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

122 lines
4.2 KiB
JavaScript

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
}
}