sotc-clash-arrow : flèches de clash entre combattants
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sotc-damage-wizard/module/DamageEngine.js
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798
sotc-damage-wizard/module/DamageEngine.js
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/**
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* sotc-damage-wizard | DamageEngine.js
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*
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* Moteur de résolution des clashes selon les règles officielles SotC.
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*
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* ──────────────────────────────────────────────────────────────────────
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* RÈGLES DE CLASH (séquence linéaire)
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* ──────────────────────────────────────────────────────────────────────
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*
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* Les dés clashent dans l'ordre : dé[0] vs dé[0], dé[1] vs dé[1], etc.
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* Les dés restants (sans opposant) sont "sans opposition" (Unopposed).
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* Après un clash, les DEUX dés sont détruits sauf exception.
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*
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* Offensive (Slash/Pierce/Blunt) :
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* WIN ou UNOPPOSED → HP damage = Power, Stagger damage = Power
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* TIE → Rien
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* LOSE → Rien
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*
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* Défensive – Block :
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* WIN → Stagger = Power_block - Power_opposing
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* TIE → Rien
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* LOSE vs Off → Réduit HP damage et Stagger pris = Power_block
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* UNOPPOSED → Saved Defense Die (état 2)
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*
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* Défensive – Evade :
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* WIN vs Off → Recycle ce dé (réutilisé), aucun autre effet WIN
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* WIN vs Def → Regain Stagger Resist = Power_evade - Power_opposing
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* TIE → Rien
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* LOSE vs Off → Réduit Stagger pris = Power_evade
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* UNOPPOSED → Saved Defense Die (état 2), sauf si recyclé
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*
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* Counter Dice (counter-slash/pierce/blunt/block/evade) :
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* - Ne se déclenchent PAS si Unopposed
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* - Si WIN → réutilisé contre le prochain dé adverse
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* - Détruits à la fin de la compétence adverse
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* → Donnent état 2 (Saved Defense Die) sur le Dé de Vitesse
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*
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* PE (Points d'Émotion) :
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* Chaque clash (entre deux dés, peu importe le résultat) donne +1 PE
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* aux DEUX combatants.
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*
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* ──────────────────────────────────────────────────────────────────────
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*/
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/* ------------------------------------------------------------------ */
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/* Constantes */
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/* ------------------------------------------------------------------ */
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export const OFFENSIVE_TYPES = new Set([
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"slash", "pierce", "blunt"
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]);
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export const COUNTER_OFFENSIVE_TYPES = new Set([
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"counter-slash", "counter-pierce", "counter-blunt"
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]);
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export const BLOCK_TYPES = new Set([
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"block"
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]);
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export const COUNTER_BLOCK_TYPES = new Set([
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"counter-block"
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]);
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export const EVADE_TYPES = new Set([
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"evade"
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]);
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export const COUNTER_EVADE_TYPES = new Set([
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"counter-evade"
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]);
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// Tous les types offensifs (normaux + counter)
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export const ALL_OFFENSIVE = new Set([
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...OFFENSIVE_TYPES, ...COUNTER_OFFENSIVE_TYPES
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]);
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// Tous les types défensifs (normaux + counter)
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export const ALL_DEFENSIVE = new Set([
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...BLOCK_TYPES, ...COUNTER_BLOCK_TYPES,
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...EVADE_TYPES, ...COUNTER_EVADE_TYPES
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]);
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// Tous les types Counter
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export const ALL_COUNTER = new Set([
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...COUNTER_OFFENSIVE_TYPES, ...COUNTER_BLOCK_TYPES, ...COUNTER_EVADE_TYPES
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]);
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/* ------------------------------------------------------------------ */
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/* Helpers de typage */
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/* ------------------------------------------------------------------ */
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export function isOffensive(type) { return ALL_OFFENSIVE.has(type); }
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export function isDefensive(type) { return ALL_DEFENSIVE.has(type); }
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export function isCounter(type) { return ALL_COUNTER.has(type); }
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export function isBlock(type) { return BLOCK_TYPES.has(type) || COUNTER_BLOCK_TYPES.has(type); }
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export function isEvade(type) { return EVADE_TYPES.has(type) || COUNTER_EVADE_TYPES.has(type); }
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/* ------------------------------------------------------------------ */
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/* Récupération de la compétence assignée */
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/* ------------------------------------------------------------------ */
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export function getAssignedSkill(combatant) {
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const skillId = combatant?.getFlag("sotc-battle-show-ability", "assignedSkillId") ?? null;
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if (!skillId) return null;
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return combatant.actor?.items.get(skillId) ?? null;
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}
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export function getSkillDice(skill) {
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const raw = skill.system.dice?.die ?? [];
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const arr = Array.isArray(raw) ? raw : Object.values(raw);
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return arr.map(d => ({
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type: d.type ?? "slash",
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formula: d.formula ?? "1d6",
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mods: Array.isArray(d.mods)
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? d.mods.filter(Boolean)
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: Object.values(d.mods ?? {}).filter(Boolean)
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}));
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}
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/* ------------------------------------------------------------------ */
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/* Résolution d'un dé (roll + modificateurs de statuts) */
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/* ------------------------------------------------------------------ */
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export async function resolveDie(die, actor, extraMod = 0) {
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const mods = actor.system.modifiers ?? {};
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const match = die.formula.match(/^\s*(\d+)\s*d\s*(\d+)((?:\s*[+-]\s*\d+)*)\s*$/);
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if (!match) {
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const r = await new Roll("0").roll({ async: true });
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return { roll: r, total: 0, formulaDisplay: `Formule invalide: ${die.formula}` };
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}
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const numDice = parseInt(match[1]);
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const dieSize = parseInt(match[2]);
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const modStr = (match[3] || "").replace(/\s+/g, "");
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const baseMod = modStr.split(/(?=[+-])/).filter(s => s.length)
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.reduce((sum, s) => sum + parseInt(s), 0);
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let statusMod = mods.all_mod ?? 0;
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if (isOffensive(die.type)) statusMod += mods.off_mod ?? 0;
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if (isDefensive(die.type)) statusMod += mods.def_mod ?? 0;
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switch (die.type) {
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case "slash": case "counter-slash": statusMod += mods.slash_mod ?? 0; break;
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case "pierce": case "counter-pierce": statusMod += mods.pierce_mod ?? 0; break;
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case "blunt": case "counter-blunt": statusMod += mods.blunt_mod ?? 0; break;
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case "block": case "counter-block": statusMod += mods.block_mod ?? 0; break;
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case "evade": case "counter-evade": statusMod += mods.evade_mod ?? 0; break;
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}
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const totalMod = baseMod + extraMod + statusMod;
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const formula = `${numDice}d${dieSize} + ${totalMod}`;
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const roll = await new Roll(formula).roll({ async: true });
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let display = `${numDice}d${dieSize}`;
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if (baseMod !== 0) display += baseMod > 0 ? ` + ${baseMod}` : ` - ${Math.abs(baseMod)}`;
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if (extraMod !== 0) display += extraMod > 0 ? ` + ${extraMod}` : ` - ${Math.abs(extraMod)}`;
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if (statusMod !== 0) display += statusMod > 0 ? ` + ${statusMod}` : ` - ${Math.abs(statusMod)}`;
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display += ` = ${roll.total}`;
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return { roll, total: roll.total, formulaDisplay: display };
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}
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/* ------------------------------------------------------------------ */
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/* Résolution des clashes (séquence linéaire) */
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/* ------------------------------------------------------------------ */
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/**
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* Résout la séquence de clashes entre deux ensembles de dés rollés.
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*
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* Retourne un tableau de matchups, un résumé des effets, et les compteurs
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* de PE gagnés.
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*
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* @param {Array} atkRolls [{die, total, roll, formulaDisplay}]
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* @param {Array} defRolls [] si attaque unilatérale
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* @param {Actor} defenderActor
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* @param {Actor} attackerActor
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* @returns {ClashResult}
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*
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* ClashResult :
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* {
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* matchups : DieMatchup[] — dé par dé
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* atkHpDamage : number — HP infligés au défenseur
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* atkStaggerDamage : number — Stagger infligé au défenseur
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* defHpDamage : number — HP infligés à l'attaquant (clash)
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* defStaggerDamage : number — Stagger infligé à l'attaquant (clash)
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* defStaggerRegain : number — Stagger récupéré par le défenseur (evade win)
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* atkStaggerRegain : number — Stagger récupéré par l'attaquant (evade win)
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* atkPE : number — PE gagnés par l'attaquant
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* defPE : number — PE gagnés par le défenseur
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* hasCounter : boolean — true si des counter-dice sont présents
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* atkSavedDice : boolean — l'attaquant a des dés à sauvegarder (état 2)
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* defSavedDice : boolean — le défenseur a des dés à sauvegarder (état 2)
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* }
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*
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* DieMatchup :
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* {
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* side : "atk" | "def"
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* dieType : string
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* power : number
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* formulaDisplay : string
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* oppType : string|null
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* oppPower : number|null
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* clashType : "clash" | "unopposed"
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* verdict : string — voir constantes VERDICT_* ci-dessous
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* effects : string[] — descriptions texte des effets
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* }
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*/
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export function resolveClash(atkRolls, defRolls, defenderActor, attackerActor) {
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// Affinités des acteurs
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const defAff = _getAffinities(defenderActor);
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const atkAff = attackerActor ? _getAffinities(attackerActor) : null;
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const matchups = [];
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// ── Compteurs d'effets ──────────────────────────────────────────────
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let atkHpDamage = 0;
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let atkStaggerDamage = 0;
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let defHpDamage = 0;
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let defStaggerDamage = 0;
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let defStaggerRegain = 0;
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let atkStaggerRegain = 0;
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let atkPE = 0;
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let defPE = 0;
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let atkSavedDice = false;
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let defSavedDice = false;
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// ── Séquence linéaire côté attaquant ───────────────────────────────
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// On travaille sur des copies mutables pour gérer les counter-dice recyclés
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const defQueue = [...defRolls]; // dés du défenseur disponibles pour clash
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// Compteur de clashes par dé défenseur (counter-dice : max 1 clash par dé adverse)
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// Clé : index dans defRolls d'origine → nombre de fois utilisé
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const defUsageCount = new Array(defRolls.length).fill(0);
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// Index courant dans defQueue pour la séquence linéaire
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let defIdx = 0;
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for (let atkIdx = 0; atkIdx < atkRolls.length; atkIdx++) {
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const atk = atkRolls[atkIdx];
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const atkType = atk.die.type;
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// Trouver l'opposant du défenseur à cet index (séquence linéaire)
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const opp = defQueue[defIdx] ?? null;
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const hasOpp = opp !== null;
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let matchup;
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if (!hasOpp) {
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// ── UNOPPOSED côté attaquant ──
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matchup = _resolveAtkUnopposed(atk, defAff, atkIdx);
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atkHpDamage += matchup._hpDmg ?? 0;
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atkStaggerDamage += matchup._staggerDmg ?? 0;
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if (matchup._saved) atkSavedDice = true;
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} else {
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// ── CLASH ──
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const oppType = opp.die.type;
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// PE : chaque clash donne +1 aux deux
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atkPE++;
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defPE++;
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matchup = _resolveAtkClash(atk, opp, defAff, atkAff);
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atkHpDamage += matchup._hpDmg ?? 0;
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atkStaggerDamage += matchup._staggerDmg ?? 0;
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// Effets défensifs du dé opposant sur l'attaquant (block lose / evade lose)
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defHpDamage += matchup._reverseHpDmg ?? 0;
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defStaggerDamage += matchup._reverseStaggerDmg ?? 0;
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defStaggerRegain += matchup._defStaggerRegain ?? 0;
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atkStaggerRegain += matchup._atkStaggerRegain ?? 0;
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// Avancer dans la file défenseur (sauf si counter recyclé)
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if (!matchup._oppRecycled) {
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defIdx++;
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}
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// Si le dé défenseur est un counter et perd → il est quand même consommé
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if (matchup._oppConsumed) {
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defIdx++;
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}
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}
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matchups.push(matchup);
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}
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// ── Dés du défenseur restants (défenseur a plus de dés que l'attaquant) ──
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for (let i = defIdx; i < defQueue.length; i++) {
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const def = defQueue[i];
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const matchup = _resolveDefUnopposed(def, atkAff, i);
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defHpDamage += matchup._hpDmg ?? 0;
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defStaggerDamage += matchup._staggerDmg ?? 0;
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defStaggerRegain += matchup._defStaggerRegain ?? 0;
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if (matchup._saved) defSavedDice = true;
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matchups.push(matchup);
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}
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// Présence de counter-dice
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const hasCounter = [...atkRolls, ...defRolls].some(r => isCounter(r.die.type));
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return {
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matchups,
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atkHpDamage,
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atkStaggerDamage,
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defHpDamage,
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defStaggerDamage,
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defStaggerRegain,
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atkStaggerRegain,
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atkPE,
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defPE,
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hasCounter,
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atkSavedDice,
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defSavedDice,
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};
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}
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/* ------------------------------------------------------------------ */
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/* Résolution d'un dé attaquant sans opposition */
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/* ------------------------------------------------------------------ */
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function _resolveAtkUnopposed(atk, defAff, idx) {
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const type = atk.die.type;
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const power = atk.total;
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const effects = [];
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let _hpDmg = 0, _staggerDmg = 0, _saved = false;
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if (isOffensive(type)) {
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// Offensive Unopposed → deal damage = power
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const aff = defAff[type.replace("counter-", "")] ?? { damage: 0, stagger: 0 };
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_hpDmg = Math.max(0, power - aff.damage);
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_staggerDmg = Math.max(0, power - aff.stagger);
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effects.push(`HP -${_hpDmg}, Stagger -${_staggerDmg}`);
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} else if (isBlock(type)) {
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if (!isCounter(type)) {
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// Block Unopposed → Saved Defense Die
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_saved = true;
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effects.push("Saved Defense Die");
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} else {
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// Counter-Block Unopposed → ne se déclenche pas, détruit
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effects.push("Counter : pas de déclenchement sans opposition");
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}
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} else if (isEvade(type)) {
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if (!isCounter(type)) {
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// Evade Unopposed → Saved Defense Die (sauf si recyclé, géré ailleurs)
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_saved = true;
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effects.push("Saved Defense Die");
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} else {
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// Counter-Evade Unopposed → ne se déclenche pas, détruit
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effects.push("Counter : pas de déclenchement sans opposition");
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}
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}
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return {
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side: "atk", dieType: type, power, formulaDisplay: atk.formulaDisplay,
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oppType: null, oppPower: null,
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clashType: "unopposed",
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verdict: _getUnopposedVerdict(type),
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effects,
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_hpDmg, _staggerDmg, _saved,
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_oppRecycled: false, _oppConsumed: false,
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};
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}
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/* ------------------------------------------------------------------ */
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/* Résolution d'un dé attaquant en clash */
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/* ------------------------------------------------------------------ */
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function _resolveAtkClash(atk, opp, defAff, atkAff) {
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const atkType = atk.die.type;
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const oppType = opp.die.type;
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const atkPower = atk.total;
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const oppPower = opp.total;
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const effects = [];
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let _hpDmg = 0, _staggerDmg = 0;
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let _reverseHpDmg = 0, _reverseStaggerDmg = 0;
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let _defStaggerRegain = 0, _atkStaggerRegain = 0;
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let _oppRecycled = false, _oppConsumed = false;
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let verdict;
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// Résultat du clash
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const result = atkPower > oppPower ? "win"
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: atkPower < oppPower ? "lose"
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: "tie";
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// ── Attaquant offensif vs dé défenseur ──────────────────────────────
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if (isOffensive(atkType)) {
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if (isOffensive(oppType)) {
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// Offensive vs Offensive — les deux clashent
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verdict = result === "win" ? "off-win"
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: result === "lose" ? "off-lose"
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: "tie";
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if (result === "win") {
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// Attaquant gagne → deal damage
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const aff = defAff[atkType.replace("counter-", "")] ?? { damage: 0, stagger: 0 };
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_hpDmg = Math.max(0, atkPower - aff.damage);
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_staggerDmg = Math.max(0, atkPower - aff.stagger);
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effects.push(`WIN → HP -${_hpDmg}, Stagger -${_staggerDmg}`);
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// Le dé défenseur offensif perd → rien de sa part
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} else if (result === "lose") {
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// Défenseur offensif gagne → il deal damage sur l'attaquant
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if (atkAff) {
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const aff = atkAff[oppType.replace("counter-", "")] ?? { damage: 0, stagger: 0 };
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_reverseHpDmg = Math.max(0, oppPower - aff.damage);
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_reverseStaggerDmg = Math.max(0, oppPower - aff.stagger);
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effects.push(`LOSE → ennemi HP -${_reverseHpDmg}, ennemi Stagger -${_reverseStaggerDmg}`);
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}
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} else {
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effects.push("TIE → Rien");
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}
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} else if (isBlock(oppType)) {
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// Offensive vs Block
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verdict = result === "win" ? "off-win-vs-block"
|
||||
: result === "lose" ? "off-lose-vs-block"
|
||||
: "tie";
|
||||
|
||||
if (result === "win") {
|
||||
// Block perd → réduit dégâts de sa Power
|
||||
const aff = defAff[atkType.replace("counter-", "")] ?? { damage: 0, stagger: 0 };
|
||||
const rawHp = Math.max(0, atkPower - aff.damage);
|
||||
const rawStg = Math.max(0, atkPower - aff.stagger);
|
||||
// Block lose : réduit HP et Stagger pris de Power_block
|
||||
const reduction = oppPower;
|
||||
_hpDmg = Math.max(0, rawHp - reduction);
|
||||
_staggerDmg = Math.max(0, rawStg - reduction);
|
||||
effects.push(`WIN vs Block → HP -${_hpDmg} (réduit de ${reduction}), Stagger -${_staggerDmg}`);
|
||||
// Block Lose → réduit damage taken = Power_block (déjà géré ci-dessus dans notre sens)
|
||||
} else if (result === "lose") {
|
||||
// Attaque gagne → dégâts plein
|
||||
const aff = defAff[atkType.replace("counter-", "")] ?? { damage: 0, stagger: 0 };
|
||||
_hpDmg = Math.max(0, atkPower - aff.damage);
|
||||
_staggerDmg = Math.max(0, atkPower - aff.stagger);
|
||||
effects.push(`LOSE vs Block → HP -${_hpDmg}, Stagger -${_staggerDmg}`);
|
||||
// Block win → stagger on attacker = Power_block - Power_off
|
||||
_reverseStaggerDmg = Math.max(0, oppPower - atkPower);
|
||||
if (_reverseStaggerDmg > 0) effects.push(`Block WIN → ennemi Stagger -${_reverseStaggerDmg}`);
|
||||
} else {
|
||||
effects.push("TIE → Rien");
|
||||
}
|
||||
|
||||
} else if (isEvade(oppType)) {
|
||||
// Offensive vs Evade
|
||||
verdict = result === "win" ? "off-win-vs-evade"
|
||||
: result === "lose" ? "off-lose-vs-evade"
|
||||
: "tie";
|
||||
|
||||
if (result === "win") {
|
||||
// Evade perd → dégâts plein, Stagger réduit de Power_evade
|
||||
const aff = defAff[atkType.replace("counter-", "")] ?? { damage: 0, stagger: 0 };
|
||||
_hpDmg = Math.max(0, atkPower - aff.damage);
|
||||
const rawStg = Math.max(0, atkPower - aff.stagger);
|
||||
_staggerDmg = Math.max(0, rawStg - oppPower); // Evade Lose réduit Stagger
|
||||
effects.push(`WIN vs Evade → HP -${_hpDmg}, Stagger -${_staggerDmg} (réduit de ${oppPower})`);
|
||||
} else if (result === "lose") {
|
||||
// Evade gagne vs Offensive → recycle le dé evade, aucun dégât
|
||||
_oppRecycled = !isCounter(oppType); // Counter-Evade : ne se recycle pas vraiment
|
||||
effects.push("LOSE vs Evade → Evade gagne, recyclé (aucun dégât)");
|
||||
} else {
|
||||
effects.push("TIE → Rien");
|
||||
}
|
||||
}
|
||||
|
||||
// ── Attaquant défensif vs dé défenseur ─────────────────────────────
|
||||
} else if (isBlock(atkType)) {
|
||||
|
||||
if (isOffensive(oppType)) {
|
||||
// Block vs Offensive
|
||||
verdict = result === "win" ? "block-win-vs-off"
|
||||
: result === "lose" ? "block-lose-vs-off"
|
||||
: "tie";
|
||||
|
||||
if (result === "win") {
|
||||
// Block Win → stagger sur le défenseur (opposant offensif)
|
||||
_reverseStaggerDmg = Math.max(0, atkPower - oppPower);
|
||||
effects.push(`Block WIN → ennemi Stagger -${_reverseStaggerDmg}`);
|
||||
// Le dé offensif perd → dégâts réduits de Power_block
|
||||
// (l'attaque adverse est annulée ici : on n'inflige rien)
|
||||
} else if (result === "lose") {
|
||||
// Block Lose vs Off → réduit HP damage et Stagger pris de Power_block
|
||||
// L'offensif adverse inflige ses dégâts, réduits de notre Power
|
||||
if (atkAff) {
|
||||
const aff = atkAff[oppType.replace("counter-", "")] ?? { damage: 0, stagger: 0 };
|
||||
const rawHp = Math.max(0, oppPower - aff.damage);
|
||||
const rawStg = Math.max(0, oppPower - aff.stagger);
|
||||
_reverseHpDmg = Math.max(0, rawHp - atkPower);
|
||||
_reverseStaggerDmg = Math.max(0, rawStg - atkPower);
|
||||
effects.push(`Block LOSE → dégâts réduits de ${atkPower} → HP -${_reverseHpDmg}, Stagger -${_reverseStaggerDmg}`);
|
||||
}
|
||||
} else {
|
||||
effects.push("TIE → Rien");
|
||||
}
|
||||
|
||||
} else {
|
||||
// Block vs Block ou Block vs Evade → clash normal (Win = stagger diff)
|
||||
verdict = result === "win" ? "block-win-vs-def" : result === "lose" ? "block-lose-vs-def" : "tie";
|
||||
if (result === "win") {
|
||||
_reverseStaggerDmg = Math.max(0, atkPower - oppPower);
|
||||
effects.push(`Block WIN → ennemi Stagger -${_reverseStaggerDmg}`);
|
||||
} else {
|
||||
effects.push(result === "tie" ? "TIE → Rien" : "Block LOSE → Rien");
|
||||
}
|
||||
}
|
||||
|
||||
} else if (isEvade(atkType)) {
|
||||
|
||||
if (isOffensive(oppType)) {
|
||||
// Evade vs Offensive
|
||||
verdict = result === "win" ? "evade-win-vs-off"
|
||||
: result === "lose" ? "evade-lose-vs-off"
|
||||
: "tie";
|
||||
|
||||
if (result === "win") {
|
||||
// Evade Win vs Off → Recycle ce dé, aucun autre effet WIN
|
||||
// (le dé offensif adverse ne deal pas de dégâts)
|
||||
effects.push("Evade WIN vs Off → Recyclé, aucun dégât");
|
||||
// Note : _oppRecycled n'est pas l'attaquant ici mais le dé evade lui-même
|
||||
// On note ça dans le matchup via le verdict
|
||||
} else if (result === "lose") {
|
||||
// Evade Lose vs Off → réduit Stagger pris de Power_evade
|
||||
if (atkAff) {
|
||||
const aff = atkAff[oppType.replace("counter-", "")] ?? { damage: 0, stagger: 0 };
|
||||
const rawHp = Math.max(0, oppPower - aff.damage);
|
||||
const rawStg = Math.max(0, oppPower - aff.stagger);
|
||||
_reverseHpDmg = rawHp;
|
||||
_reverseStaggerDmg = Math.max(0, rawStg - atkPower);
|
||||
effects.push(`Evade LOSE → Stagger réduit de ${atkPower} → HP -${_reverseHpDmg}, Stagger -${_reverseStaggerDmg}`);
|
||||
}
|
||||
} else {
|
||||
effects.push("TIE → Rien");
|
||||
}
|
||||
|
||||
} else {
|
||||
// Evade vs Defensive
|
||||
verdict = result === "win" ? "evade-win-vs-def" : result === "lose" ? "evade-lose-vs-def" : "tie";
|
||||
if (result === "win") {
|
||||
// Evade Win vs Def → regain stagger resist = Power_evade - Power_def
|
||||
_atkStaggerRegain = Math.max(0, atkPower - oppPower);
|
||||
effects.push(`Evade WIN vs Def → Stagger regain +${_atkStaggerRegain}`);
|
||||
} else {
|
||||
effects.push(result === "tie" ? "TIE → Rien" : "Evade LOSE → Rien");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Counter : après un clash perdu, le counter est consommé (pas recyclé)
|
||||
if (isCounter(oppType) && result === "lose") {
|
||||
_oppConsumed = true;
|
||||
}
|
||||
|
||||
return {
|
||||
side: "atk", dieType: atkType, power: atkPower, formulaDisplay: atk.formulaDisplay,
|
||||
oppType, oppPower, oppFormulaDisplay: opp.formulaDisplay,
|
||||
clashType: "clash",
|
||||
verdict,
|
||||
effects,
|
||||
_hpDmg, _staggerDmg,
|
||||
_reverseHpDmg, _reverseStaggerDmg,
|
||||
_defStaggerRegain, _atkStaggerRegain,
|
||||
_oppRecycled, _oppConsumed,
|
||||
};
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* Résolution d'un dé défenseur sans opposition */
|
||||
/* ------------------------------------------------------------------ */
|
||||
|
||||
function _resolveDefUnopposed(def, atkAff, idx) {
|
||||
const type = def.die.type;
|
||||
const power = def.total;
|
||||
const effects = [];
|
||||
let _hpDmg = 0, _staggerDmg = 0, _defStaggerRegain = 0, _saved = false;
|
||||
|
||||
if (isOffensive(type)) {
|
||||
// Offensif défenseur Unopposed → deal damage sur l'attaquant
|
||||
const aff = atkAff?.[type.replace("counter-", "")] ?? { damage: 0, stagger: 0 };
|
||||
_hpDmg = Math.max(0, power - aff.damage);
|
||||
_staggerDmg = Math.max(0, power - aff.stagger);
|
||||
effects.push(`HP -${_hpDmg}, Stagger -${_staggerDmg}`);
|
||||
|
||||
} else if (isBlock(type) || isEvade(type)) {
|
||||
if (!isCounter(type)) {
|
||||
_saved = true;
|
||||
effects.push("Saved Defense Die");
|
||||
} else {
|
||||
effects.push("Counter : pas de déclenchement sans opposition");
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
side: "def", dieType: type, power, formulaDisplay: def.formulaDisplay,
|
||||
oppType: null, oppPower: null,
|
||||
clashType: "unopposed",
|
||||
verdict: _getUnopposedVerdict(type),
|
||||
effects,
|
||||
_hpDmg, _staggerDmg, _defStaggerRegain, _saved,
|
||||
_oppRecycled: false, _oppConsumed: false,
|
||||
};
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* Verdict Unopposed */
|
||||
/* ------------------------------------------------------------------ */
|
||||
|
||||
function _getUnopposedVerdict(type) {
|
||||
if (isOffensive(type)) return "unopposed-off";
|
||||
if ((isBlock(type) || isEvade(type)) && !isCounter(type)) return "unopposed-saved";
|
||||
return "unopposed-counter-noop";
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* Affinités d'un acteur */
|
||||
/* ------------------------------------------------------------------ */
|
||||
|
||||
function _getAffinities(actor) {
|
||||
const m = actor.system.modifiers ?? {};
|
||||
return {
|
||||
slash: { damage: m.slash_damage_affinity ?? 0, stagger: m.slash_stagger_affinity ?? 0 },
|
||||
pierce: { damage: m.pierce_damage_affinity ?? 0, stagger: m.pierce_stagger_affinity ?? 0 },
|
||||
blunt: { damage: m.blunt_damage_affinity ?? 0, stagger: m.blunt_stagger_affinity ?? 0 },
|
||||
};
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* Application des effets sur les acteurs */
|
||||
/* ------------------------------------------------------------------ */
|
||||
|
||||
export async function applyClashResults(result, attackerActor, defenderActor, attackerCombatant, defenderCombatant) {
|
||||
|
||||
// Dégâts sur le défenseur
|
||||
if (result.atkHpDamage > 0 || result.atkStaggerDamage > 0) {
|
||||
await _applyDamage(defenderActor, result.atkHpDamage, result.atkStaggerDamage);
|
||||
}
|
||||
|
||||
// Dégâts sur l'attaquant (clash)
|
||||
if (result.defHpDamage > 0 || result.defStaggerDamage > 0) {
|
||||
await _applyDamage(attackerActor, result.defHpDamage, result.defStaggerDamage);
|
||||
}
|
||||
|
||||
// Regain Stagger du défenseur (Evade Win)
|
||||
if (result.defStaggerRegain > 0) {
|
||||
await _applyStaggerRegain(defenderActor, result.defStaggerRegain);
|
||||
}
|
||||
|
||||
// Regain Stagger de l'attaquant (Evade Win vs Def)
|
||||
if (result.atkStaggerRegain > 0) {
|
||||
await _applyStaggerRegain(attackerActor, result.atkStaggerRegain);
|
||||
}
|
||||
|
||||
// PE
|
||||
if (result.atkPE > 0) await _applyPE(attackerActor, result.atkPE);
|
||||
if (result.defPE > 0) await _applyPE(defenderActor, result.defPE);
|
||||
|
||||
// États des dés de vitesse
|
||||
// Attaquant → toujours Used (état 1) après résolution
|
||||
await markDieState(attackerCombatant, 1);
|
||||
|
||||
// Défenseur :
|
||||
// - Si des dés sauvegardés → état 2 (Saved Defense Die)
|
||||
// - Sinon → état 1 (Used)
|
||||
if (defenderCombatant) {
|
||||
const defState = result.defSavedDice ? 2 : 1;
|
||||
await markDieState(defenderCombatant, defState);
|
||||
}
|
||||
|
||||
// Counter dice côté attaquant → état 2 aussi
|
||||
if (result.atkSavedDice) {
|
||||
await markDieState(attackerCombatant, 2);
|
||||
}
|
||||
}
|
||||
|
||||
async function _applyDamage(actor, hpDmg, staggerDmg) {
|
||||
const sys = actor.system;
|
||||
let hp = (sys.health?.value ?? 0) - hpDmg;
|
||||
let stg = (sys.stagger?.value ?? 0) - staggerDmg;
|
||||
|
||||
// Cascade stagger → HP si stagger < 0
|
||||
if (stg < 0) {
|
||||
hp -= Math.floor(Math.abs(stg) / 2);
|
||||
stg = 0;
|
||||
}
|
||||
|
||||
await actor.update({
|
||||
"system.health.value": Math.max(0, hp),
|
||||
"system.stagger.value": Math.max(0, stg),
|
||||
});
|
||||
}
|
||||
|
||||
async function _applyStaggerRegain(actor, amount) {
|
||||
const sys = actor.system;
|
||||
const curr = sys.stagger?.value ?? 0;
|
||||
const max = sys.stagger?.max ?? curr;
|
||||
await actor.update({ "system.stagger.value": Math.min(max, curr + amount) });
|
||||
}
|
||||
|
||||
async function _applyPE(actor, amount) {
|
||||
const curr = actor.system.emotion ?? 0;
|
||||
await actor.update({ "system.emotion": curr + amount });
|
||||
}
|
||||
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* Gestion de l'état d'un Dé de Vitesse */
|
||||
/* ------------------------------------------------------------------ */
|
||||
|
||||
/**
|
||||
* Passe un combatant à l'état donné dans SBSA + SIO, et désassigne la compétence.
|
||||
* @param {Combatant} combatant
|
||||
* @param {number} state 0=Unused, 1=Used, 2=Saved Defense Die, 3=Assigned
|
||||
*/
|
||||
export async function markDieState(combatant, state) {
|
||||
if (!combatant) return;
|
||||
|
||||
// Désassigner la compétence (sauf si on passe en état 3)
|
||||
if (state !== 3) {
|
||||
await combatant.unsetFlag("sotc-battle-show-ability", "assignedSkillId");
|
||||
}
|
||||
|
||||
await combatant.setFlag("sotc-battle-show-ability", "dieState", state);
|
||||
await combatant.setFlag("sotc", "used", state !== 0);
|
||||
|
||||
// Synchroniser SIO
|
||||
const tokenDoc = combatant.token;
|
||||
if (tokenDoc && game.modules.get("stars-initiative-overlay")?.active) {
|
||||
const sorted = game.combat.combatants
|
||||
.filter(c => c.tokenId === combatant.tokenId)
|
||||
.sort((a, b) => (b.initiative ?? -Infinity) - (a.initiative ?? -Infinity));
|
||||
const dieIndex = sorted.findIndex(c => c.id === combatant.id);
|
||||
if (dieIndex === -1) return;
|
||||
|
||||
const numDice = combatant.actor?.system?.speed_dice?.num_dice ?? 1;
|
||||
const states = [...(tokenDoc.getFlag("stars-initiative-overlay", "diceStates") || [])];
|
||||
while (states.length < numDice) states.push(0);
|
||||
states[dieIndex] = state;
|
||||
await tokenDoc.setFlag("stars-initiative-overlay", "diceStates", states);
|
||||
}
|
||||
}
|
||||
|
||||
// Alias conservé pour compatibilité avec main.js
|
||||
export const markDieAsUsed = (combatant) => markDieState(combatant, 1);
|
||||
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* Chat message résumé */
|
||||
/* ------------------------------------------------------------------ */
|
||||
|
||||
export async function sendResultToChat({ attackerName, defenderName, skillName, result }) {
|
||||
const { matchups, atkHpDamage, atkStaggerDamage, defHpDamage, defStaggerDamage,
|
||||
defStaggerRegain, atkStaggerRegain, atkPE, defPE } = result;
|
||||
|
||||
const matchupLines = matchups.map(m => {
|
||||
const sideLabel = m.side === "atk" ? attackerName : defenderName;
|
||||
const vs = m.clashType === "clash"
|
||||
? `<span style="color:#4a4a7a;font-size:10px;"> VS </span>
|
||||
<span class="sotc-dw-tag-${m.oppType}">${m.oppType} ${m.oppPower}</span>`
|
||||
: `<span style="color:#4a4a6a;font-size:10px;"> (sans opposition)</span>`;
|
||||
const icon = `systems/sotc/assets/dice types/${m.dieType}.png`;
|
||||
return `
|
||||
<div style="display:flex;align-items:center;gap:5px;margin-bottom:3px;font-size:11px;">
|
||||
<img src="${icon}" style="width:18px;height:18px;border:none;flex-shrink:0;"/>
|
||||
<strong>${m.dieType} ${m.power}</strong>${vs}
|
||||
<span style="margin-left:auto;font-size:10px;color:#8888aa;">${m.effects.join(", ")}</span>
|
||||
</div>`;
|
||||
}).join("");
|
||||
|
||||
const defenderSection = (atkHpDamage > 0 || atkStaggerDamage > 0)
|
||||
? `<p>🎯 <strong>${defenderName}</strong> → HP -${atkHpDamage}, Stagger -${atkStaggerDamage}</p>`
|
||||
: `<p>🎯 <strong>${defenderName}</strong> → Aucun dégât</p>`;
|
||||
|
||||
const attackerSection = (defHpDamage > 0 || defStaggerDamage > 0)
|
||||
? `<p>🎯 <strong>${attackerName}</strong> → HP -${defHpDamage}, Stagger -${defStaggerDamage}</p>`
|
||||
: "";
|
||||
|
||||
const regainSection = (defStaggerRegain > 0 || atkStaggerRegain > 0)
|
||||
? `<p>💚 Stagger regain : ${defStaggerRegain > 0 ? `${defenderName} +${defStaggerRegain} ` : ""}${atkStaggerRegain > 0 ? `${attackerName} +${atkStaggerRegain}` : ""}</p>`
|
||||
: "";
|
||||
|
||||
const peSection = (atkPE > 0 || defPE > 0)
|
||||
? `<p>💜 PE : ${attackerName} +${atkPE}, ${defenderName} +${defPE}</p>`
|
||||
: "";
|
||||
|
||||
const content = `
|
||||
<div class="sotc-dw-chat">
|
||||
<h3>⚔ ${skillName ?? "?"} — ${attackerName} → ${defenderName}</h3>
|
||||
<div style="margin-bottom:6px;">${matchupLines}</div>
|
||||
<hr/>
|
||||
${defenderSection}
|
||||
${attackerSection}
|
||||
${regainSection}
|
||||
${peSection}
|
||||
</div>`;
|
||||
|
||||
await ChatMessage.create({ speaker: ChatMessage.getSpeaker(), content });
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue