Files
roll20-character-sheets-tester/Knight/pug/js/rolls/pj/combatAutre.js
T

487 lines
15 KiB
JavaScript

/* eslint-disable prefer-destructuring */
/* eslint-disable camelcase */
/* eslint-disable max-len */
/* eslint-disable no-undef */
const rollCombatAutre = ['repeating_armeautre:armeautrepj', 'repeating_armeautre:armeautrepjvehicule'];
rollCombatAutre.forEach((button) => {
on(`clicked:${button}`, async (info) => {
const roll = info.htmlAttributes.value;
let listAttrs = [];
const id = info.triggerName.split('_')[2];
const prefix = `repeating_armeautre_${id}_`;
const effet = wpnEffects.map((a) => `${prefix}${a}`);
const effetValue = wpnEffectsValue.map((a) => `${prefix}${a}`);
const AA = wpnAmeliorationA.map((a) => `${prefix}${a}`);
const AAValue = wpnAmeliorationAValue.map((a) => `${prefix}${a}`);
const special = wpnSpecial.map((a) => `${prefix}${a}`);
const specialValue = wpnSpecialValue.map((a) => `${prefix}${a}`);
listAttrs.push(`${prefix}ArmeAutre`);
listAttrs.push(`${prefix}armeAutrePortee`);
listAttrs.push(`${prefix}armeODAutre`);
listAttrs.push(`${prefix}armeAttaqueAutre`);
listAttrs.push(`${prefix}armeAutreDegat`);
listAttrs.push(`${prefix}armeAutreViolence`);
listAttrs.push(`${prefix}armeAutreBDegat`);
listAttrs.push(`${prefix}armeAutreBViolence`);
listAttrs.push('energieVehicule');
listAttrs = listAttrs.concat(effet, effetValue, AA, AAValue, special, specialValue);
const attrs = await getAttrsAsync(listAttrs);
const name = attrs[`${prefix}ArmeAutre`] || '';
const portee = attrs[`${prefix}armeAutrePortee`] || '^{portee-contact}';
let firstExec = [];
let exec = [];
firstExec.push(roll);
firstExec.push(`{{special1=${name}}}`);
firstExec.push(`{{portee=^{portee} ${portee}}}`);
let isConditionnelA = false;
let isConditionnelD = false;
let isConditionnelV = false;
const OD = Number(attrs[`${prefix}armeODAutre`]) || 0;
const cRoll = [
Number(attrs[`${prefix}armeAttaqueAutre`]) || 0,
];
let bonus = [
OD,
];
let diceDegats = 0;
let diceViolence = 0;
let bDegats = [];
const bViolence = [];
diceDegats += Number(attrs[`${prefix}armeAutreDegat`]) || 0;
diceViolence += Number(attrs[`${prefix}armeAutreViolence`]) || 0;
bDegats.push(Number(attrs[`${prefix}armeAutreBDegat`]) || 0);
bViolence.push(Number(attrs[`${prefix}armeAutreBViolence`]) || 0);
let degats = [];
let violence = [];
let attaquesSurprises = [];
let attaquesSurprisesValue = [];
let attaquesSurprisesCondition = '';
let eASAssassin = '';
let eASAssassinValue = 0;
let isAssistantAttaque = false;
let isAntiAnatheme = false;
let isCadence = false;
let vCadence = 0;
let isDestructeur = false;
let vDestructeur = 0;
let isFureur = false;
let isMeurtrier = false;
let vMeurtrier = 0;
let nowSilencieux = false;
let isObliteration = false;
let isTenebricide = false;
let isTirRafale = false;
let isUltraviolence = false;
let isSurprise = false;
let isELumiere = false;
let lumiereValue = 0;
let isBourreau = false;
let isDevastation = false;
let isGuidage = false;
let isRegularite = false;
let eBourreauValue = 0;
let eDevastationValue = 0;
const energie = attrs.energieVehicule;
let hasEnergieRetiree = false;
let vEnergieRetiree = 0;
let autresEffets = [];
let autresAmeliorationsA = [];
const autresSpecial = [];
// GESTION DES EFFETS
const effets = getWeaponsEffectsAutre(prefix, attrs);
bDegats = bDegats.concat(effets.bDegats);
eASAssassin = effets.eASAssassin;
eASAssassinValue = effets.eASAssassinValue;
if (attaquesSurprisesCondition === '' && effets.attaquesSurprisesCondition !== '') { attaquesSurprisesCondition = effets.attaquesSurprisesCondition; }
attaquesSurprises = attaquesSurprises.concat(effets.attaquesSurprises);
attaquesSurprisesValue = attaquesSurprisesValue.concat(effets.attaquesSurprisesValue);
autresEffets = autresEffets.concat(effets.autresEffets);
isAntiAnatheme = effets.isAntiAnatheme;
isAssistantAttaque = effets.isAssistantAttaque;
isCadence = effets.isCadence;
vCadence = effets.vCadence;
isDestructeur = effets.isDestructeur;
vDestructeur = effets.vDestructeur;
isMeurtrier = effets.isMeurtrier;
vMeurtrier = effets.vMeurtrier;
isFureur = effets.isFureur;
isUltraviolence = effets.isUltraviolence;
nowSilencieux = effets.nowSilencieux;
isTenebricide = effets.isTenebricide;
isObliteration = effets.isObliteration;
isTirRafale = effets.isTirRafale;
isELumiere = effets.isELumiere;
lumiereValue = Number(effets.eLumiereValue);
isBourreau = effets.isBourreau;
isDevastation = effets.isDevastation;
isGuidage = effets.isGuidage;
isRegularite = effets.isRegularite;
eBourreauValue = effets.vBourreau;
eDevastationValue = effets.vDevastation;
if (effets.isConditionnelA) { isConditionnelA = true; }
if (effets.isConditionnelD) { isConditionnelD = true; }
if (effets.isConditionnelV) { isConditionnelV = true; }
// FIN GESTION DES EFFETS
// GESTION DES AMELIORATIONS D'ARMES
const ameliorationsA = getWeaponsAutreAA(prefix, attrs, isAssistantAttaque, eASAssassinValue, isCadence, vCadence, nowSilencieux, isTirRafale, isObliteration, isAntiAnatheme);
exec = exec.concat(ameliorationsA.exec);
bonus = bonus.concat(ameliorationsA.bonus);
diceDegats += ameliorationsA.diceDegats;
diceViolence += ameliorationsA.diceViolence;
bDegats = bDegats.concat(ameliorationsA.bDegats);
attaquesSurprises = attaquesSurprises.concat(ameliorationsA.attaquesSurprises);
attaquesSurprisesValue = attaquesSurprisesValue.concat(ameliorationsA.attaquesSurprisesValue);
if (attaquesSurprisesCondition === '') { attaquesSurprisesCondition = ameliorationsA.attaquesSurprisesCondition; }
if (ameliorationsA.isChambreDouble) {
isCadence = true;
vCadence = ameliorationsA.vCadence;
}
autresEffets = autresEffets.concat(ameliorationsA.autresEffets);
autresAmeliorationsA = autresAmeliorationsA.concat(ameliorationsA.autresAmeliorations);
if (ameliorationsA.aASAssassin !== '') {
eASAssassin = ameliorationsA.aASAssassin;
eASAssassinValue = ameliorationsA.aASAssassinValue;
}
if (ameliorationsA.isConditionnelA) { isConditionnelA = true; }
if (ameliorationsA.isConditionnelD) { isConditionnelD = true; }
if (ameliorationsA.isConditionnelV) { isConditionnelV = true; }
// FIN GESTION DES AMELIORATIONS D'ARMES
// GESTION DES BONUS SPECIAUX
const sBonusDegats = isApplied(attrs[`${prefix}BDDiversTotal`]);
const sBonusDegatsD6 = attrs[`${prefix}BDDiversD6`];
const sBonusDegatsFixe = attrs[`${prefix}BDDiversFixe`];
const sBonusViolence = isApplied(attrs[`${prefix}BVDiversTotal`]);
const sBonusViolenceD6 = attrs[`${prefix}BVDiversD6`];
const sBonusViolenceFixe = attrs[`${prefix}BVDiversFixe`];
const sEnergie = isApplied(attrs[`${prefix}energie`]);
const sEnergieValue = attrs[`${prefix}energieValue`];
let newEnergie = 0;
let pasEnergie = false;
let sEnergieText = '';
if (sBonusDegats) {
exec.push(`{{vMSpecialD=+${sBonusDegatsD6}D6+${sBonusDegatsFixe}}}`);
diceDegats += Number(sBonusDegatsD6);
bDegats.push(sBonusDegatsFixe);
}
if (sBonusViolence) {
exec.push(`{{vMSpecialV=+${sBonusViolenceD6}D6+${sBonusViolenceFixe}}}`);
diceViolence += Number(sBonusViolenceD6);
bViolence.push(sBonusViolenceFixe);
}
if (isGuidage) {
hasEnergieRetiree = true;
vEnergieRetiree += 5;
}
if (sEnergie) {
hasEnergieRetiree = true;
vEnergieRetiree += +sEnergieValue;
}
if (hasEnergieRetiree) {
if (button === 'repeating_armeautre:armeautrepjvehicule') {
autresSpecial.push(`${i18n_energieRetiree} (${vEnergieRetiree})`);
newEnergie = Number(energie) - Number(vEnergieRetiree);
if (newEnergie === 0) {
sEnergieText = i18n_plusEnergie;
} else if (newEnergie < 0) {
newEnergie = 0;
sEnergieText = i18n_pasEnergie;
pasEnergie = true;
}
} else { autresSpecial.push(`^{energie} (${sEnergieValue})`); }
exec.push(`{{energieR=${newEnergie}}}`);
}
// FIN DE GESTION DES BONUS SPECIAUX
if (cRoll.length === 0) { cRoll.push(0); }
if (bonus.length === 0) { bonus.push(0); }
exec.push('{{OD=true}}');
exec.push(`{{vOD=${OD}}}`);
if (diceDegats < 0) { diceDegats = 0; }
if (diceViolence < 0) { diceViolence = 0; }
degats.push(`${diceDegats}D6`);
degats = degats.concat(bDegats);
violence.push(`${diceViolence}D6`);
violence = violence.concat(bViolence);
const pairOrImpair = isGuidage === true ? 'cs1cs3cs5cf2cf4cf6s' : 'cs2cs4cs6cf1cf3cf5s';
const malusRoll = isCadence === true ? 3 : 0;
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
const baseJet = '{{basejet=[[0]]}}';
firstExec.push(jet);
firstExec.push(baseJet);
exec.push(`{{Exploit=[[${total}]]}}`);
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
exec.push(`{{degats=[[${degats.join('+')}]]}}`);
exec.push(`{{violence=[[${violence.join('+')}]]}}`);
if (isObliteration) {
let ASObliteration = [];
let ASValueObliteration = [];
diceDegatsObliteration = diceDegats * 6;
degatsFObliteration = _.reduce(bDegats, (n1, n2) => Number(n1) + Number(n2));
const vObliteration = diceDegatsObliteration + degatsFObliteration;
exec.push(`{{obliterationValue=${vObliteration}}}`);
if (isMeurtrier) { exec.push(`{{obliterationMeurtrierValue=${vMeurtrier * 6}}}`); }
if (isDestructeur) { exec.push(`{{obliterationDestructeurValue=${vDestructeur * 6}}}`); }
if (eASAssassinValue > 0) {
eAssassinTenebricideValue = eASAssassinValue * 6;
ASObliteration.unshift(eASAssassin);
ASValueObliteration.unshift(eAssassinTenebricideValue);
if (attaquesSurprises.length > 0) {
ASObliteration = ASObliteration.concat(attaquesSurprises);
ASValueObliteration = ASValueObliteration.concat(attaquesSurprisesValue);
}
exec.push(`{{obliterationAS=${ASObliteration.join('\n+')}}}`);
exec.push(`{{obliterationASValue=${_.reduce(ASValueObliteration, (n1, n2) => n1 + n2, 0)}}}`);
} else if (attaquesSurprises.length > 0) {
ASObliteration = ASObliteration.concat(attaquesSurprises);
ASValueObliteration = ASValueObliteration.concat(attaquesSurprisesValue);
exec.push(`{{obliterationAS=${ASTenebricide.join('\n+')}}}`);
exec.push(`{{obliterationASValue=${_.reduce(ASValueObliteration, (n1, n2) => n1 + n2, 0)}}}`);
}
}
if (eASAssassinValue > 0) {
attaquesSurprises.unshift(eASAssassin);
attaquesSurprisesValue.unshift(`${eASAssassinValue}D6`);
}
if (attaquesSurprises.length > 0) {
exec.push(`{{attaqueSurprise=${attaquesSurprises.join('\n+')}}}`);
exec.push(`{{attaqueSurpriseValue=[[${attaquesSurprisesValue.join('+')}]]}}`);
exec.push(attaquesSurprisesCondition);
isSurprise = true;
}
if (isTenebricide) {
exec.push(`{{tenebricide=${i18n_tenebricide}}} {{tenebricideConditionD=${i18n_tenebricideConditionD}}} {{tenebricideConditionV=${i18n_tenebricideConditionV}}}`);
exec.push('{{tenebricideValueD=[[0]]}}');
exec.push('{{tenebricideValueV=[[0]]}}');
if (attaquesSurprises.length > 0) {
exec.push(`{{tenebricideAS=${attaquesSurprises.join('\n+')}}}`);
exec.push('{{tenebricideASValue=[[0]]}}');
}
if (isMeurtrier) { firstExec.push('{{tMeurtrierValue=[[0]]}}'); }
if (isDestructeur) { firstExec.push('{{tDestructeurValue=[[0]]}}'); }
if (isFureur) { firstExec.push('{{tFureurValue=[[0]]}}'); }
if (isUltraviolence) { firstExec.push('{{tUltraviolenceValue=[[0]]}}'); }
}
if (isELumiere) { autresEffets.push(`${i18n_lumiere} ${lumiereValue}`); }
if (autresEffets.length > 0) {
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
}
if (autresAmeliorationsA.length > 0) {
autresAmeliorationsA.sort();
exec.push(`{{ameliorations=${autresAmeliorationsA.join(' / ')}}}`);
}
if (autresSpecial.length > 0) {
autresSpecial.sort();
exec.push(`{{special=${autresSpecial.join(' / ')}}}`);
}
if (isConditionnelA) { exec.push('{{succesConditionnel=true}}'); }
if (isConditionnelD) { exec.push('{{degatsConditionnel=true}}'); }
if (isConditionnelV) { exec.push('{{violenceConditionnel=true}}'); }
if (effets.exec) { exec = exec.concat(effets.exec); }
if (effets.firstExec) { firstExec = firstExec.concat(effets.firstExec); }
if (isBourreau) { exec.push(`{{vBourreau=${i18n_bourreau} ${eBourreauValue} ${i18n_inclus}}}`); }
if (isDevastation) { exec.push(`{{vDevastation=${i18n_devastation} ${eDevastationValue} ${i18n_inclus}}}`); }
exec = firstExec.concat(exec);
// ROLL
let finalRoll;
if (pasEnergie === false) {
finalRoll = await startRoll(exec.join(' '));
const tJet = finalRoll.results.jet.result;
const rJet = finalRoll.results.jet.dice;
const tBonus = finalRoll.results.bonus.result;
const tExploit = finalRoll.results.Exploit.result;
const rDegats = finalRoll.results.degats.dice;
const rViolence = finalRoll.results.violence.dice;
const tDegats = finalRoll.results.degats.result;
const tViolence = finalRoll.results.violence.result;
const conditions = {
isTenebricide,
isDestructeur,
isFureur,
isSurprise,
isMeurtrier,
isUltraviolence,
isBourreau,
isDevastation,
isRegularite,
isGuidage,
};
const conditionsValues = {
eBourreauValue,
eDevastationValue,
};
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions, conditionsValues);
finishRoll(finalRoll.rollId, computed);
if (tJet !== 0 && computed.basejet === tExploit) {
const exploitRoll = await startRoll(`${roll}@{jetGM} &{template:simple} {{Nom=@{name}}} {{special1=${i18n_exploit}}}${jet}`);
const rExploit = exploitRoll.results.jet.dice;
const exploitPairOrImpair = isGuidage === true ? 1 : 0;
const jetExploit = rExploit.reduce((accumulateur, valeurCourante) => {
const vC = valeurCourante;
let nV = 0;
if (vC % 2 === exploitPairOrImpair) {
nV = 1;
}
return accumulateur + nV;
}, 0);
const exploitComputed = {
jet: jetExploit,
};
finishRoll(exploitRoll.rollId, exploitComputed);
}
if (hasEnergieRetiree && button === 'repeating_armeautre:armeautrepjvehicule') {
setAttrs({ energieVehicule: newEnergie });
if (newEnergie === 0) {
const noEnergieRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{text=${sEnergieText}}}${name}`);
finishRoll(noEnergieRoll.rollId, {});
}
}
} else {
finalRoll = await startRoll(`@{jetGM} &{template:simple} {{Nom=@{name}}} {{text=${sEnergieText}}}${name}`);
finishRoll(finalRoll.rollId, {});
}
});
});