Files
foundryvtt-reve-de-dragon/module/roll/roll-dialog-adapter.mjs

160 lines
6.0 KiB
JavaScript

import { Misc } from "../misc.js";
import { PART_APPELMORAL } from "./roll-part-appelmoral.mjs";
import { PART_COMP } from "./roll-part-comp.mjs";
import { RdDResolutionTable } from "../rdd-resolution-table.js";
import { ReglesOptionnelles } from "../settings/regles-optionnelles.js";
import { PART_OEUVRE } from "./roll-part-oeuvre.mjs";
import { RdDItemArme } from "../item/arme.js";
import { RdDBonus } from "../rdd-bonus.js";
import { ITEM_TYPES, RDD_CONFIG } from "../constants.js";
import { CARACS } from "../rdd-carac.js";
import { ROLL_TYPE_ATTAQUE } from "./roll-constants.mjs";
import { PART_ATTAQUE } from "./roll-part-attaque.mjs";
/* -------------------------------------------- */
export class RollDialogAdapter {
static async rollDice(rollData, rollTitle) {
const chances = RollDialogAdapter.computeChances({
carac: rollData.current.carac.value,
diff: rollData.current.totaldiff,
bonus: rollData.current.bonus,
showDice: rollData.options.showDice,
rollMode: rollData.current.rollmode.key
})
const rolled = await RollDialogAdapter.rollChances(rollData, chances)
RollDialogAdapter.setRollDataRolled(rollData, rolled, rollTitle)
RollDialogAdapter.adjustRollDataForV1(rollData)
RollDialogAdapter.adjustAttaqueParticuliere(rollData)
return rolled
}
static computeChances({ carac, diff, bonus, showDice, rollMode }) {
const chances = foundry.utils.duplicate(RdDResolutionTable.computeChances(carac, diff))
RdDResolutionTable._updateChancesWithBonus(chances, bonus, diff)
chances.showDice = showDice
chances.rollMode = rollMode
return chances
}
static async rollChances(rollData, chances) {
const rolled = await RdDResolutionTable.rollChances(chances,
rollData.current.sign.diviseur,
rollData.current.resultat)
rolled.caracValue = rollData.current.carac.value
rolled.finalLevel = rollData.current.totaldiff
rolled.bonus = rollData.current.bonus ?? 0
rolled.factorHtml = Misc.getFractionOneN(rollData.current.sign.diviseur)
return rolled
}
static setRollDataRolled(rollData, rolled, rollTitle) {
rollData.rolled = rolled
rollData.choix = rollData.choix ?? {}
rollData.show = rollData.show ?? {}
rollData.show.title = rollTitle
}
static adjustRollDataForV1(rollData) {
const rolled = rollData.rolled
// temporaire pour être homogène roll v1
rollData.alias = rollData.active.actor.getAlias()
// pour experience
rollData.finalLevel = rollData.current.totaldiff
if (rollData.use == undefined) { rollData.use = {} }
if (rollData.ajustements == undefined) {
rollData.ajustements = {}
}
rollData.selectedCarac = rollData.active.actor.system.carac[rollData.current.carac.key]
const compKey = rollData.current.comp?.key
if (compKey) {
rollData.competence = rollData.refs[PART_COMP].all.find(it => it.key == compKey)?.comp
rollData.jetResistance = rollData.type.jetResistance
}
const oeuvreKey = rollData.current.oeuvre?.key
if (oeuvreKey) {
const oeuvreCurrent = rollData.current[PART_OEUVRE];
rollData.oeuvre = oeuvreCurrent.oeuvre
// rollData.oeuvre = rollData.refs[PART_OEUVRE].oeuvres.find(it => it.key == oeuvreKey)?.oeuvre
rollData.art = oeuvreCurrent.art.type
}
// pour appel moral
rollData.diviseurSignificative = rollData.current.sign
if (rollData.current[PART_APPELMORAL]?.checked) {
rollData.use.moral = true
}
if (ReglesOptionnelles.isUsing("afficher-colonnes-reussite")) {
rolled.niveauNecessaire = this.findNiveauNecessaire(carac, rolled.roll)
rolled.ajustementNecessaire = rolled.niveauNecessaire - diff
}
rollData.ajustements = rollData.ajustements.map(aj => {
return {
used: true,
label: aj.label,
value: aj.diff,
descr: aj.diff == undefined ? aj.label : undefined
}
})
}
static adjustAttaqueParticuliere(rollData) {
if (rollData.type.current != ROLL_TYPE_ATTAQUE || !rollData.rolled.isPart) {
return
}
const attaque = rollData.current.attaque;
const choix = []
const isEmpoignade = attaque.dmg.mortalite == 'empoignade';
const isCharge = attaque.tactique == 'charge'
/* TODO: cas de créatures faisant des lancers, Glou, Glipzouk */
const isMeleeDiffNegative = (attaque.comp.type == ITEM_TYPES.competencecreature || rollData.current.carac.key == CARACS.MELEE)
&& rollData.current.diff.value < 0
// force toujours, sauf empoignade
if (!isEmpoignade) {
choix.push(RDD_CONFIG.particuliere.force)
}
// finesse seulement en mélée, pour l'empoignade, ou si la difficulté libre est de -1 minimum
if (!isCharge && (isEmpoignade || isMeleeDiffNegative)) {
choix.push(RDD_CONFIG.particuliere.finesse)
}
// rapidité seulement en mêlée, si l'arme le permet, et si la difficulté libre est de -1 minimum
if (!isCharge && !isEmpoignade && isMeleeDiffNegative && attaque.arme.system.rapide) {
choix.push(RDD_CONFIG.particuliere.rapidite)
}
if (choix.length == 1) {
rollData.particuliere = choix[0].key
}
rollData.particulieres = choix
}
static mapActionAttaque(attackerRoll) {
if (attackerRoll.ids) {
return attackerRoll.current[PART_ATTAQUE]
}
const label = attackerRoll.alias + ' ' + attackerRoll.arme.name;
return {
// correspond à l'attaque de RollPartAttaque (dans rollDta.current.attaque)
label: label,
// correspond aux actions d'attaques dans RdDActor.listActionsAttaque
name: label,
// action: 'attaque',
arme: attackerRoll.arme,
comp: attackerRoll.competence,
main: RdDItemArme.getMainAttaque(attackerRoll.competence),
equipe: attackerRoll.arme.system.equipe,
// carac: { key: caracCode, value: caracValue },
// dommagesArme: dommagesArme,
diff: attackerRoll.diffLibre,
particuliere: attackerRoll.particuliere,
tactique: RdDBonus.find(attackerRoll.tactique),
dmg: attackerRoll.dmg,
}
}
}