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