Ajout multiples pour le combat et ameliorations des items

This commit is contained in:
2024-07-08 07:54:53 +02:00
parent 10b7fcac09
commit 629d369693
45 changed files with 686 additions and 161 deletions

View File

@ -11,7 +11,7 @@ export class TeDeumActorPJSheet extends ActorSheet {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["fvtt-te-deum", "sheet", "actor"],
template: "systems/fvtt-te-deum/templates/actors/actor-sheet.hbs",
width: 860,
@ -33,10 +33,10 @@ export class TeDeumActorPJSheet extends ActorSheet {
name: this.actor.name,
editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked",
system: duplicate(this.object.system),
system: foundry.utils.duplicate(this.object.system),
limited: this.object.limited,
competences: this.actor.getCompetences(),
config: duplicate(game.system.tedeum.config),
config: foundry.utils.duplicate(game.system.tedeum.config),
armes: this.actor.getArmes(),
caracList: this.actor.prepareCaracteristiques(),
providence: this.actor.prepareProvidence(),
@ -44,6 +44,11 @@ export class TeDeumActorPJSheet extends ActorSheet {
equipements: this.actor.getEquipements(),
armures: this.actor.getArmures(),
graces: this.actor.getGraces(),
blessures: this.actor.getBlessures(),
maladies: this.actor.getMaladies(),
poisons: this.actor.getPoisons(),
combat: this.actor.prepareCombat(),
santeModifier: this.actor.getSanteModifier(),
description: await TextEditor.enrichHTML(this.object.system.description, { async: true }),
notes: await TextEditor.enrichHTML(this.object.system.notes, { async: true }),
options: this.options,

View File

@ -89,48 +89,91 @@ export class TeDeumActor extends Actor {
/* -------------------------------------------- */
getCompetences() {
let comp = duplicate(this.items.filter(item => item.type == 'competence') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'competence') || [])
return comp;
}
/* -------------------------------------------- */
getGraces() {
let comp = duplicate(this.items.filter(item => item.type == 'grace') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'grace') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getArmes() {
let comp = duplicate(this.items.filter(item => item.type == 'arme') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'arme') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getEquipements() {
let comp = duplicate(this.items.filter(item => item.type == 'equipement') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'equipement') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getArmures() {
let comp = duplicate(this.items.filter(item => item.type == 'armure') || [])
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'armure') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getBlessures() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'blessure') || [])
for (let c of comp) {
let blessDef = game.system.tedeum.config.blessures[c.system.typeBlessure]
c.malus = blessDef.modifier
}
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getMaladies() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'maladie') || [])
for (let c of comp) {
c.malus = "N/A"
if (c.system.appliquee) {
let malDef = game.system.tedeum.config.virulence[c.system.virulence]
c.malus = malDef.modifier
}
}
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getPoisons() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'poison') || [])
for (let c of comp) {
c.malus = "N/A"
if (c.system.appliquee) {
let poisDef = game.system.tedeum.config.virulencePoison[c.system.virulence]
c.malus = poisDef.modifier
}
}
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
calculMalusBlessures() {
let modifierBlessures = 0
let nbBlessures = 0
// Cumul des malus de blessures
for (let locKey in this.system.localisation) {
let loc = this.system.localisation[locKey]
let bDef = game.system.tedeum.config.blessures[loc.blessures]
modifierBlessures += bDef.modifier
nbBlessures += bDef.count
getSanteModifier() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'maladie') || [])
let modTotal = 0
for (let c of comp) {
if (c.system.appliquee) {
let maladieDef = game.system.tedeum.config.virulence[c.system.virulence]
modTotal += maladieDef.modifier
}
}
let simples= foundry.utils.duplicate(this.items.filter(item => item.type == 'simple') || [])
for (let c of simples) {
if (c.system.appliquee) {
let simpleDef = game.system.tedeum.config.virulencePoison[c.system.virulence]
modTotal += simpleDef.modifier
}
}
let blessures = foundry.utils.duplicate(this.items.filter(item => item.type == 'blessure') || [])
for (let c of blessures) {
let blessDef = game.system.tedeum.config.blessures[c.system.typeBlessure]
modTotal += blessDef.modifier
}
// Si le nombre de blessures est supérieur au score d'endurance, alors malus supplémentaire
let endurance = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "endurance")
if ( nbBlessures > endurance.system.score) {
modifierBlessures += -1
}
return modifierBlessures
if ( blessures.length > endurance.system.score) {
modTotal += -1
}
return modTotal
}
/* -------------------------------------------- */
@ -160,7 +203,26 @@ export class TeDeumActor extends Actor {
providence.dice = game.system.tedeum.config.providence[providence.value].diceValue
return providence
}
/* -------------------------------------------- */
prepareCombat() {
let combatLoc = foundry.utils.deepClone(this.system.localisation)
for (let key in combatLoc) {
combatLoc[key] = foundry.utils.mergeObject(combatLoc[key], game.system.tedeum.config.LOCALISATION[key])
combatLoc[key].armures = []
combatLoc[key].protectionTotal = 0
let armures = this.getArmures()
for (let armure of armures) {
if (armure.system.equipe && armure.system.localisation[key].protege) {
combatLoc[key].armures.push(armure)
combatLoc[key].protectionTotal += armure.system.protection
}
}
let endurance = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "endurance")
combatLoc[key].endurance = endurance.system.score + game.system.tedeum.config.LOCALISATION[key].locMod
combatLoc[key].touche = combatLoc[key].endurance + combatLoc[key].protectionTotal
}
return combatLoc
}
/* -------------------------------------------- */
modifyProvidence(value) {
let providence = foundry.utils.duplicate(this.system.providence)
@ -202,7 +264,7 @@ export class TeDeumActor extends Actor {
getItemById(id) {
let item = this.items.find(item => item.id == id);
if (item) {
item = duplicate(item)
item = foundry.utils.duplicate(item)
}
return item;
}
@ -232,7 +294,7 @@ export class TeDeumActor extends Actor {
/* ------------------------------------------- */
async buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
let equipments = foundry.utils.duplicate(this.items.filter(item => item.type == "equipment") || [])
for (let equip1 of equipments) {
if (equip1.system.iscontainer) {
equip1.system.contents = []
@ -288,10 +350,13 @@ export class TeDeumActor extends Actor {
}
/* -------------------------------------------- */
getInitiativeScore(combatId, combatantId) {
let init = Math.floor((this.system.attributs.physique.value + this.system.attributs.habilite.value) / 2)
let subValue = new Roll("1d20").roll({ async: false })
return init + (subValue.total / 100)
getInitiativeScore() {
let initiative = this.items.find(it=>it.type == "competence" && it.name.toLowerCase() == "initiative")
if ( initiative ) {
return initiative.system.score
}
ui.notifications.warn("Impossible de trouver la compétence Initiative pour l'acteur " + this.name)
return -1;
}
/* -------------------------------------------- */
@ -327,8 +392,8 @@ export class TeDeumActor extends Actor {
rollData.actorId = this.id
rollData.img = this.img
rollData.providence = this.prepareProvidence()
rollData.malusBlessures = this.calculMalusBlessures()
rollData.santeModifier = this.getSanteModifier()
return rollData
}
@ -336,7 +401,7 @@ export class TeDeumActor extends Actor {
getCommonCompetence(compId) {
let rollData = this.getCommonRollData()
let competence = duplicate(this.items.find(it => it.type =="competence" && it.id == compId))
let competence = foundry.utils.duplicate(this.items.find(it => it.type =="competence" && it.id == compId))
rollData.competence = competence
let c = foundry.utils.duplicate(this.system.caracteristiques[competence.system.caracteristique])
@ -357,15 +422,30 @@ export class TeDeumActor extends Actor {
/* -------------------------------------------- */
rollArme(armeId) {
rollArme(armeId, compName = undefined) {
let weapon = this.items.get(armeId)
if (weapon) {
weapon = duplicate(weapon)
weapon = foundry.utils.duplicate(weapon)
let rollData = this.getCommonRollData()
rollData.mode = "arme"
rollData.arme = weapon
rollData.img = weapon.img
rollData.title = weapon.name
// Setup competence + carac
if (!compName) {
compName = weapon.system.competence
}
let competence = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == compName.toLowerCase())
if ( competence) {
rollData.competence = competence
let c = foundry.utils.duplicate(this.system.caracteristiques[competence.system.caracteristique])
this.updateCarac( c, competence.system.caracteristique)
rollData.carac = c
} else {
ui.notifications.warn("Impossible de trouver la compétence " + compName)
return
}
this.startRoll(rollData).catch("Error on startRoll")
} else {
ui.notifications.warn("Impossible de trouver l'arme concernée ")