Fix infinite loop + dices

This commit is contained in:
2022-01-11 18:19:13 +01:00
parent 1eb5c5ecb3
commit 96e02cdb7a
4 changed files with 81 additions and 32 deletions

View File

@ -183,31 +183,66 @@ export class YggdrasillUtility {
rollData.finalBM -= 3;
}
rollData.rawDices = []
if (sumDice > nbDice) sumDice = nbDice;
let myRoll = new Roll(nbDice+"d10x10kh"+sumDice+"+"+rollData.furorUsage+"d10+"+niveauCompetence+"+"+rollData.finalBM).roll( { async: false} );
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode") );
let rolls = []
let maxTab = [ {idx: 0, value: 0}, {idx: 0, value:0}]
for (let i=0; i<nbDice; i++) {
rolls[i] = new Roll("1d10x10").roll( {async: false}) //+sumDice+"+"+rollData.furorUsage+"d10+"+niveauCompetence+"+"+rollData.finalBM).roll( { async: false} );
if ( i == nbDice-1 ) {
await this.showDiceSoNice(rolls[nbDice-1], game.settings.get("core", "rollMode") );
} else {
this.showDiceSoNice(rolls[i], game.settings.get("core", "rollMode") );
}
rollData.rawDices.push({ 'result': rolls[i].total});
if ( rolls[i].total > maxTab[0].value) {
if ( maxTab[0].value > maxTab[1].value) {
maxTab[1].value = maxTab[0].value
maxTab[1].idx = maxTab[0].idx
}
maxTab[0].value = rolls[i].total
maxTab[0].idx = i
} else {
if ( rolls[i].total > maxTab[1].value) {
maxTab[1].value = rolls[i].total
maxTab[1].idx = i
}
}
}
let bonusRoll = new Roll(rollData.furorUsage+"d10x10+"+niveauCompetence+"+"+rollData.finalBM).roll( {async: false})
if ( rollData.furorUsage > 0) {
this.showDiceSoNice(bonusRoll, game.settings.get("core", "rollMode") );
}
rollData.finalTotal = (sumDice ==1) ? maxTab[0].value : maxTab[0].value + maxTab[1].value;
rollData.finalTotal += bonusRoll.total;
rollData.furorResult = (rollData.furorUsage >0 ) ? bonusRoll.dice[0].results[0].result : 0;
rollData.maxTab = maxTab
// Compute total SR
rollData.srFinal = rollData.sr;
if ( rollData.bonusdefense ) {
rollData.srFinal += rollData.bonusdefense;
}
}
if ( rollData.srFinal > 0 ) {
isCritical = myRoll.total >= rollData.srFinal*2;
isSuccess = myRoll.total >= rollData.srFinal;
marge = myRoll.total - rollData.srFinal;
isCritical = myRoll.finalTotal >= rollData.srFinal*2;
isSuccess = myRoll.finalTotal >= rollData.srFinal;
marge = myRoll.finalTotal - rollData.srFinal;
}
rollData.rawDices = duplicate(myRoll.dice[0].results);
if (nbDice == 1 && myRoll.dice[0].results[0].result == 1) {
if (nbDice == 1 && rolls[0].dice[0].results[0].result == 1) {
isFailure = true;
}
if (nbDice == 2 && myRoll.dice[0].results[0].result == 1 && myRoll.dice[0].results[1].result == 1) {
if (nbDice == 2 && rolls[0].dice[0].results[0].result == 1 && rolls[1].dice[0].results[0].result == 1) {
isFailure = true;
}
if (nbDice >= 3 ) {
let nbOnes = myRoll.dice[0].results.filter( dice => dice.result == 1);
isFailure = nbOnes.length >= 3;
let nbOnes = 0
for (let roll of rolls) {
if (roll.dice[0].results[0].result == 1 ) nbOnes++;
}
isFailure = nbOnes >= 3;
}
if ( rollData.furorUsage > 0 ) {
let actor = game.actors.get(rollData.actorId);
@ -221,12 +256,12 @@ export class YggdrasillUtility {
}
// Stockage resultats
rollData.rolls = rolls
rollData.sumDice = sumDice;
rollData.isFailure = isFailure;
rollData.isSuccess = isSuccess;
rollData.isCritical = isCritical;
rollData.marge = marge;
rollData.roll = myRoll
// Specific GALDR
if ( rollData.sort?.type == "sortgaldr" && rollData.isSuccess) {