fix: correction des tests de Corruption pour la locale FR

- Remplacement des comparaisons localisées dans handleCorruptionResult
  par des chaînes anglaises en dur pour que les paliers de Corruption
  soient correctement appliqués
- Correction de _onResist pour accepter les valeurs anglaises et
  françaises de sévérité de Corruption
- Correction des liens @Corruption[modérée] → @Corruption[moderate]
  dans les scripts d'effets
- Élargissement de la clause de garde dans xS2su09zcza9du09.js pour
  couvrir les valeurs anglaises et françaises
- Ajout de AGENTS.md
This commit is contained in:
2026-07-23 20:58:38 +02:00
parent 1f917bfdfd
commit c54a625a42
6 changed files with 132 additions and 4 deletions
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# AGENTS.md — foundryvtt-wh4-lang-fr-fr
FoundryVTT WFRP4e French translation module (wh4-fr-translation).
## Quick start
```bash
npm run build # packs scripts/*.js → modules/loadScripts.js (do NOT edit loadScripts.js manually)
python3 -mjson.tool fr.json > /dev/null # validate JSON (CI check)
python3 -mjson.tool module.json > /dev/null
```
No test framework exists. Only automated check is JSON validity (`.gitea/workflows/validate.yaml` on every push).
## Architecture
- **`fr.json`** (2715 keys) — UI/system flat key→val translations (`WFRP4E.*` namespace)
- **`compendium/*.json`** — compendium translations named `{source-module}.{pack-type}.json`; entries keyed by English `id`
- **`scripts/*.js`** — ActiveEffect scripts named by Foundry item IDs (GUID-like `a7v422EZcOUUC20X.js`)
- **`modules/loadScripts.js`** — **generated** by `npm run build`; never edit directly
- **`modules/babele-register.js`** — registers all compendium JSONs with Babele at `init` hook; contains all converter logic
- **`modules/addon-register.js`** — patches `game.wfrp4e.config.*` with French strings at `init`/`ready`
- **`modules/config-patch.js`** — `WH4FRPatchConfig` class (skill list translation, talent list, NPC details)
- **`modules/import-stat-2.js`** — French stat block parser (replaces WFRP4e default)
- **`wh4_fr.js`** — entry point, inits `travelv2` and `inn` submodules from `modules/`
- **`packs/`** — custom French compendium packs (LevelDB format)
- **`patch-styles.css`** — CSS patches
## Critical conventions
- **Never use French words as JS variable names** in `scripts/`. `Blessures` and `Tests` shadow WFRP4e internals (the system uses `game.wfrp4e.config.*` lookup based on English names, and `Blessures`/`Tests` as variable names break this). Scan with:
```bash
node find-blessures-variables.cjs
node find-tests-variables.cjs
```
- Conflicts in the release workflow: `compatibility-verified: '13'` in `.gitea/workflows/release.yaml` but `"verified": "14"` in `module.json`. The CI step overwrites the release yaml's value — but if adding module.json updates, match both.
## Upstream sync workflow
When updating to a new WFRP4e release:
```bash
node tools/copy-new-scripts.js --list # count new scripts
node tools/copy-new-scripts.js --dry-run # preview
node tools/copy-new-scripts.js --copy # copy new scripts
node tools/sync-scripts.js # compare scripts with upstream
node tools/translate-scripts.js # apply auto-translation passes
node tools/check-tests.js # scan for "Tests" in scripts/ content
```
## Release
Published via Gitea release. The zip includes: `module.json`, `fr.json`, `wh4_fr.js`, `patch-styles.css`, `README.md`, `LICENSE`, `compendium/`, `modules/`, `packs/`, `icons/`, `images/`, `trade/`.
Detailed architecture reference in `.github/copilot-instructions.md`.
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@@ -478,6 +478,79 @@ Hooks.on('ready', () => {
"doom": "Maudit (-40)"
}
// Patch handleCorruptionResult to use hardcoded English severity comparisons.
// The system compares this.options.corruption against game.i18n.localize() values,
// which works in English by coincidence ("minor" === "minor") but breaks in French
// ("minor" !== "mineur"). Since corruption severity strings ("minor"/"moderate"/"major")
// are internal API constants, not user-facing text, we use hardcoded comparisons.
const TestWFRP = game.wfrp4e.rolls.TestWFRP;
if (TestWFRP?.prototype?.handleCorruptionResult) {
TestWFRP.prototype.handleCorruptionResult = async function () {
const strength = this.options.corruption;
const failed = this.failed;
let corruption = 0;
switch (strength) {
case "minor":
if (failed) corruption++;
break;
case "moderate":
if (failed) corruption += 2;
else if (this.result.SL < 2) corruption += 1;
break;
case "major":
if (failed) corruption += 3;
else if (this.result.SL < 2) corruption += 2;
else if (this.result.SL < 4) corruption += 1;
break;
}
if (this.context.reroll || this.context.fortuneUsedAddSL) {
const prevFailed = this.context.previousResult.outcome === "failure";
switch (strength) {
case "minor":
if (prevFailed) corruption--;
break;
case "moderate":
if (prevFailed) corruption -= 2;
else if (this.context.previousResult.SL < 2) corruption -= 1;
break;
case "major":
if (prevFailed) corruption -= 3;
else if (this.context.previousResult.SL < 2) corruption -= 2;
else if (this.context.previousResult.SL < 4) corruption -= 1;
break;
}
}
let newCorruption = Number(this.actor.system.status.corruption.value) + corruption;
if (newCorruption < 0) newCorruption = 0;
if (!this.context.reroll && !this.context.fortuneUsedAddSL)
ChatMessage.create(game.wfrp4e.utility.chatDataSetup(game.i18n.format("CHAT.CorruptionFail", { name: this.actor.name, number: corruption }), "gmroll", false));
else
ChatMessage.create(game.wfrp4e.utility.chatDataSetup(game.i18n.format("CHAT.CorruptionReroll", { name: this.actor.name, number: corruption }), "gmroll", false));
await this.actor.update({ "system.status.corruption.value": newCorruption });
};
}
// Patch _onResist to accept both raw English and localized French corruption severity.
// The original validation compares `this.strength` against localized CORRUPTION.* keys,
// which fails when the stored strength is an English API value like "minor" vs French "Mineur".
const CorruptionMsgModel = CONFIG.ChatMessage.dataModels?.["corruption"];
if (CorruptionMsgModel?._onResist) {
CorruptionMsgModel._onResist = async function (ev, target) {
const strength = this.strength.toLowerCase();
const sMap = {
"minor": "minor", "moderate": "moderate", "major": "major",
[game.i18n.localize("CORRUPTION.Minor").toLowerCase()]: "minor",
[game.i18n.localize("CORRUPTION.Moderate").toLowerCase()]: "moderate",
[game.i18n.localize("CORRUPTION.Major").toLowerCase()]: "major",
};
const normalized = sMap[strength];
if (!normalized) return ui.notifications.error("ErrorCorruption", { localize: true });
const actors = warhammer.utility.targetedOrAssignedActors();
if (!actors.length) return ui.notifications.error("ErrorCharAssigned", { localize: true });
actors.forEach(a => a.corruptionDialog(normalized, this.skill));
};
}
if (game.user.isGM) {
game.wfrp4e.warnDialog.render(true, { focus: true, left: 20, top: 20 });
}
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if (args.equipped) {
this.actor.createEmbeddedDocuments("ActiveEffect", [this.item.effects.contents[1]?.convertToApplied()])
this.script.message(`${this.actor.name} porte le <strong>${this.item.name}</strong>. <br>
Ils gagnent +1 point de Corruption si un Test d'exposition échoue, ce qui devra être appliqué manuellement.<br> S'ils portent le masque pendant plus d'une heure ou bénéficient de l'un de ses effets, ils sont exposés à @Corruption[modérée]{Corruption Modérée}
Ils gagnent +1 point de Corruption si un Test d'exposition échoue, ce qui devra être appliqué manuellement.<br> S'ils portent le masque pendant plus d'une heure ou bénéficient de l'un de ses effets, ils sont exposés à @Corruption[moderate]{Corruption Modérée}
`,
{whisper: ChatMessage.getWhisperRecipients("GM")})
}
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@@ -4,7 +4,7 @@ if (args.equipped) {
this.actor.createEmbeddedDocuments("ActiveEffect", [this.item.effects.contents[1]?.convertToApplied()])
this.script.message(`${this.actor.name} porte le <strong>${this.item.name}</strong>. <br>
Ils ne peuvent pas lancer de sorts ni prier pour des Bénédictions et des Miracles.<br>
S'ils portent le masque pendant plus d'une heure ou bénéficient de l'un de ses effets, ils sont exposés à @Corruption[modérée]{Corruption modérée}.
S'ils portent le masque pendant plus d'une heure ou bénéficient de l'un de ses effets, ils sont exposés à @Corruption[moderate]{Corruption modérée}.
`,
{whisper: ChatMessage.getWhisperRecipients("GM")})
}
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@@ -1,4 +1,4 @@
if ([game.i18n.localize("CORRUPTION.Minor"), game.i18n.localize("CORRUPTION.Moderate"), game.i18n.localize("CORRUPTION.Major")].includes(this.item.system.specification.value))
if (["minor", "moderate", "major", "Minor", "Moderate", "Major", game.i18n.localize("CORRUPTION.Minor"), game.i18n.localize("CORRUPTION.Moderate"), game.i18n.localize("CORRUPTION.Major")].includes(this.item.system.specification.value))
{
return
}