Corrections après tests de combat
Some checks failed
Release Creation / build (release) Failing after 1m34s
Some checks failed
Release Creation / build (release) Failing after 1m34s
This commit is contained in:
@@ -46,6 +46,7 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
|
||||
skillLevel: CelestopolActorSheet.#onSkillLevel,
|
||||
factionLevel: CelestopolActorSheet.#onFactionLevel,
|
||||
toggleArmure: CelestopolActorSheet.#onToggleArmure,
|
||||
toggleWeapon: CelestopolActorSheet.#onToggleWeapon,
|
||||
},
|
||||
}
|
||||
|
||||
@@ -237,6 +238,13 @@ export default class CelestopolActorSheet extends HandlebarsApplicationMixin(fou
|
||||
if (item?.type === "armure") await item.update({ "system.equipped": !item.system.equipped })
|
||||
}
|
||||
|
||||
static async #onToggleWeapon(_event, target) {
|
||||
const uuid = target.closest('[data-item-uuid]')?.dataset.itemUuid
|
||||
if (!uuid) return
|
||||
const item = await fromUuid(uuid)
|
||||
if (item?.type === "weapon") await item.update({ "system.equipped": !item.system.equipped })
|
||||
}
|
||||
|
||||
static #onFactionLevel(_event, target) {
|
||||
if (!this.isEditable) return
|
||||
const factionId = target.dataset.faction
|
||||
|
||||
@@ -320,6 +320,8 @@ export class CelestopolRoll extends Roll {
|
||||
: null
|
||||
const resolvedWeaponName = (isRangedDefense && selectedCombatTarget?.weaponName) ? selectedCombatTarget.weaponName : weaponName
|
||||
const resolvedWeaponDegats = (isRangedDefense && selectedCombatTarget?.weaponDegats) ? selectedCombatTarget.weaponDegats : weaponDegats
|
||||
// Dégâts de l'arme adverse en cas d'échec (arme équipée du PNJ ciblé en mêlée, arme distance en esquive)
|
||||
const incomingWeaponDegats = selectedCombatTarget?.weaponDegats ?? resolvedWeaponDegats
|
||||
const targetActorId = selectedCombatTarget?.id || ""
|
||||
const targetActorUuid = selectedCombatTarget?.uuid || ""
|
||||
const targetActorName = selectedCombatTarget?.name || ""
|
||||
@@ -373,6 +375,7 @@ export class CelestopolRoll extends Roll {
|
||||
weaponType,
|
||||
weaponName: resolvedWeaponName,
|
||||
weaponDegats: resolvedWeaponDegats,
|
||||
incomingWeaponDegats,
|
||||
targetActorId,
|
||||
targetActorUuid,
|
||||
targetActorName,
|
||||
@@ -407,9 +410,9 @@ export class CelestopolRoll extends Roll {
|
||||
}
|
||||
}
|
||||
|
||||
// Mêlée échouée OU défense à distance échouée → le protagoniste subit les dégâts de l'arme PNJ
|
||||
if (isCombat && (weaponType === "melee" || isRangedDefense) && actor && roll.options.resultType === "failure") {
|
||||
const incomingWounds = this.getIncomingWounds(resolvedWeaponDegats)
|
||||
// Mêlée échouée OU défense à distance échouée → le protagoniste (PJ uniquement) subit les dégâts de l'arme PNJ
|
||||
if (isCombat && (weaponType === "melee" || isRangedDefense) && actor?.type === "character" && roll.options.resultType === "failure") {
|
||||
const incomingWounds = this.getIncomingWounds(roll.options.incomingWeaponDegats ?? resolvedWeaponDegats)
|
||||
const protection = this.getActorArmorProtection(actor)
|
||||
const appliedWounds = incomingWounds === null
|
||||
? 1
|
||||
@@ -555,6 +558,13 @@ export class CelestopolRoll extends Roll {
|
||||
? Math.max(0, incomingWounds - selectedTargetProtection)
|
||||
: null
|
||||
|
||||
// Type de l'acteur qui lance le jet (character | npc)
|
||||
const rollingActor = await this.constructor.resolveActor({
|
||||
actorUuid: this.options.actorUuid ?? null,
|
||||
actorId: this.options.actorId ?? null,
|
||||
})
|
||||
const actorType = rollingActor?.type ?? this.options.actorType ?? null
|
||||
|
||||
// Libellé de difficulté : en combat "Corps PNJ : N", en opposition "vs ?", sinon "Seuil : 11"
|
||||
const difficultyLabel = this.options.isCombat
|
||||
? `${game.i18n.localize("CELESTOPOL.Combat.corpsPnj")} : ${threshold}`
|
||||
@@ -600,6 +610,8 @@ export class CelestopolRoll extends Roll {
|
||||
woundLabel,
|
||||
isResistance: this.options.isResistance ?? false,
|
||||
isCombat: this.options.isCombat ?? false,
|
||||
actorType,
|
||||
isNpcAttack: actorType === "npc",
|
||||
weaponName: this.options.weaponName ?? null,
|
||||
weaponDegats,
|
||||
weaponType: this.options.weaponType ?? null,
|
||||
|
||||
@@ -13,8 +13,6 @@
|
||||
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
|
||||
const WEAPON_DAMAGE_PRIORITY = { "0": 0, "1": 1, "2": 2, X: 3 }
|
||||
|
||||
export default class CelestopolCharacter extends foundry.abstract.TypeDataModel {
|
||||
static defineSchema() {
|
||||
const fields = foundry.data.fields
|
||||
@@ -275,40 +273,39 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
* Collecte les cibles de combat sur la scène active.
|
||||
* Pour un PJ attaquant, seules les cibles PNJ présentes sur la scène sont proposées.
|
||||
* @param {object} options
|
||||
* @param {boolean} [options.onlyRanged=false]
|
||||
* @param {boolean} [options.fallbackToAll=false]
|
||||
* @param {boolean} [options.onlyRanged=false] - Filtrer sur les PNJ ayant une arme à distance équipée
|
||||
* @param {boolean} [options.fallbackToAll=false] - Revenir à tous les PNJ si aucune cible trouvée
|
||||
* @param {boolean} [options.includeMeleeWeapon=false] - Inclure l'arme de mêlée équipée du PNJ (dégâts adverses)
|
||||
* @returns {Array<{id:string, uuid:string, name:string, corps:number, weaponName?:string, weaponDegats?:string}>}
|
||||
*/
|
||||
_getCombatTargets({ onlyRanged = false, fallbackToAll = false } = {}) {
|
||||
const getBestRangedWeapon = actor => {
|
||||
const rangedWeapons = actor.itemTypes?.weapon?.filter(item => item.system.type === "distance") ?? []
|
||||
if (!rangedWeapons.length) return null
|
||||
return rangedWeapons.reduce((best, item) => {
|
||||
if (!best) return item
|
||||
const bestPriority = WEAPON_DAMAGE_PRIORITY[best.system.degats] ?? -1
|
||||
const itemPriority = WEAPON_DAMAGE_PRIORITY[item.system.degats] ?? -1
|
||||
if (itemPriority !== bestPriority) return itemPriority > bestPriority ? item : best
|
||||
return item.name.localeCompare(best.name) < 0 ? item : best
|
||||
}, null)
|
||||
_getCombatTargets({ onlyRanged = false, fallbackToAll = false, includeMeleeWeapon = false } = {}) {
|
||||
const getEquippedWeapon = (actor, type) =>
|
||||
actor.itemTypes?.weapon?.find(item => item.system.type === type && item.system.equipped) ?? null
|
||||
|
||||
const toEntry = actor => {
|
||||
const entry = {
|
||||
id: actor.id,
|
||||
uuid: actor.uuid,
|
||||
name: actor.name,
|
||||
corps: actor.system.stats?.corps?.res ?? 0,
|
||||
}
|
||||
if (onlyRanged) {
|
||||
const weapon = getEquippedWeapon(actor, "distance")
|
||||
if (weapon) {
|
||||
entry.weaponName = weapon.name
|
||||
entry.weaponDegats = weapon.system.degats
|
||||
}
|
||||
} else if (includeMeleeWeapon) {
|
||||
const weapon = getEquippedWeapon(actor, "melee")
|
||||
entry.weaponDegats = weapon ? weapon.system.degats : "0"
|
||||
}
|
||||
return entry
|
||||
}
|
||||
|
||||
const toEntry = actor => ({
|
||||
id: actor.id,
|
||||
uuid: actor.uuid,
|
||||
name: actor.name,
|
||||
corps: actor.system.stats?.corps?.res ?? 0,
|
||||
...(onlyRanged ? (() => {
|
||||
const weapon = getBestRangedWeapon(actor)
|
||||
return weapon ? {
|
||||
weaponName: weapon.name,
|
||||
weaponDegats: weapon.system.degats,
|
||||
} : {}
|
||||
})() : {}),
|
||||
})
|
||||
const sceneTokens = canvas?.scene?.isView ? (canvas.tokens?.placeables ?? []) : []
|
||||
const targets = [...new Map(sceneTokens
|
||||
.filter(t => t.actor?.type === "npc" && t.actor.id !== this.parent.id)
|
||||
.filter(t => !onlyRanged || getBestRangedWeapon(t.actor))
|
||||
.filter(t => !onlyRanged || getEquippedWeapon(t.actor, "distance"))
|
||||
.map(t => {
|
||||
const actor = t.actor
|
||||
return [actor.uuid, toEntry(actor)]
|
||||
@@ -353,13 +350,12 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
weaponType: item.system.type,
|
||||
weaponName: item.name,
|
||||
weaponDegats: item.system.degats,
|
||||
availableTargets: this._getCombatTargets(),
|
||||
availableTargets: this._getCombatTargets({ includeMeleeWeapon: item.system.type === "melee" }),
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Lance une attaque de mêlée à mains nues.
|
||||
* @returns {Promise<import("../documents/roll.mjs").CelestopolRoll|null>}
|
||||
* Lance une attaque à mains nues (Échauffourée sans arme).
|
||||
*/
|
||||
async rollUnarmedAttack() {
|
||||
const { CelestopolRoll } = await import("../documents/roll.mjs")
|
||||
@@ -387,7 +383,7 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
weaponType: "melee",
|
||||
weaponName: game.i18n.localize("CELESTOPOL.Combat.unarmedAttack"),
|
||||
weaponDegats: "0",
|
||||
availableTargets: this._getCombatTargets(),
|
||||
availableTargets: this._getCombatTargets({ includeMeleeWeapon: true }),
|
||||
})
|
||||
}
|
||||
|
||||
@@ -426,7 +422,7 @@ export default class CelestopolCharacter extends foundry.abstract.TypeDataModel
|
||||
weaponType: "distance",
|
||||
weaponName: item.name,
|
||||
weaponDegats: "0",
|
||||
availableTargets: this._getCombatTargets(),
|
||||
availableTargets: this._getCombatTargets({ onlyRanged: true, fallbackToAll: true }),
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
@@ -85,6 +85,7 @@ export class CelestopolWeapon extends foundry.abstract.TypeDataModel {
|
||||
choices: Object.keys(SYSTEM.WEAPON_DAMAGE_TYPES) }),
|
||||
portee: new fields.StringField({ required: true, nullable: false, initial: "contact",
|
||||
choices: Object.keys(SYSTEM.WEAPON_RANGE_TYPES) }),
|
||||
equipped: new fields.BooleanField({ initial: false }),
|
||||
description: new fields.HTMLField({ required: true, textSearch: true }),
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user