Added npc generator v1

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Vlyan
2021-11-18 18:42:18 +01:00
parent 64af62a69c
commit ee2a485ab6
12 changed files with 1087 additions and 10 deletions

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/**
* L5R Character generator base object
*/
export class CharacterGenerator {
//<editor-fold desc="Config Datas">
static clansAndFamilies = {
// Majors
imperial: ["Miya", "Otomo", "Seppun"],
crab: ["Hida", "Kaiu", "Hiruma", "Yasuki", "Kuni"],
crane: ["Asahina", "Daidoji", "Doji", "Kakita"],
dragon: ["Kitsuki", "Mirumoto", "Togashi"],
lion: ["Akodo", "Ikoma", "Kitsu", "Matsu"],
phoenix: ["Agasha", "Asako", "Isawa", "Shiba"],
scorpion: ["Bayushi", "Shosuro", "Soshi", "Yogo"],
unicorn: ["Ide", "Iuchi", "Moto", "Shinjo", "Utaku"],
mantis: ["(mantis)"], // no family name, boat name
// Minors
ronin: ["(ronin)"], // can be anything
badger: ["Ichiro"],
bat: ["Komori"],
boar: ["Heichi"],
dragonfly: ["Tonbo"],
firefly: ["Hotaru"],
hare: ["Ujina", "Usagi"],
monkey: ["Toku", "Fuzake"],
oriole: ["Tsi"],
ox: ["Morito"],
sparrow: ["Suzume"],
tortoise: ["Kasuga"],
// ivory_kingdoms
// qamarist
// ujik
};
static demeanorList = [
{ id: "adaptable", mod: { fire: 2, earth: -2 } },
{ id: "adaptable", mod: { water: 2, earth: -2 } },
{ id: "aggressive", mod: { fire: 2, air: -2 } },
{ id: "aggressive", mod: { fire: 2, water: -2 } },
{ id: "ambitious", mod: { fire: 2, water: -2 } },
{ id: "amiable", mod: { air: 2, earth: -2 } },
{ id: "analytical", mod: { fire: 2, air: -2 } },
{ id: "angry", mod: { fire: 2, air: -2 } },
{ id: "arrogant", mod: { fire: 2, water: -2 } },
{ id: "assertive", mod: { earth: 2, air: -2 } },
{ id: "assertive", mod: { earth: 2, air: 2 } },
{ id: "beguiling", mod: { air: 2, earth: -2 } },
{ id: "beguiling", mod: { fire: 2, earth: -2 } },
{ id: "bitter", mod: { fire: 2, air: -2 } },
{ id: "bold", mod: { fire: 1, earth: -1 } },
{ id: "calculating", mod: { air: 2, fire: -2 } },
{ id: "calm", mod: { fire: 2, air: -2 } },
{ id: "capricious", mod: { air: 2, earth: -2 } },
{ id: "cautious", mod: { air: 2, earth: -2 } },
{ id: "clever", mod: { air: 2, earth: -2 } },
{ id: "confused", mod: { fire: 1, void: 1, air: -2 } },
{ id: "courageous", mod: { air: 2, earth: -2 } },
{ id: "cowardly", mod: { earth: 2, fire: -2 } },
{ id: "curious", mod: { earth: 1, void: -2 } },
{ id: "curious", mod: { fire: 1, void: 1, air: -2 } },
{ id: "dependable", mod: { fire: 1, water: 1, earth: -2 } },
{ id: "detached", mod: { earth: 1, fire: 1, void: -2 } },
{ id: "disheartened", mod: { fire: 1, earth: -1 } },
{ id: "enraged", mod: { air: 1, fire: -2 } },
{ id: "feral", mod: { air: 2, fire: -2 } },
{ id: "fickle", mod: { fire: 2, air: -2 } },
{ id: "fierce", mod: { fire: 2, earth: -2 } },
{ id: "flighty", mod: { air: 2, fire: -2 } },
{ id: "flighty", mod: { water: 2, fire: -2 } },
{ id: "flippant", mod: { fire: 2, air: -2 } },
{ id: "friendly", mod: { fire: 1, earth: -2, water: -2 } },
{ id: "gruff", mod: { water: 2, earth: -2 } },
{ id: "hungry", mod: { fire: 2, air: -2 } },
{ id: "intense", mod: { air: 2, water: -2 } },
{ id: "intense", mod: { fire: 2, water: -2 } },
{ id: "intimidating", mod: { fire: 2, air: -2 } },
{ id: "irritable", mod: { fire: 2, air: -1, water: -1 } },
{ id: "loyal", mod: { air: 1, earth: -2, fire: -2 } },
{ id: "loyal", mod: { water: 2, fire: -2 } },
{ id: "mischievous", mod: { fire: 2, air: -2 } },
{ id: "mischievous", mod: { air: 2, earth: -2 } },
{ id: "mischievous", mod: { earth: 2, fire: -2 } },
{ id: "morose", mod: { water: 2, fire: -2 } },
{ id: "nurturing", mod: { earth: 2, fire: -2 } },
{ id: "obstinate", mod: { earth: 2, air: -2 } },
{ id: "obstinate", mod: { water: 2, air: -2 } },
{ id: "opportunistic", mod: { water: 2, fire: -2 } },
{ id: "passionate", mod: { earth: 2, air: -2 } },
{ id: "playful", mod: { earth: 2, water: -2 } },
{ id: "playful", mod: { fire: 1, air: 1, void: -2 } },
{ id: "power_hungry", mod: { fire: 2, earth: -2 } },
{ id: "proud", mod: { fire: 2, earth: -2 } },
{ id: "restrained", mod: { earth: 2, air: -2 } },
{ id: "scheming", mod: { air: 2, void: -2 } },
{ id: "serene", mod: { fire: 2, void: -2 } },
{ id: "serene", mod: { void: 2, fire: -2 } },
{ id: "serious", mod: { fire: 2, earth: -2 } },
{ id: "shrewd", mod: { air: 2, fire: -2 } },
{ id: "stubborn", mod: { earth: 2, water: -2 } },
{ id: "suspicious", mod: { air: 2, earth: -2 } },
{ id: "teasing", mod: { air: 2, earth: -2 } },
{ id: "territorial", mod: { fire: 2, air: -2 } },
{ id: "uncertain", mod: { air: 2, fire: -2 } },
{ id: "unenthused", mod: { earth: 2, fire: -2 } },
{ id: "vain", mod: { earth: 2, air: -2 } },
{ id: "wary", mod: { earth: 2, fire: -2 } },
];
//</editor-fold>
/**
* Payload Object
*/
data = {
avgRingsValue: 3, // 1-5
clan: "random",
family: "",
gender: "male",
age: 15,
honor: 30,
glory: 30,
status: 30,
maritalStatus: "",
};
/**
* Initialize the generator
* @param {number} avgRingsValue number between 1 and 5
* @param {string} clanName random|crab|crane...
* @param {string} gender random|male|female
*/
constructor({ avgRingsValue = 3, clanName = "random", gender = "random" }) {
if (!CharacterGenerator.clansAndFamilies[clanName]) {
clanName = "random";
}
if (clanName === "random") {
clanName = CharacterGenerator._getRandomArrayValue(Object.keys(CharacterGenerator.clansAndFamilies));
}
if (gender === "random" || !["male", "female"].includes(gender)) {
gender = Math.random() > 0.5 ? "male" : "female";
}
this.data.avgRingsValue = CharacterGenerator._sanitizeMinMax(avgRingsValue);
this.data.clan = clanName;
this.data.family = CharacterGenerator._getRandomFamily(clanName);
this.data.gender = gender;
this.data.age = CharacterGenerator._randomInt(15, this.data.avgRingsValue * 10 + 15);
this.genSocialStanding();
this.data.maritalStatus = this.genMaritalStatus();
}
/**
* Return true if the gender is male
* @return {boolean}
*/
get isMale() {
return this.data.gender === "male";
}
/**
* Return a random value for this array
* @param array
* @return {*}
* @private
*/
static _getRandomArrayValue(array) {
return array[Math.floor(Math.random() * array.length)];
}
/**
* Return a random value between min and max
* @param {number} min
* @param {number} max
* @return {number}
* @private
*/
static _randomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
/**
* Always return a number between 1 and 5
* @param {number} number
* @return {number}
* @private
*/
static _sanitizeMinMax(number) {
return Math.min(5, Math.max(1, number));
}
/**
* Return a Item from this pack (by id if provided, or random otherwise)
* @param {string} packName
* @param {string} id
* @return {Promise<Document|undefined>}
* @private
*/
static async _getItemFromPack(packName, id = null) {
const comp = await game.packs.get(packName);
if (!comp) {
console.log(`L5R5E | Pack not found[${packName}]`);
return;
}
if (id) {
return comp.getDocument(id);
}
if (!comp.indexed) {
await comp.getDocuments();
}
return comp.getDocument(CharacterGenerator._getRandomArrayValue(Array.from(comp.keys())));
}
/**
* Generate and return a family name for this clan
* @param {string} clanName
* @return {string}
* @private
*/
static _getRandomFamily(clanName) {
let originClan = clanName;
// Ronin specific, can be any other family name
if (clanName === "ronin") {
originClan = CharacterGenerator._getRandomArrayValue(
Object.keys(CharacterGenerator.clansAndFamilies).filter((e) => e !== "ronin")
);
}
return CharacterGenerator._getRandomArrayValue(CharacterGenerator.clansAndFamilies[originClan]);
}
/**
* Generate and return a full name
* @return {Promise<string>}
*/
async getRandomizedName() {
let table = `Japanese names (${this.isMale ? "Male" : "Female"})`;
// switch (this.data.clan) {
// case "ivory_kingdoms": table = 'Ivory kingdoms names'; break;
// case "qamarist": table = 'Qamarist names'; break;
// case "ujik": table = 'Ujik names'; break;
// }
const randomNames = await game.l5r5e.HelpersL5r5e.drawManyFromPack("l5r5e.core-name-tables", table, 1, {
displayChat: false,
});
return this.data.family + " " + randomNames?.results[0]?.data.text || "";
}
/**
* Generate Honor, Glory and Status values
*/
genSocialStanding() {
const karma = Math.random() < 0.66 ? 1 : -1;
const rng = (initial, variation) => {
return initial + CharacterGenerator._randomInt(5, variation) * karma;
};
let honor = rng(34, this.data.age / 2);
switch (this.data.clan) {
case "lion":
honor += 10;
break;
case "scorpion":
honor -= 10;
break;
}
this.data.honor = honor;
this.data.glory = rng(40, this.data.age / 3);
this.data.status = rng(30, this.data.age / 4);
}
/**
* Return the marriage state
* @return {string} unmarried|betrothed|married|widowed
*/
genMaritalStatus() {
const rng = Math.random();
if (this.data.age < 20) {
return rng < 0.1 ? "married" : rng < 0.4 ? "betrothed" : "unmarried";
}
if (this.data.age < 30) {
return rng < 0.4 ? "married" : rng < 0.7 ? "betrothed" : "unmarried";
}
return rng < 0.8 ? "married" : rng < 0.9 ? "widowed" : "unmarried";
}
/**
* Modify the current actor datas with selected options
*
* @param {ActorL5r5e} actor Actor object
* @param {boolean} generateName If true generate a new name
* @param {boolean} generateAttributes If true generate rings, attributes, skills and confrontation ranks
* @param {boolean} generateSocial If true generate Social Standing
* @param {boolean} generateDemeanor If true generate Demeanor and rings affinities
* @param {boolean} generatePeculiarities If true generate Advantage and Disadvantage
* @param {boolean} generateItems If true generate Armor, Weapons and Items
* @param {boolean} generateNarrative If true generate Narrative and fluff
* @return {Promise<Object>}
*/
async toActor(
actor,
{
generateName = true,
generateAttributes = true,
generateSocial = true,
generateDemeanor = true,
generatePeculiarities = true,
generateItems = true,
generateNarrative = true,
} = {}
) {
const actorDatas = actor.data.data;
// Name
const newName = generateName ? await this.getRandomizedName() : actor.data.name;
// Img (only if default)
const folder = "systems/l5r5e/assets/icons/actors";
const newImg = [
`${folder}/npc.svg`,
`${folder}/traditional-japanese-man.svg`,
`${folder}/traditional-japanese-woman.svg`,
].includes(actor.data.img)
? `${folder}/traditional-japanese-${this.isMale ? "man" : "woman"}.svg`
: actor.data.img;
// Generate attributes (rings, attributes, skills, confrontation ranks)
if (generateAttributes) {
this._generateAttributes(actorDatas);
}
// Social Standing
if (generateSocial) {
actorDatas.social.honor = this.data.honor;
actorDatas.social.glory = this.data.glory;
actorDatas.social.status = this.data.status;
}
// Demeanor (npc only)
if (generateDemeanor && actor.type === "npc") {
this._generateDemeanor(actorDatas);
}
// Items types
if (generatePeculiarities || generateItems) {
const newItemsData = [];
// Advantage / Disadvantage
if (generatePeculiarities) {
await this._generatePeculiarities(actor, newItemsData);
}
// Items
if (generateItems) {
await this._generateItems(actor, newItemsData);
}
// Add to actor
if (newItemsData.length > 0) {
await actor.createEmbeddedDocuments("Item", newItemsData);
}
}
// Narrative
if (generateNarrative) {
this._generateNarrative(actorDatas);
}
// return actor data
return {
img: newImg,
name: newName,
data: actorDatas,
};
}
//<editor-fold desc="toActor generators">
/**
* Generate attributes (rings, attributes, skills, confrontation ranks)
* @param {DocumentData.data} actorDatas
* @private
*/
_generateAttributes(actorDatas) {
const stats = { min: 5, max: 1 };
// Rings
CONFIG.l5r5e.stances.forEach((ringName) => {
// avgRingsValue + (-1|0|1)
actorDatas.rings[ringName] = CharacterGenerator._sanitizeMinMax(
this.data.avgRingsValue - 1 + Math.floor(Math.random() * 3)
);
stats.min = Math.min(stats.min, actorDatas.rings[ringName]);
stats.max = Math.max(stats.max, actorDatas.rings[ringName]);
});
// Attributes
game.l5r5e.ActorL5r5e.computeDerivedAttributes(actorDatas);
// Skills
Object.keys(actorDatas.skills).forEach(
(skillName) => (actorDatas.skills[skillName] = Math.floor(Math.random() * stats.max))
);
// Confrontation ranks
actorDatas.conflict_rank.martial = this.data.avgRingsValue + actorDatas.skills.martial;
actorDatas.conflict_rank.social = this.data.avgRingsValue + actorDatas.skills.social;
}
/**
* Generate Demeanor (npc only)
* @param {DocumentData.data} actorDatas
* @private
*/
_generateDemeanor(actorDatas) {
// demeanor { id: "adaptable", mod: { fire: 2, earth: -2 } },
const demeanor = CharacterGenerator._getRandomArrayValue(CharacterGenerator.demeanorList);
actorDatas.attitude = game.i18n.localize("l5r5e.demeanor." + demeanor.id);
actorDatas.rings_affinities = foundry.utils.mergeObject(
{
earth: 0,
air: 0,
water: 0,
fire: 0,
void: 0,
},
demeanor.mod
);
}
/**
* Generate Advantages and Disadvantages
* @param {ActorL5r5e} actor
* @param {DocumentData[]} newItemsData
* @return {Promise<void>}
* @private
*/
async _generatePeculiarities(actor, newItemsData) {
// Clear actor peculiarities
const deleteIds = actor.data.items.filter((e) => e.type === "peculiarity").map((e) => e.id);
if (deleteIds.length > 0) {
await actor.deleteEmbeddedDocuments("Item", deleteIds);
}
// Add peculiarities
for (const pack of ["adversities", "distinctions", "passions"]) {
const item = await CharacterGenerator._getItemFromPack(`l5r5e.core-peculiarities-${pack}`);
if (item) {
newItemsData.push(foundry.utils.duplicate(item.data));
}
}
}
/**
* Generate Armor, Weapons, Items
* @param {ActorL5r5e} actor
* @param {DocumentData[]} newItemsData
* @return {Promise<void>}
* @private
*/
async _generateItems(actor, newItemsData) {
// Clear actor items
const deleteIds = actor.data.items.filter((e) => ["armor", "weapon", "item"].includes(e.type)).map((e) => e.id);
if (deleteIds.length > 0) {
await actor.deleteEmbeddedDocuments("Item", deleteIds);
}
// Items
const itemCfg = {
armors: [
"L5RCoreArm000009", // Common Clothes
],
weapons: [
"L5RCoreWea000036", // Punch
"L5RCoreWea000037", // Kick
"L5RCoreWea000009", // Wakizashi
"L5RCoreWea000007", // Katana
"L5RCoreWea000019", // Knife
],
items: [
null, // Random item
],
};
if (this.data.clan === "crab") {
itemCfg.armors.push("L5RCoreArm000001"); // Ashigaru Armor
itemCfg.weapons.push("L5RCoreWea000017"); // Tetsubō
}
for (const pack in itemCfg) {
for (const itemId of itemCfg[pack]) {
const item = await CharacterGenerator._getItemFromPack(`l5r5e.core-${pack}`, itemId);
if (item) {
newItemsData.push(foundry.utils.duplicate(item.data));
}
}
}
}
/**
* Generate Narrative fluff
* @param {DocumentData.data} actorDatas
* @private
*/
_generateNarrative(actorDatas) {
// Fill notes with some values that don't appear in sheet
actorDatas.notes =
`<p>${game.i18n.localize("l5r5e.char_generator.age")}: ${this.data.age}</p>` +
`<p>${game.i18n.localize("l5r5e.gender.title")}: ${game.i18n.localize(
"l5r5e.gender." + this.data.gender
)}</p>` +
`<p>${game.i18n.localize("l5r5e.clan")}: ${game.i18n.localize("l5r5e.clans." + this.data.clan)}</p>` +
`<p>${game.i18n.localize("l5r5e.char_generator.marital_status.title")}: ${game.i18n.localize(
"l5r5e.char_generator.marital_status." + this.data.maritalStatus
)}</p>`;
// data: {
// "notes": "",
// "description": "",
// },
}
//</editor-fold>
}