implement feature caching and inject Ikonis augment effects into actor calculations

This commit is contained in:
CPTN Cosmo 2026-04-26 17:45:12 +02:00
parent 810afba204
commit 7c52be79c3
2 changed files with 81 additions and 22 deletions

View file

@ -10,6 +10,9 @@ export const DEFAULT_AUGMENTS = [
{ id: "weight", name: "Gravity Plate", effect: "Weapon is Heavy (more damage)", cost: "4 Lead", precompile: 2 }
];
// Global cache for resolved features to keep generators fast
const _featureCache = new Map();
export function getAugments() {
return game.settings.get('dh-ikonis', 'augmentsList') || DEFAULT_AUGMENTS;
}
@ -31,10 +34,11 @@ export function getSlotCount(item) {
}
/**
* Robust feature fetching with timeout to prevent sheet hangs.
* Robust feature fetching with timeout and caching.
*/
export async function getAttachedFeature(uuid) {
if (!uuid) return null;
if (_featureCache.has(uuid)) return _featureCache.get(uuid);
const timeout = new Promise((_, reject) =>
setTimeout(() => reject(new Error("Timeout fetching feature")), 2000)
@ -42,6 +46,7 @@ export async function getAttachedFeature(uuid) {
try {
const item = await Promise.race([fromUuid(uuid), timeout]);
if (item) _featureCache.set(uuid, item);
return item;
} catch (err) {
console.warn(`DH-Ikonis | Failed or timed out fetching feature [${uuid}]:`, err.message);
@ -49,6 +54,57 @@ export async function getAttachedFeature(uuid) {
}
}
/**
* Patches the system to ensure Ikonis effects are applied to the actor.
*/
export function patchIkonisLogic() {
console.log("DH-Ikonis | Patching Actor for Ikonis effect injection...");
// 1. Patch allApplicableEffects to inject Active Effects from Augments
const originalAllEffects = Actor.prototype.allApplicableEffects;
Actor.prototype.allApplicableEffects = function* () {
// Yield standard effects
yield* originalAllEffects.call(this);
// Inject effects from equipped Ikonis weapons
for (const item of this.items) {
if (item.type !== 'weapon' || !item.system.equipped) continue;
const installedIds = item.getFlag('dh-ikonis', 'installedAugments') || [];
const allAugs = getAugments();
for (const id of installedIds) {
const aug = allAugs.find(a => String(a.id) === String(id));
if (!aug?.featureUuid) continue;
// We use sync lookup here because generators must be synchronous.
// The features should already be in the cache from the sheet rendering.
const feature = fromUuidSync(aug.featureUuid);
if (!feature || !feature.effects) continue;
for (const effect of feature.effects) {
// Only yield transfer effects (those meant to apply to the actor)
if (effect.transfer) yield effect;
}
}
// Also check Bonded feature
const bondedUuid = item.getFlag('dh-ikonis', 'bondedFeatureUuid');
if (bondedUuid) {
const feature = fromUuidSync(bondedUuid);
if (feature?.effects) {
for (const effect of feature.effects) {
if (effect.transfer) yield effect;
}
}
}
}
};
console.log("DH-Ikonis | Actor patches complete.");
}
export function patchDHWeapon() {
console.log("DH-Ikonis | Patching DH Weapon system...");
// Future: Add damage type override logic here
}