Files
foundryvtt-reve-de-dragon/module/roll/roll-part-defense.mjs

133 lines
4.5 KiB
JavaScript

import { ITEM_TYPES } from "../constants.js"
import { Grammar } from "../grammar.js"
import { ATTAQUE_TYPE, RdDItemArme } from "../item/arme.js"
import { RdDBonus } from "../rdd-bonus.js"
import { CARACS } from "../rdd-carac.js"
import { StatusEffects } from "../settings/status-effects.js"
import { DIFF, ROLL_TYPE_DEFENSE } from "./roll-constants.mjs"
import { PART_CARAC } from "./roll-part-carac.mjs"
import { PART_COMP } from "./roll-part-comp.mjs"
import { PART_DIFF } from "./roll-part-diff.mjs"
import { RollPartSelect } from "./roll-part-select.mjs"
import { PART_SIGN } from "./roll-part-sign.mjs"
import { ROLLDIALOG_SECTION } from "./roll-part.mjs"
export const PART_DEFENSE = 'defense'
export class RollPartDefense extends RollPartSelect {
get code() { return PART_DEFENSE }
get section() { return ROLLDIALOG_SECTION.CHOIX }
visible(rollData) { return this.isRollType(rollData, ROLL_TYPE_DEFENSE) }
static getDiffAttaque(attackerRoll) {
// TODO: rollDataV2?
return attackerRoll.diffLibre;
}
loadRefs(rollData) {
const refs = this.getRefs(rollData)
const attackerRoll = rollData.attackerRoll
const defenseur = rollData.active.actor
refs.isDistance = [ATTAQUE_TYPE.TIR, ATTAQUE_TYPE.LANCER].find(it => it == attackerRoll?.main)
const esquives = refs.isDistance == ATTAQUE_TYPE.TIR ? [] : defenseur.getCompetencesEsquive()
.map(it => RollPartDefense.$extractEsquive(it, defenseur))
const parades = defenseur.items.filter(it => it.isParade() && (!refs.isDistance || it.isBouclier()))
.map(it => RollPartDefense.$extractParade(it, attackerRoll?.arme, defenseur))
refs.defenses = [...esquives, ...parades].filter(it => it != undefined)
this.$selectDefense(rollData)
}
static $extractEsquive(esquive, defenseur) {
return {
key: esquive.id,
label: esquive.name,
img: esquive.img,
// TODO: carac pour créatures
carac: defenseur.isPersonnage() ? CARACS.DEROBEE : esquive.name,
verb: "esquive",
comp: esquive,
isEsquive: true
}
}
static $extractParade(armeDefense, armeAttaque, defenseur) {
const comp = (ITEM_TYPES.competencecreature == armeDefense.type)
? armeDefense
: defenseur.getCompetence(armeDefense.system.competence)
return {
key: armeDefense.id,
label: 'Parade ' + armeDefense.name,
img: armeDefense.img,
// TODO: carac pour créatures
carac: defenseur.isPersonnage() ? CARACS.MELEE : comp.name,
verb: "pare",
comp: comp,
arme: armeDefense,
forceRequise: armeDefense ? RdDItemArme.valeurMain(armeDefense.system.force ?? 0, RdDItemArme.getMainAttaque(comp)) : 0,
typeParade: armeAttaque ? RdDItemArme.defenseArmeParade(armeDefense, armeAttaque) : 'norm',
isEsquive: false
}
}
prepareContext(rollData) {
// current.dmg = this.$dmgRollV2(rollData, current)
}
getAjustements(rollData) {
return []
}
choices(refs) { return refs.defenses }
$selectDefense(rollData, key) {
this.selectByKey(rollData, key)
}
async _onRender(rollDialog, context, options) {
const selectDefense = rollDialog.element.querySelector(`roll-section[name="${this.code}"] select[name="select-defense"]`)
selectDefense.addEventListener("change", e => {
const selectOptions = e.currentTarget.options
const index = selectOptions.selectedIndex
this.$selectDefense(rollDialog.rollData, selectOptions[index]?.value)
rollDialog.render()
})
}
impactOtherPart(part, rollData) {
if (this.visible(rollData)) {
const current = this.getCurrent(rollData)
switch (part.code) {
case PART_CARAC: return part.filterCaracs(rollData, [current.carac])
case PART_COMP: return part.filterComps(rollData, [current.comp?.name])
case PART_DIFF: return part.setDiff(rollData, this.getDiffDefense(rollData))
case PART_SIGN: return part.setArmeDisparate(rollData, this.isArmeDisparate(rollData))
}
}
return undefined
}
isArmeDisparate(rollData) {
const armeDefense = this.getCurrent(rollData).arme
if (armeDefense) {
const armeAttaque = rollData.attackerRoll?.arme
return RdDItemArme.defenseArmeParade(armeAttaque, armeDefense) == 'sign'
}
return false
}
getDiffDefense(rollData) {
const refs = this.getRefs(rollData)
if (refs.isDistance || !rollData.attackerRoll) {
// TODO: Déterminer la difficulté de parade
return { diff: 0, type: DIFF.LIBRE }
}
else {
return { diff: rollData.attackerRoll.diff ?? 0, type: DIFF.DEFENSE }
}
}
}