forked from public/foundryvtt-reve-de-dragon
Standardisation inventaire et prix
Les objets d'inventaire ont maintenant tous: coût, encombrement, qualité, quantité Le coût est toujours exprimé en sols, y compris pour les monnaies. Les paiements et achat-ventes sont fait en sols.
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@ -4,22 +4,22 @@ import { LOG_HEAD } from "./constants.js";
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const MONNAIE_ETAIN = {
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name: "Etain (1 denier)", type: 'monnaie',
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img: "systems/foundryvtt-reve-de-dragon/icons/objets/piece_etain_poisson.webp",
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system: { quantite: 0, cout: 1, encombrement: 0.001, description: "" }
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system: { quantite: 0, cout: 0.01, encombrement: 0.001, description: "" }
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};
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const MONNAIE_BRONZE = {
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name: "Bronze (10 deniers)", type: 'monnaie',
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img: "systems/foundryvtt-reve-de-dragon/icons/objets/piece_bronze_epees.webp",
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system: { quantite: 0, cout: 10, encombrement: 0.002, description: "" }
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system: { quantite: 0, cout: 0.10, encombrement: 0.002, description: "" }
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};
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const MONNAIE_ARGENT = {
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name: "Argent (1 sol)", type: 'monnaie',
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img: "systems/foundryvtt-reve-de-dragon/icons/objets/piece_argent_sol.webp",
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system: { quantite: 0, cout: 100, encombrement: 0.003, description: "" }
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system: { quantite: 0, cout: 1, encombrement: 0.003, description: "" }
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};
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const MONNAIE_OR = {
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name: "Or (10 sols)", type: 'monnaie',
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img: "systems/foundryvtt-reve-de-dragon/icons/objets/piece_or_sol.webp",
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system: { quantite: 0, cout: 1000, encombrement: 0.004, description: "" }
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system: { quantite: 0, cout: 10, encombrement: 0.004, description: "" }
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};
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const MONNAIES_STANDARD = [MONNAIE_ETAIN, MONNAIE_BRONZE, MONNAIE_ARGENT, MONNAIE_OR];
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@ -40,15 +40,15 @@ export class Monnaie {
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}
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static deValeur(monnaie, valeur) {
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return valeur == monnaie.system.cout
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return Monnaie.valEntiere(valeur) == Monnaie.valEntiere(monnaie.system.cout)
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}
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static arrondiDeniers(sols) {
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return Number(sols).toFixed(2);
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static valEntiere(sols) {
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return Math.max(Math.floor((sols??0)*100), 0);
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}
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static triValeurDenier() {
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return Misc.ascending(item => item.system.cout)
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static triValeurEntiere() {
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return Misc.ascending(item => Monnaie.valEntiere(item.system.cout))
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}
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static async creerMonnaiesStandard(actor) {
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@ -65,28 +65,28 @@ export class Monnaie {
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return deniers;
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}
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static async optimiser(actor, fortune) {
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let reste = fortune;
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static async optimiserFortune(actor, fortune) {
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let resteEnDeniers = Math.round(fortune*100);
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let monnaies = actor.itemTypes['monnaie'];
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let updates = [];
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let parValeur = Misc.classifyFirst(monnaies, it => it.system.cout);
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for (let valeur of [1000, 100, 10, 1]) {
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const itemPiece = parValeur[valeur];
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let parValeur = Misc.classifyFirst(monnaies, it => Monnaie.valEntiere(it.system.cout));
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for (let valeurDeniers of [1000, 100, 10, 1]) {
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const itemPiece = parValeur[valeurDeniers];
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if (itemPiece) {
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const quantite = Math.floor(reste / valeur);
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const quantite = Math.floor(resteEnDeniers / valeurDeniers);
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if (quantite != itemPiece.system.quantite) {
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updates.push({ _id: parValeur[valeur].id, 'system.quantite': quantite });
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updates.push({ _id: parValeur[valeurDeniers].id, 'system.quantite': quantite });
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}
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reste -= quantite*valeur;
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resteEnDeniers -= quantite*valeurDeniers;
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}
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}
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console.log('Monnaie.optimiser', actor.name, 'total', fortune, 'parValeur', parValeur, 'updates', updates, 'reste', reste);
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console.log('Monnaie.optimiserFortune', actor.name, 'total', fortune, 'parValeur', parValeur, 'updates', updates, 'reste', resteEnDeniers);
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if (updates.length > 0) {
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await actor.updateEmbeddedDocuments('Item', updates);
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}
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if (reste > 0){
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if (resteEnDeniers > 0){
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// créer le reste en deniers fortune en deniers
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await Monnaie.creerMonnaiesDeniers(actor, reste);
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await Monnaie.creerMonnaiesDeniers(actor, resteEnDeniers);
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}
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}
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