Gestion défense et compteur de possession

This commit is contained in:
2025-12-02 23:58:17 +01:00
parent 706aa657b1
commit 19cabe816e
18 changed files with 282 additions and 137 deletions

View File

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