Files
foundryvtt-reve-de-dragon/module/roll/roll-part-attaque.mjs
Vincent Vandemeulebrouck d2326e5a25 Fix: liste des actions disponibles
- ajout du haut-rêve
- possibilité de ne lister que les armes équipées
2026-05-05 02:12:48 +02:00

201 lines
7.6 KiB
JavaScript

import { Distance } from "../combat/distance.mjs"
import { RDD_CONFIG } from "../constants.js"
import { MAP_PHASE, RdDInitiative } from "../initiative.mjs"
import { ATTAQUE_TYPE_MELEE } from "../item/arme.js"
import { Misc } from "../misc.js"
import { RdDBonus } from "../rdd-bonus.js"
import { CARACS } from "../rdd-carac.js"
import { RdDCombatManager } from "../rdd-combat.js"
import { RdDEmpoignade } from "../rdd-empoignade.js"
import { DIFF, ROLL_TYPE_ATTAQUE, ROLL_TYPE_COMP } from "./roll-constants.mjs"
import RollDialog from "./roll-dialog.mjs"
import { PART_CARAC } from "./roll-part-carac.mjs"
import { PART_COMP } from "./roll-part-comp.mjs"
import { PART_DIFF } from "./roll-part-diff.mjs"
import { RollPartSelect } from "./roll-part-select.mjs"
import { PART_SIGN } from "./roll-part-sign.mjs"
import { ROLLDIALOG_SECTION, RollPart } from "./roll-part.mjs"
export const PART_ATTAQUE = 'attaque'
const TACTIQUES = RdDBonus.tactiques.filter(it => it.isTactique)
const FILTER_ATTAQUE_EMPOIGNADE = attaque => attaque.arme?.isEmpoignade()
const FILTER_ATTAQUE_RANG = rang => attaque => !attaque.arme?.isEmpoignade() && (attaque.rang == rang || rang == undefined)
const FILTER_ATTAQUE_EMPOIGNE = attaque => attaque.arme?.isUtilisableEmpoigne() && ATTAQUE_TYPE_MELEE.includes(attaque.main)
export class RollPartAttaque extends RollPartSelect {
get code() { return PART_ATTAQUE }
get section() { return ROLLDIALOG_SECTION.CHOIX }
get rollTypes() { return [ROLL_TYPE_ATTAQUE] }
visible(rollData) { return RollPart.isRollType(rollData, ROLL_TYPE_ATTAQUE) }
loadRefs(rollData) {
const refs = this.getRefs(rollData)
const attaques = rollData.active.actor.listActions()
.filter(it => !it.initOnly)
.sort(Misc.descending(it => it.comp?.system.niveau ?? -8))
refs.all = attaques.map(it => RollPartAttaque.$extractAttaque(it, rollData))
this.filterAttaquesInitiative(rollData)
refs.tactiques = TACTIQUES
if (refs.attaques.length > 0) {
const attaque = this.findAttaque(refs.attaques, this.getSaved(rollData))
this.$selectAttaque(rollData, attaque?.key)
}
}
isAttaqueEmpoignade(it) {
return it.arme.isEmpoignade()
}
restore(rollData) {
const saved = this.getSaved(rollData) ?? {}
if (saved.key) {
this.setCurrent(rollData, {
key: saved.key,
tactique: saved.tactique,
dmg: saved.dmg
})
}
}
store(rollData, targetData) {
const current = this.getCurrent(rollData)
this.setSaved(targetData, {
key: current.key,
tactique: current.tactique,
dmg: current.dmg
})
}
findAttaque(attaques, saved) {
return attaques.find(it => it.key == saved.key) ??
attaques.find(it => it.arme.id == (saved?.arme?.id ?? it.arme.id)
&& it.comp.id == (saved?.comp?.id ?? it.comp.id)
&& it.main == (saved?.main ?? it.main)
)
}
choices(refs) { return refs.attaques }
static $extractAttaque(attaque, rollData) {
attaque.key = `${attaque.action}::${attaque.label}`
attaque.tactique = TACTIQUES[0]
attaque.initialDiff = attaque.comp?.system.default_diffLibre ?? 0
attaque.distance = Distance.ajustements(rollData.active?.token, rollData.opponent?.token, attaque)
attaque.rang = RdDInitiative.phaseArme(attaque.comp?.system.categorie, attaque.arme)?.rang
return attaque
}
prepareContext(rollData) {
this.filterAttaquesInitiative(rollData)
const current = this.getCurrent(rollData)
current.dmg = RdDBonus.dmgRollV2(rollData, current)
}
filterAttaquesInitiative(rollData) {
const refs = this.getRefs(rollData)
const rang = RdDCombatManager.getRangInitiativeCombatant(rollData.ids.actorId, rollData.ids.actorTokenId)
const isEmpoignade = MAP_PHASE.empoignade.rang == rang
//const isEmpoignade = RdDEmpoignade.isCombatantEmpoignade(rollData.ids.actorId, rollData.ids.actorTokenId)
refs.isEmpoignadeEnCours = RdDEmpoignade.isEmpoignadeEnCours(rollData.active.actor)
const filterAttaques = isEmpoignade ?
FILTER_ATTAQUE_EMPOIGNADE
: refs.isEmpoignadeEnCours
? FILTER_ATTAQUE_EMPOIGNE
: FILTER_ATTAQUE_RANG(rang)
refs.attaques = refs.all.filter(filterAttaques)
}
getAjustements(rollData) {
const current = this.getCurrent(rollData)
const tactique = current.tactique ? [{ label: current.tactique.label, value: current.tactique.attaque }] : []
const surprise = rollData.opponent?.surprise ? [{ label: rollData.opponent.surprise.label, value: rollData.opponent.surprise.attaque }] : []
return [...tactique, ...surprise]
}
$selectAttaque(rollData, key) {
const tactique = this.getCurrent(rollData).tactique
this.selectByKey(rollData, key)
if (tactique) {
this.getCurrent(rollData).tactique = tactique
}
}
async _onRender(rollDialog, context, options) {
const inputDiff = rollDialog.element.querySelector(`roll-section[name="diff"] input[name="diff"]`)
const selectAttaque = rollDialog.element.querySelector(`roll-section[name="${this.code}"] select[name="select-attaque"]`)
const selectTactique = rollDialog.element.querySelector(`roll-section[name="${this.code}"] select[name="select-tactique"]`)
const checkMortalite = rollDialog.element.querySelector(`roll-section[name="${this.code}"] input[name="check-mortalite"]`)
const utiliserDagueEmpoignade = rollDialog.element.querySelector(`roll-section[name="${this.code}"] a.utiliser-dague-empoignade`)
const rollData = rollDialog.rollData
const current = this.getCurrent(rollData)
selectAttaque?.addEventListener("change", e => {
const selectOptions = e.currentTarget.options
const index = selectOptions.selectedIndex
this.$selectAttaque(rollData, selectOptions[index]?.value)
rollDialog.render()
})
selectTactique?.addEventListener("change", e => {
const selectOptions = e.currentTarget.options
const index = selectOptions.selectedIndex
current.tactique = RdDBonus.find(selectOptions[index]?.value)
rollDialog.render()
})
checkMortalite?.addEventListener("change", e => {
current.dmg.mortalite = (e.currentTarget.checked ? RDD_CONFIG.encaissement.mortel : RDD_CONFIG.encaissement.nonmortel)
rollDialog.render()
})
utiliserDagueEmpoignade?.addEventListener("click", e => {
e.preventDefault()
this.utiliserDagueEmpoignade(rollData)
})
inputDiff?.addEventListener("input", e => {
this.getRefs(rollData).all.forEach(attaque => attaque.initialDiff = undefined)
})
}
utiliserDagueEmpoignade(rollData) {
RollDialog.create({
ids: { actorId: rollData.ids.actorId, actorTokenId: rollData.ids.actorTokenId },
type: { allowed: [ROLL_TYPE_COMP], current: ROLL_TYPE_COMP },
selected: {
carac: { key: CARACS.DEXTERITE, forced: true },
comp: { key: 'Dague', forced: true },
diff: { type: DIFF.IMPOSEE, value: -4 }
}
},
{ onRollDone: RollDialog.onRollDoneClose })
}
impactOtherPart(part, rollData) {
if (this.visible(rollData)) {
const current = this.getCurrent(rollData)
switch (part.code) {
case PART_CARAC: return part.filterCaracs(rollData, [current.carac?.key])
case PART_COMP: return part.filterComps(rollData, [current.comp?.name])
case PART_DIFF: {
if (Distance.typeAttaqueDistance(current)) {
part.setDiff(rollData, { type: DIFF.DEFAUT })
}
else {
part.setDiff(rollData, { type: DIFF.ATTAQUE, diff: current.initialDiff })
current.initialDiff = undefined
}
break
}
case PART_SIGN: return part.setArme(rollData, false, current.forceRequise)
}
}
return undefined
}
}