/** * L5R Character generator base object */ export class CharacterGenerator { // 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 } }, ]; // /** * 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} * @private */ static async _getItemFromPack(packName, id = null) { const comp = await game.packs.get(packName); if (!comp) { console.log(`L5R5E | Pack not found[${packName}]`); return; } if (id) { return comp.getDocument(id); } if (!comp.indexed) { await comp.getDocuments(); } return comp.getDocument(CharacterGenerator._getRandomArrayValue(Array.from(comp.keys()))); } /** * Generate and return a family name for this clan * @param {string} clanName * @return {string} * @private */ static _getRandomFamily(clanName) { let originClan = clanName; // Ronin specific, can be any other family name if (clanName === "ronin") { originClan = CharacterGenerator._getRandomArrayValue( Object.keys(CharacterGenerator.clansAndFamilies).filter((e) => e !== "ronin") ); } return CharacterGenerator._getRandomArrayValue(CharacterGenerator.clansAndFamilies[originClan]); } /** * Generate and return a full name * @return {Promise} */ async getRandomizedName() { let table = `Japanese names (${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} */ 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, }; } // /** * 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} * @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} * @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 = `

${game.i18n.localize("l5r5e.char_generator.age")}: ${this.data.age}

` + `

${game.i18n.localize("l5r5e.gender.title")}: ${game.i18n.localize( "l5r5e.gender." + this.data.gender )}

` + `

${game.i18n.localize("l5r5e.clan")}: ${game.i18n.localize("l5r5e.clans." + this.data.clan)}

` + `

${game.i18n.localize("l5r5e.char_generator.marital_status.title")}: ${game.i18n.localize( "l5r5e.char_generator.marital_status." + this.data.maritalStatus )}

`; // data: { // "notes": "", // "description": "", // }, } //
}