/************************************************************************************/ import "./xregexp-all.js"; import { SystemCompendiums } from "../settings/system-compendiums.js"; import { RdDBaseActorReve } from "../actor/base-actor-reve.js"; import { Grammar } from "../grammar.js"; import { Misc } from "../misc.js"; import { ENTITE_INCARNE, ENTITE_NONINCARNE } from "../constants.js"; import { RdDItemTete } from "../item/tete.js"; import { ITEM_TYPES } from "../item.js"; const WHITESPACES = "\\s+" const NUMERIC = "[\\+\\-]?\\d+" const NUMERIC_VALUE = "(?" + NUMERIC + ")" const XREGEXP_COMP_CREATURE = WHITESPACES + "(?\\d+)" + WHITESPACES + NUMERIC_VALUE + "(" + WHITESPACES + "(?\\d+)?\\s+?(?[\\+\\-]?\\d+)?" + ")?" // Skill parser depending on the type of actor const compParser = { personnage: "(\\s+\\((?[^\\)]+)\\))?(,\\s*\\p{Letter}+)*(\\s+(?avec armure))?" + WHITESPACES + NUMERIC_VALUE, creature: XREGEXP_COMP_CREATURE, entite: XREGEXP_COMP_CREATURE } const MANIEMENTS = { 'de lancer': (weapon) => { return { name: weapon.system.lancer, categorie: 'lancer' } }, 'de jet': (weapon) => { return { name: weapon.system.lancer, categorie: 'lancer' } }, 'à une main': (weapon) => { return { name: weapon.system.competence, categorie: 'melee' } }, 'à deux mains': (weapon) => { return { name: weapon.system.competence.replace("à 1 main", "à 2 mains"), categorie: 'melee' } }, 'mêlée': (weapon) => { return { name: weapon.system.competence, categorie: 'melee' } }, } const XREGEXP_WEAPON_MANIEMENT = "(?(" + Misc.join(Object.keys(MANIEMENTS), '|') + "))" const XREGEXP_SORT_VOIE = "(?[OHNT](\\/[OHNT])*)" const XREGEXP_SORT_NAME = "(?[^\\(]+)" // const XREGEXP_SORT_CASE = "(?([A-Za-zÀ-ÖØ-öø-ÿ\\s\\-]+|[A-M]\\d{1,2})+)" const XREGEXP_SORT_CASE = "(?([A-Za-zÀ-ÖØ-öø-ÿ\\s\\-]+|[A-M]\\d{1,2}))" const XREGEXP_SORT = "(" + XREGEXP_SORT_VOIE + WHITESPACES + XREGEXP_SORT_NAME + WHITESPACES + "\\(" + XREGEXP_SORT_CASE + "\\)" + WHITESPACES + "R(?([\\-\\d]+|(\\w|\\s)+))" + WHITESPACES + "r(?(\\d+(\\+)?|\\s\\w+))" + "(" + WHITESPACES + "\\+(?\\d+)\\s?%" + WHITESPACES + "en" + WHITESPACES + "(?[A-M]\\d{1,2})" + ")?" + ")" const XREGEXP_SORTRESERVE_CASE = "(?[A-M]\\d{1,2})"; const XREGEXP_SORT_RESERVE = XREGEXP_SORTRESERVE_CASE + WHITESPACES + XREGEXP_SORT_NAME + WHITESPACES + "(\\((?[^\\)]+)\\))?" // Main class for parsing a stat block export class RdDStatBlockParser { static openInputDialog() { let dialog = new Dialog({ title: "Import de stats de PNJ/Créatures", content: `

Coller le texte de la stat ici

`, buttons: { ok: { label: "OK", callback: async (html) => { let statBlock = html.find("#statBlock")[0].value; await RdDStatBlockParser.parseStatBlock(statBlock); dialog.close(); } }, cancel: { label: "Cancel" } } }); dialog.render(true); } static fixWeirdPDF(statString) { // Split the statString into lines let lines = statString.split("\n"); let newLines = []; let index = 0; let nextType = "string"; // Loop through each line for (let i = 0; i < lines.length; i++) { // remove trailing spaces lines[i] = lines[i].trim(); // Is it text ? if (lines[i].match(/^[a-zA-Zéêè\s]+/)) { if (nextType == "string") { newLines[index] = lines[i]; nextType = "number"; } else { console.log("Wrong sequence string detected...", lines[i], nextType); } } // Is it a number ? if (lines[i].match(/^[\d\s]+/)) { if (nextType == "number") { newLines[index] = newLines[index] + lines[i]; nextType = "string"; index++; } else { console.log("Wrong sequence number detected...", lines[i], nextType); } } } } static getHeureKey(heure) { for (let h of game.system.rdd.config.heuresRdD) { if (h.label.toLowerCase() == heure.toLowerCase()) { return h.value; } } return "vaisseau"; } static fixCompName(name) { name = name.replace("Voie d'", ""); name = name.replace("Voie de ", ""); return name } static async parseStatBlock(statString) { //statString = statBlock03; if (!statString) { return; } // Special function to fix strange/weird copy/paste from PDF readers // Unused up to now : this.fixWeirdPDF(statString); // Replace all endline by space in the statString statString = statString.replace(/\n/g, " "); // Remove all multiple spaces statString = statString.replace(/\s{2,}/g, " "); // Remove all leading and trailing spaces statString = statString.trim(); // TODO: check for entite let type = RdDStatBlockParser.parseActorType(statString); // Now start carac let actorData = foundry.utils.deepClone(game.model.Actor[type]); let items = []; actorData.flags = { hautRevant: false, malusArmure: 0, type } for (let key in actorData.carac) { let caracDef = actorData.carac[key]; // Parse the stat string for each caracteristic let carac = XRegExp.exec(statString, XRegExp(caracDef.label + "\\s+(?\\d+)", 'giu')); if (carac?.value) { actorData.carac[key].value = Number(carac.value); } } // If creature we need to setup additionnal fields switch (type) { case "creature": RdDStatBlockParser.parseCreature(statString, actorData) break case "entite": RdDStatBlockParser.parseEntite(statString, actorData) break } if (type == "personnage") { // Now process armors await RdDStatBlockParser.parseArmors(statString, actorData, items); } // Get skills from compendium await RdDStatBlockParser.parseCompetences(statString, actorData, items); if (type == "personnage") { // Now process weapons await RdDStatBlockParser.parseWeapons(statString, items); await RdDStatBlockParser.parseHautReve(statString, actorData, items); RdDStatBlockParser.parsePersonnage(statString, actorData); } const name = RdDStatBlockParser.extractName(type, statString); actorData.flags = undefined console.log(actorData); let newActor = await RdDBaseActorReve.create({ name, type, system: actorData, items }); await newActor.remiseANeuf() await RdDStatBlockParser.adjustAttacks(newActor) await RdDStatBlockParser.setValeursActuelles(newActor, statString) await newActor?.sheet.render(true) } static async parseCompetences(statString, actorData, items) { const competences = await SystemCompendiums.getCompetences(actorData.flags.type); //console.log("Competences : ", competences); for (let competence of competences) { let pushed = actorData.flags.type != "personnage" let compNameToSearch = RdDStatBlockParser.fixCompName(competence.name) XRegExp.forEach(statString, XRegExp("\\s" + compNameToSearch + compParser[actorData.flags.type], 'giu'), function (compMatch, i) { items.push(RdDStatBlockParser.prepareCompetence(actorData, competence, compMatch)) if (!compMatch.special) { pushed = true } }) if (!pushed) { // ajout niveau de base items.push(competence.toObject()) } } } static prepareCompetence(actorData, competence, compMatch) { const comp = competence.toObject(); if (compMatch.special) { comp._id = undefined comp.name = `${comp.name} (${compMatch.special})` } comp.system.niveau = Number(compMatch.value); if (compMatch.malus) { comp.system.niveau = Number(compMatch.value) - actorData.flags.malusArmure } if (comp.system.categorie == 'draconic' && comp.system.niveau > -11) { actorData.flags.hautRevant = true } if (["creature", "entite"].includes(actorData.flags.type)) { comp.system.carac_value = Number(compMatch.carac); if (compMatch.dommages != undefined) { comp.system.dommages = Number(compMatch.dommages) comp.system.iscombat = true } } return comp } static async parseArmors(statString, actorData, items) { const armors = await SystemCompendiums.getWorldOrCompendiumItems("armure", "equipement"); for (let armor of armors) { let matchArmor = XRegExp.exec(statString, XRegExp(armor.name, 'giu')); if (matchArmor) { armor = armor.toObject() armor.system.equipe = true actorData.flags.malusArmure = armor.system.malus items.push(armor) break } } } static async parseWeapons(statString, items) { const weapons = await SystemCompendiums.getWorldOrCompendiumItems("arme", "equipement"); //console.log("Equipement : ", equipment); // TODO: les noms d'armes peuvent avoir un suffixe (à une main, lancée) qui détermine la compétence correspondante // TODO: une arme peut être spécifique ("fourche"), ajouter une compétence dans ces cas là? for (let weapon of weapons) { let nomArmeManiement = XRegExp.exec(weapon.name, XRegExp(".*" + XREGEXP_WEAPON_MANIEMENT)); if (nomArmeManiement) { continue // ignore les objets 'Dague de jet" ou "dague mêlée" } let weapMatch = XRegExp.exec(statString, XRegExp(weapon.name + "(\\s*" + XREGEXP_WEAPON_MANIEMENT + ")?" + "\\s+(?[\\+\\-]?\\d+)", 'giu')); if (weapMatch) { weapon = weapon.toObject(); weapon.system.equipe = 'true'; items.push(weapon); const niveau = Number(weapMatch.value); // now process the skill if (weapMatch?.maniement) { RdDStatBlockParser.setNiveauCompetenceArme(items, MANIEMENTS[weapMatch.maniement](weapon), niveau) } else { RdDStatBlockParser.setNiveauCompetenceArme(items, { name: weapon.system.competence, categorie: 'melee' }, niveau) RdDStatBlockParser.setNiveauCompetenceArme(items, { name: weapon.system.tir, categorie: 'tir' }, niveau) RdDStatBlockParser.setNiveauCompetenceArme(items, { name: weapon.system.lancer, categorie: 'lancer' }, niveau) } } } } static setNiveauCompetenceArme(items, competence, niveau) { if (competence != "") { const item = items.find(i => i.system.categorie == competence.categorie && Grammar.equalsInsensitive(i.name, competence.name)) if (item) { item.system.niveau = niveau } } } static async adjustAttacks(newActor) { if (["creature", "entite"].includes(newActor.type)) { const bonusDommages = newActor.getBonusDegat() const ajustementAttaques = newActor.itemTypes[ITEM_TYPES.competencecreature].filter(it => it.system.iscombat) .map(it => { return { _id: it.id, 'system.categorie': 'melee', 'system.dommages': it.system.dommages - bonusDommages } }) await newActor.updateEmbeddedDocuments('Item', ajustementAttaques) } } static async setValeursActuelles(newActor, statString) { const updates = { } const endurance = XRegExp.exec(statString, XRegExp("endurance\\s+(?\\d+)\\s+(\\(actuelle\\s*:\\s+(?\\d+)\\))?", 'giu')); if (endurance?.value) { if (newActor.getEnduranceMax() != endurance.value) { ui.notifications.warn(`Vérifier le calcul de l'endurance, calcul: ${newActor.getEnduranceMax()} / import: ${endurance.value}`) } } if (endurance?.actuelle) { updates['system.sante.endurance.value'] = Number(endurance?.actuelle) } const vie = XRegExp.exec(statString, XRegExp("vie\\s+(?\\d+)\\s+(\\(actuelle\\s*:\\s+(?\\d+)\\))?", 'giu')); if (vie?.value) { if (newActor.getVieMax() != vie.value) { ui.notifications.warn(`Vérifier le calcul de la vie, calcul: ${newActor.getVieMax()} / import: ${vie.value}`) } } if (vie?.actuelle) { updates['system.sante.vie.value'] = Number(vie?.actuelle) } await newActor.update(updates) } static async parseHautReve(statString, actorData, items) { // Attemp to detect spell let sorts = await SystemCompendiums.getWorldOrCompendiumItems("sort", "sorts-oniros"); sorts = sorts.concat(await SystemCompendiums.getWorldOrCompendiumItems("sort", "sorts-hypnos")); sorts = sorts.concat(await SystemCompendiums.getWorldOrCompendiumItems("sort", "sorts-narcos")); sorts = sorts.concat(await SystemCompendiums.getWorldOrCompendiumItems("sort", "sorts-thanatos")); XRegExp.forEach(statString, XRegExp(XREGEXP_SORT, 'gu' /* keep case sensitive to match the spell draconic skill */), function (matchSort, i) { actorData.flags.hautRevant = true const sortName = Grammar.toLowerCaseNoAccent(matchSort.name).trim().replace("’", "'"); let sort = sorts.find(s => Grammar.toLowerCaseNoAccent(s.name) == sortName) if (sort) { sort = sort.toObject(); if (matchSort.bonus && matchSort.bonuscase) { sort.system.bonuscase = `${matchSort.bonuscase}:${matchSort.bonus}`; } items.push(sort); } else { ui.notifications.warn(`Impossible de trouver le sort ${matchSort.name} / ${sortName}`) } }) const sortsReserve = XRegExp.exec(statString, XRegExp('En réserve\\s+(?.*)', 'gu' /* keep case sensitive to match the spell draconic skill */)) if (sortsReserve?.reserve) { actorData.flags.hautRevant = true XRegExp.forEach(sortsReserve.reserve, XRegExp(XREGEXP_SORT_RESERVE, 'giu'), function (matchSortReserve, i) { const name = Grammar.toLowerCaseNoAccent(matchSortReserve.name).trim().replace("’", "'"); const sort = sorts.find(s => Grammar.toLowerCaseNoAccent(s.name) == name) if (sort) { if (!items.find(it => it._id == sort.id)) { const nouveauSort = sort.toObject() nouveauSort.system.bonuscase = `${matchSortReserve.coord}:1`; items.push(sort.toObject()) } items.push({ name: sort.name, type: 'sortreserve', img: sort.img, system: { sortid: sort.id, draconic: sort.system.draconic, coord: matchSortReserve.coord, ptreve: Number(sort.system.ptreve.match(/\d+/)), }, description: matchSortReserve.description }) } else { ui.notifications.warn(`Impossible de mettre ${matchSortReserve.name} en réserve en ${matchSortReserve.coord}`) } }) } if (actorData.flags.hautRevant) { const donHR = await RdDItemTete.teteDonDeHautReve(); if (donHR) { items.push(donHR.toObject()); } const demiReve = XRegExp.exec(statString, XRegExp("Demi-rêve\\s+(?[A-M]\\d{1,2})", 'giu')) actorData.reve.tmrpos.coord = demiReve?.value ?? 'A1' } } static parsePersonnage(statString, actorData) { actorData.reve.seuil.value = actorData.carac.reve.value actorData.compteurs.chance.value = actorData.carac.chance.value const reveActuel = XRegExp.exec(statString, XRegExp("Rêve actuel\\s+(?\\d+)", 'giu')) actorData.reve.reve.value = reveActuel?.value ? Number(reveActuel.value) : actorData.reve.seuil.value const feminin = XRegExp.exec(statString, XRegExp("né(?e?) à", 'giu')); actorData.sexe = (feminin?.value == 'e') ? 'féminin' : 'masculin'; // Get hour name : heure du XXXXX const heure = XRegExp.exec(statString, XRegExp("heure (du|de la|des|de l\')\\s*(?[A-Za-zÀ-ÖØ-öø-ÿ\\s]+),", 'giu')); actorData.heure = this.getHeureKey(heure?.value || "Vaisseau"); // Get age const age = XRegExp.exec(statString, XRegExp("(?\\d+) ans", 'giu')); if (age?.value) { actorData.age = Number(age.value); } // Get height const taille = XRegExp.exec(statString, XRegExp("(?\\d+m\\d+)", 'giu')); if (taille?.value) { actorData.taille = taille.value; } // Get weight const poids = XRegExp.exec(statString, XRegExp(",\\s+(?\\d+)\\s+kg", 'giu')); if (poids?.value) { actorData.poids = poids.value + ' kg'; } // Get cheveux const cheveux = XRegExp.exec(statString, XRegExp("kg,\\s+(?[A-Za-zÀ-ÖØ-öø-ÿ\\s\\-]+),\\s+yeux", 'giu')); if (cheveux?.value) { actorData.cheveux = cheveux.value; } // Get yeux const yeux = XRegExp.exec(statString, XRegExp("yeux\\s+(?[A-Za-zÀ-ÖØ-öø-ÿ\\s\\-]+), Beau", 'giu')); if (yeux?.value) { actorData.yeux = yeux.value; } // Get beauty const beaute = XRegExp.exec(statString, XRegExp("beauté\\s+(?\\d+)", 'giu')); if (beaute?.value) { actorData.beaute = Number(beaute.value); } } static parseCreature(statString, actorData) { let protection = XRegExp.exec(statString, XRegExp("protection(\\s+naturelle)?\\s+(?[\\-]?\\d+)", 'giu')); if (protection?.value) { actorData.attributs.protection.value = Number(protection.value); } let vitesse = XRegExp.exec(statString, XRegExp("vitesse\\s+(?[\\d\\/]+)", 'giu')); if (vitesse?.value) { actorData.attributs.vitesse.value = vitesse.value; } } static parseEntite(statString, actorData) { actorData.definition.categorieentite = 'cauchemar' actorData.definition.typeentite = ENTITE_NONINCARNE let endurance = XRegExp.exec(statString, XRegExp("endurance\\s+(?\\d+)", 'giu')); if (endurance?.value) { actorData.sante.endurance.value = Number(endurance.value); actorData.sante.endurance.max = Number(endurance.value); actorData.definition.typeentite = ENTITE_INCARNE } let vitesse = XRegExp.exec(statString, XRegExp("vitesse\\s+(?[\\d\\/]+)", 'giu')); if (vitesse?.value) { actorData.attributs.vitesse.value = vitesse.value; } } static parseActorType(statString) { let force = XRegExp.exec(statString, XRegExp("Force\\s+(?[\\+\\-]?\\d+)", 'giu')) let vue = XRegExp.exec(statString, XRegExp("Vue\\s+(?[\\+\\-]?\\d+)", 'giu')) let perception = XRegExp.exec(statString, XRegExp("perception\\s+(?\\d+)", 'giu')) if (!force) { return "entite" } if (!vue || perception) { return "creature" } return "personnage" } static extractName(actorType, statString) { if (actorType == "personnage") { // Check if ',né le' is present let namePersonnage = "Importé" if (statString.includes(", né")) { // Name is all string before first comma ',' namePersonnage = XRegExp.exec(statString, XRegExp("(?[\\p{Letter}\'\\-\\s\\d]+),", 'giu')); } else { namePersonnage = XRegExp.exec(statString, XRegExp("(?[\\p{Letter}\'\\-\\s\\d]+)\\s+TAILLE", 'giu')); } if (namePersonnage?.value) { return Misc.upperFirst(namePersonnage?.value.toLowerCase()); } } const name = XRegExp.exec(statString, XRegExp("(?.+)\\s+taille", 'giu')); if (actorType == "entite") { if (!(name?.value)) { const nameEntiteReve = XRegExp.exec(statString, XRegExp("(?.+)\\s+rêve", 'giu')); return Misc.upperFirst(nameEntiteReve?.value || "Importé"); } } return Misc.upperFirst(name?.value || "Importé"); } static warning(message) { ui.notifications.warn(message); } } /************************************************************************************/ // Some internal test strings let statBlock01 = `+$16(/, baron de Sylvedire, né à l’heure du Roseau, 40 ans, 1m78, 65 kg, Beauté 13. TAILLE 10 Mêlée 14 APPARENCE 13 Tir 11 CONSTITUTION 12 Lancer 11 FORCE 12 Dérobée 13 AGILITÉ 16 Vie 11 DEXTÉRITÉ 13 Endurance 25 VUE 10 +dom 0 OUÏE 11 Protection 2 ou 4 ODO-GOÛT 9 cuir souple VOLONTÉ 14 ou cuir / métal INTELLECT 9 EMPATHIE 11 RÊVE 13 CHANCE 10 niv init +dom Épée dragonne +5 12 +3 Hache de bataille +6 13 +3 Bouclier moyen +5 Dague mêlée +4 11 +1 Corps à corps +4 11 (0) Esquive +8 Escalade, Saut +4 / Commerce +3 / Équitation +6 / Chirurgie 0 / Survie en extérieur +4 / Survie fo- rêt +6 / Acrobatie -2 / Métallurgie +2 / Natation +3 / Légendes -1 / Écriture -4 `; let statBlock02 = `/HVJDUGHV TAILLE 11 Mêlée 12 CONSTITUTION 11 Tir 11 FORCE 12 Lancer 11 AGILITÉ 12 Dérobée 11 DEXTERITÉ 11 Vie 11 VUE 11 Endurance 22 OUÏE 11 Vitesse 12 VOLONTÉ 10 +dom 0 Protection 4 cuir / métal niv init +dom Hache de bataille +4 10 +3 Bouclier moyen +4 Dague mêlée +3 9 +1 Arc +5 10 +2 Corps à corps +3 9 (0) Esquive avec armure +2 Course +1/ Vigilance +4 `; let statBlock03 = `rencontres sont laissées à /HVFKLHQVORXSVGXEDURQ chaque gardien des rêves. TAILLE 8 Vie 10 CONSTITUTION FORCE 12 11 Endurance Vitesse 12/38 21 /HVFKLHQV]RPELV PERCEPTION 13 +dom 0 VOLONTÉ 10 Protection 0 Les « monstres » apparaîtront un soir, durant RÊVE 10 l’heure du Serpent, et attaqueront les voya- niv init +dom geurs à leur campement. Si ces derniers ne Morsure 13 +4 10 +1 campent pas, ils apparaîtront tout de même à Esquive 11 +3 l’heure du Serpent. Le feu ne les effraie pas. Ils Course, Saut 12 +3 ne sont pas très rapides, mais en revanche, très Discrétion 12 +3 silencieux : ils n’aboient pas. Les voyageurs Vigilance 13 +3 `