Files
mgt2-compendium-amiral-denisov/scripts/npcHelper.js

346 lines
12 KiB
JavaScript

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,
};
}