Migration datamodels !
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@@ -1,6 +1,6 @@
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/* -------------------------------------------- */
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import { WastelandUtility } from "./wasteland-utility.js";
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import { WastelandRollDialog } from "./wasteland-roll-dialog.js";
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import { WastelandRollDialog } from "./applications/wasteland-roll-dialog.mjs";
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/* -------------------------------------------- */
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const __degatsBonus = [-2, -2, -1, -1, 0, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 9, 9, 10, 10]
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@@ -53,6 +53,7 @@ export class WastelandActor extends Actor {
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arme = foundry.utils.duplicate(arme)
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let combat = this.getCombatValues()
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if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") {
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arme.system.isMelee = true
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arme.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
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arme.system.attrKey = "pui"
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arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
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@@ -62,6 +63,7 @@ export class WastelandActor extends Actor {
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}
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}
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if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
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arme.system.isDistance = true
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arme.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
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arme.system.attrKey = "adr"
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arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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@@ -296,6 +298,10 @@ export class WastelandActor extends Actor {
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changeEclat(value) {
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let newE = this.system.eclat.value
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newE += value
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// Empêcher que l'éclat devienne négatif
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if (newE < 0) {
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newE = 0
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}
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this.update({ 'system.eclat.value': newE })
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}
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@@ -382,6 +388,32 @@ export class WastelandActor extends Actor {
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await this.updateEmbeddedDocuments('Item', [{ _id: compId, 'system.predilections': pred }])
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}
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/* -------------------------------------------- */
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async resetAllPredilections() {
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let updates = []
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for (let item of this.items) {
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if (item.type === "competence" && item.system.predilections && item.system.predilections.length > 0) {
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let pred = foundry.utils.duplicate(item.system.predilections)
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let hasUsed = false
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for (let p of pred) {
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if (p.used) {
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p.used = false
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hasUsed = true
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}
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}
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if (hasUsed) {
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updates.push({ _id: item.id, 'system.predilections': pred })
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}
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}
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}
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if (updates.length > 0) {
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await this.updateEmbeddedDocuments('Item', updates)
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ui.notifications.info(`${updates.length} prédilection(s) réinitialisée(s) pour ${this.name}`)
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} else {
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ui.notifications.info(`Aucune prédilection à réinitialiser pour ${this.name}`)
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}
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}
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/* -------------------------------------------- */
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getInitiativeScore( ) {
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return Number(this.system.attributs.adr.value) + Number(this.system.combat.initbonus)
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@@ -414,10 +446,12 @@ export class WastelandActor extends Actor {
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rollData.actorId = this.id
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rollData.tokenId = this.token?.id
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rollData.img = this.img
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rollData.canEclatDoubleD20 = true // Always true in Wastelan
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rollData.canEclatDoubleD20 = this.getEclat() >= 1 // Vérifier que l'acteur a au moins 1 point d'éclat
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rollData.doubleD20 = false
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rollData.attributs = WastelandUtility.getAttributs()
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rollData.config = foundry.utils.duplicate(game.system.wasteland.config)
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rollData.desavantages = {}
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rollData.isMonte = this.system.combat.monte
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if (attrKey) {
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rollData.attrKey = attrKey
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@@ -440,8 +474,7 @@ export class WastelandActor extends Actor {
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/* -------------------------------------------- */
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async launchRoll(rollData) {
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console.log("RollData", rollData)
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let rollDialog = await WastelandRollDialog.create(this, rollData)
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rollDialog.render(true)
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await WastelandRollDialog.create(this, rollData)
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}
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/* -------------------------------------------- */
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rollAttribut(attrKey) {
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@@ -467,7 +500,7 @@ export class WastelandActor extends Actor {
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async rollPouvoir(pouvoirId) {
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let pouvoir = foundry.utils.duplicate(this.items.get(pouvoirId) || {})
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if (pouvoir?.system) {
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let rollData = this.getCommonRollData(pouvoir.system.attribut, undefined, pouvoir.system.competence)
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let rollData = this.getCommonRollData(pouvoir.system.attribut1, undefined, pouvoir.system.competence)
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if (!rollData.competence) {
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ui.notifications.error("Le pouvoir " + pouvoir.name + " n'a pas de compétence associée. Editez le pouvoir avec la compétence associée.")
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return
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@@ -488,6 +521,12 @@ export class WastelandActor extends Actor {
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}
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let rollData = this.getCommonRollData(arme.system.attrKey, arme.system.competence._id)
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rollData.arme = arme
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rollData.typeAttaque = "assaut"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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rollData.visee = false
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rollData.ciblecourt = false
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rollData.cibleconsciente = false
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this.launchRoll(rollData)
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}
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@@ -511,8 +550,52 @@ export class WastelandActor extends Actor {
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actionImg: arme.img,
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}
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WastelandUtility.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-wasteland/templates/chat-degats-result.html`, rollData)
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content: await foundry.applications.handlebars.renderTemplate(`systems/fvtt-wasteland/templates/chat-degats-result-v2.hbs`, rollData)
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})
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}
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/* -------------------------------------------- */
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async rollAssommer() {
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let rollData = this.getCommonRollData("adr", undefined, "Mouvements")
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rollData.specialAction = "Assommer"
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rollData.typeAttaque = "assommer"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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if (rollData.defender) {
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rollData.selectDifficulte = false
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rollData.difficulte = rollData.defender.system.attributs.tre.value * 2
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}
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this.launchRoll(rollData)
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}
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/* -------------------------------------------- */
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async rollFuir() {
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let rollData = this.getCommonRollData("adr", undefined, "Mouvements")
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rollData.specialAction = "Fuir"
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rollData.typeAttaque = "fuir"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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if (rollData.defender) {
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rollData.selectDifficulte = false
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let comp = rollData.defender.items.find(it => it.type == "competence" && it.name.toLowerCase() == "mouvements")
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rollData.difficulte = rollData.defender.system.attributs.adr.value + ((comp) ? comp.system.niveau : rollData.defender.system.attributs.adr.value)
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}
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this.launchRoll(rollData)
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}
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/* -------------------------------------------- */
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async rollImmobiliser() {
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let rollData = this.getCommonRollData("pui", undefined, "Mêlée")
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rollData.specialAction = "Immobiliser"
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rollData.typeAttaque = "immobiliser"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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if (rollData.defender) {
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rollData.selectDifficulte = false
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rollData.difficulte = rollData.armeDefense ? rollData.armeDefense.system.totalDefensif : 10
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}
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this.launchRoll(rollData)
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}
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}
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