Fix imports divers
- gestion du malus armure (esquive ou autres) - gestion des sous-listes competences au même niveau - gestion des armes avec plusieurs maniements - un personnage ayant du draconic est haut-rêvant (cas des haut-rêvants connaissant "tous les sorts" ou une liste non précisée)
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@ -17,12 +17,20 @@ const XREGEXP_COMP_CREATURE = WHITESPACES + "(?<carac>\\d+)"
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// Skill parser depending on the type of actor
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const compParser = {
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//personnage: "(\\D+)*" + WHITESPACES + NUMERIC_VALUE,
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personnage: WHITESPACES + NUMERIC_VALUE,
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personnage: "(\\s+\\((?<special>[^\\)]+)\\))?(,\\s*\\p{Letter}+)*(\\s+(?<malus>avec armure))?" + WHITESPACES + NUMERIC_VALUE,
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creature: XREGEXP_COMP_CREATURE,
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entite: XREGEXP_COMP_CREATURE
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}
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const MANIEMENTS = {
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'de lancer': (weapon) => { return { name: weapon.system.lancer, categorie: 'lancer' } },
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'de jet': (weapon) => { return { name: weapon.system.lancer, categorie: 'lancer' } },
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'à une main': (weapon) => { return { name: weapon.system.competence, categorie: 'melee' } },
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'à deux main': (weapon) => { return { name: weapon.system.competence.replace("à 1 main", "à 2 main"), categorie: 'melee' } },
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'mêlée': (weapon) => { return { name: weapon.system.competence, categorie: 'melee' } },
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}
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const XREGEXP_WEAPON_MANIEMENT = "(?<maniement>(" + Misc.join(Object.keys(MANIEMENTS), '|') + "))"
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const XREGEXP_SORT_VOIE = "(?<voies>[OHNT](\\/[OHNT])*)"
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const XREGEXP_SORT_NAME = "(?<name>[^\\(]+)"
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const XREGEXP_SORT_CASE = "\\((?<case>([A-Za-zÀ-ÖØ-öø-ÿ\\s\\-]+|[A-M]\\d{1,2})+)\\)";
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@ -134,6 +142,9 @@ export class RdDStatBlockParser {
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// Now start carac
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let actorData = foundry.utils.deepClone(game.model.Actor[type]);
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let items = [];
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actorData.flags = { hautRevant: false, malusArmure: 0 }
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for (let key in actorData.carac) {
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let caracDef = actorData.carac[key];
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// Parse the stat string for each caracteristic
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@ -152,77 +163,18 @@ export class RdDStatBlockParser {
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RdDStatBlockParser.parseEntite(statString, actorData)
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break
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}
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let items = [];
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// Get skills from compendium
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const competences = await SystemCompendiums.getCompetences(type);
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//console.log("Competences : ", competences);
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for (let comp of competences) {
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let compNameToSearch = RdDStatBlockParser.fixCompName(comp.name)
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let compMatch = XRegExp.exec(statString, XRegExp(compNameToSearch + compParser[type], 'giu'));
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if (compMatch) {
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comp = comp.toObject()
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comp.system.niveau = Number(compMatch.value);
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if (type == "creature" || type == "entite") {
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comp.system.carac_value = Number(compMatch.carac);
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if (compMatch.dommages != undefined) {
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comp.system.dommages = Number(compMatch.dommages);
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comp.system.iscombat = true;
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}
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}
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items.push(comp)
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}
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else if (type == "personnage") {
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comp = comp.toObject()
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items.push(comp)
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}
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}
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// Now process weapons
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const weapons = await SystemCompendiums.getWorldOrCompendiumItems("arme", "equipement")
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//console.log("Equipement : ", equipment);
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// TODO: les noms d'armes peuvent avoir un suffixe (à une main, lancée) qui détermine la compétence correspondante
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// TODO: une arme peut être spécifique ("fourche"), ajouter une compétence dans ces cas là?
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for (let weapon of weapons) {
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let weapMatch = XRegExp.exec(statString, XRegExp(weapon.name + "\\s+(?<value>\\+\\d+)", 'giu'));
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if (weapMatch) {
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weapon = weapon.toObject()
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weapon.system.equipe = 'true'
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items.push(weapon)
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// now process the skill
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if (weapon.system?.competence != "") {
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let wComp = items.find(i => Grammar.equalsInsensitive(i.name, weapon.system.competence))
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if (wComp) {
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wComp.system.niveau = Number(weapMatch.value);
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}
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}
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if (weapon.system?.tir != "") {
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let wComp = items.find(i => Grammar.equalsInsensitive(i.name, weapon.system.tir))
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if (wComp) {
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wComp.system.niveau = Number(weapMatch.value);
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}
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}
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if (weapon.system?.lancer != "") {
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let wComp = items.find(i => Grammar.equalsInsensitive(i.name, weapon.system.lancer))
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if (wComp) {
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wComp.system.niveau = Number(weapMatch.value);
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}
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}
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}
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}
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if (type == "personnage") {
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// Now process armors
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const armors = await SystemCompendiums.getWorldOrCompendiumItems("armure", "equipement")
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for (let armor of armors) {
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let matchArmor = XRegExp.exec(statString, XRegExp(armor.name, 'giu'));
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if (matchArmor) {
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armor = armor.toObject()
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armor.system.equipe = true
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items.push(armor);
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}
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await RdDStatBlockParser.parseArmors(statString, actorData, items);
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}
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// Get skills from compendium
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await RdDStatBlockParser.parseCompetences(type, statString, actorData, items);
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if (type == "personnage") {
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// Now process weapons
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await RdDStatBlockParser.parseWeapons(statString, items);
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await RdDStatBlockParser.parseHautReve(statString, actorData, items);
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RdDStatBlockParser.parsePersonnage(statString, actorData);
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@ -230,6 +182,7 @@ export class RdDStatBlockParser {
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const name = RdDStatBlockParser.extractName(type, statString);
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actorData.flags = undefined
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console.log(actorData);
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let newActor = await RdDBaseActorReve.create({ name, type, system: actorData, items });
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@ -238,6 +191,92 @@ export class RdDStatBlockParser {
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await newActor?.sheet.render(true)
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}
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static async parseCompetences(type, statString, actorData, items) {
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const competences = await SystemCompendiums.getCompetences(type);
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//console.log("Competences : ", competences);
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for (let comp of competences) {
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let compNameToSearch = RdDStatBlockParser.fixCompName(comp.name);
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let compMatch = XRegExp.exec(statString, XRegExp("\\s" + compNameToSearch + compParser[type], 'giu'));
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if (compMatch) {
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comp = comp.toObject()
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comp.system.niveau = Number(compMatch.value)
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if (compMatch.malus) {
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comp.system.niveau = Number(compMatch.value) - actorData.flags.malusArmure
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}
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if (comp.system.categorie == 'draconic' && comp.system.niveau > -11) {
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actorData.flags.hautRevant = true
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}
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if (type == "creature" || type == "entite") {
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comp.system.carac_value = Number(compMatch.carac);
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if (compMatch.dommages != undefined) {
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comp.system.dommages = Number(compMatch.dommages);
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comp.system.iscombat = true;
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}
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}
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items.push(comp);
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}
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else if (type == "personnage") {
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comp = comp.toObject();
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items.push(comp);
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}
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}
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}
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static async parseArmors(statString, actorData, items) {
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const armors = await SystemCompendiums.getWorldOrCompendiumItems("armure", "equipement");
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for (let armor of armors) {
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let matchArmor = XRegExp.exec(statString, XRegExp(armor.name, 'giu'));
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if (matchArmor) {
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armor = armor.toObject()
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armor.system.equipe = true
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actorData.flags.malusArmure = armor.system.malus
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items.push(armor)
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break
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}
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}
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}
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static async parseWeapons(statString, items) {
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const weapons = await SystemCompendiums.getWorldOrCompendiumItems("arme", "equipement");
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//console.log("Equipement : ", equipment);
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// TODO: les noms d'armes peuvent avoir un suffixe (à une main, lancée) qui détermine la compétence correspondante
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// TODO: une arme peut être spécifique ("fourche"), ajouter une compétence dans ces cas là?
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for (let weapon of weapons) {
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let nomArmeManiement = XRegExp.exec(weapon.name, XRegExp(".*" + XREGEXP_WEAPON_MANIEMENT));
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if (nomArmeManiement) {
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continue // ignore les objets 'Dague de jet" ou "dague mêlée"
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}
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let weapMatch = XRegExp.exec(statString, XRegExp(weapon.name
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+ "(\\s*" + XREGEXP_WEAPON_MANIEMENT + ")?"
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+ "\\s+(?<value>\\+\\d+)", 'giu'));
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if (weapMatch) {
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weapon = weapon.toObject();
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weapon.system.equipe = 'true';
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items.push(weapon);
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const niveau = Number(weapMatch.value);
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// now process the skill
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if (weapMatch?.maniement) {
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RdDStatBlockParser.setNiveauCompetenceArme(items, MANIEMENTS[weapMatch.maniement](weapon), niveau)
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}
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else {
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RdDStatBlockParser.setNiveauCompetenceArme(items, { name: weapon.system.competence, categorie: 'melee' }, niveau)
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RdDStatBlockParser.setNiveauCompetenceArme(items, { name: weapon.system.tir, categorie: 'tir' }, niveau)
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RdDStatBlockParser.setNiveauCompetenceArme(items, { name: weapon.system.lancer, categorie: 'lancer' }, niveau)
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}
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}
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}
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}
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static setNiveauCompetenceArme(items, competence, niveau) {
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if (competence != "") {
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const item = items.find(i => i.system.categorie == competence.categorie && Grammar.equalsInsensitive(i.name, competence.name))
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if (item) {
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item.system.niveau = niveau
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}
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}
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}
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static async setValeursActuelles(newActor, statString) {
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const updates = {
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}
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@ -264,7 +303,6 @@ export class RdDStatBlockParser {
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}
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static async parseHautReve(statString, actorData, items) {
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let hautRevant = false;
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// Attemp to detect spell
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let sorts = await SystemCompendiums.getWorldOrCompendiumItems("sort", "sorts-oniros");
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sorts = sorts.concat(await SystemCompendiums.getWorldOrCompendiumItems("sort", "sorts-hypnos"));
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@ -276,7 +314,7 @@ export class RdDStatBlockParser {
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const sortName = Grammar.toLowerCaseNoAccent(matchSort.name).trim().replace("’", "'");
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let sort = sorts.find(s => Grammar.toLowerCaseNoAccent(s.name) == sortName)
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if (sort) {
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hautRevant = true;
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actorData.flags.hautRevant = true
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sort = sort.toObject();
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if (matchSort.bonus && matchSort.bonuscase) {
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sort.system.bonuscase = `${matchSort.bonuscase}:${matchSort.bonus}`;
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@ -288,7 +326,7 @@ export class RdDStatBlockParser {
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}
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});
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if (hautRevant) {
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if (actorData.flags.hautRevant) {
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const donHR = await RdDItemTete.teteDonDeHautReve();
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if (donHR) {
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items.push(donHR.toObject());
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