Initiative rework, with some broken css

This commit is contained in:
Vlyan
2021-01-15 20:14:50 +01:00
parent 58a4e71b32
commit 27e88be49d
23 changed files with 425 additions and 156 deletions

View File

@@ -22,57 +22,90 @@ export class CombatL5r5e extends Combat {
ids = [ids];
}
// Make combatants array
const combatants = [];
ids.forEach((combatantId) => {
const combatant = game.combat.combatants.find((c) => c._id === combatantId);
if (combatant && combatant.actor) {
combatants.push(combatant);
}
});
// Get global modifiers
const cfg = {
difficulty: game.settings.get("l5r5e", "initiative.difficulty.value"),
difficultyHidden: game.settings.get("l5r5e", "initiative.difficulty.hidden"),
prepared: {
character: game.settings.get("l5r5e", "initiative.prepared.character"),
adversary: game.settings.get("l5r5e", "initiative.prepared.adversary"),
minion: game.settings.get("l5r5e", "initiative.prepared.minion"),
},
};
// Get modifiers
const difficulty = game.settings.get("l5r5e", "initiative.difficulty.value");
const difficultyHidden = game.settings.get("l5r5e", "initiative.difficulty.hidden");
const skillId = CONFIG.l5r5e.initiativeSkills[game.settings.get("l5r5e", "initiative.encounter")];
// SkillId from DicePicker or global
const skillId = messageOptions.skillId
? messageOptions.skillId
: CONFIG.l5r5e.initiativeSkills[game.settings.get("l5r5e", "initiative.encounter")];
const skillCat = CONFIG.l5r5e.skills.get(skillId);
// Get score for each combatant
const updatedCombatants = [];
combatants.forEach((combatant) => {
ids.forEach((combatantId) => {
const combatant = game.combat.combatants.find((c) => c._id === combatantId);
if (!combatant || !combatant.actor) {
return;
}
// shortcut to data
const data = combatant.actor.data.data;
// A characters initiative value is based on their state of preparedness when the conflict began.
// If the character was ready for the conflict, their base initiative value is their focus attribute.
// If the character was unprepared (such as when surprised), their base initiative value is their vigilance attribute.
const isPrepared = true; // TODO in actor ? (pc and npc)
let initiative = isPrepared ? data.focus : data.vigilance;
let initiative = 0;
// PC and Adversary
// (minion NPCs can generate initiative value without a check, using their focus or vigilance attribute)
if (combatant.actor.data.type !== "npc" || combatant.actor.data.data.type === "minion") {
const formula = [`${data.rings[data.stance]}dr`];
const skillValue =
combatant.actor.data.type === "npc" ? data.skills[skillCat] : data.skills[skillCat][skillId];
if (skillValue > 0) {
formula.push(`${skillValue}ds`);
if (combatant.actor.data.type === "npc" && combatant.actor.data.data.type === "minion") {
// Minion NPCs can generate initiative value without a check, using their focus or vigilance attribute
initiative = cfg.prepared.minion ? data.focus : data.vigilance;
} else {
// PC and Adversary
const isPc = combatant.actor.data.type === "character";
// prepared is a boolean or if null we get the info in the actor sheet
let isPrepared = isPc ? cfg.prepared.character : cfg.prepared.adversary;
if (isPrepared === "null") {
isPrepared = data.prepared;
}
initiative = isPrepared ? data.focus : data.vigilance;
// Roll formula
if (!formula) {
const createFormula = [`${data.rings[data.stance]}dr`];
const skillValue = isPc ? data.skills[skillCat][skillId] : data.skills[skillCat];
if (skillValue > 0) {
createFormula.push(`${skillValue}ds`);
}
formula = createFormula.join("+");
}
const roll = new game.l5r5e.RollL5r5e(formula.join("+"));
const roll = new game.l5r5e.RollL5r5e(formula);
roll.actor = combatant.actor;
roll.l5r5e.stance = data.stance;
roll.l5r5e.skillId = skillId;
roll.l5r5e.summary.difficulty = difficulty;
roll.l5r5e.summary.difficultyHidden = difficultyHidden;
roll.l5r5e.skillCatId = skillCat;
roll.l5r5e.summary.difficulty =
messageOptions.difficulty !== undefined ? messageOptions.difficulty : cfg.difficulty;
roll.l5r5e.summary.difficultyHidden =
messageOptions.difficultyHidden !== undefined
? messageOptions.difficultyHidden
: cfg.difficultyHidden;
roll.l5r5e.summary.voidPointUsed = !!messageOptions.useVoidPoint;
roll.roll();
roll.toMessage({ flavor: game.i18n.localize("l5r5e.chatdices.initiative_roll") });
roll.toMessage({
flavor:
game.i18n.localize("l5r5e.chatdices.initiative_roll") +
" (" +
game.i18n.localize(`l5r5e.conflict.initiative.prepared_${isPrepared}`) +
")",
});
// if the character succeeded on their Initiative check, they add 1 to their base initiative value,
// plus an additional amount equal to their bonus successes.
if (roll.l5r5e.summary.success >= difficulty) {
initiative = initiative + 1 + Math.max(roll.l5r5e.summary.success - difficulty, 0);
if (roll.l5r5e.summary.success >= roll.l5r5e.summary.difficulty) {
initiative =
initiative + 1 + Math.max(roll.l5r5e.summary.success - roll.l5r5e.summary.difficulty, 0);
}
}