import { Grammar } from "../grammar.js" import { RdDBonus } from "../rdd-bonus.js" import { StatusEffects } from "../settings/status-effects.js" import { ROLL_MODE_ATTAQUE } from "./roll-constants.mjs" import { PART_CARAC } from "./roll-part-carac.mjs" import { PART_COMP } from "./roll-part-comp.mjs" import { RollPartSelect } from "./roll-part-select.mjs" import { ROLLDIALOG_SECTION, RollPart } from "./roll-part.mjs" export const PART_ATTAQUE = 'attaque' const TACTIQUES = [ { key: "", label: "Attaque normale" }, { key: "charge", label: "Charge" }, { key: "feinte", label: "Feinte" }, ] export class RollPartAttaque extends RollPartSelect { get code() { return PART_ATTAQUE } get section() { return ROLLDIALOG_SECTION.CHOIX } visible(rollData) { return this.isRollMode(rollData, ROLL_MODE_ATTAQUE) } loadRefs(rollData) { const refs = this.getRefs(rollData) const attaques = rollData.active.actor.listAttaques() refs.attaques = attaques.map(it => RollPartAttaque.$extractAttaque(it, rollData.active.actor)) refs.tactiques = TACTIQUES if (refs.attaques.length > 0) { this.$selectAttaque(rollData) } } choices(refs) { return refs.attaques } static $extractAttaque(action, actor) { return { key: `${action.action}::${action.name}`, label: action.name, action: action, tactique: "", arme: action.arme, comp: action.comp, } } prepareContext(rollData) { const current = this.getCurrent(rollData) const defenseurSurpris = rollData.opponent?.actor?.getSurprise(true) ?? '' current.defenseur = defenseurSurpris ? { surprise: RdDBonus.find(defenseurSurpris), effects: rollData.opponent.actor.getEffects(it => StatusEffects.niveauSurprise(it, true) > 0) } : undefined current.dmg = this.dmgRollV2(rollData, current) } dmgRollV2(rollData, current) { const actor = rollData.active.actor const defender = rollData.opponent.actor const dmgArme = RdDBonus.dmgArme(current.arme, current.action.dommagesArme) const dmg = { total: 0, dmgArme: dmgArme, penetration: current.arme.penetration(), dmgTactique: RdDBonus.dmgBonus(current.tactique), dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData), dmgSurprise: RdDBonus.dmgBonus(current.defenseur.surprise), mortalite: RdDBonus.mortalite(current.dmg?.mortalite, current.arme.system.mortalite, defender?.isEntite()), dmgActor: RdDBonus.bonusDmg(actor, current.action.carac.key, dmgArme) } dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere return dmg; } $selectAttaque(rollData, key) { this.selectByKey(rollData, key, 0) } async _onRender(rollDialog, context, options) { const selectAttaque = rollDialog.element.querySelector(`roll-section[name="${this.code}"] select[name="select-attaque"]`) const selectTactique = rollDialog.element.querySelector(`roll-section[name="${this.code}"] select[name="select-tactique"]`) const checkMortalite = rollDialog.element.querySelector(`roll-section[name="${this.code}"] input[name="check-mortalite"]`) const current = this.getCurrent(rollDialog.rollData) selectAttaque.addEventListener("change", e => { const selectOptions = e.currentTarget.options const index = selectOptions.selectedIndex this.$selectAttaque(rollDialog.rollData, selectOptions[index]?.value) rollDialog.setModeTitle() rollDialog.render() }) selectTactique.addEventListener("change", e => { const selectOptions = e.currentTarget.options const index = selectOptions.selectedIndex current.tactique = TACTIQUES[index].key rollDialog.render() }) checkMortalite?.addEventListener("change", e => { current.dmg.mortalite = (e.currentTarget.checked ? 'mortel' : 'non-mortel') rollDialog.render() }) } getExternalPartsFilter(partCode, rollData) { if (this.visible(rollData)) { const current = this.getCurrent(rollData) switch (partCode) { case PART_CARAC: return p => Grammar.equalsInsensitive(current.action.carac.key, p.key) case PART_COMP: return p => p.label == current.comp?.name } } return undefined } }