Gestion défense et compteur de possession
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@@ -1,8 +1,9 @@
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import { RDD_CONFIG } from "../constants.js"
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import { Misc } from "../misc.js"
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import { RdDPossessionV2 } from "../rdd-possession-v2.mjs"
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import { ReglesOptionnelles } from "../settings/regles-optionnelles.js"
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import { demiReveStatusEffect, StatusEffects } from "../settings/status-effects.js"
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import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE } from "./roll-constants.mjs"
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import { StatusEffects } from "../settings/status-effects.js"
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import { ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE, ROLL_TYPE_POSSESSION } from "./roll-constants.mjs"
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import { ROLLDIALOG_SECTION, RollPart } from "./roll-part.mjs"
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export const PART_SIGN = "sign"
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@@ -25,7 +26,7 @@ export class RollPartSign extends RollPart {
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}
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isCombat(rollData) {
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return [ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE].includes(rollData.type.current) || rollData.type.isCombat
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return [ROLL_TYPE_ATTAQUE, ROLL_TYPE_DEFENSE, ROLL_TYPE_POSSESSION].includes(rollData.type.current)
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}
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prepareContext(rollData) {
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@@ -40,7 +41,7 @@ export class RollPartSign extends RollPart {
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const isCombat = this.isCombat(rollData)
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const current = this.getCurrent(rollData)
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current.armeDisparate = isCombat && current.armeDisparate
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current.surprise = actor.getSurprise(isCombat, current.forceRequise ?? 0)
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current.surprise = actor.getSurprise(isCombat, current.forceRequise ?? 0)
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current.reasons = actor.getEffects(it => StatusEffects.niveauSurprise(it, isCombat) > 0, current.forceRequise ?? 0)
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.map(it => { return { img: it.img, label: game.i18n.localize(it.name) } })
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current.diviseur = 1
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@@ -67,7 +68,16 @@ export class RollPartSign extends RollPart {
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}
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isAttaqueFinesse(rollData) {
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return ROLL_TYPE_DEFENSE == rollData.type.current && rollData.attaque?.particuliere == 'finesse'
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const attackerRoll = rollData.attackerRoll
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if (rollData.attackerRoll){
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switch (rollData.type.current) {
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case ROLL_TYPE_DEFENSE:
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return attackerRoll?.particuliere == RDD_CONFIG.particuliere.finesse.key
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case ROLL_TYPE_POSSESSION:
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return RdDPossessionV2.isDefense(rollData.type.possession.action) && attackerRoll?.particuliere == RDD_CONFIG.particuliere.finesse.key
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}
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}
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return false
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}
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isParadeArmeDisparate(current) {
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