Files
roll20-character-sheets-tester/Knight/pug/js/rolls/pj/combatImprovise.js
T
2022-09-05 17:56:37 +02:00

463 lines
12 KiB
JavaScript

/* eslint-disable no-loop-func */
/* eslint-disable camelcase */
/* eslint-disable max-len */
/* eslint-disable prefer-destructuring */
/* eslint-disable no-undef */
const rollCombatImprovise = 14;
for (let i = 0; i < rollCombatImprovise; i += 1) {
const str = `AI${i}`;
on(`clicked:${str}`, async (info) => {
const roll = info.htmlAttributes.value;
let hasArmure = true;
let dDgts = 0;
let dViolence = 0;
switch (i) {
case 1:
dDgts = 4;
dViolence = 4;
break;
case 2:
dDgts = 2;
dViolence = 5;
break;
case 3:
dDgts = 4;
dViolence = 4;
break;
case 4:
dDgts = 6;
dViolence = 4;
break;
case 5:
dDgts = 4;
dViolence = 6;
break;
case 6:
dDgts = 5;
dViolence = 5;
break;
case 7:
dDgts = 7;
dViolence = 5;
break;
case 8:
dDgts = 5;
dViolence = 7;
break;
case 9:
dDgts = 6;
dViolence = 6;
break;
case 10:
dDgts = 7;
dViolence = 9;
break;
case 11:
dDgts = 8;
dViolence = 8;
break;
case 12:
dDgts = 10;
dViolence = 12;
break;
case 13:
dDgts = 11;
dViolence = 11;
break;
default:
dDgts = 0;
dViolence = 0;
break;
}
let exec = [];
exec.push(roll);
let isConditionnelD = false;
let isConditionnelV = false;
const cBase = [];
const cBonus = [];
let cRoll = [];
let bonus = [];
let OD = 0;
const baseDegats = dDgts;
const baseViolence = dViolence;
let diceDegats = baseDegats;
let diceViolence = baseViolence;
let bDegats = [];
const bViolence = [];
let degats = [];
let violence = [];
let C1Nom;
let C2Nom;
let listAttrs = [
'utilisationArmeAI',
'caracteristique3ArmeImprovisee',
'caracteristique4ArmeImprovisee',
'force',
`${ODValue.force}`,
'discretion',
`${ODValue.discretion}`,
'tir',
`${ODValue.tir}`,
'combat',
`${ODValue.combat}`,
'devasterAnatheme',
'bourreauTenebres',
'equilibreBalance',
];
listAttrs = listAttrs.concat(listBase);
listAttrs = listAttrs.concat(listArmure);
listAttrs = listAttrs.concat(listArmureLegende);
listAttrs = listAttrs.concat(listStyle);
const attrs = await getAttrsAsync(listAttrs);
const armure = attrs.armure;
const armureL = attrs.armureLegende;
if (armure === 'sans' || armure === 'guardian') { hasArmure = false; }
const type = attrs.utilisationArmeAI;
const mod = +attrs.jetModifDes;
const hasBonus = attrs.bonusCarac;
const C3 = attrs.caracteristique3ArmeImprovisee;
const C4 = attrs.caracteristique4ArmeImprovisee;
if (type === '&{template:combat} {{portee=^{portee-contact}}}') {
C1Nom = 'force';
C2Nom = 'combat';
} else {
C1Nom = 'force';
C2Nom = 'tir';
}
let C3Nom = '';
let C4Nom = '';
let ODBarbarian = [];
let ODMALBarbarian = [];
let ODRogue = [];
let ODMALRogue = [];
let ODShaman = [];
let ODMALShaman = [];
const ODWarrior = [];
const ODMALWarrior = [];
const vForce = +attrs.force;
const oForce = +attrs[ODValue.force];
const vDiscretion = +attrs.discretion;
const oDiscretion = +attrs[ODValue.discretion];
const oTir = +attrs[ODValue.tir];
const oCombat = +attrs[ODValue.combat];
let isSurprise = false;
let isTenebricide = false;
const attaquesSurprises = [];
const attaquesSurprisesValue = [];
let attaquesSurprisesCondition = '';
const devaste = +attrs.devasterAnatheme;
const bourreau = +attrs.bourreauTenebres;
const equilibre = +attrs.equilibreBalance;
let autresEffets = [];
if (hasArmure) { exec.push('{{OD=true}}'); }
const C1Value = +attrs[C1Nom];
const C1OD = +attrs[ODValue[C1Nom]];
cBase.push(CaracNom[C1Nom]);
cRoll.push(C1Value);
if (hasArmure) { OD += C1OD; }
const C2Value = +attrs[C2Nom];
const C2OD = +attrs[ODValue[C2Nom]];
cBase.push(CaracNom[C2Nom]);
cRoll.push(C2Value);
if (hasArmure) { OD += C2OD; }
const attrsCarac = await getCarac(hasBonus, '0', '0', C3, C4);
if (attrsCarac.C3) {
C3Nom = attrsCarac.C3Brut;
const C3Value = attrsCarac.C3Base;
const C3OD = attrsCarac.C3OD;
cBonus.push(attrsCarac.C3Nom);
cRoll.push(C3Value);
if (hasArmure) { OD += C3OD; }
}
if (attrsCarac.C4) {
C4Nom = attrsCarac.C4Brut;
const C4Value = attrsCarac.C4Base;
const C4OD = attrsCarac.C4OD;
cBonus.push(attrsCarac.C4Nom);
cRoll.push(C4Value);
if (hasArmure) { OD += C4OD; }
}
if (mod !== 0) {
cRoll.push(mod);
exec.push(`{{mod=${mod}}}`);
}
// GESTION DES BONUS DE BASE
if (type === '&{template:combat} {{portee=^{portee-contact}}}') {
let dForce = vForce;
if (hasArmure) { dForce += oForce * 3; }
bDegats.push(dForce);
exec.push(`{{vForce=${dForce}}}`);
}
// FIN GESTION DES BONUS DE BASE
// GESTION DES BONUS DES OD
if (oDiscretion >= 2 && hasArmure) {
let bODDiscretion = vDiscretion;
attaquesSurprises.push(i18n_odDiscretion);
if (oDiscretion >= 5) { bODDiscretion += vDiscretion + oDiscretion; }
attaquesSurprisesValue.push(bODDiscretion);
attaquesSurprisesCondition = `{{attaqueSurpriseCondition=${i18n_attaqueSurpriseCondition}}}`;
}
// FIN DE GESTION DES BONUS DES OD
// GESTION DU STYLE
let getStyle;
if (type.includes('&{template:combat} {{portee=^{portee-contact}}}')) {
getStyle = getStyleContactMod(attrs, [], baseDegats, baseViolence, hasArmure, oCombat, false, false, false, false, false, false, false, false, false);
} else {
getStyle = getStyleDistanceMod(attrs, baseDegats, baseViolence, 0, 0, hasArmure, oTir, false, false, false, false);
}
exec = exec.concat(getStyle.exec);
cRoll = cRoll.concat(getStyle.cRoll);
diceDegats += getStyle.diceDegats;
diceViolence += getStyle.diceViolence;
// FIN GESTION DU STYLE
// GESTION DES BONUS D'ARMURE
const armorBonus = await getArmorBonus(attrs, armure, false, false, vDiscretion, oDiscretion, hasBonus, C1Nom, C2Nom, C3Nom, C4Nom, autresEffets);
exec = exec.concat(armorBonus.exec);
cRoll = cRoll.concat(armorBonus.cRoll);
diceDegats += Number(armorBonus.diceDegats);
bDegats = bDegats.concat(armorBonus.bDegats);
diceViolence += Number(armorBonus.diceViolence);
ODBarbarian = ODBarbarian.concat(armorBonus.ODBarbarian);
ODRogue = ODRogue.concat(armorBonus.ODRogue);
ODShaman = ODShaman.concat(armorBonus.ODShaman);
ODWarrior.push(armorBonus.ODWarrior);
autresEffets = autresEffets.concat(armorBonus.autresEffets);
const MALBonus = await getMALBonus(attrs, armureL, false, false, vDiscretion, oDiscretion, hasBonus, C1Nom, C2Nom, C3Nom, C4Nom, autresEffets);
exec = exec.concat(MALBonus.exec);
cRoll = cRoll.concat(MALBonus.cRoll);
diceDegats += Number(MALBonus.diceDegats);
bDegats = bDegats.concat(MALBonus.bDegats);
diceViolence += Number(MALBonus.diceViolence);
ODMALBarbarian = ODMALBarbarian.concat(MALBonus.ODMALBarbarian);
ODMALRogue = ODMALRogue.concat(MALBonus.ODMALRogue);
ODMALShaman = ODMALShaman.concat(MALBonus.ODMALShaman);
ODMALWarrior.push(MALBonus.ODMALWarrior);
autresEffets = autresEffets.concat(MALBonus.autresEffets);
// FIN GESTION DES BONUS D'ARMURE
OD -= armorBonus.ODWarrior;
OD -= MALBonus.ODMALWarrior;
exec.push(`{{vOD=${OD}}}`);
if (cRoll.length === 0) { cRoll.push(0); }
if (bonus.length === 0) { bonus.push(0); }
bonus = bonus.concat(OD);
bonus = bonus.concat(ODBarbarian);
bonus = bonus.concat(ODMALBarbarian);
bonus = bonus.concat(ODRogue);
bonus = bonus.concat(ODMALRogue);
bonus = bonus.concat(ODShaman);
bonus = bonus.concat(ODMALShaman);
bonus = bonus.concat(ODWarrior);
bonus = bonus.concat(ODMALWarrior);
degats.push(`${diceDegats}D6`);
degats = degats.concat(bDegats);
violence.push(`${diceViolence}D6`);
violence = violence.concat(bViolence);
if (cBase.length !== 0) { exec.push(`{{cBase=${cBase.join(' - ')}}}`); }
if (cBonus.length !== 0) { exec.push(`{{cBonus=${cBonus.join(' - ')}}}`); }
const pairOrImpair = 'cs2cs4cs6cf1cf3cf5s';
const malusRoll = 0;
const total = Math.max(cRoll.reduce((accumulateur, valeurCourante) => accumulateur + valeurCourante, 0) - malusRoll, 0);
const jet = `{{jet=[[ ${total}d6${pairOrImpair}]]}}`;
const baseJet = '{{basejet=[[0]]}}';
exec.push(jet);
exec.push(baseJet);
exec.push(`{{Exploit=[[${cRoll.join('+')}]]}}`);
exec.push(`{{bonus=[[${bonus.join('+')}]]}}`);
exec.push(`{{degats=[[${degats.join('+')}]]}}`);
exec.push(`{{violence=[[${violence.join('+')}]]}}`);
if (attaquesSurprises.length > 0) {
exec.push(`{{attaqueSurprise=${attaquesSurprises.join('\n+')}}}`);
exec.push(`{{attaqueSurpriseValue=[[${attaquesSurprisesValue.join('+')}]]}}`);
exec.push(attaquesSurprisesCondition);
isSurprise = true;
}
if (armure === 'berserk') {
isConditionnelD = true;
isConditionnelV = true;
exec.push(`{{antiAnatheme=${i18n_antiAnatheme}}}`);
exec.push(`{{antiAnathemeCondition=${i18n_antiAnathemeCondition}}}`);
exec.push('{{tenebricideValueD=[[0]]}}');
exec.push('{{tenebricideValueV=[[0]]}}');
exec.push(`{{tenebricide=${i18n_tenebricide}}}`);
exec.push(`{{tenebricideConditionD=${i18n_tenebricideConditionD}}}`);
exec.push(`{{tenebricideConditionV=${i18n_tenebricideConditionV}}}`);
isTenebricide = true;
if (attaquesSurprises.length > 0) {
exec.push(`{{tenebricideAS=${attaquesSurprises.join('\n+')}}}`);
exec.push('{{tenebricideASValue=[[0]]}}');
}
}
if (devaste || bourreau || equilibre) {
const herauts = [];
if (devaste) { herauts.push(i18n_devasterAnatheme); }
if (bourreau) { herauts.push(i18n_bourreauTenebres); }
if (equilibre) { herauts.push(i18n_equilibrerBalance); }
exec.push(`{{herauts=${herauts.join(' / ')}}}`);
}
if (autresEffets.length > 0) {
autresEffets.sort();
exec.push(`{{effets=${autresEffets.join(' / ')}}}`);
}
if (isConditionnelD) { exec.push('{{degatsConditionnel=true}}'); }
if (isConditionnelV) { exec.push('{{violenceConditionnel=true}}'); }
// ROLL
const 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 = {
bourreau,
devaste,
equilibre,
isSurprise,
isTenebricide,
};
const computed = updateRoll(finalRoll, rJet, tBonus, tDegats, rDegats, bDegats, tViolence, rViolence, bViolence, conditions);
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 = 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);
}
});
}