import { GOODS_TABLE } from './data/tradeTables.js'; import { NPC_RELATIONS, EXPERIENCE_PROFILES, ALLIES_ENEMIES_TABLE, CHARACTER_QUIRKS_TABLE, RANDOM_CLIENT_TABLE, RANDOM_MISSION_TABLE, RANDOM_TARGET_TABLE, RANDOM_OPPOSITION_TABLE, ENCOUNTER_CONTEXTS, } from './data/npcTables.js'; const MODULE_ID = 'mgt2-compendium-amiral-denisov'; const SKILL_PACK_ID = `${MODULE_ID}.competences`; const CORE_CHARACTERISTICS = ['strength', 'dexterity', 'endurance', 'intellect', 'education', 'social']; const DEFAULT_PRIORITIES = { 'Non-combattant': ['intellect', 'education', 'social', 'dexterity', 'endurance', 'strength'], 'Combattant': ['dexterity', 'endurance', 'strength', 'education', 'intellect', 'social'], }; const ROLE_HINTS = [ { match: /médecin/i, skills: ['Médecine', 'Science'], priorities: ['education', 'intellect', 'dexterity'] }, { match: /scientifique|chercheur/i, skills: ['Science', 'Électronique'], priorities: ['intellect', 'education', 'dexterity'] }, { match: /diplomate|ambassadeur|attaché culturel/i, skills: ['Diplomatie', 'Langage', 'Persuader'], priorities: ['social', 'education', 'intellect'] }, { match: /marchand|franc-marchand|courtier/i, skills: ['Courtier', 'Administration', 'Persuader'], priorities: ['social', 'education', 'intellect'] }, { match: /mercenaire|seigneur de guerre/i, skills: ['Combat Arme', 'Mêlée', 'Reconnaissance'], priorities: ['dexterity', 'endurance', 'strength'] }, { match: /officier de marine|amiral|capitaine/i, skills: ['Leadership', 'Marin', 'Tactique'], priorities: ['education', 'social', 'intellect'] }, { match: /explorateur|éclaireur/i, skills: ['Reconnaissance', 'Survie', 'Navigation'], priorities: ['education', 'dexterity', 'endurance'] }, { match: /interprète|xéno/i, skills: ['Langage', 'Diplomatie', 'Science'], priorities: ['education', 'intellect', 'social'] }, { match: /cadre de corpo|agent corpo|administrateur|gouverneur|homme d'état|noble/i, skills: ['Administration', 'Leadership', 'Diplomatie'], priorities: ['social', 'education', 'intellect'] }, { match: /journaliste|enquêteur|inspecteur|agent impérial/i, skills: ['Enquêter', 'Persuader', 'Combat Arme'], priorities: ['intellect', 'education', 'dexterity'] }, { match: /conspirateur|criminel|contrebandier/i, skills: ['Duperie', 'Sens de la rue', 'Combat Arme'], priorities: ['social', 'dexterity', 'intellect'] }, { match: /chef religieux|cultiste/i, skills: ['Persuader', 'Leadership', 'Langage'], priorities: ['social', 'education', 'intellect'] }, { match: /joueur|playboy/i, skills: ['Flambeur', 'Mondanités', 'Persuader'], priorities: ['social', 'intellect', 'education'] }, { match: /intelligence artificielle/i, skills: ['Électronique', 'Science', 'Profession'], priorities: ['intellect', 'education', 'social'] }, ]; function getD66Entry(entries, total) { return entries.find((entry) => entry.d66 === total) ?? null; } async function rollFormula(formula) { const roll = await new Roll(formula).evaluate(); return { formula, total: roll.total }; } async function rollD66(entries) { const tens = await rollFormula('1d6'); const ones = await rollFormula('1d6'); const total = (tens.total * 10) + ones.total; return { formula: 'D66', tens: tens.total, ones: ones.total, total, entry: getD66Entry(entries, total), }; } async function rollFlat(entries) { const roll = await rollFormula(`1d${entries.length}`); return { formula: `1d${entries.length}`, total: roll.total, entry: entries[roll.total - 1] ?? null, }; } function pickGoodsPool(type) { if (type === 'illegal-goods') return GOODS_TABLE.filter((good) => good.illegal); if (type === 'trade-goods') return GOODS_TABLE.filter((good) => !good.illegal); return []; } async function resolveSpecialTarget(entry) { if (!entry?.special) return null; switch (entry.special) { case 'client': { const nested = await rollD66(RANDOM_CLIENT_TABLE); return { label: 'Client tiré', roll: nested, text: nested.entry?.text ?? '', }; } case 'ally-enemy': { const nested = await rollD66(ALLIES_ENEMIES_TABLE); return { label: 'PNJ tiré', roll: nested, text: nested.entry?.text ?? '', }; } case 'trade-goods': case 'illegal-goods': { const goods = pickGoodsPool(entry.special); if (!goods.length) return null; const nested = await rollFlat(goods); return { label: entry.special === 'illegal-goods' ? 'Marchandise illicite' : 'Marchandise tirée', roll: nested, text: nested.entry?.name ?? '', }; } default: return null; } } function getExperiencePool(mode) { if (mode === 'combatant') return EXPERIENCE_PROFILES.filter((entry) => entry.category === 'Combattant'); if (mode === 'noncombatant') return EXPERIENCE_PROFILES.filter((entry) => entry.category === 'Non-combattant'); return EXPERIENCE_PROFILES; } async function generateExperience(mode = 'random') { const pool = getExperiencePool(mode); const roll = await rollFlat(pool); return { roll, profile: roll.entry, }; } function findRoleHint(roleName, category) { const hint = ROLE_HINTS.find((entry) => entry.match.test(roleName)); return hint ?? { skills: ['Profession'], priorities: DEFAULT_PRIORITIES[category] ?? DEFAULT_PRIORITIES['Non-combattant'], }; } function toHex(value) { return Math.max(0, Math.min(15, value)).toString(16).toUpperCase(); } function calculateDm(value) { return Math.floor((value - 6) / 3); } function buildCharacteristicValues(result) { const profile = result.experience.profile; const hint = findRoleHint(result.role.entry.text, profile.category); const values = Object.fromEntries(CORE_CHARACTERISTICS.map((key) => [key, 7])); profile.characteristicBonuses.forEach((bonus, index) => { const key = hint.priorities[index] ?? hint.priorities.at(-1) ?? CORE_CHARACTERISTICS[0]; values[key] += Number.parseInt(String(bonus).replace('+', ''), 10); }); return { values, hint, ucp: CORE_CHARACTERISTICS.map((key) => toHex(values[key])).join(''), }; } function buildCharacteristicsData(values) { const allKeys = { strength: { showMax: true }, dexterity: { showMax: true }, endurance: { showMax: true }, intellect: { showMax: false }, education: { showMax: false }, social: { showMax: false }, morale: { showMax: false, value: 0 }, luck: { showMax: false, value: 0 }, sanity: { showMax: false, value: 0 }, charm: { showMax: false, value: 0 }, psionic: { showMax: false, value: 0 }, other: { showMax: false, value: 0 }, }; return Object.fromEntries(Object.entries(allKeys).map(([key, config]) => { const value = values[key] ?? config.value ?? 0; return [key, { value, max: value, dm: calculateDm(value), show: true, showMax: config.showMax, }]; })); } async function getSkillPackIndex() { const pack = game.packs.get(SKILL_PACK_ID); if (!pack) throw new Error(`Pack de compétences introuvable : ${SKILL_PACK_ID}`); const index = await pack.getIndex(); return { pack, index }; } function mergeSkillLevels(profileSkills, roleSkills, baseLevel) { const levels = new Map(); for (const skill of profileSkills) levels.set(skill, baseLevel); for (const skill of roleSkills) levels.set(skill, Math.max(levels.get(skill) ?? 0, Math.max(1, baseLevel))); return levels; } async function buildSkillItems(result) { const { pack, index } = await getSkillPackIndex(); const { hint } = buildCharacteristicValues(result); const skillLevels = mergeSkillLevels(result.experience.profile.skills, hint.skills, result.experience.profile.skillLevel); const items = []; for (const [skillName, level] of skillLevels.entries()) { const entry = index.contents.find((item) => item.name === skillName); if (!entry) continue; const document = await pack.getDocument(entry._id); const data = document.toObject(); delete data._id; delete data.folder; data.system.level = level; items.push(data); } return items; } function buildActorDescription(result, actorName, ucp) { return [ `${actorName} — ${result.role.entry.text}`, `Relation : ${result.relation.label}`, `Particularité : ${result.quirk.entry.text}`, `Expérience : ${result.experience.profile.label}`, `UCP : ${ucp}`, ].join('\n'); } export function formatSigned(value) { return value >= 0 ? `+${value}` : `${value}`; } export async function generateQuickNpc(params = {}) { const relationKey = params.relation && NPC_RELATIONS[params.relation] ? params.relation : 'contact'; const relation = { key: relationKey, ...NPC_RELATIONS[relationKey] }; const role = await rollD66(ALLIES_ENEMIES_TABLE); const quirk = await rollD66(CHARACTER_QUIRKS_TABLE); const experience = await generateExperience(params.experienceBias ?? 'random'); return { success: true, type: 'npc', relation, role, quirk, experience, }; } export async function createNpcActor(result, options = {}) { const actorName = options.name?.trim() || `PNJ — ${result.role.entry.text}`; const { values, ucp } = buildCharacteristicValues(result); const items = await buildSkillItems(result); const actor = await Actor.create({ name: actorName, type: 'character', img: 'icons/svg/mystery-man.svg', system: { life: { value: values.endurance, max: values.endurance, }, personal: { title: result.role.entry.text, species: '', speciesText: {}, age: '', ucp, traits: [ { name: result.relation.label }, { name: result.quirk.entry.text }, ], }, characteristics: buildCharacteristicsData(values), biography: buildActorDescription(result, actorName, ucp), notes: buildActorDescription(result, actorName, ucp), }, flags: { [MODULE_ID]: { generatedNpc: { relation: result.relation.key, role: result.role.entry.text, quirk: result.quirk.entry.text, experience: result.experience.profile.label, }, }, }, }, { renderSheet: false }); if (items.length) await actor.createEmbeddedDocuments('Item', items); if (options.openSheet !== false) actor.sheet?.render(true); return actor; } export async function generateClientMission() { const client = await rollD66(RANDOM_CLIENT_TABLE); const mission = await rollD66(RANDOM_MISSION_TABLE); const target = await rollD66(RANDOM_TARGET_TABLE); const opposition = await rollD66(RANDOM_OPPOSITION_TABLE); const targetResolution = await resolveSpecialTarget(target.entry); return { success: true, type: 'client-mission', client, mission, target, targetResolution, opposition, rewardGuidance: "Le PDF ne fournit pas de table de rémunération détaillée : négociez une récompense légèrement supérieure à ce que les Voyageurs gagneraient via le commerce.", }; } function getEncounterContext(context) { return ENCOUNTER_CONTEXTS[context] ?? ENCOUNTER_CONTEXTS.starport; } async function resolveEncounterFollowUp(followUp) { if (followUp === 'client-mission') return generateClientMission(); if (followUp === 'npc-contact') return generateQuickNpc({ relation: 'contact', experienceBias: 'random' }); return null; } export async function generateEncounter(params = {}) { const context = getEncounterContext(params.context); const encounter = await rollD66(context.entries); const followUp = params.includeFollowUp === false ? null : await resolveEncounterFollowUp(encounter.entry?.followUp); return { success: true, type: 'encounter', context: { key: params.context ?? 'starport', label: context.label, }, encounter, followUp, }; }