foundryvtt-wh4-lang-fr-fr/babele-register.js

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class ActorWfrp4e_fr extends ActorWfrp4e {
/**
* Calculates a weapon's range or damage formula.
*
* Takes a weapon formula for Damage or Range (SB + 4 or SBx3) and converts to a numeric value.
*
* @param {String} formula formula to be processed (SBx3 => 9).
*
* @return {Number} Numeric formula evaluation
*/
calculateRangeOrDamage(formula)
{
//console.log("FR function calculateRangeOrDamage !", formula);
let actorData = this.data
try
{
formula = formula.toLowerCase();
// Iterate through characteristics
for(let ch in actorData.data.characteristics)
{
// Determine if the formula includes the characteristic's abbreviation + B (SB, WPB, etc.)
if (formula.includes(ch.concat('b')))
{
// Replace that abbreviation with the Bonus value
formula = formula.replace(ch.concat('b'), actorData.data.characteristics[ch].bonus.toString());
}
}
if (formula.includes("yard") )
formula = formula.replace(ch.concat('yard'), "mètre" );
if (formula.includes("yds") )
formula = formula.replace(ch.concat('yds'), "m." );
// To evaluate multiplication, replace x with *
formula = formula.replace('x', '*');
return eval(formula);
}
catch
{
return formula
}
}
/**
* Turns a formula into a processed string for display
*
* Processes damage formula based - same as calculateSpellAttributes, but with additional
* consideration to whether its a magic missile or not
*
* @param {String} formula Formula to process - "Willpower Bonus + 4"
* @param {boolean} isMagicMissile Whether or not it's a magic missile - used in calculating additional damage
* @returns {String} Processed formula
*/
calculateSpellDamage(formula, isMagicMissile)
{
let actorData = this.data
formula = formula.toLowerCase();
if (isMagicMissile) // If it's a magic missile, damage includes willpower bonus
{
formula += "+ " + actorData.data.characteristics["wp"].bonus
}
// Specific case, to avoid wrong matching with "Force"
if (formula.includes("force mentale"))
{
// Determine if it's looking for the bonus or the value
if (formula.includes('bonus'))
formula = formula.replace( "bonus de force mentale", );
else
formula = formula.replace("force mentale", actorData.data.characteristics["wp"].value);
}
// Iterate through characteristics
for(let ch in actorData.data.characteristics)
{
// If formula includes characteristic name
while (formula.includes(actorData.data.characteristics[ch].label.toLowerCase()))
{
// Determine if it's looking for the bonus or the value
if (formula.includes('bonus'))
formula = formula.replace("bonus de " + WFRP4E.characteristics[ch].toLowerCase(), actorData.data.characteristics[ch].bonus);
else
formula = formula.replace(WFRP4E.characteristics[ch].toLowerCase(), actorData.data.characteristics[ch].value);
}
}
//console.log("calculateSpellDamage -> " + formula );
return eval(formula);
}
/**
* Turns a formula into a processed string for display
*
* Turns a spell attribute such as "Willpower Bonus Rounds" into a more user friendly, processed value
* such as "4 Rounds". If the aoe is checked, it wraps the result in AoE (Result).
*
* @param {String} formula Formula to process - "Willpower Bonus Rounds"
* @param {boolean} aoe Whether or not it's calculating AoE (changes string return)
* @returns {String} formula processed formula
*/
calculateSpellAttributes(formula, aoe=false)
{
let actorData = this.data
formula = formula.toLowerCase();
// Do not process these special values
if (formula != game.i18n.localize("Vous").toLowerCase() && formula != game.i18n.localize("Special").toLowerCase() && formula != game.i18n.localize("Instantané").toLowerCase())
{
// Specific case, to avoid wrong matching with "Force"
if (formula.includes("force mentale"))
{
// Determine if it's looking for the bonus or the value
if (formula.includes('bonus'))
formula = formula.replace( "bonus de force mentale", actorData.data.characteristics["wp"].bonus);
else
formula = formula.replace("force mentale", actorData.data.characteristics["wp"].value);
}
if (formula.includes("yard") )
formula = formula.replace(ch.concat('yard'), "mètre" );
if (formula.includes("yds") )
formula = formula.replace(ch.concat('yds'), "m." );
// Iterate through remaining characteristics
for(let ch in actorData.data.characteristics)
{
// If formula includes characteristic name
//console.log("Testing :", ch, WFRP4E.characteristics[ch].toLowerCase());
if (formula.includes(WFRP4E.characteristics[ch].toLowerCase()))
{
// Determine if it's looking for the bonus or the value
if (formula.includes('bonus'))
formula = formula.replace("bonus de " + WFRP4E.characteristics[ch].toLowerCase(), actorData.data.characteristics[ch].bonus);
else
formula = formula.replace(WFRP4E.characteristics[ch].toLowerCase(), actorData.data.characteristics[ch].value);
}
}
}
// If AoE - wrap with AoE ( )
if (aoe)
formula = "AoE (" + formula.capitalize() + ")";
//console.log("calculateSpellAttributes -> " + formula );
return formula.capitalize();
}
}
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Hooks.once('init', () => {
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// Replace to manage specific bonuses/char. computations
CONFIG.Actor.entityClass = ActorWfrp4e_fr;
WFRP4E.talentBonuses = {
"perspicace": "int",
"affable": "fel",
"tireur de précision": "bs",
"très fort": "s",
"vivacité": "i",
"reflexes foudroyants": "ag",
"imperturbable": "wp",
"très résistant": "t",
"doigts de fée": "dex",
"guerrier né": "ws"
}
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if(typeof Babele !== 'undefined') {
Babele.get().register({
module: 'WH4-fr-translation',
lang: 'fr',
dir: 'compendium'
});
Babele.get().registerConverters({
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"career_skills": (skills_list) => {
var compendium = game.packs.find(p => p.collection === 'wfrp4e.skills');
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//console.log( "Thru here ...", compendium, skills_list);
var i;
var len = skills_list.length;
var re = /(.*)\((.*)\)/i;
for (i = 0; i < len; i++) {
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var transl = compendium.i18nName( { name: skills_list[i] } );
//console.log("List ...", skills_list[i]);
if ( transl == skills_list[i] ) {
var res = re.exec( skills_list[i]);
if (res) {
//console.log("Matched/split:", res[1], res[2]);
var subword = game.i18n.localize(res[2].trim() );
var s1 = res[1].trim() + " ()";
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var translw = compendium.i18nName( { name: s1} );
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if (translw != s1) {
var res2 = re.exec(translw);
transl = res2[1] + "(" + subword + ")";
} else {
s1 = res[1].trim() + " ( )";
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translw = compendium.i18nName( { name: s1} );
var res2 = re.exec(translw);
transl = res2[1] + "(" + subword + ")";
}
}
}
skills_list[i] = transl;
}
return skills_list;
},
"career_talents": (talents_list) => {
var compendium = game.packs.find(p => p.collection === 'wfrp4e.talents');
var i;
var len = talents_list.length;
var re = /(.*)\((.*)\)/i;
for (i = 0; i < len; i++) {
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var transl = compendium.i18nName( { name: talents_list[i]} );
if ( transl == talents_list[i] ) {
var res = re.exec( talents_list[i]);
if (res) {
//console.log("Matched/split:", res[1], res[2]);
var subword = game.i18n.localize(res[2].trim() );
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var s1 = res[1].trim(); // No () in talents table
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var translw = compendium.i18nName( { name: s1 } );
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if (translw != s1) {
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transl = translw + "(" + subword + ")";
} else {
s1 = res[1].trim() + " ( )";
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translw = compendium.i18nName( { name: s1 } );
var res2 = re.exec(translw);
transl = res2[1] + "(" + subword + ")";
}
}
}
talents_list[i] = transl;
}
return talents_list;
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},
// To avoid duplicateing class for all careers
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"generic_localization": (value) => {
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if ( value )
return game.i18n.localize( value.trim() );
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},
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"trapping_qualities_flaws": (value) => {
if ( value ) {
var list = value.split( "," );
var i=0;
var re = /(.*) (\d+)/i;
for (i=0; i<list.length; i++) {
var splitted = re.exec( list[i].trim() );
if ( splitted ) {
//console.log("FOund:", splitted[0], splitted[1], splitted[2] );
list[i] = game.i18n.localize( splitted[1] ) + " " + splitted[2];
} else {
list[i] = game.i18n.localize( list[i].trim() ) ;
}
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}
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return list.toString();
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}
},
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// Search back in careers the translated name of the groupe (as it is the name of the level career itself)
"career_careergroup": (value) => {
var compendium = game.packs.find(p => p.collection === 'wfrp4e.careers');
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return compendium.i18nName( { name: value } );
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},
// Auto-translate duration
"spells_duration_range_target_damage": (value) => {
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//console.log("Spell duration/range/damage/target :", value);
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if ( value == "" ) return ""; // Hop !
if ( value == "Touch" ) return "Contact"; // Hop !
if ( value == "You" ) return "Vous"; // Hop !
if ( value == "Instant" ) return "Instantané"; // Hop !
var translw = value;
var re = /(.*) Bonus (\w*)/i;
var res = re.exec( value );
var unit = "";
if ( res ) { // Test "<charac> Bonus <unit>" pattern
if ( res[1] ) { // We have char name, then convert it
translw = "Bonus de " + game.i18n.localize( res[1].trim() );
}
unit = res[2];
} else {
re = /(\d+) (\w+)/i;
res = re.exec( value );
if (res) { // Test : "<number> <unit>" pattern
translw = res[1];
unit = res[2];
} else { // Test
re = /(\w+) (\w+)/i;
res = re.exec( value );
if (res) { // Test : "<charac> <unit>" pattern
translw = game.i18n.localize( res[1].trim() );
unit = res[2];
}
}
}
if ( unit == "hour") unit = "heure";
if ( unit == "hours") unit = "heures";
if ( unit == "days") unit = "jours";
if ( unit == "yard") unit = "mètre";
if ( unit == "yards") unit = "mètres";
translw += " " + unit;
return translw;
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}
});
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}
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} );
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