daggerheart/module/data/item/weapon.mjs
WBHarry 2c4d3bd4a3
[Feature] Armor/Weapon Compendiums (#459)
* Fixed localization

* .

* Added all Secondary Weapons

* Added all armors

* Added Tier1 weapons

* Tier2 Physical

* Tier 2 magical

* Tier 3 Physical

* Tier 3 Magical

* Tier 4 Physical

* Tier 4 Magical

* Added wheelchairs
2025-07-30 15:33:00 +02:00

170 lines
6.9 KiB
JavaScript

import AttachableItem from './attachableItem.mjs';
import { ActionsField, ActionField } from '../fields/actionField.mjs';
export default class DHWeapon extends AttachableItem {
/** @inheritDoc */
static get metadata() {
return foundry.utils.mergeObject(super.metadata, {
label: 'TYPES.Item.weapon',
type: 'weapon',
hasDescription: true,
isInventoryItem: true,
hasActions: true
});
}
/** @inheritDoc */
static defineSchema() {
const fields = foundry.data.fields;
return {
...super.defineSchema(),
tier: new fields.NumberField({ required: true, integer: true, initial: 1, min: 1 }),
equipped: new fields.BooleanField({ initial: false }),
//SETTINGS
secondary: new fields.BooleanField({ initial: false }),
burden: new fields.StringField({ required: true, choices: CONFIG.DH.GENERAL.burden, initial: 'oneHanded' }),
weaponFeatures: new fields.ArrayField(
new fields.SchemaField({
value: new fields.StringField({
required: true,
choices: CONFIG.DH.ITEM.weaponFeatures,
blank: true
}),
effectIds: new fields.ArrayField(new fields.StringField({ required: true })),
actionIds: new fields.ArrayField(new fields.StringField({ required: true }))
})
),
attack: new ActionField({
initial: {
name: 'Attack',
img: 'icons/skills/melee/blood-slash-foam-red.webp',
_id: foundry.utils.randomID(),
systemPath: 'attack',
type: 'attack',
range: 'melee',
target: {
type: 'any',
amount: 1
},
roll: {
trait: 'agility',
type: 'attack'
},
damage: {
parts: [
{
type: ['physical'],
value: {
multiplier: 'prof',
dice: 'd8'
}
}
]
}
}
}),
rules: new fields.SchemaField({
attack: new fields.SchemaField({
roll: new fields.SchemaField({
trait: new fields.StringField({
required: true,
choices: CONFIG.DH.ACTOR.abilities,
nullable: true,
initial: null,
label: 'DAGGERHEART.GENERAL.Rules.attack.roll.trait.label'
})
})
})
})
};
}
get actionsList() {
return [this.attack, ...this.actions];
}
get customActions() {
return this.actions.filter(
action => !this.weaponFeatures.some(feature => feature.actionIds.includes(action.id))
);
}
prepareDerivedData() {
this.attack.roll.trait = this.rules.attack.roll.trait ?? this.attack.roll.trait;
}
async _preUpdate(changes, options, user) {
const allowed = await super._preUpdate(changes, options, user);
if (allowed === false) return false;
if (changes.system?.weaponFeatures) {
const removed = this.weaponFeatures.filter(x => !changes.system.weaponFeatures.includes(x));
const added = changes.system.weaponFeatures.filter(x => !this.weaponFeatures.includes(x));
const removedEffectsUpdate = [];
const removedActionsUpdate = [];
for (let weaponFeature of removed) {
removedEffectsUpdate.push(...weaponFeature.effectIds);
removedActionsUpdate.push(...weaponFeature.actionIds);
}
await this.parent.deleteEmbeddedDocuments('ActiveEffect', removedEffectsUpdate);
changes.system.actions = removedActionsUpdate.reduce((acc, id) => {
acc[`-=${id}`] = null;
return acc;
}, {});
for (let weaponFeature of added) {
const featureData = CONFIG.DH.ITEM.weaponFeatures[weaponFeature.value];
if (featureData.effects?.length > 0) {
const embeddedItems = await this.parent.createEmbeddedDocuments(
'ActiveEffect',
featureData.effects.map(effect => ({
...effect,
name: game.i18n.localize(effect.name),
description: game.i18n.localize(effect.description)
}))
);
weaponFeature.effectIds = embeddedItems.map(x => x.id);
}
const newActions = {};
if (featureData.actions?.length > 0) {
for (let action of featureData.actions) {
const embeddedEffects = await this.parent.createEmbeddedDocuments(
'ActiveEffect',
(action.effects ?? []).map(effect => ({
...effect,
transfer: false,
name: game.i18n.localize(effect.name),
description: game.i18n.localize(effect.description)
}))
);
weaponFeature.effectIds = [
...(weaponFeature.effectIds ?? []),
...embeddedEffects.map(x => x.id)
];
const cls = game.system.api.models.actions.actionsTypes[action.type];
const actionId = foundry.utils.randomID();
newActions[actionId] = new cls(
{
...cls.getSourceConfig(this),
...action,
_id: actionId,
name: game.i18n.localize(action.name),
description: game.i18n.localize(action.description),
effects: embeddedEffects.map(x => ({ _id: x.id }))
},
{ parent: this }
);
}
}
changes.system.actions = newActions;
weaponFeature.actionIds = Object.keys(newActions);
}
}
}
}