foundryvtt-reve-de-dragon/module/rdd-combat.js

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import { ChatUtility } from "./chat-utility.js";
import { RdDItemArme } from "./item-arme.js";
import { RdDItemCompetence } from "./item-competence.js";
import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
import { Misc } from "./misc.js";
import { RdDBonus } from "./rdd-bonus.js";
import { RdDResolutionTable } from "./rdd-resolution-table.js";
import { RdDRoll } from "./rdd-roll.js";
import { RdDRollTables } from "./rdd-rolltables.js";
import { ReglesOptionelles } from "./regles-optionelles.js";
/* -------------------------------------------- */
export class RdDCombat {
static init() {
this.initStorePasseArmes();
Hooks.on("updateCombat", (combat, data) => { RdDCombat.onUpdateCombat(combat, data) });
Hooks.on("preDeleteCombat", (combat, options) => { RdDCombat.onPreDeleteCombat(combat, options); });
}
/* -------------------------------------------- */
static initStorePasseArmes() {
game.system.rdd.combatStore = {
attaques: {},
defenses: {}
};
}
/* -------------------------------------------- */
static onSocketMessage(sockmsg) {
switch (sockmsg.msg) {
case "msg_encaisser":
return RdDCombat.onMsgEncaisser(sockmsg.data);
case "msg_defense":
return RdDCombat.onMsgDefense(sockmsg.data);
}
}
/* -------------------------------------------- */
static onUpdateCombat(combat, data) {
if (combat.data.round != 0 && combat.turns && combat.data.active) {
RdDCombat.combatNouveauRound(combat);
}
}
/* -------------------------------------------- */
static onPreDeleteCombat(combat, options) {
if (game.user.isGM) {
ChatUtility.removeChatMessageContaining(`<div data-combatid="${combat.id}" data-combatmessage="actor-turn-summary">`)
/*
* TODO: support de plusieurs combats parallèles
* il faudrait avoir un id de combat en plus de celui de passe d'armes
*/
for (const key in game.system.rdd.combatStore.attaques) {
const attackerRoll = game.system.rdd.combatStore.attaques[key];
ChatUtility.removeChatMessageContaining(`<div data-passearme="${attackerRoll.passeArme}">`);
}
for (const key in game.system.rdd.combatStore.defenses) {
const defenderRoll = game.system.rdd.combatStore.defenses[key];
ChatUtility.removeChatMessageContaining(`<div data-passearme="${defenderRoll.passeArme}">`);
}
RdDCombat.initStorePasseArmes();
}
}
/* -------------------------------------------- */
static combatNouveauRound(combat) {
let turn = combat.turns.find(t => t.tokenId == combat.current.tokenId);
if (game.user.isGM) {
// seul le GM notifie le status
this.displayActorCombatStatus(combat, turn.actor);
// TODO Playaudio for player??
}
}
/* -------------------------------------------- */
static isActive() {
return true;
}
/* -------------------------------------------- */
static createUsingTarget(attacker) {
const target = RdDCombat.getTarget();
if (target == undefined) {
ui.notifications.warn((game.user.targets?.size ?? 0) > 1
? "Vous devez choisir <strong>une seule</strong> cible à attaquer!"
: "Vous devez choisir une cible à attaquer!");
}
const defender = target?.actor;
const defenderTokenId = target?.data._id;
return this.create(attacker, defender, defenderTokenId, target)
}
/* -------------------------------------------- */
static getTarget() {
if (game.user.targets && game.user.targets.size == 1) {
for (let target of game.user.targets) {
return target;
}
}
return undefined;
}
/* -------------------------------------------- */
static _storeAttaque(attackerId, attackerRoll) {
game.system.rdd.combatStore.attaques[attackerId] = duplicate(attackerRoll);
}
/* -------------------------------------------- */
static _getAttaque(attackerId) {
return game.system.rdd.combatStore.attaques[attackerId];
}
/* -------------------------------------------- */
static _deleteAttaque(attackerId) {
delete game.system.rdd.combatStore.attaques[attackerId];
}
/* -------------------------------------------- */
static _storeDefense(defenderRoll) {
game.system.rdd.combatStore.defenses[defenderRoll.passeArme] = duplicate(defenderRoll);
}
/* -------------------------------------------- */
static _getDefense(passeArme) {
return game.system.rdd.combatStore.defenses[passeArme];
}
/* -------------------------------------------- */
static _deleteDefense(passeArme) {
delete game.system.rdd.combatStore.defenses[passeArme];
}
/* -------------------------------------------- */
static create(attacker, defender, defenderTokenId, target = undefined) {
return new RdDCombat(attacker, defender, defenderTokenId, target)
}
/* -------------------------------------------- */
static createForAttackerAndDefender(attackerId, defenderTokenId) {
const attacker = game.actors.get(attackerId);
if (defenderTokenId) {
const defenderToken = canvas.tokens.get(defenderTokenId);
const defender = defenderToken.actor;
return RdDCombat.create(attacker, defender, defenderTokenId);
}
return RdDCombat.createUsingTarget(attacker)
}
/* -------------------------------------------- */
static onMsgEncaisser(data) {
let attackerRoll = RdDCombat._getAttaque(data.attackerId); // Retrieve the rolldata from the store
if (game.user.id === data.gmId) { // Seul le GM effectue l'encaissement sur la fiche
let attacker = data.attackerId ? game.actors.get(data.attackerId) : null;
let defender = canvas.tokens.get(data.defenderTokenId).actor;
defender.encaisserDommages(attackerRoll, attacker);
}
RdDCombat._deleteDefense(attackerRoll.passeArme);
RdDCombat._deleteAttaque(data.attackerId);
}
/* -------------------------------------------- */
static onMsgDefense(msg) {
let defenderToken = canvas.tokens.get(msg.defenderTokenId);
if (defenderToken) {
if (!game.user.isGM && !game.user.character) { // vérification / sanity check
ui.notifications.error("Le joueur " + game.user.name + " n'est connecté à aucun personnage. Impossible de continuer.");
return;
}
if ((game.user.isGM && !defenderToken.actor.hasPlayerOwner) || (defenderToken.actor.hasPlayerOwner && (game.user.character._id == defenderToken.actor.data._id))) {
const rddCombat = RdDCombat.createForAttackerAndDefender(msg.attackerId, msg.defenderTokenId);
const defenderRoll = msg.defenderRoll;
RdDCombat._storeAttaque(msg.attackerId, defenderRoll.attackerRoll);
RdDCombat._storeDefense(defenderRoll);
rddCombat.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
rddCombat._chatMessageDefense(msg.paramChatDefense);
}
}
}
/* -------------------------------------------- */
static _callJetDeVie(event) {
let actorId = event.currentTarget.attributes['data-actorId'].value;
let actor = game.actors.get(actorId);
actor.jetVie();
}
/* -------------------------------------------- */
static registerChatCallbacks(html) {
for (let button of [
'#parer-button',
'#esquiver-button',
'#particuliere-attaque',
'#encaisser-button',
'#appel-chance-defense',
'#appel-destinee-defense',
'#appel-chance-attaque',
'#appel-destinee-attaque',
'#echec-total-attaque',
]) {
html.on("click", button, event => {
const rddCombat = RdDCombat.createForAttackerAndDefender(
event.currentTarget.attributes['data-attackerId']?.value,
event.currentTarget.attributes['data-defenderTokenId']?.value);
rddCombat.onEvent(button, event);
event.preventDefault();
});
}
html.on("click", '#chat-jet-vie', event => {
event.preventDefault();
RdDCombat._callJetDeVie(event);
});
}
/* -------------------------------------------- */
constructor(attacker, defender, defenderTokenId, target) {
this.attacker = attacker;
this.defender = defender;
this.target = target;
this.attackerId = this.attacker.data._id;
this.defenderId = this.defender.data._id;
this.defenderTokenId = defenderTokenId;
}
/* -------------------------------------------- */
async onEvent(button, event) {
const attackerRoll = RdDCombat._getAttaque(this.attackerId);
if (!attackerRoll) {
ui.notifications.warn("Action automatisée impossible, le jet de l'attaquant a été perdu (suite à un raffraichissement?)")
return;
}
const defenderRoll = game.system.rdd.combatStore.defenses[attackerRoll.passeArme];
const defenderTokenId = event.currentTarget.attributes['data-defenderTokenId']?.value;
const armeParadeId = event.currentTarget.attributes['data-armeid']?.value;
switch (button) {
case '#particuliere-attaque': return await this.choixParticuliere(attackerRoll, event.currentTarget.attributes['data-mode'].value);
case '#parer-button': return this.parade(attackerRoll, armeParadeId);
case '#esquiver-button': return this.esquive(attackerRoll);
case '#encaisser-button': return this.encaisser(attackerRoll, defenderTokenId);
case '#echec-total-attaque': return this._onEchecTotal(attackerRoll);
case '#appel-chance-attaque': return this.attacker.rollAppelChance(
() => this.attaqueChanceuse(attackerRoll),
() => this._onEchecTotal(attackerRoll));
case '#appel-chance-defense': return this.defender.rollAppelChance(
() => this.defenseChanceuse(attackerRoll, defenderRoll),
() => this.afficherOptionsDefense(attackerRoll, defenderRoll, { defenseChance: true }));
case '#appel-destinee-attaque': return this.attacker.appelDestinee(
() => this.attaqueSignificative(attackerRoll),
() => { });
case '#appel-destinee-defense': return this.defender.appelDestinee(
() => this.defenseDestinee(attackerRoll),
() => { });
}
}
/* -------------------------------------------- */
attaqueChanceuse(attackerRoll) {
ui.notifications.info("L'attaque est rejouée grâce à la chance")
attackerRoll.essais.attaqueChance = true;
this.attaque(attackerRoll, attackerRoll.arme);
}
/* -------------------------------------------- */
attaqueDestinee(attackerRoll) {
ui.notifications.info('Attaque significative grâce à la destinée')
RdDResolutionTable.significativeRequise(attackerRoll.rolled);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this._onAttaqueNormale(attackerRoll);
}
/* -------------------------------------------- */
defenseChanceuse(attackerRoll, defenderRoll) {
ui.notifications.info("La défense est rejouée grâce à la chance")
attackerRoll.essais.defenseChance = true;
attackerRoll.essais.defense = false;
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
this._sendMessageDefense(attackerRoll, defenderRoll, attackerRoll.essais);
}
/* -------------------------------------------- */
defenseDestinee(attackerRoll) {
let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme);
if (defenderRoll) {
ui.notifications.info('Défense significative grâce à la destinée')
RdDResolutionTable.significativeRequise(defenderRoll.rolled);
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
if (defenderRoll.arme) {
this._onParadeNormale(defenderRoll);
}
else {
this._onEsquiveNormale(defenderRoll);
}
}
else {
ui.notifications.warn("Appel à la destinée impossible, la passe d'armes est déjà terminée!")
}
}
/* -------------------------------------------- */
afficherOptionsDefense(attackerRoll, defenderRoll, essais) {
ui.notifications.info("La chance n'est pas avec vous");
this._sendMessageDefense(attackerRoll, defenderRoll, essais);
}
/* -------------------------------------------- */
removeChatMessageActionsPasseArme(passeArme) {
if (game.settings.get("foundryvtt-reve-de-dragon", "supprimer-dialogues-combat-chat")) {
ChatUtility.removeChatMessageContaining(`<div data-passearme="${passeArme}">`);
}
}
/* -------------------------------------------- */
static isEchec(rollData) {
switch (rollData.ajustements.surprise.used) {
case 'totale': return true;
}
return rollData.rolled.isEchec;
}
/* -------------------------------------------- */
static isEchecTotal(rollData) {
if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
return rollData.rolled.isEchec;
}
return rollData.rolled.isETotal;
}
/* -------------------------------------------- */
static isParticuliere(rollData) {
if (!rollData.attackerRoll && rollData.ajustements.surprise.used) {
return false;
}
return rollData.rolled.isPart;
}
/* -------------------------------------------- */
static isReussite(rollData) {
switch (rollData.ajustements.surprise.used) {
case 'totale': return false;
}
return rollData.rolled.isSuccess;
}
/* -------------------------------------------- */
async attaque(competence, arme = undefined) {
if (!await this.accorderEntite('avant-attaque')) {
return;
}
let rollData = this._prepareAttaque(competence, arme);
console.log("RdDCombat.attaque >>>", rollData);
const dialog = await RdDRoll.create(this.attacker, rollData,
{
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
options: { height: 540 }
}, {
name: 'jet-attaque',
label: 'Attaque: ' + (arme?.name ?? competence.name),
callbacks: [
this.attacker.createCallbackExperience(),
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: r => (RdDCombat.isReussite(r) && !RdDCombat.isParticuliere(r)), action: r => this._onAttaqueNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onAttaqueParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onAttaqueEchec(r) },
{ condition: RdDCombat.isEchecTotal, action: r => this._onAttaqueEchecTotal(r) },
]
});
dialog.render(true);
}
/* -------------------------------------------- */
_prepareAttaque(competence, arme) {
let rollData = {
passeArme: randomID(16),
coupsNonMortels: false,
competence: competence,
surprise: this.attacker.getSurprise(true),
surpriseDefenseur: this.defender.getSurprise(true),
essais: {}
};
rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);
if (this.attacker.isCreature()) {
RdDItemCompetenceCreature.setRollDataCreature(rollData);
}
else if (arme) {
// Usual competence
rollData.arme = RdDItemArme.armeUneOuDeuxMains(arme, RdDItemCompetence.isArmeUneMain(competence));
}
else {
// sans armes: à mains nues
rollData.arme = RdDItemArme.mainsNues({ niveau: competence.data.niveau });
}
return rollData;
}
/* -------------------------------------------- */
async _onAttaqueParticuliere(rollData) {
RdDCombat._storeAttaque(this.attackerId, rollData);
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
const isMeleeDiffNegative = rollData.selectedCarac.label == "Mêlée" && rollData.diffLibre < 0;
ChatMessage.create({
alias: this.attacker.name,
whisper: ChatUtility.getWhisperRecipientsAndGMs(this.attacker.name),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-particuliere.html', {
alias: this.attacker.name,
attackerId: this.attackerId,
defenderTokenId: this.defenderTokenId,
isFinesse: isMeleeDiffNegative,
isRapide: isMeleeDiffNegative && rollData.arme.data.rapide,
passeArme: rollData.passeArme
})
});
}
/* -------------------------------------------- */
async _onAttaqueNormale(attackerRoll) {
console.log("RdDCombat.onAttaqueNormale >>>", attackerRoll);
attackerRoll.dmg = RdDBonus.dmg(attackerRoll, this.attacker.getBonusDegat(), this.defender.isEntiteCauchemar());
let defenderRoll = { attackerRoll: attackerRoll, passeArme: attackerRoll.passeArme, show: {} }
// Save rollData for defender
RdDCombat._storeAttaque(this.attackerId, attackerRoll);
RdDCombat._storeDefense(defenderRoll)
attackerRoll.show = {
cible: this.target ? this.defender.data.name : 'la cible',
isRecul: (attackerRoll.particuliere == 'force' || attackerRoll.tactique == 'charge')
}
await RdDResolutionTable.displayRollData(attackerRoll, this.attacker, 'chat-resultat-attaque.html');
if (!await this.accorderEntite('avant-defense')) {
return;
}
if (this.target) {
await this._sendMessageDefense(attackerRoll, defenderRoll);
}
}
/* -------------------------------------------- */
async _sendMessageDefense(attackerRoll, defenderRoll, essaisPrecedents = undefined) {
console.log("RdDCombat._sendMessageDefense", attackerRoll, defenderRoll, essaisPrecedents, " / ", this.attacker, this.target, this.attackerId, attackerRoll.competence.data.categorie);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
if (essaisPrecedents) {
mergeObject(attackerRoll.essais, essaisPrecedents, { overwrite: true });
}
const paramChatDefense = {
passeArme: attackerRoll.passeArme,
essais: attackerRoll.essais,
defender: this.defender,
attacker: this.attacker,
attackerId: this.attackerId,
defenderTokenId: this.defenderTokenId,
mainsNues: attackerRoll.dmg.mortalite != 'mortel' && this.defender.getCompetence("Corps à corps"),
armes: this._filterArmesParade(this.defender.data.items, attackerRoll.competence, attackerRoll.arme),
diffLibre: attackerRoll.ajustements?.diffLibre?.value ?? 0,
attaqueParticuliere: attackerRoll.particuliere,
attaqueCategorie: attackerRoll.competence.data.categorie,
attaqueArme: attackerRoll.arme,
surprise: this.defender.getSurprise(true),
dmg: attackerRoll.dmg,
};
const selfMessage = essaisPrecedents != undefined;
if (!selfMessage && (!game.user.isGM || this.defender.hasPlayerOwner)) {
this._socketSendMessageDefense(paramChatDefense, defenderRoll);
}
else {
await this._chatMessageDefense(paramChatDefense);
}
}
/* -------------------------------------------- */
async _chatMessageDefense(paramDemandeDefense) {
ChatMessage.create({
// message privé: du défenseur à lui même (et aux GMs)
speaker: ChatMessage.getSpeaker(this.defender, canvas.tokens.get(this.defenderTokenId)),
alias: this.attacker.name,
whisper: ChatUtility.getWhisperRecipientsAndGMs(this.defender.name),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-defense.html', paramDemandeDefense),
});
}
/* -------------------------------------------- */
_socketSendMessageDefense(paramChatDefense, defenderRoll) {
// envoyer le message au destinataire
game.socket.emit("system.foundryvtt-reve-de-dragon", {
msg: "msg_defense", data: {
attackerId: this.attacker?.data._id,
defenderId: this.defender?.data._id,
defenderTokenId: this.defenderTokenId,
defenderRoll: duplicate(defenderRoll),
paramChatDefense: paramChatDefense,
rollMode: true
}
});
}
/* -------------------------------------------- */
_filterArmesParade(items, competence) {
items = items.filter(item => RdDItemArme.isArmeUtilisable(item) || RdDItemCompetenceCreature.isCompetenceParade(item));
switch (competence.data.categorie) {
case 'tir':
case 'lancer':
return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
default:
// Le fléau ne peut être paré quau bouclier p115
if (competence.name == "Fléau") {
return items.filter(item => RdDItemArme.getCategorieParade(item) == 'boucliers')
}
return items.filter(item => RdDItemArme.getCategorieParade(item));
}
}
/* -------------------------------------------- */
async _onAttaqueEchecTotal(attackerRoll) {
RdDCombat._storeAttaque(this.attackerId, attackerRoll);
// Finesse et Rapidité seulement en mêlée et si la difficulté libre est de -1 minimum
ChatMessage.create({
whisper: ChatMessage.getWhisperRecipients(this.attacker.name),
content: await renderTemplate('systems/foundryvtt-reve-de-dragon/templates/chat-demande-attaque-etotal.html', {
attackerId: this.attackerId,
attacker: this.attacker,
defenderTokenId: this.defenderTokenId,
essais: attackerRoll.essais
})
});
}
/* -------------------------------------------- */
async _onEchecTotal(rollData) {
console.log("RdDCombat._onEchecTotal >>>", rollData);
const arme = rollData.arme;
const avecArme = arme?.data.categorie_parade != 'sans-armes';
const action = (rollData.attackerRoll ? (arme ? "la parade" : "l'esquive") : "l'attaque");
ChatUtility.createChatWithRollMode(this.defender.name, {
content: `<strong>Echec total à ${action}!</strong> ` + await RdDRollTables.getMaladresse({ arme: avecArme })
});
}
/* -------------------------------------------- */
async _onAttaqueEchec(rollData) {
console.log("RdDCombat.onAttaqueEchec >>>", rollData);
await RdDResolutionTable.displayRollData(rollData, this.attacker, 'chat-resultat-attaque.html');
}
/* -------------------------------------------- */
async choixParticuliere(rollData, choix) {
console.log("RdDCombat.choixParticuliere >>>", rollData, choix);
this.removeChatMessageActionsPasseArme(rollData.passeArme);
rollData.particuliere = choix;
await this._onAttaqueNormale(rollData);
}
/* -------------------------------------------- */
async parade(attackerRoll, armeParadeId) {
let arme = this.defender.getArmeParade(armeParadeId);
console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme);
let rollData = this._prepareParade(attackerRoll, arme);
const dialog = await RdDRoll.create(this.defender, rollData,
{
html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html',
options: { height: 540 }
}, {
name: 'jet-parade',
label: 'Parade: ' + (arme ? arme.name : rollData.competence.name),
callbacks: [
this.defender.createCallbackExperience(),
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: RdDCombat.isReussite, action: r => this._onParadeNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onParadeParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onParadeEchec(r) },
]
});
dialog.render(true);
}
_prepareParade(attackerRoll, armeParade) {
const compName = armeParade.data.competence;
const armeAttaque = attackerRoll.arme;
let rollData = {
passeArme: attackerRoll.passeArme,
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: this.defender.getCompetence(compName),
arme: armeParade,
surprise: this.defender.getSurprise(true),
needParadeSignificative: ReglesOptionelles.isUsing('categorieParade') && RdDItemArme.needParadeSignificative(armeAttaque, armeParade),
needResist: RdDItemArme.needArmeResist(armeAttaque, armeParade),
carac: this.defender.data.data.carac,
show: {}
};
rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);
if (this.defender.isCreature()) {
RdDItemCompetenceCreature.setRollDataCreature(rollData);
}
return rollData;
}
/* -------------------------------------------- */
_getDiviseurSignificative(defenderRoll) {
let facteurSign = 1;
if (defenderRoll.surprise == 'demi') {
facteurSign *= 2;
}
if (defenderRoll.needParadeSignificative) {
facteurSign *= 2;
}
if (RdDBonus.isDefenseAttaqueFinesse(defenderRoll)) {
facteurSign *= 2;
}
if (!ReglesOptionelles.isUsing('tripleSignificative')) {
facteurSign = Math.min(facteurSign, 4);
}
return facteurSign;
}
/* -------------------------------------------- */
_onParadeParticuliere(defenderRoll) {
console.log("RdDCombat._onParadeParticuliere >>>", defenderRoll);
if (!defenderRoll.attackerRoll.isPart) {
// TODO: attaquant doit jouer résistance et peut être désarmé p132
ChatUtility.createChatWithRollMode(this.defender.name, {
content: `(à gérer) L'attaquant doit jouer résistance et peut être désarmé (p132)`
});
}
}
/* -------------------------------------------- */
async _onParadeNormale(defenderRoll) {
console.log("RdDCombat._onParadeNormale >>>", defenderRoll);
await this.computeRecul(defenderRoll);
await this.computeDeteriorationArme(defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');
RdDCombat._deleteDefense(defenderRoll.passeArme);
}
/* -------------------------------------------- */
async _onParadeEchec(defenderRoll) {
console.log("RdDCombat._onParadeEchec >>>", defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-parade.html');
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true });
RdDCombat._storeDefense(defenderRoll);
}
/* -------------------------------------------- */
async esquive(attackerRoll) {
let esquive = this.defender.getCompetence("esquive");
if (esquive == undefined) {
ui.notifications.error(this.defender.name + " n'a pas de compétence 'esquive'");
return;
}
console.log("RdDCombat.esquive >>>", attackerRoll, esquive);
let rollData = this._prepareEsquive(attackerRoll, esquive);
const dialog = await RdDRoll.create(this.defender, rollData,
{ html: 'systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html' }, {
name: 'jet-esquive',
label: 'Esquiver',
callbacks: [
this.defender.createCallbackExperience(),
{ action: r => this.removeChatMessageActionsPasseArme(r.passeArme) },
{ condition: RdDCombat.isReussite, action: r => this._onEsquiveNormale(r) },
{ condition: RdDCombat.isParticuliere, action: r => this._onEsquiveParticuliere(r) },
{ condition: RdDCombat.isEchec, action: r => this._onEsquiveEchec(r) },
]
});
dialog.render(true);
}
/* -------------------------------------------- */
_prepareEsquive(attackerRoll, competence) {
let rollData = {
passeArme: attackerRoll.passeArme,
diffLibre: attackerRoll.diffLibre,
attackerRoll: attackerRoll,
competence: competence,
surprise: this.defender.getSurprise(true),
surpriseDefenseur: this.defender.getSurprise(true),
carac: this.defender.data.data.carac,
show: {}
};
rollData.diviseurSignificative = this._getDiviseurSignificative(rollData);
if (this.defender.isCreature()) {
RdDItemCompetenceCreature.setRollDataCreature(rollData);
}
return rollData;
}
/* -------------------------------------------- */
_onEsquiveParticuliere(rollData) {
console.log("RdDCombat._onEsquiveParticuliere >>>", rollData);
ChatUtility.createChatWithRollMode(this.defender.name, {
content: "<strong>Vous pouvez esquiver une deuxième fois!</strong>"
});
}
/* -------------------------------------------- */
async _onEsquiveNormale(defenderRoll) {
console.log("RdDCombat._onEsquiveNormal >>>", defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');
RdDCombat._deleteDefense(defenderRoll.passeArme);
}
/* -------------------------------------------- */
async _onEsquiveEchec(defenderRoll) {
console.log("RdDCombat._onEsquiveEchec >>>", defenderRoll);
await RdDResolutionTable.displayRollData(defenderRoll, this.defender, 'chat-resultat-esquive.html');
this.removeChatMessageActionsPasseArme(defenderRoll.passeArme);
this._sendMessageDefense(defenderRoll.attackerRoll, defenderRoll, { defense: true })
RdDCombat._storeDefense(defenderRoll);
}
/* -------------------------------------------- */
async computeDeteriorationArme(defenderRoll) {
if (!ReglesOptionelles.isUsing('resistanceArmeParade')) {
return;
}
const attackerRoll = defenderRoll.attackerRoll;
// Est-ce une parade normale?
if (defenderRoll.arme && attackerRoll && !defenderRoll.rolled.isPart) {
// Est-ce que l'attaque est une particulière en force ou une charge
if (defenderRoll.needResist || this._isForceOuCharge(attackerRoll)) {
defenderRoll.show = defenderRoll.show || {}
const dmg = attackerRoll.dmg.dmgArme + attackerRoll.dmg.dmgActor;
let arme = defenderRoll.arme;
let msg = "";
if ( arme.data.magique ) {
defenderRoll.show.deteriorationArme = 'resiste'; // Par défaut
if (arme.data.resistance_magique == undefined) arme.data.resistance_magique = 0; // Quick fix
if ( dmg > arme.data.resistance_magique) { // Jet uniquement si dommages supérieur à résistance magique (cf. 274)
let resistance = Misc.toInt(arme.data.resistance);
// Jet de résistance de l'arme de parade (p.132)
let resistRoll = await RdDResolutionTable.rollData({
caracValue: resistance,
finalLevel: - dmg,
showDice: false
});
if ( !resistRoll.rolled.isSuccess) {
let perteResistance = ( dmg - arme.data.resistance_magique)
resistance -= perteResistance;
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise': 'perte';
defenderRoll.show.perteResistance = perteResistance;
this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
}
}
} else {
let resistance = Misc.toInt(arme.data.resistance);
// Jet de résistance de l'arme de parade (p.132)
let resistRoll = await RdDResolutionTable.rollData({
caracValue: resistance,
finalLevel: - dmg,
showDice: false
});
if (resistRoll.rolled.isSuccess) { // Perte de résistance
defenderRoll.show.deteriorationArme = 'resiste';
} else {
resistance -= dmg;
defenderRoll.show.deteriorationArme = resistance <= 0 ? 'brise': 'perte';
defenderRoll.show.perteResistance = dmg;
this.defender.updateEmbeddedEntity("OwnedItem", { _id: defenderRoll.arme._id, 'data.resistance': resistance });
}
}
// Si l'arme de parade n'est pas un bouclier, jet de désarmement (p.132)
if (ReglesOptionelles.isUsing('defenseurDesarme') && resistance > 0 && RdDItemArme.getCategorieParade(defenderRoll.arme) != 'boucliers') {
let desarme = await RdDResolutionTable.rollData({
caracValue: this.defender.getForce(),
finalLevel: Misc.toInt(defenderRoll.competence.data.niveau) - dmg,
showDice: false
});
defenderRoll.show.desarme = desarme.rolled.isEchec;
}
}
}
}
/* -------------------------------------------- */
async computeRecul(defenderRoll) { // Calcul du recul (p. 132)
const attackerRoll = defenderRoll.attackerRoll;
if (ReglesOptionelles.isUsing('recul') && this._isForceOuCharge(attackerRoll)) {
const impact = this._computeImpactRecul(attackerRoll);
const rollRecul = await RdDResolutionTable.rollData({ caracValue: 10, finalLevel: impact });
if (rollRecul.rolled.isSuccess) {
defenderRoll.show.recul = 'encaisse';
} else if (rollRecul.rolled.isETotal || this._isReculCauseChute(impact)) {
defenderRoll.show.recul = 'chute';
await this.defender.addStatusEffectById('prone');
}
else {
defenderRoll.show.recul = 'recul';
}
}
}
/* -------------------------------------------- */
async _isReculCauseChute(impact) {
const agilite = this.defender.getAgilite();
const chute = await RdDResolutionTable.rollData({ caracValue: agilite, finalLevel: impact });
return chute.rolled.isEchec;
}
/* -------------------------------------------- */
_isForceOuCharge(attaque) {
return attaque.particuliere == 'force' || attaque.tactique == 'charge';
}
/* -------------------------------------------- */
_computeImpactRecul(attaque) {
const taille = this.defender.getTaille();
const force = this.attacker.getForce();
const dommages = attaque.arme.data.dommagesReels;
return taille - (force + dommages);
}
/* -------------------------------------------- */
async encaisser(attackerRoll, defenderTokenId) {
defenderTokenId = defenderTokenId || this.defenderTokenId;
console.log("RdDCombat.encaisser >>>", attackerRoll, defenderTokenId);
let defenderRoll = RdDCombat._getDefense(attackerRoll.passeArme);
if (!defenderRoll) {
ui.notifications.warn("Cette passe d'arme est déjà terminée!")
return;
}
if (defenderRoll?.rolled && RdDCombat.isEchecTotal(defenderRoll)) {
this._onEchecTotal(defenderRoll);
}
if (game.user.isGM) { // Current user is the GM -> direct access
attackerRoll.attackerId = this.attackerId;
attackerRoll.defenderTokenId = defenderTokenId;
await this.computeRecul(defenderRoll);
this.defender.encaisserDommages(attackerRoll, this.attacker, defenderRoll);
} else { // envoi à un GM: les joueurs n'ont pas le droit de modifier les personnages qu'ils ne possèdent pas
game.socket.emit("system.foundryvtt-reve-de-dragon", {
msg: "msg_encaisser",
data: {
attackerId: this.attackerId,
defenderTokenId: defenderTokenId,
attackerRoll: attackerRoll,
gmId: game.users.entities.find(u => u.isGM)?.id,
}
});
}
RdDCombat._deleteDefense(attackerRoll.passeArme);
this.removeChatMessageActionsPasseArme(attackerRoll.passeArme);
}
/* -------------------------------------------- */
/* retourne true si on peut continuer, false si on ne peut pas continuer */
async accorderEntite(when = 'avant-encaissement') {
if (when != game.settings.get("foundryvtt-reve-de-dragon", "accorder-entite-cauchemar")
|| this.defender == undefined
|| !this.defender.isEntiteCauchemar()
|| this.defender.isEntiteCauchemarAccordee(this.attacker)) {
return true;
}
let rolled = await RdDResolutionTable.roll(this.attacker.getReveActuel(), - Number(this.defender.data.data.carac.niveau.value));
let message = {
content: "Jet de points actuels de rêve à " + rolled.finalLevel + RdDResolutionTable.explain(rolled) + "<br>",
whisper: ChatMessage.getWhisperRecipients(this.attacker.name)
};
if (rolled.isSuccess) {
await this.defender.setEntiteReveAccordee(this.attacker);
message.content += this.attacker.name + " s'est accordé avec " + this.defender.name;
}
else {
message.content += this.attacker.name + " n'est pas accordé avec " + this.defender.name;
}
ChatMessage.create(message);
return rolled.isSuccess;
}
/* -------------------------------------------- */
static async displayActorCombatStatus(combat, actor) {
let data = {
combatId: combat._id,
alias: actor.name,
etatGeneral: actor.getEtatGeneral(),
isSonne: actor.getSonne(),
blessuresStatus: actor.computeResumeBlessure(),
SConst: actor.getSConst(),
actorId: actor.data._id,
isGrave: false,
isCritique: false
}
if (actor.countBlessuresByName("critiques") > 0) { // Pour éviter le cumul grave + critique
data.isCritique = true;
} else if (actor.countBlessuresByName("graves") > 0) {
data.isGrave = true;
}
ChatUtility.createChatWithRollMode(actor.name, {
content: await renderTemplate(`systems/foundryvtt-reve-de-dragon/templates/chat-actor-turn-summary.html`, data)
});
}
}