAttackerAndDefender(attackerId, defenderTokenId) { const attacker = game.actors.get(attackerId); let defender = defenderTokenId ? canvas.tokens.get(defenderTokenId)?.actor : undefined; let target = undefined if (!defenderTokenId || !defender) { console.warn(`RdDCombat.rddCombatForAttackerAndDefender: appel avec defenderTokenId ${defenderTokenId} incorrect, ou pas de defender correspondant`); target = Targets.getTarget() if (!target) { return; } defenderTokenId = target.id; defender = target.actor; if (!defenderTokenId || !defender) { return; } } return new RdDCombat(attacker, defender, defenderTokenId, target) } /* -------------------------------------------- */ static onMsgEncaisser(msg) { let defender = canvas.tokens.get(msg.defenderTokenId).actor; if (Misc.isOwnerPlayerOrUniqueConnectedGM()) { let attackerRoll = msg.attackerRoll; let attacker = msg.attackerId ? game.actors.get(msg.attackerId) : undefined; defender.encaisserDommages(attackerRoll, attacker); const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.defenderTokenId); rddCombat?.removeChatMessageActionsPasseArme(attackerRoll.passeArme); } } /* -------------------------------------------- */ static onMsgDefense(msg) { let defenderToken = canvas.tokens.get(msg.defenderTokenId); if (defenderToken && Misc.isUniqueConnectedGM()) { const rddCombat = RdDCombat.rddCombatForAttackerAndDefender(msg.attackerId, msg.defenderTokenId); rddCombat?.removeChatMessageActionsPasseArme(msg.defenderRoll.passeArme); rddCombat?._chatMessageDefense(msg.paramChatDefense, msg.defenderRoll); } } /* -------------------------------------------- */ static _callJetDeVie(event) { let actorId = event.currentTarget.attributes['data-actorId'].value; let actor = game.actors.get(actorId); actor.jetVie(); } /* -------------------------------------------- */ static registerChatCallbacks(html) { for (let button of [ '#parer-button', '#esquiver-button', '#particuliere-attaque', '#encaisser-button', '#appel-chance-defense', '#appel-destinee-defense', '#appel-chance-attaque', '#appel-destinee-attaque', '#echec-total-attaque', ]) { html.on("click", button, event => { const rddCombat = RdDCombat.rddCombatForAttackerAndDefender( event.currentTarget.attributes['data-attackerId']?.value, event.currentTarget.attributes['data-defenderTokenId']?.value); if (rddCombat) { rddCombat.onEvent(button, event); event.preventDefault(); } }); } html.on("click", '#chat-jet-vie', event => { event.preventDefault(); RdDCombat._callJetDeVie(event); }); } /* -------------------------------------------- */ constructor(attacker, defender, defenderTokenId, target) { this.attacker = attacker this.defender = defender this.target = target this.attackerId = this.attacker.id this.defenderId = this.defender.id this.defenderTokenId = defenderTokenId } /* -------------------------------------------- */ async onEvent(button, event) { const chatMessage = ChatUtility.getChatMessage(event); const defenderRoll = ChatUtility.getMessageData(chatMessage, 'defender-roll'); const attackerRoll = defenderRoll?.attackerRoll ?? ChatUtility.getMessageData(chatMessage, 'attacker-roll'); console.log('RdDCombat', attackerRoll, defenderRoll); const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value; const armeParadeId = event.currentTarget.attributes['data-armeid']?.value; const competence = event.currentTarget.attributes['data-competence']?.value; const compId = event.currentTarget.attributes['data-compid']?.value; switch (button) { case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value); case '#parer-button': return this.parade(attackerRoll, armeParadeId); case '#esquiver-button': return this.esquive(attackerRoll, compId, competence); case '#encaisser-button': return this.encaisser(attackerRoll, defenderRoll, defenderTokenId); case '#echec-total-attaque': return this._onEchecTotal(attackerRoll); case '#appel-chance-attaque': return this.attacker.rollAppelChance( () => this.attaqueChanceuse(attackerRoll), () => this._onEchecTotal(attackerRoll)); case '#appel-chance-defense': return this.defender.rollAppelChance( () => this.defenseChanceuse(attackerRoll, defenderRoll), () => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true })); case '#appel-destinee-attaque': return this.attacker.appelDestinee( () => this.attaqueSignificative(attackerRoll), () => { }); case '#appel-destinee-defense': return this.defender.appelDestinee( () => this.defenseDestinee(defenderRoll), () => { }); } } /* -------------------------------------------- */ attaqueChanceuse(attackerRoll) { ui.notifications.info("L'attaque est rejouée grâce à la chance") attackerRoll.essais.attaqueChance = true; this.attaque(attackerRoll, attackerRoll.arme); } /* -------------------------------------------- */ attaqueDestinee(attackerRoll) { ui.notifications.info('Attaque significative grâce à la destinée') RdDResolutionTable.significativeRequise(attackerRoll.rolled); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); this._onAttaqueNormale(attackerRoll); } /* -------------------------------------------- */ defenseChanceuse(attackerRoll, defenderRoll) { ui.notifications.info("La défense est rejouée grâce à la chance") attackerRoll.essais.defenseChance = true; attackerRoll.essais.defense = false; this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais); } /* -------------------------------------------- */ defenseDestinee(defenderRoll) { if (defenderRoll) { ui.notifications.info('Défense significative grâce à la destinée') RdDResolutionTable.significativeRequise(defenderRoll.rolled); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); if (defenderRoll.arme) { this._onParadeNormale(defenderRoll); } else { this._onEsquiveNormale(defenderRoll); } } else { ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!") } } /* -------------------------------------------- */ afficherOptionsDefense(attackerRoll, defenderRoll, essais) { ui.notifications.info("La chance n'est pas avec vous"); this._sendMessageDefense(attackerRoll, defenderRoll, essais); } /* -------------------------------------------- */ removeChatMessageActionsPasseArme(passeArme) { if (game.settings.get(SYSTEM_RDD, "supprimer-dialogues-combat-chat")) { ChatUtility.removeChatMessageContaining(`
`); } } /* -------------------------------------------- */ static isEchec(rollData) { switch (rollData.ajustements.surprise.used) { case 'totale': return true; case 'demi': return !rollData.rolled.isSign; } return rollData.rolled.isEchec; } /* -------------------------------------------- */ static isEchecTotal(rollData) { if (!rollData.attackerRoll && rollData.ajustements.surprise.used) { return rollData.rolled.isEchec && rollData.rolled.code != 'notSign'; } return rollData.rolled.isETotal; } /* -------------------------------------------- */ static isParticuliere(rollData) { if (!rollData.attackerRoll && rollData.ajustements.surprise.used) { return false; } return rollData.rolled.isPart; } /* -------------------------------------------- */ static isReussite(rollData) { switch (rollData.ajustements.surprise.used) { case 'totale': return false; case 'demi': return rollData.rolled.isSign; } return rollData.rolled.isSuccess; } /* -------------------------------------------- */ async proposerAjustementTirLancer(rollData) { if (['tir', 'lancer'].includes(rollData.competence.system.categorie)) { if (this.defender.isEntite([ENTITE_BLURETTE])) { ChatMessage.create({ content: `La cible est une blurette, l'arme à distance sera perdue dans le blurêve`, whisper: ChatMessage.getWhisperRecipients("GM") }) } else { const defenderToken = canvas.tokens.get(this.defenderTokenId); const dist = this.distance(_token, defenderToken) const isVisible = this.isVisible(_token, defenderToken) const portee = this._ajustementPortee(dist, rollData.arme) const taille = this._ajustementTaille(this.defender) const activite = this._ajustementMouvement(this.defender) const total = [portee, taille, activite].map(it => it.diff).filter(d => !Number.isNaN(d)).reduce(Misc.sum(), 0) ChatMessage.create({ content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-info-distance.html', { rollData: rollData, attacker: _token, isVisible: isVisible, defender: defenderToken, distance: dist, portee: portee, taille: taille, activite: activite, total: total }), whisper: ChatMessage.getWhisperRecipients("GM") }) } } } isVisible(token, defenderToken) { return canvas.effects.visibility.testVisibility(defenderToken.center, { object: token }) } distance(token, defenderToken) { return Number(canvas.grid.measureDistances([{ ray: new Ray(token.center, defenderToken.center) }], { gridSpaces: false })).toFixed(1); } _ajustementPortee(dist, arme) { if (dist <= arme.system.portee_courte) return { msg: "courte", diff: 0 }; if (dist <= arme.system.portee_moyenne) return { msg: "moyenne", diff: -3 }; if (dist <= arme.system.portee_extreme) return { msg: "extrême", diff: -5 }; return { msg: "inatteignable", diff: -10 }; } _ajustementTaille(actor) { if (actor.isVehicule()) return { msg: "véhicule", diff: 0 } const taille = actor.getCaracByName('TAILLE')?.value ?? 1; if (taille <= 1) return { msg: "souris", diff: -8 }; if (taille <= 3) return { msg: "chat", diff: -4 }; if (taille <= 5) return { msg: "chien", diff: -2 }; if (taille <= 15) return { msg: "humanoïde", diff: 0 }; if (taille <= 20) return { msg: "ogre", diff: 2 }; return { msg: "gigantesque", diff: 4 }; } _ajustementMouvement(defender) { if (defender.getSurprise(true)) return { msg: "immobile (surprise)", diff: 0 }; if (game.combat?.combatants.find(it => it.actorId == defender.id)) return { msg: "en mouvement (combat)", diff: -4 }; return { msg: "à déterminer (0 immobile, -3 actif, -4 en mouvement, -5 en zig-zag)", diff: -3 }; } /* -------------------------------------------- */ async attaque(competence, arme) { if (!await this.attacker.accorder(this.defender, 'avant-attaque')) { return; } if (arme.system.cac == 'empoignade') { RdDEmpoignade.onAttaqueEmpoignade(this.attacker, this.defender) return; } RdDEmpoignade.checkEmpoignadeEnCours(this.attacker) let rollData = this._prepareAttaque(competence, arme); console.log("RdDCombat.attaque >>>", rollData); if (arme) { this.attacker.verifierForceMin(arme); } await this.proposerAjustementTirLancer(rollData) const dialog = await RdDRoll.create(this.attacker, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' }, { name: 'jet-attaque', label: 'Attaque: ' + (arme?.name ?? competence.name), callbacks: [ this.attacker.createCallbackExperience(), this.attacker.createCallbackAppelAuMoral(), { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { condition: r => arme && !RdDCombat.isParticuliere(r), action: r => this.attacker.incDecItemUse(arme._id) }, { condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) }, { condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) }, { condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) }, { condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) }, ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareAttaque(competence, arme) { let rollData = { passeArme: randomID(16), mortalite: arme?.system.mortalite, coupsNonMortels: false, competence: competence.clone(), surprise: this.attacker.getSurprise(true), surpriseDefenseur: this.defender.getSurprise(true), targetToken: Targets.extractTokenData(this.target), essais: {} }; if (this.attacker.isCreatureEntite()) { RdDItemCompetenceCreature.setRollDataCreature(rollData); } else if (arme) { // Usual competence rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence)); } else { // sans armes: à mains nues const niveau = competence.system.niveau; const init = RdDCombatManager.calculInitiative(niveau, this.attacker.system.carac['melee'].value); rollData.arme = RdDItemArme.mainsNues({ niveau: niveau, initiative: init }); } return rollData; } /* -------------------------------------------- */ async _onAttaqueParticuliere(rollData) { const isMeleeDiffNegative = (rollData.competence.type == 'competencecreature' || rollData.selectedCarac.label == "Mêlée") && rollData.diffLibre < 0; // force toujours, sauf empoignade // finesse seulement en mélée, pour l'empoignade, ou si la difficulté libre est de -1 minimum // rapidité seulement en mêlée, si l'arme le permet, et si la difficulté libre est de -1 minimum const isForce = !rollData.arme.system.empoignade; const isFinesse = rollData.arme.system.empoignade || isMeleeDiffNegative; const isRapide = !rollData.arme.system.empoignade && isMeleeDiffNegative && rollData.arme.system.rapide; // si un seul choix possible, le prendre if (isForce && !isFinesse && !isRapide) { return await this.choixParticuliere(rollData, "force"); } else if (!isForce && isFinesse && !isRapide) { return await this.choixParticuliere(rollData, "finesse"); } else if (!isForce && !isFinesse && isRapide) { return await this.choixParticuliere(rollData, "rapidite"); } const choixParticuliere = await ChatMessage.create({ alias: this.attacker.name, whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name), content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', { alias: this.attacker.name, attackerId: this.attackerId, defenderTokenId: this.defenderTokenId, isForce: isForce, isFinesse: isFinesse, isRapide: isRapide, passeArme: rollData.passeArme }) }); ChatUtility.setMessageData(choixParticuliere, 'attacker-roll', rollData); } /* -------------------------------------------- */ async _onAttaqueNormale(attackerRoll) { console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll); attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntite()); let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} } attackerRoll.show = { cible: this.target ? this.defender.name : 'la cible', isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge') } await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html'); if (!await this.attacker.accorder(this.defender, 'avant-defense')) { return; } if (this.target) { await this._sendMessageDefense(attackerRoll, defenderRoll); } } /* -------------------------------------------- */ isPossession(attackerRoll) { return attackerRoll.selectedCarac.label.toLowerCase() == 'possession'; } /* -------------------------------------------- */ async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) { console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.system.categorie); this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); if (essaisPrecedents) { mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true }); } // # utilisation esquive const corpsACorps = this.defender.getCompetence("Corps à corps", { onMessage: it => console.info(it, this.defender) }); const esquives = duplicate(this.defender.getCompetences("esquive", { onMessage: it => console.info(it, this.defender) })) esquives.forEach(e => e.system.nbUsage = e?._id ? this.defender.getItemUse(e._id) : 0); const paramChatDefense = { passeArme: attackerRoll.passeArme, essais: attackerRoll.essais, isPossession: this.isPossession(attackerRoll), defender: this.defender, attacker: this.attacker, attackerId: this.attackerId, esquives: esquives, defenderTokenId: this.defenderTokenId, mainsNues: attackerRoll.dmg.mortalite != 'mortel' && corpsACorps, armes: this._filterArmesParade(this.defender, attackerRoll.competence, attackerRoll.arme), diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0, attaqueParticuliere: attackerRoll.particuliere, attaqueCategorie: attackerRoll.competence.system.categorie, attaqueArme: attackerRoll.arme, surprise: this.defender.getSurprise(true), dmg: attackerRoll.dmg, }; if (Misc.isUniqueConnectedGM()) { await this._chatMessageDefense(paramChatDefense, defenderRoll); } else { this._socketSendMessageDefense(paramChatDefense, defenderRoll); } } /* -------------------------------------------- */ async _chatMessageDefense(paramDemandeDefense, defenderRoll) { const choixDefense = await ChatMessage.create({ // message privé: du défenseur à lui même (et aux GMs) speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)), alias: this.attacker.name, whisper: ChatUtility.getWhisperRecipientsAndGMs(this.defender.name), content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense), }); // flag pour garder les jets d'attaque/defense ChatUtility.setMessageData(choixDefense, 'defender-roll', defenderRoll); } /* -------------------------------------------- */ _socketSendMessageDefense(paramChatDefense, defenderRoll) { // envoyer le message au destinataire game.socket.emit(SYSTEM_SOCKET_ID, { msg: "msg_defense", data: { attackerId: this.attacker?.id, defenderId: this.defender?.id, defenderTokenId: this.defenderTokenId, defenderRoll: defenderRoll, paramChatDefense: paramChatDefense, rollMode: true } }); } /* -------------------------------------------- */ _filterArmesParade(defender, competence) { let items = defender.items.filter(it => RdDItemArme.isArmeUtilisable(it) || RdDItemCompetenceCreature.isCompetenceParade(it)) items.forEach(item => item.system.nbUsage = defender.getItemUse(item.id)); // Ajout du # d'utilisation ce round switch (competence.system.categorie) { case 'tir': case 'lancer': return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers') default: // Le fléau ne peut être paré qu’au bouclier p115 if (competence.name == "Fléau") { return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers') } return items.filter(item => RdDItemArme.getCategorieParade(item)); } } /* -------------------------------------------- */ async _onAttaqueEchecTotal(attackerRoll) { const choixEchecTotal = await ChatMessage.create({ whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name), content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', { attackerId: this.attackerId, attacker: this.attacker, defenderTokenId: this.defenderTokenId, essais: attackerRoll.essais }) }); ChatUtility.setMessageData(choixEchecTotal, 'attacker-roll', attackerRoll); } /* -------------------------------------------- */ async _onEchecTotal(rollData) { console.log("RdDCombat._onEchecTotal >>>", rollData); const arme = rollData.arme; const avecArme = !['', 'sans-armes', 'armes-naturelles'].includes(arme?.system.categorie_parade ?? ''); const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque"); ChatUtility.createChatWithRollMode(this.defender.name, { content: `Maladresse à ${action}! ` + await RdDRollTables.getMaladresse({ arme: avecArme }) }); } /* -------------------------------------------- */ async _onAttaqueEchec(rollData) { console.log("RdDCombat.onAttaqueEchec >>>", rollData); await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html'); } /* -------------------------------------------- */ async choixParticuliere(rollData, choix) { console.log("RdDCombat.choixParticuliere >>>", rollData, choix); if (choix != "rapidite") { this.attacker.incDecItemUse(rollData.arme.id); } this.removeChatMessageActionsPasseArme(rollData.passeArme); rollData.particuliere = choix; await this._onAttaqueNormale(rollData); } /* -------------------------------------------- */ async parade(attackerRoll, armeParadeId) { const arme = this.defender.getArmeParade(armeParadeId); console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme); const competence = arme?.system?.competence; if (competence == undefined) { console.error("Pas de compétence de parade associée à ", arme?.name, armeParadeId); return; } let rollData = this._prepareParade(attackerRoll, arme, competence); const dialog = await RdDRoll.create(this.defender, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' }, { name: 'jet-parade', label: 'Parade: ' + (arme ? arme.name : rollData.competence.name), callbacks: [ this.defender.createCallbackExperience(), this.defender.createCallbackAppelAuMoral(), { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(armeParadeId) }, { condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) }, { condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) }, { condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) }, ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareParade(attackerRoll, armeParade, competenceParade) { let defenderRoll = { passeArme: attackerRoll.passeArme, diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: this.defender.getCompetence(competenceParade).clone(), arme: armeParade, surprise: this.defender.getSurprise(true), needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(attackerRoll.arme, armeParade), needResist: RdDItemArme.needArmeResist(attackerRoll.arme, armeParade), carac: this.defender.system.carac, show: {} }; if (this.defender.isCreatureEntite()) { RdDItemCompetenceCreature.setRollDataCreature(defenderRoll); } return defenderRoll; } /* -------------------------------------------- */ _onParadeParticuliere(defenderRoll) { console.log("RdDCombat._onParadeParticuliere >>>", defenderRoll); if (!defenderRoll.attackerRoll.isPart) { // TODO: attaquant doit jouer résistance et peut être désarmé p132 ChatUtility.createChatWithRollMode(this.defender.name, { content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)` }); } } /* -------------------------------------------- */ async _onParadeNormale(defenderRoll) { console.log("RdDCombat._onParadeNormale >>>", defenderRoll); await this.computeRecul(defenderRoll); await this.computeDeteriorationArme(defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html'); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); } /* -------------------------------------------- */ async _onParadeEchec(defenderRoll) { console.log("RdDCombat._onParadeEchec >>>", defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html'); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true }); } /* -------------------------------------------- */ async esquive(attackerRoll, compId, compName) { const esquive = this.defender.getCompetence(compId) ?? this.defender.getCompetence(compName) if (esquive == undefined) { ui.notifications.error(this.defender.name + " n'a pas de compétence " + compName); return; } console.log("RdDCombat.esquive >>>", attackerRoll, esquive); let rollData = this._prepareEsquive(attackerRoll, esquive); const dialog = await RdDRoll.create(this.defender, rollData, { html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-roll-competence.html' }, { name: 'jet-esquive', label: 'Esquiver', callbacks: [ this.defender.createCallbackExperience(), this.defender.createCallbackAppelAuMoral(), { condition: r => !RdDCombat.isParticuliere(r), action: r => this.defender.incDecItemUse(esquive._id) }, { action: r => this.removeChatMessageActionsPasseArme(r.passeArme) }, { condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) }, { condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) }, { condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) }, ] }); dialog.render(true); } /* -------------------------------------------- */ _prepareEsquive(attackerRoll, competence) { let rollData = { passeArme: attackerRoll.passeArme, diffLibre: attackerRoll.diffLibre, attackerRoll: attackerRoll, competence: competence.clone(), surprise: this.defender.getSurprise(true), surpriseDefenseur: this.defender.getSurprise(true), carac: this.defender.system.carac, show: {} }; if (this.defender.isCreatureEntite()) { RdDItemCompetenceCreature.setRollDataCreature(rollData); } return rollData; } /* -------------------------------------------- */ _onEsquiveParticuliere(rollData) { console.log("RdDCombat._onEsquiveParticuliere >>>", rollData); ChatUtility.createChatWithRollMode(this.defender.name, { content: "Vous pouvez esquiver une deuxième fois!" }); } /* -------------------------------------------- */ async _onEsquiveNormale(defenderRoll) { console.log("RdDCombat._onEsquiveNormal >>>", defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html'); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); } /* -------------------------------------------- */ async _onEsquiveEchec(defenderRoll) { console.log("RdDCombat._onEsquiveEchec >>>", defenderRoll); await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html'); this.removeChatMessageActionsPasseArme(defenderRoll.passeArme); this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true }) } /* -------------------------------------------- */ async computeDeteriorationArme(defenderRoll) { if (!ReglesOptionelles.isUsing('resistanceArmeParade')) { return; } const attackerRoll = defenderRoll.attackerRoll; // Est-ce une parade normale? if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) { // Est-ce que l'attaque est une particulière en force ou une charge if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) { defenderRoll.show = defenderRoll.show || {} const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor; let arme = defenderRoll.arme; let resistance = Misc.toInt(arme.system.resistance); if (arme.system.magique) { defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut if (arme.system.resistance_magique == undefined) arme.system.resistance_magique = 0; // Quick fix if (dmg > arme.system.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274) // Jet de résistance de l'arme de parade (p.132) let resistRoll = await RdDResolutionTable.rollData({ caracValue: resistance, finalLevel: - dmg, showDice: HIDE_DICE }); if (!resistRoll.rolled.isSuccess) { let perteResistance = (dmg - arme.system.resistance_magique) resistance -= perteResistance; defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte'; defenderRoll.show.perteResistance = perteResistance; this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'system.resistance': resistance }]); } } } else { // Jet de résistance de l'arme de parade (p.132) let resistRoll = await RdDResolutionTable.rollData({ caracValue: resistance, finalLevel: - dmg, showDice: HIDE_DICE }); if (resistRoll.rolled.isSuccess) { // Perte de résistance defenderRoll.show.deteriorationArme = 'resiste'; } else { resistance -= dmg; defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise' : 'perte'; defenderRoll.show.perteResistance = dmg; this.defender.updateEmbeddedDocuments('Item', [{ _id: defenderRoll.arme._id, 'system.resistance': resistance }]); } } // Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132) if (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.arme) != 'boucliers') { let desarme = await RdDResolutionTable.rollData({ caracValue: this.defender.getForce(), finalLevel: Misc.toInt(defenderRoll.competence.system.niveau) - dmg, showDice: HIDE_DICE }); defenderRoll.show.desarme = desarme.rolled.isEchec; } } } } /* -------------------------------------------- */ async computeRecul(defenderRoll) { // Calcul du recul (p. 132) const attackerRoll = defenderRoll.attackerRoll; if (ReglesOptionelles.isUsing('recul') && this._isForceOuCharge(attackerRoll)) { const impact = this._computeImpactRecul(attackerRoll); const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact }); if (rollRecul.rolled.isSuccess) { defenderRoll.show.recul = 'encaisse'; } else if (rollRecul.rolled.isETotal || this._isReculCauseChute(impact)) { defenderRoll.show.recul = 'chute'; await this.defender.setEffect(STATUSES.StatusProne, true); } else { defenderRoll.show.recul = 'recul'; } } } /* -------------------------------------------- */ async _isReculCauseChute(impact) { const agilite = this.defender.getAgilite(); const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact }); return chute.rolled.isEchec; } /* -------------------------------------------- */ _isForceOuCharge(attaque) { return attaque.particuliere == 'force' || attaque.tactique == 'charge'; } /* -------------------------------------------- */ _computeImpactRecul(attaque) { const taille = this.defender.getTaille(); const force = this.attacker.getForce(); const dommages = attaque.arme.system.dommagesReels ?? attaque.arme.system.dommages; return taille - (force + dommages); } /* -------------------------------------------- */ async encaisser(attackerRoll, defenderRoll, defenderTokenId) { defenderTokenId = defenderTokenId || this.defenderTokenId; console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId); if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) { this._onEchecTotal(defenderRoll); } if (Misc.isOwnerPlayerOrUniqueConnectedGM(this.defender)) { attackerRoll.attackerId = this.attackerId; attackerRoll.defenderTokenId = defenderTokenId; await this.computeRecul(defenderRoll); this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll?.show); } else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas game.socket.emit(SYSTEM_SOCKET_ID, { msg: "msg_encaisser", data: { attackerId: this.attackerId, defenderTokenId: defenderTokenId, attackerRoll: attackerRoll } }); } this.removeChatMessageActionsPasseArme(attackerRoll.passeArme); } /* -------------------------------------------- */ static async displayActorCombatStatus(combat, actor) { let formData = { combatId: combat._id, alias: actor.name, etatGeneral: actor.getEtatGeneral(), isSonne: actor.getSonne(), blessuresStatus: actor.computeResumeBlessure(), SConst: actor.getSConst(), actorId: actor.id, isGrave: actor.countBlessures(it => it.isGrave()) > 0, isCritique: actor.countBlessures(it => it.isCritique()) > 0 } ChatUtility.createChatWithRollMode(actor.name, { content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, formData) }); } }