Opposed tests, ongoing process
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@ -1,4 +1,5 @@
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/* -------------------------------------------- */
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import { SoSCombat } from "./sos-combat.js";
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import { SoSDialogCombatActions } from "./sos-dialog-combat-actions.js";
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/* -------------------------------------------- */
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@ -129,4 +130,102 @@ export class SoSUtility {
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});
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}
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/* -------------------------------------------- */
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static getTarget() {
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if (game.user.targets && game.user.targets.size == 1) {
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for (let target of game.user.targets) {
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return target;
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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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static increaseSeverity( severity ) {
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if ( severity == 'L') return 'M';
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if ( severity == 'M') return 'S';
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if ( severity == 'S') return 'C';
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if ( severity == 'C') return 'F';
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}
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/* -------------------------------------------- */
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static decreaseSeverity( severity ) {
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if ( severity == 'C') return 'S';
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if ( severity == 'S') return 'M';
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if ( severity == 'M') return 'L';
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if ( severity == 'L') return 'N';
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}
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/* -------------------------------------------- */
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static getSeverityLevel( severity) {
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if ( severity == 'C') return 4;
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if ( severity == 'S') return 3;
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if ( severity == 'M') return 2;
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if ( severity == 'L') return 1;
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return 0;
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}
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/* -------------------------------------------- */
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static async applyDamage( flipData ) {
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let dr = flipData.target.actor.data.data.scores.dr.value;
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let shock = flipData.target.actor.data.data.scores.shock.value;
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let defenseCritical = flipData.target.actor.data.data.scores.defense.critical;
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flipData.damageStatus = 'apply_damage';
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flipData.targetShock = shock;
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flipData.targetDR = dr;
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flipData.targetCritical = defenseCritical;
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// DR management
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if ( flipData.damageValue < dr) {
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if (flipData.damageValue < dr / 2) {
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flipData.damageStatus = "no_damage";
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// TODO : No damage !
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} else {
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flipData.damageSeverity = this.decreaseSeverity(flipData.damageSeverity );
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if ( flipData.damageSeverity == 'N') {
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flipData.damageStatus = "no_damage";
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}
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}
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}
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// Shock management
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flipData.woundsList = [];
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if ( flipData.damageValue >= shock) {
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let incSeverity = Math.floor(flipData.damageValue / shock);
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for (let i=0; i<incSeverity; i++) {
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if ( flipData.damageSeverity == 'C') {
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flipData.woundsList.push( flipData.damageSeverity );
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flipData.damageSeverity = 'L';
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} else {
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flipData.damageSeverity = this.increaseSeverity( flipData.damageSeverity );
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}
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}
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}
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flipData.woundsList.push( flipData.damageSeverity );
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flipData.nbWounds = flipData.woundsList.length;
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// Critical management
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flipData.isCritical = ( flipData.cardTotal >= defenseCritical);
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-target.html', flipData );
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ChatMessage.create( { content: html });
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// Is target able to dodge ??
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let defender = game.actors.get( flipData.target.actor._id);
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flipData.coverConsequence = defender.data.items.find( item => item.type == 'consequence' && item.name == 'Cover');
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flipData.APavailable = game.combat.getAPFromActor( defender.data._id );
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console.log("FLIPDATE : ", flipData);
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if ( flipData.APavailable > 0) {
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if ( (flipData.weapon.data.category == 'melee' ) || ( (flipData.weapon.data.category == 'laser' || flipData.weapon.data.category == 'ballistic') &&
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flipData.coverConsequence.data.severity != 'none') ) {
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flipData.coverSeverityLevel = this.getSeverityLevel( flipData.coverConsequence.data.severity ) * 2;
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flipData.coverSeverityFlag = (flipData.coverSeverityLevel > 0);
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flipData.isMelee = (flipData.weapon.data.category == 'melee' );
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let melee = defender.data.items.find( item => item.type == 'skill' && item.name == 'Melee');
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flipData.defenderMelee = melee.data.value;
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-request-dodge.html', flipData );
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ChatMessage.create( { content: html, whisper: [ChatMessage.getWhisperRecipients(flipData.target.actor.name), ChatMessage.getWhisperRecipients("GM") ] } );
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}
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}
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}
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}
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