v2.11.1 : nom monstre 'Nom [Age]' + gestion du feminin
bestiary.js regenere avec champ gender (m/f, liste curatee de ~31 feminins) + export AGE_NAMES_F. db.js : gender en colonne (BESTIARY_TXT_KEYS) + migration ALTER TABLE ... ADD COLUMN gender AVANT le seed, puis UPDATE du genre des lignes existantes. game.js buildBestiaryMonster(.., ageNamesF, ..) : nom = 'Nom [Age]' avec age accorde au genre. mp.js + makeMonster passent AGE_NAMES_F. treasures.js : age affiche au feminin. admin : champ Genre. Tests : format + feminin (Plante [Doyenne]). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -4,7 +4,7 @@
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"use strict";
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const APP_VERSION = "2.11.0";
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const APP_VERSION = "2.11.1";
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/* Alpha : maîtrise initiale haute pour les tests. Remettre 15 % / 15 % à la v1.0 officielle. */
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const START_COMP_PCT = 90;
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@@ -218,7 +218,7 @@ const FAMILY_EMOJI_G = { Insecte: "🐛", Animal: "🐾", "Démon": "👿", Huma
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* on tire chaque stat dans sa plage. `list` = lignes du bestiaire, `ageMults` =
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* [m0..m7], `ageNames` = noms d'âge par famille. Partagé solo (données statiques
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* de bestiary.js) / multi (données de la base, tunées admin). */
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function buildBestiaryMonster(list, ageMults, ageNames, depth, x, y) {
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function buildBestiaryMonster(list, ageMults, ageNames, ageNamesF, depth, x, y) {
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if (!list || !list.length) return null;
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const band = 3;
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let pool = list.filter(m => m.levelMin <= depth + band && m.levelMax >= depth - band);
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@@ -232,9 +232,9 @@ function buildBestiaryMonster(list, ageMults, ageNames, depth, x, y) {
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const f = (ageMults[age] || 1) / (ageMults[b.minAge] || 1);
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const roll = (mn, mx) => { const lo = Math.round(mn * f), hi = Math.round(mx * f); return lo + Math.floor(Math.random() * (Math.max(lo, hi) - lo + 1)); };
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const att = Math.max(1, roll(b.attMin, b.attMax)), deg = Math.max(1, roll(b.degMin, b.degMax)), pv = Math.max(1, roll(b.pvMin, b.pvMax));
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const names = (ageNames && ageNames[b.family]) || [];
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const names = ((b.gender === "f" ? ageNamesF : ageNames) || {})[b.family] || [];
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return {
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name: ((names[age] ? names[age] + " " : "") + b.name).trim(),
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name: `${b.name}${names[age] ? " [" + names[age] + "]" : ""}`,
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emoji: FAMILY_EMOJI_G[b.family] || "👹",
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level: Math.max(1, roll(b.levelMin, b.levelMax)),
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att, esq: Math.max(1, roll(b.esqMin, b.esqMax)), deg,
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@@ -251,7 +251,7 @@ function buildBestiaryMonster(list, ageMults, ageNames, depth, x, y) {
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function makeMonster(depth, x, y) {
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// Bestiaire (données statiques chargées dans le navigateur en solo)
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if (typeof BESTIARY !== "undefined" && BESTIARY.length)
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return buildBestiaryMonster(BESTIARY, AGE_MULT, AGE_NAMES, depth, x, y);
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return buildBestiaryMonster(BESTIARY, AGE_MULT, AGE_NAMES, AGE_NAMES_F, depth, x, y);
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// Repli (bestiaire non chargé) : ancien système des 7 types
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const pool = MONSTER_TYPES.filter(m => m.level <= depth + 1 && m.level >= Math.max(1, depth - 2));
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const type = pool[Math.floor(Math.random() * pool.length)];
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