Combat Tracker + power enhancements

This commit is contained in:
2023-04-06 16:57:19 +02:00
parent b9b8fa7c0d
commit 2d328659b2
11 changed files with 327 additions and 35 deletions

View File

@@ -3,12 +3,9 @@ import { Hero6Utility } from "./hero6-utility.js";
import { Hero6RollDialog } from "./hero6-roll-dialog.js";
/* -------------------------------------------- */
const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6 };
const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"]
const __subkey2title = {
"melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack",
"ranged-dmg": "Ranged Damage", "dmg-res": "Damare Resistance"
}
const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12]
[2, 4, 6, 7, 9, 11, 12], [2, 3, 5, 6, 8, 9, 11, 12], [2, 3, 4, 6, 7, 8, 10, 11, 12], [2, 3, 4, 5, 6, 8, 9, 10, 11, 12],
[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
/* -------------------------------------------- */
/* -------------------------------------------- */
@@ -67,8 +64,8 @@ export class Hero6Actor extends Actor {
}
}
computeDicesValue() {
this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value )
this.system.characteristics.str.strdice = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.str.value )
this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
this.system.characteristics.str.strdice = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.str.value)
}
/* -------------------------------------------- */
prepareDerivedData() {
@@ -275,13 +272,13 @@ export class Hero6Actor extends Actor {
return 0;
}
getManeuvers() {
let maneuvers = {
let maneuvers = {
general: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "general"),
offensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "offensive"),
defensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "defensive")
}
Hero6Utility.sortArrayObjectsByName(maneuvers.general)
Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
Hero6Utility.sortArrayObjectsByName(maneuvers.general)
Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
Hero6Utility.sortArrayObjectsByName(maneuvers.defensive)
return maneuvers
}
@@ -292,32 +289,32 @@ export class Hero6Actor extends Actor {
}
getEquipments() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment");
Hero6Utility.sortArrayObjectsByName(list)
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getWeapons() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "weapon");
Hero6Utility.sortArrayObjectsByName(list)
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getArmors() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "armor");
Hero6Utility.sortArrayObjectsByName(list)
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getShields() {
let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "shield");
Hero6Utility.sortArrayObjectsByName(list)
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getEquipmentsMoneys() {
let list = duplicate(this.items.filter(item => item.type == "equipment" && (item.system.subtype == "equipment" || item.system.subtype == "money")) || [])
Hero6Utility.sortArrayObjectsByName(list)
Hero6Utility.sortArrayObjectsByName(list)
return list
}
getEquipmentsOnly() {
let list = duplicate(this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment") || [])
Hero6Utility.sortArrayObjectsByName(list)
Hero6Utility.sortArrayObjectsByName(list)
return list
}
@@ -412,13 +409,23 @@ export class Hero6Actor extends Actor {
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
getInitiativeScore(combatId, combatantId) {
if (this.type == 'character') {
this.rollMR(true, combatId, combatantId)
}
console.log("Init required !!!!")
return -1;
hasPhase( segmentNumber) {
let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
let phases = __speed2Segments[index]
return phases.includes(segmentNumber)
}
/* -------------------------------------------- */
getSegments() {
let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
return __speed2Segments[index]
}
/* -------------------------------------------- */
getBaseInit() {
let r = new Roll("1d6").roll({async: false})
let base = this.system.characteristics.dex.value + (r.total / 10)
return base
}
/* -------------------------------------------- */