obsidian-visualiser/server/api/character/[id]/compiled.get.ts

265 lines
8.4 KiB
TypeScript

import { and, eq } from 'drizzle-orm';
import useDatabase from '~/composables/useDatabase';
import { characterTable } from '~/db/schema';
import type { Character, CharacterConfig, CompiledCharacter, DoubleIndex, Feature, MainStat, TrainingLevel, TrainingOption } from '~/types/character';
import characterData from '#shared/character-config.json';
import { users } from '~/drizzle/schema';
export default defineEventHandler(async (e) => {
const id = getRouterParam(e, "id");
if(!id)
{
setResponseStatus(e, 400);
return;
}
const db = useDatabase();
const character = db.select({
id: characterTable.id,
name: characterTable.name,
progress: characterTable.progress,
owner: characterTable.owner,
username: users.username
}).from(characterTable).leftJoin(users, eq(characterTable.owner, users.id)).where(and(eq(characterTable.id, parseInt(id)))).get();
if(character !== undefined)
{
return compileCharacter(character as Character & { username: string });
}
setResponseStatus(e, 404);
return;
}/* , { name: "character", getKey: (e) => getRouterParam(e, "id") || 'error' } */);
/*
Athlétisme
La capacité à effectuer un acte physique intense ou prolongé. Permet de pousser, contraindre, nager, courir.
Force + Constitution.
Acrobatique
La capacité à se mouvoir avec souplesse sous la contrainte. Permet d'escalader, d'enjamber, de sauter.
Force + Dextérité.
Intimidation
La capacité à intimider et inspirer la crainte.
Force + Charisme.
Doigté
La capacité à faire des actions précises avec ses mains. Permet de voler à la tire, de crocheter.
Dextérité + Dextérité.
Discrétion
La capacité à dissimuler sa présence. Permet de se cacher, de se mouvoir sans bruit.
Dextérité + Dextérité.
Survie
La capacité à survivre dans des conditions difficiles. Permet de pister, de collecter de la nourriture, de retrouver son chemin.
Constitution + Psyché.
Enquête
La capacité à demander au MJ de l'aide parce que vous puez la merde.
Intelligence + Curiosité.
Histoire
La capacité à connaitre le passé du monde.
Intelligence + Curiosité.
Religion
La capacité a connaitre les pratiques et les coutumes religieuses.
Intelligence + Curiosité.
Arcanes
La capacité à comprendre et percevoir la magie. Permet de comprendre un sort en cours, de détecter de la magie.
Intelligence + Psyché.
Compréhension
La capacité à déterminer les intentions des interlocuteurs. Permet de déceler des mensonges, de l'influence.
Intelligence + Charisme.
Perception
La capacité à observer le monde à travers ces sens. Permet d'observer, d'entendre, de sentir.
Curiosité + Curiosité.
Représentation
La capacité à se mettre en scène et à utiliser les arts. Permet de se produire en spectacle, de jouer d'un instrument, de chanter, de danser.
Curiosité + Charisme.
Médicine
La capacité à apporter des soins. Permet de stabiliser un joueur mourant, de soigner durant un repos.
Curiosité + Psyché.
Persuasion
Charisme + Psyché.
Dressage
Charisme + Psyché.
Mensonge
Charisme + Psyché.
*/
function compileCharacter(character: Character & { username?: string }): CompiledCharacter
{
const config = characterData as CharacterConfig;
const race = character.progress.race.index !== undefined ? config.peoples[character.progress.race.index] : undefined;
const raceOptions = race ? character.progress.race.progress!.map(e => race.options[e[0]][e[1]]) : [];
const features = Object.entries(config.training).map(e => [e[0], getFeaturesOf(e[0] as MainStat, character.progress.training[e[0] as MainStat])]) as [MainStat, TrainingOption[]][];
const compiled: CompiledCharacter = {
id: character.id,
owner: character.owner,
username: character.username,
name: character.name,
health: raceOptions.reduce((p, v) => p + (v.health ?? 0), 0),
mana: raceOptions.reduce((p, v) => p + (v.mana ?? 0), 0),
race: character.progress.race.index ?? -1,
modifier: features.map(e => [e[0], Math.floor(e[1].length / 3)] as [MainStat, number]).reduce((p, v) => { p[v[0]] = v[1]; return p }, {} as Record<MainStat, number>),
level: character.progress.level,
features: {
action: [],
reaction: [],
freeaction: [],
misc: [],
},
abilities: {
athletics: 0,
acrobatics: 0,
intimidation: 0,
sleightofhand: 0,
stealth: 0,
survival: 0,
investigation: 0,
history: 0,
religion: 0,
arcana: 0,
understanding: 0,
perception: 0,
performance: 0,
medecine: 0,
persuasion: 0,
animalhandling: 0,
deception: 0
},
spellslots: 0,
spellranks: {
instinct: 0,
knowledge: 0,
precision: 0
},
speed: false,
defense: {
static: 6,
activeparry: 0,
activedodge: 0,
passiveparry: 0,
passivedodge: 0,
},
mastery: {
strength: 0,
dexterity: 0,
shield: 0,
armor: 0,
multiattack: 1,
magicpower: 0,
magicspeed: 0,
magicelement: 0
},
resistance: {
stun: [0, 0],
bleed: [0, 0],
posion: [0, 0],
fear: [0, 0],
influence: [0, 0],
charm: [0, 0],
possesion: [0, 0],
precision: [0, 0],
knowledge: [0, 0],
instinct: [0, 0]
},
initiative: 0,
aspect: "",
};
features.forEach(e => e[1].forEach((_e, i) => applyTrainingOption(e[0], _e, compiled, i === e[1].length - 1)));
specialFeatures(compiled, character.progress.training);
Object.entries(character.progress.abilities).forEach(e => compiled.abilities[e[0]] += e[1][0]);
return compiled;
}
function applyTrainingOption(stat: MainStat, option: TrainingOption, character: CompiledCharacter, last: boolean)
{
if(option.health) character.health += option.health;
if(option.mana) character.mana += option.mana;
if(option.mastery) character.mastery[option.mastery]++;
if(option.speed) character.speed = option.speed;
if(option.initiative) character.initiative += option.initiative;
if(option.spellrank) character.spellranks[option.spellrank]++;
if(option.defense) option.defense.forEach(e => character.defense[e]++);
if(option.resistance) option.resistance.forEach(e => character.resistance[e[0]][e[1] === "attack" ? 0 : 1]++);
option.description.forEach(line => !line.disposable && (last || !line.replaced) && character.features[line.category ?? "misc"].push(line.text));
//if(option.features) option.features.forEach(e => applyFeature(e, character));
}
function specialFeatures(character: CompiledCharacter, levels: Record<MainStat, DoubleIndex<TrainingLevel>[]>)
{
//Cap la défense
const strengthCap3 = levels.strength.some(e => e[0] === 0);
const strengthCap6 = levels.strength.some(e => e[0] === 1);
const strengthUncapped = levels.strength.some(e => e[0] === 2);
const dexterityCap3 = levels.dexterity.some(e => e[0] === 0);
const dexterityCap3Stat = levels.dexterity.some(e => e[0] === 1);
const dexterityUncapped = levels.dexterity.some(e => e[0] === 2);
if(!strengthUncapped || !dexterityUncapped)
{
if(strengthCap6)
{
character.defense = {
static: 6,
activeparry: 0,
activedodge: 0,
passiveparry: 0,
passivedodge: 0,
};
}
else if(strengthCap3 || dexterityCap3)
{
character.defense = {
static: 3,
activeparry: 0,
activedodge: 0,
passiveparry: 0,
passivedodge: 0,
};
}
else if(dexterityCap3Stat)
{
character.defense.static = 3;
}
}
}/*
function applyFeature(feature: Feature, character: CompiledCharacter)
{
} */
export function getFeaturesOf(stat: MainStat, progression: DoubleIndex<TrainingLevel>[]): TrainingOption[]
{
const config = characterData as CharacterConfig;
return progression.map(e => config.training[stat][e[0]][e[1]]);
}