124 lines
4.7 KiB
JavaScript
124 lines
4.7 KiB
JavaScript
import { RdDBonus } from "../rdd-bonus.js"
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import { StatusEffects } from "../settings/status-effects.js"
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import { ROLL_MODE_ATTAQUE } from "./roll-constants.mjs"
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import { PART_CARAC } from "./roll-part-carac.mjs"
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import { PART_COMP } from "./roll-part-comp.mjs"
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import { RollPartSelect } from "./roll-part-select.mjs"
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import { PART_SIGN } from "./roll-part-sign.mjs"
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import { ROLLDIALOG_SECTION } from "./roll-part.mjs"
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export const PART_ATTAQUE = 'attaque'
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const TACTIQUES = RdDBonus.tactiques.filter(it => it.isTactique)
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export class RollPartAttaque extends RollPartSelect {
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get code() { return PART_ATTAQUE }
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get section() { return ROLLDIALOG_SECTION.CHOIX }
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visible(rollData) { return this.isRollMode(rollData, ROLL_MODE_ATTAQUE) }
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loadRefs(rollData) {
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const refs = this.getRefs(rollData)
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const attaques = rollData.active.actor.listAttaques()
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refs.attaques = attaques.map(it => RollPartAttaque.$extractAttaque(it, rollData.active.actor))
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refs.tactiques = TACTIQUES
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if (refs.attaques.length > 0) {
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this.$selectAttaque(rollData)
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}
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}
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choices(refs) { return refs.attaques }
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static $extractAttaque(attaque, actor) {
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return {
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key: `${attaque.action}::${attaque.name}`,
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label: attaque.name,
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attaque: attaque,
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tactique: TACTIQUES[0],
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}
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}
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prepareContext(rollData) {
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const current = this.getCurrent(rollData)
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current.defenseur = StatusEffects.getActorEffetSurprise(rollData.opponent?.actor, 0)
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current.attaquant = StatusEffects.getActorEffetSurprise(rollData.active.actor, current.attaque.forceRequise)
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current.dmg = this.$dmgRollV2(rollData, current)
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}
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$dmgRollV2(rollData, current) {
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const actor = rollData.active.actor
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const defender = rollData.opponent?.actor
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const dmgArme = RdDBonus.dmgArme(current.attaque.arme, current.attaque.dommagesArme)
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const dmg = {
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total: 0,
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dmgArme: dmgArme,
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penetration: current.attaque.arme.penetration(),
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dmgTactique: current.tactique?.dmg ?? 0,
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dmgParticuliere: 0, // TODO RdDBonus._dmgParticuliere(rollData),
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dmgSurprise: current.surpriseDefenseur?.dmg ?? 0,
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mortalite: RdDBonus.mortalite(current.dmg?.mortalite, current.attaque.arme.system.mortalite, defender?.isEntite()),
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dmgActor: RdDBonus.bonusDmg(actor, current.attaque.carac.key, dmgArme, current.attaque.forceRequise),
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dmgForceInsuffisante: Math.min(0, actor.getForce() - current.attaque.forceRequise)
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}
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dmg.total = dmg.dmgSurprise + dmg.dmgTactique + dmg.dmgArme + dmg.dmgActor + dmg.dmgParticuliere + dmg.dmgForceInsuffisante
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return dmg
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}
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getAjustements(rollData) {
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const current = this.getCurrent(rollData)
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const ajustements = []
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if (current.tactique) {
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ajustements.push({ label: current.tactique.label, diff: current.tactique.attaque })
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}
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if (current.surpriseDefenseur) {
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ajustements.push({ label: current.surpriseDefenseur.label, diff: current.surpriseDefenseur.attaque })
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}
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return ajustements
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}
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$selectAttaque(rollData, key) {
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this.selectByKey(rollData, key)
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}
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async _onRender(rollDialog, context, options) {
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const selectAttaque = rollDialog.element.querySelector(`roll-section[name="${this.code}"] select[name="select-attaque"]`)
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const selectTactique = rollDialog.element.querySelector(`roll-section[name="${this.code}"] select[name="select-tactique"]`)
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const checkMortalite = rollDialog.element.querySelector(`roll-section[name="${this.code}"] input[name="check-mortalite"]`)
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const current = this.getCurrent(rollDialog.rollData)
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selectAttaque.addEventListener("change", e => {
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const selectOptions = e.currentTarget.options
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const index = selectOptions.selectedIndex
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this.$selectAttaque(rollDialog.rollData, selectOptions[index]?.value)
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rollDialog.setModeTitle()
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rollDialog.render()
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})
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selectTactique.addEventListener("change", e => {
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const selectOptions = e.currentTarget.options
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const index = selectOptions.selectedIndex
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current.tactique = RdDBonus.find(selectOptions[index]?.value)
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rollDialog.render()
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})
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checkMortalite?.addEventListener("change", e => {
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current.dmg.mortalite = (e.currentTarget.checked ? 'mortel' : 'non-mortel')
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rollDialog.render()
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})
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}
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impactOtherPart(part, rollData) {
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if (this.visible(rollData)) {
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const current = this.getCurrent(rollData)
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switch (part.code) {
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case PART_CARAC: return part.filterCaracs(rollData, [current.attaque.carac.key])
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case PART_COMP: return part.filterComps(rollData, [current.attaque.comp?.name])
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case PART_SIGN: return part.setArme(rollData, current.attaque.forceRequise, false)
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}
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}
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return undefined
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}
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}
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