[Feature] Custom Resources (#1714)

* Initial

* .

* Fixed positioning

* .

* Only showing the menu if there are extra resources

* Improved resourceManager clickable

* .

* Changed variable name

* Refactor resources selection and data prep (#1721)

* Move resources select to scrolly text and accept actor object

* Convert isReversed to prepared data and add label

* Removed unused imports

---------

Co-authored-by: WBHarry <williambjrklund@gmail.com>

* Naming

* [Feature] Custom Homebrew Resources (#1718)

* Added resources to the Homebrew Menu

* Fixed translations

* .

* Inverted from isImage to isIcon. Should be more logical for users

* Removed testing resources

* Refactor resource settings to not be a method (#1723)

* Fix editing homebrew resources with a custom ResourcesField

* Fix removing homebrew resources

* Remove vestigial code

* Use custom config for module data instead of including in all (#1724)

* Use custom config for module data instead of including in all

* More simple

* base highest priority

---------

Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
This commit is contained in:
WBHarry 2026-03-11 11:10:28 +01:00 committed by GitHub
parent af04fb33d0
commit 552c62adc1
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32 changed files with 970 additions and 189 deletions

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@ -6,22 +6,6 @@ const attributeField = label =>
tierMarked: new fields.BooleanField({ initial: false })
});
const resourceField = (max = 0, initial = 0, label, reverse = false, maxLabel) =>
new fields.SchemaField(
{
value: new fields.NumberField({ initial: initial, min: 0, integer: true, label }),
max: new fields.NumberField({
initial: max,
integer: true,
label:
maxLabel ??
game.i18n.format('DAGGERHEART.GENERAL.maxWithThing', { thing: game.i18n.localize(label) })
}),
isReversed: new fields.BooleanField({ initial: reverse })
},
{ label }
);
const stressDamageReductionRule = localizationPath =>
new fields.SchemaField({
cost: new fields.NumberField({
@ -37,4 +21,67 @@ const bonusField = label =>
dice: new fields.ArrayField(new fields.StringField(), { label: `${game.i18n.localize(label)} Dice` })
});
export { attributeField, resourceField, stressDamageReductionRule, bonusField };
/**
* Field used for actor resources. It is a resource that validates dynamically based on the config.
* Because "max" may be defined during runtime, we don't attempt to clamp the maximum value.
*/
class ResourcesField extends fields.TypedObjectField {
constructor(actorType) {
super(
new fields.SchemaField({
value: new fields.NumberField({ min: 0, initial: 0, integer: true }),
// Some resources allow changing max. A null max means its the default
max: new fields.NumberField({ initial: null, integer: true, nullable: true })
})
);
this.actorType = actorType;
}
getInitialValue() {
const resources = CONFIG.DH.RESOURCE[this.actorType].all;
return Object.values(resources).reduce((result, resource) => {
result[resource.id] = {
value: resource.initial,
max: null
};
return result;
}, {});
}
_validateKey(key) {
return key in CONFIG.DH.RESOURCE[this.actorType].all;
}
_cleanType(value, options) {
value = super._cleanType(value, options);
// If not partial, ensure all data exists
if (!options.partial) {
value = foundry.utils.mergeObject(this.getInitialValue(), value);
}
return value;
}
/** Initializes the original source data, returning prepared data */
initialize(...args) {
const data = super.initialize(...args);
const resources = CONFIG.DH.RESOURCE[this.actorType].all;
for (const [key, value] of Object.entries(data)) {
// TypedObjectField only calls _validateKey when persisting, so we also call it here
if (!this._validateKey(key)) {
delete value[key];
continue;
}
// Add basic prepared data.
const resource = resources[key];
value.label = resource.label;
value.isReversed = resources[key].reverse;
value.max = typeof resource.max === 'number' ? value.max ?? resource.max : null;
}
return data;
}
}
export { attributeField, ResourcesField, stressDamageReductionRule, bonusField };