Correction sur blessures et actions restantes
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Release Creation / build (release) Successful in 53s
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@@ -10,6 +10,7 @@ export class TeDeumCombat extends Combat {
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for (let cId of ids) {
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const c = this.combatants.get(cId);
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let initBonus = c.actor ? c.actor.getInitiativeScore(this.id, cId) : -1;
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console.log("Init Bonus : ", c.name, initBonus)
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await this.updateEmbeddedDocuments("Combatant", [{ _id: cId, initiative: initBonus }]);
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}
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@@ -31,8 +32,12 @@ export class TeDeumCombat extends Combat {
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}
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if (ca.nbActionsMainGauche < 0) ca.nbActionsMainGauche = 0
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if (ca.nbActions < 0) ca.nbActions = 0
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await combatant.setFlag("world", "available-actions", ca)
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await combatant.update({ name: `${combatant.token.name} (${ca.nbActions} / ${ca.nbActionsMainGauche})` })
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console.log("Modify Action : ", combatant.name, ca)
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if (game.user.isGM) {
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await TeDeumUtility.updateCombatantActions(combatant, ca)
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} else {
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game.socket.emit("system.fvtt-te-deum", { msg: "msg_modify_combat_action", data: { combatantId: combatantId, ca: ca } })
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}
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}
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/* -------------------------------------------- */
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@@ -59,14 +59,16 @@ export class TeDeumUtility {
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/* -------------------------------------------- */
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static async resetCombatActions(combat) {
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for (let c of combat.combatants) {
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let actor = game.actors.get(c.actorId)
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if (actor) {
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let nbActions = actor.getNbActions()?.value || 0
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let isMainGauche = (actor.getCompetenceScore("Main gauche") > 0)
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let nbActionsMainGauche = isMainGauche ? nbActions : 0
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await c.setFlag("world", "available-actions", { nbActions, nbActionsMainGauche })
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await c.update({ name: `${c.token.name} (${nbActions} / ${nbActionsMainGauche})` })
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if (game.user.isGM) {
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for (let c of combat.combatants) {
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let actor = game.actors.get(c.actorId)
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if (actor) {
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let nbActions = actor.getNbActions()?.value || 0
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let isMainGauche = (actor.getCompetenceScore("Main gauche") > 0)
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let nbActionsMainGauche = isMainGauche ? nbActions : 0
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await c.setFlag("world", "available-actions", { nbActions, nbActionsMainGauche })
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await c.update({ name: `${c.token.name} (${nbActions} / ${nbActionsMainGauche})` })
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}
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}
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}
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}
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@@ -300,7 +302,12 @@ export class TeDeumUtility {
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let defenderToken = canvas.tokens.placeables.find(t => t.id == rollData.defenderTokenId)
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if (defenderToken) {
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let actor = defenderToken.actor
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await actor.appliquerDegats(rollData)
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if (game.user.isGM || actor.isOwner) {
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await actor.appliquerDegats(rollData)
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} else {
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// Send a socket message
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game.socket.emit("system.fvtt-te-deum", { name: "msg_apply_damage", data: { rollData } });
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}
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// Attaque naturelle avec dégats inférieur à -2
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if ((rollData?.arme?.system.specificites?.poing?.hasSpec || rollData?.arme?.system.specificites?.pied?.hasSpec) && rollData.degats < -2) {
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let attacker = this.getActorFromRollData(rollData)
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@@ -436,6 +443,28 @@ export class TeDeumUtility {
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chatMsg.setFlag("world", "tedeum-rolldata", rollData)
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}
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}
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if (msg.name == "msg_modify_combat_action") {
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if (game.user.isGM) {
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let { combatantId, ca } = msg.data
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let combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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console.log("sock - Modify Combat Action : ", combatant.name, ca)
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await TeDeumUtility.updateCombatantActions(combatant, ca)
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}
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}
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}
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if (msg.name == "msg_apply_damage") {
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if (game.user.isGM) {
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let rollData = msg.data.rollData
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let defenderToken = canvas.tokens.placeables.find(t => t.id == rollData.defenderTokenId)
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if (defenderToken) {
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let actor = defenderToken.actor
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await actor.appliquerDegats(rollData)
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} else {
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ui.notifications.error("Impossible de trouver la cible de l'attaque, aucun degats appliqué")
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}
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}
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}
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}
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/* -------------------------------------------- */
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@@ -618,6 +647,12 @@ export class TeDeumUtility {
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}
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}
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/* -------------------------------------------- */
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static async updateCombatantActions(combatant, ca) {
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await combatant.setFlag("world", "available-actions", ca)
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await combatant.update({ name: `${combatant.token.name} (${ca.nbActions} / ${ca.nbActionsMainGauche})` })
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}
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/* -------------------------------------------- */
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static async manageCombatActions(actor, rollData) {
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let combat = game.combats.active
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@@ -639,8 +674,13 @@ export class TeDeumUtility {
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} else {
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ui.notifications.error(`${actor.name} n'a plus d'actions disponibles pour ce round`)
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}
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await combatant.setFlag("world", "available-actions", ca)
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await combatant.update({ name: `${combatant.token.name} (${ca.nbActions} / ${ca.nbActionsMainGauche})` })
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console.log("Manage combat actions 1", actor.name, combatant)
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if (game.user.isGM) {
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await this.updateCombatantActions(combatant, ca)
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} else {
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// Send a socket message
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game.socket.emit("system.fvtt-te-deum", { name: "msg_modify_combat_action", data: { combatantId: combatant.id, ca } });
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}
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rollData.hasActions = true
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rollData.remainingActions = ca.nbActions
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rollData.remainingActionsMainGauche = ca.nbActionsMainGauche
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