Vincent Vandemeulebrouck
5a5b5cdbb3
Les bonus aux dommages des créatures et entitées sont intégrés dans les données importées, il faut donc retirer le plusdom de l'acteur après création
709 lines
21 KiB
JavaScript
709 lines
21 KiB
JavaScript
/************************************************************************************/
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import "./xregexp-all.js";
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import { SystemCompendiums } from "../settings/system-compendiums.js";
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import { RdDBaseActorReve } from "../actor/base-actor-reve.js";
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import { Grammar } from "../grammar.js";
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import { Misc } from "../misc.js";
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import { ENTITE_INCARNE, ENTITE_NONINCARNE } from "../constants.js";
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import { RdDItemTete } from "../item/tete.js";
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import { ITEM_TYPES } from "../item.js";
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const WHITESPACES = "\\s+"
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const NUMERIC = "[\\+\\-]?\\d+"
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const NUMERIC_VALUE = "(?<value>" + NUMERIC + ")"
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const XREGEXP_COMP_CREATURE = WHITESPACES + "(?<carac>\\d+)"
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+ WHITESPACES + NUMERIC_VALUE
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+ "(" + WHITESPACES + "(?<init>\\d+)?\\s+?(?<dommages>[\\+\\-]?\\d+)?" + ")?"
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// Skill parser depending on the type of actor
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const compParser = {
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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 mains': (weapon) => { return { name: weapon.system.competence.replace("à 1 main", "à 2 mains"), 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 = "(?<coord>([A-Za-zÀ-ÖØ-öø-ÿ\\s\\-]+|[A-M]\\d{1,2})+)"
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const XREGEXP_SORT_CASE = "(?<coord>([A-Za-zÀ-ÖØ-öø-ÿ\\s\\-]+|[A-M]\\d{1,2}))"
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const XREGEXP_SORT = "(" + XREGEXP_SORT_VOIE
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+ WHITESPACES + XREGEXP_SORT_NAME
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+ WHITESPACES + "\\(" + XREGEXP_SORT_CASE + "\\)"
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+ WHITESPACES + "R(?<diff>([\\-\\d]+|(\\w|\\s)+))"
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+ WHITESPACES + "r(?<reve>(\\d+(\\+)?|\\s\\w+))"
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+ "(" + WHITESPACES + "\\+(?<bonus>\\d+)\\s?%" + WHITESPACES + "en" + WHITESPACES + "(?<bonuscase>[A-M]\\d{1,2})" + ")?"
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+ ")"
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const XREGEXP_SORTRESERVE_CASE = "(?<coord>[A-M]\\d{1,2})";
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const XREGEXP_SORT_RESERVE = XREGEXP_SORTRESERVE_CASE
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+ WHITESPACES + XREGEXP_SORT_NAME
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+ WHITESPACES + "(\\((?<description>[^\\)]+)\\))?"
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// Main class for parsing a stat block
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export class RdDStatBlockParser {
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static openInputDialog() {
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let dialog = new Dialog({
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title: "Import de stats de PNJ/Créatures",
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content: `
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<div>
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<p>Coller le texte de la stat ici</p>
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<textarea id="statBlock" style="width: 100%; height: 200px;"></textarea>
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</div>
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`,
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buttons: {
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ok: {
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label: "OK",
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callback: async (html) => {
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let statBlock = html.find("#statBlock")[0].value;
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await RdDStatBlockParser.parseStatBlock(statBlock);
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dialog.close();
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}
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},
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cancel: {
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label: "Cancel"
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}
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}
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});
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dialog.render(true);
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}
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static fixWeirdPDF(statString) {
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// Split the statString into lines
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let lines = statString.split("\n");
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let newLines = [];
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let index = 0;
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let nextType = "string";
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// Loop through each line
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for (let i = 0; i < lines.length; i++) {
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// remove trailing spaces
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lines[i] = lines[i].trim();
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// Is it text ?
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if (lines[i].match(/^[a-zA-Zéêè\s]+/)) {
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if (nextType == "string") {
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newLines[index] = lines[i];
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nextType = "number";
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} else {
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console.log("Wrong sequence string detected...", lines[i], nextType);
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}
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}
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// Is it a number ?
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if (lines[i].match(/^[\d\s]+/)) {
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if (nextType == "number") {
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newLines[index] = newLines[index] + lines[i];
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nextType = "string";
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index++;
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} else {
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console.log("Wrong sequence number detected...", lines[i], nextType);
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}
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}
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}
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}
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static getHeureKey(heure) {
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for (let h of game.system.rdd.config.heuresRdD) {
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if (h.label.toLowerCase() == heure.toLowerCase()) {
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return h.value;
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}
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}
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return "vaisseau";
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}
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static fixCompName(name) {
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name = name.replace("Voie d'", "");
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name = name.replace("Voie de ", "");
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return name
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}
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static async parseStatBlock(statString) {
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//statString = statBlock03;
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if (!statString) {
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return;
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}
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// Special function to fix strange/weird copy/paste from PDF readers
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// Unused up to now : this.fixWeirdPDF(statString);
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// Replace all endline by space in the statString
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statString = statString.replace(/\n/g, " ");
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// Remove all multiple spaces
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statString = statString.replace(/\s{2,}/g, " ");
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// Remove all leading and trailing spaces
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statString = statString.trim();
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// TODO: check for entite
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let type = RdDStatBlockParser.parseActorType(statString);
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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, type }
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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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let carac = XRegExp.exec(statString, XRegExp(caracDef.label + "\\s+(?<value>\\d+)", 'giu'));
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if (carac?.value) {
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actorData.carac[key].value = Number(carac.value);
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}
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}
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// If creature we need to setup additionnal fields
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switch (type) {
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case "creature":
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RdDStatBlockParser.parseCreature(statString, actorData)
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break
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case "entite":
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RdDStatBlockParser.parseEntite(statString, actorData)
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break
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}
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if (type == "personnage") {
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// Now process armors
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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(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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}
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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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await newActor.remiseANeuf()
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await RdDStatBlockParser.adjustAttacks(newActor)
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await RdDStatBlockParser.setValeursActuelles(newActor, statString)
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await newActor?.sheet.render(true)
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}
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static async parseCompetences(statString, actorData, items) {
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const competences = await SystemCompendiums.getCompetences(actorData.flags.type);
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//console.log("Competences : ", competences);
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for (let competence of competences) {
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let pushed = actorData.flags.type != "personnage"
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let compNameToSearch = RdDStatBlockParser.fixCompName(competence.name)
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XRegExp.forEach(statString, XRegExp("\\s" + compNameToSearch + compParser[actorData.flags.type], 'giu'),
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function (compMatch, i) {
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items.push(RdDStatBlockParser.prepareCompetence(actorData, competence, compMatch))
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if (!compMatch.special) {
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pushed = true
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}
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})
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if (!pushed) {
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// ajout niveau de base
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items.push(competence.toObject())
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}
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}
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}
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static prepareCompetence(actorData, competence, compMatch) {
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const comp = competence.toObject();
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if (compMatch.special) {
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comp._id = undefined
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comp.name = `${comp.name} (${compMatch.special})`
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}
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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 (["creature", "entite"].includes(actorData.flags.type)) {
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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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return comp
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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 adjustAttacks(newActor) {
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if (["creature", "entite"].includes(newActor.type)) {
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const bonusDommages = newActor.getBonusDegat()
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const ajustementAttaques = newActor.itemTypes[ITEM_TYPES.competencecreature].filter(it => it.system.iscombat)
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.map(it => {
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return {
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_id: it.id,
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'system.categorie': 'melee',
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'system.dommages': it.system.dommages - bonusDommages
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}
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})
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await newActor.updateEmbeddedDocuments('Item', ajustementAttaques)
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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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const endurance = XRegExp.exec(statString, XRegExp("endurance\\s+(?<value>\\d+)\\s+(\\(actuelle\\s*:\\s+(?<actuelle>\\d+)\\))?", 'giu'));
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if (endurance?.value) {
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if (newActor.getEnduranceMax() != endurance.value) {
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ui.notifications.warn(`Vérifier le calcul de l'endurance, calcul: ${newActor.getEnduranceMax()} / import: ${endurance.value}`)
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}
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}
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if (endurance?.actuelle) {
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updates['system.sante.endurance.value'] = Number(endurance?.actuelle)
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}
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const vie = XRegExp.exec(statString, XRegExp("vie\\s+(?<value>\\d+)\\s+(\\(actuelle\\s*:\\s+(?<actuelle>\\d+)\\))?", 'giu'));
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if (vie?.value) {
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if (newActor.getVieMax() != vie.value) {
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ui.notifications.warn(`Vérifier le calcul de la vie, calcul: ${newActor.getVieMax()} / import: ${vie.value}`)
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}
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}
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if (vie?.actuelle) {
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updates['system.sante.vie.value'] = Number(vie?.actuelle)
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}
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await newActor.update(updates)
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}
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static async parseHautReve(statString, actorData, items) {
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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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sorts = sorts.concat(await SystemCompendiums.getWorldOrCompendiumItems("sort", "sorts-narcos"));
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sorts = sorts.concat(await SystemCompendiums.getWorldOrCompendiumItems("sort", "sorts-thanatos"));
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XRegExp.forEach(statString, XRegExp(XREGEXP_SORT, 'gu' /* keep case sensitive to match the spell draconic skill */),
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function (matchSort, i) {
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actorData.flags.hautRevant = true
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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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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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}
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items.push(sort);
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}
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else {
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ui.notifications.warn(`Impossible de trouver le sort ${matchSort.name} / ${sortName}`)
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}
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})
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const sortsReserve = XRegExp.exec(statString, XRegExp('En réserve\\s+(?<reserve>.*)', 'gu' /* keep case sensitive to match the spell draconic skill */))
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if (sortsReserve?.reserve) {
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actorData.flags.hautRevant = true
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XRegExp.forEach(sortsReserve.reserve, XRegExp(XREGEXP_SORT_RESERVE, 'giu'),
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function (matchSortReserve, i) {
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const name = Grammar.toLowerCaseNoAccent(matchSortReserve.name).trim().replace("’", "'");
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const sort = sorts.find(s => Grammar.toLowerCaseNoAccent(s.name) == name)
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if (sort) {
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if (!items.find(it => it._id == sort.id)) {
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const nouveauSort = sort.toObject()
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nouveauSort.system.bonuscase = `${matchSortReserve.coord}:1`;
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items.push(sort.toObject())
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}
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items.push({
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name: sort.name,
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type: 'sortreserve',
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img: sort.img,
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system: {
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sortid: sort.id,
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draconic: sort.system.draconic,
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coord: matchSortReserve.coord,
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ptreve: Number(sort.system.ptreve.match(/\d+/)),
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},
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description: matchSortReserve.description
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})
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}
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else {
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ui.notifications.warn(`Impossible de mettre ${matchSortReserve.name} en réserve en ${matchSortReserve.coord}`)
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}
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})
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}
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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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}
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const demiReve = XRegExp.exec(statString, XRegExp("Demi-rêve\\s+(?<value>[A-M]\\d{1,2})", 'giu'))
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actorData.reve.tmrpos.coord = demiReve?.value ?? 'A1'
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}
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}
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static parsePersonnage(statString, actorData) {
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actorData.reve.seuil.value = actorData.carac.reve.value
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actorData.compteurs.chance.value = actorData.carac.chance.value
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const reveActuel = XRegExp.exec(statString, XRegExp("Rêve actuel\\s+(?<value>\\d+)", 'giu'))
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actorData.reve.reve.value = reveActuel?.value ? Number(reveActuel.value) : actorData.reve.seuil.value
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const feminin = XRegExp.exec(statString, XRegExp("né(?<value>e?) à", 'giu'));
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actorData.sexe = (feminin?.value == 'e') ? 'féminin' : 'masculin';
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// Get hour name : heure du XXXXX
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const heure = XRegExp.exec(statString, XRegExp("heure (du|de la|des|de l\')\\s*(?<value>[A-Za-zÀ-ÖØ-öø-ÿ\\s]+),", 'giu'));
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actorData.heure = this.getHeureKey(heure?.value || "Vaisseau");
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// Get age
|
||
const age = XRegExp.exec(statString, XRegExp("(?<value>\\d+) ans", 'giu'));
|
||
if (age?.value) {
|
||
actorData.age = Number(age.value);
|
||
}
|
||
// Get height
|
||
const taille = XRegExp.exec(statString, XRegExp("(?<value>\\d+m\\d+)", 'giu'));
|
||
if (taille?.value) {
|
||
actorData.taille = taille.value;
|
||
}
|
||
// Get weight
|
||
const poids = XRegExp.exec(statString, XRegExp("(?<value>\\d+ kg)", 'giu'));
|
||
if (poids?.value) {
|
||
actorData.poids = poids.value;
|
||
}
|
||
// Get cheveux
|
||
const cheveux = XRegExp.exec(statString, XRegExp("kg,\\s+(?<value>[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+(?<value>[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+(?<value>\\d+)", 'giu'));
|
||
if (beaute?.value) {
|
||
actorData.beaute = Number(beaute.value);
|
||
}
|
||
}
|
||
|
||
static parseCreature(statString, actorData) {
|
||
let protection = XRegExp.exec(statString, XRegExp("protection\\s+(?<value>[\\-]?\\d+)", 'giu'));
|
||
if (protection?.value) {
|
||
actorData.attributs.protection.value = Number(protection.value);
|
||
}
|
||
let vitesse = XRegExp.exec(statString, XRegExp("vitesse\\s+(?<value>[\\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+(?<value>\\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+(?<value>[\\d\\/]+)", 'giu'));
|
||
if (vitesse?.value) {
|
||
actorData.attributs.vitesse.value = vitesse.value;
|
||
}
|
||
}
|
||
|
||
static parseActorType(statString) {
|
||
let niveau = XRegExp.exec(statString, XRegExp("Niveau\\s+(?<value>[\\+\\-]?\\d+)", 'giu'))
|
||
let perception = XRegExp.exec(statString, XRegExp("perception\\s+(?<value>\\d+)", 'giu'))
|
||
if (perception?.value) {
|
||
return "creature"
|
||
}
|
||
if (niveau?.value) {
|
||
return "entite"
|
||
}
|
||
return "personnage"
|
||
}
|
||
|
||
static extractName(actorType, statString) {
|
||
switch (actorType) {
|
||
case "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("(?<value>[\\p{Letter}\\'\\-\\s\\d]+),", 'giu'));
|
||
} else {
|
||
namePersonnage = XRegExp.exec(statString, XRegExp("(?<value>[\\p{Letter}\\'\\-\\s\\d]+)\\s+TAILLE", 'giu'));
|
||
}
|
||
if (namePersonnage?.value) {
|
||
return Misc.upperFirst(namePersonnage?.value.toLowerCase());
|
||
}
|
||
}
|
||
const name = XRegExp.exec(statString, XRegExp("(?<value>.+)\\s+taille", 'giu'));
|
||
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
|
||
`
|