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 } { 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() { export function getAugments() {
return game.settings.get('dh-ikonis', 'augmentsList') || DEFAULT_AUGMENTS; 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) { export async function getAttachedFeature(uuid) {
if (!uuid) return null; if (!uuid) return null;
if (_featureCache.has(uuid)) return _featureCache.get(uuid);
const timeout = new Promise((_, reject) => const timeout = new Promise((_, reject) =>
setTimeout(() => reject(new Error("Timeout fetching feature")), 2000) setTimeout(() => reject(new Error("Timeout fetching feature")), 2000)
@ -42,6 +46,7 @@ export async function getAttachedFeature(uuid) {
try { try {
const item = await Promise.race([fromUuid(uuid), timeout]); const item = await Promise.race([fromUuid(uuid), timeout]);
if (item) _featureCache.set(uuid, item);
return item; return item;
} catch (err) { } catch (err) {
console.warn(`DH-Ikonis | Failed or timed out fetching feature [${uuid}]:`, err.message); console.warn(`DH-Ikonis | Failed or timed out fetching feature [${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() { export function patchDHWeapon() {
console.log("DH-Ikonis | Patching DH Weapon system..."); console.log("DH-Ikonis | Patching DH Weapon system...");
// Future: Add damage type override logic here
} }

View file

@ -1,4 +1,4 @@
import { patchDHWeapon, DEFAULT_AUGMENTS } from './ikonis-data.js'; import { patchDHWeapon, patchIkonisLogic, DEFAULT_AUGMENTS } from './ikonis-data.js';
import { patchIkonisSheet } from './ikonis-sheet.js'; import { patchIkonisSheet } from './ikonis-sheet.js';
import { IkonisAugmentConfig } from './ikonis-config.js'; import { IkonisAugmentConfig } from './ikonis-config.js';
@ -53,17 +53,35 @@ Hooks.once('init', () => {
Hooks.on('setup', () => { Hooks.on('setup', () => {
patchDHWeapon(); patchDHWeapon();
patchIkonisLogic();
patchIkonisSheet(); patchIkonisSheet();
}); });
// Watch for Tier/Ikonis changes and force a refresh
Hooks.on('updateItem', (item, changes, options, userId) => { Hooks.on('updateItem', (item, changes, options, userId) => {
if (foundry.utils.hasProperty(changes, "system.tier") || foundry.utils.hasProperty(changes, "flags.dh-ikonis")) { const isTierUpdate = foundry.utils.hasProperty(changes, "system.tier");
Object.values(item.apps || {}).forEach(app => { app.render?.(true); }); const isIkonisUpdate = foundry.utils.hasProperty(changes, "flags.dh-ikonis");
const isEquipUpdate = foundry.utils.hasProperty(changes, "system.equipped");
if (isTierUpdate || isIkonisUpdate || isEquipUpdate) {
console.log(`DH-Ikonis | Update detected for ${item.name}.`);
// Refresh sheets
Object.values(item.apps || {}).forEach(app => {
if (app.render) app.render(true);
});
// If it's on an actor, we need to force the actor to recalculate its effects
if (item.actor) {
console.log(`DH-Ikonis | Resetting actor data for ${item.actor.name}...`);
item.actor.prepareData();
// Force sheet re-render for the actor
item.actor.sheet?.render(false);
}
} }
}); });
Hooks.once('ready', async () => { Hooks.once('ready', async () => {
// Perform Auto-Sync for Features
if (game.user.isGM) { if (game.user.isGM) {
await syncIkonisFeatures(); await syncIkonisFeatures();
} }
@ -82,41 +100,26 @@ Hooks.once('ready', async () => {
} }
}); });
/**
* Automatically links augments in the settings to features in the compendium by name.
*/
async function syncIkonisFeatures() { async function syncIkonisFeatures() {
const pack = game.packs.get("dh-ikonis.ikonis-features"); const pack = game.packs.get("dh-ikonis.ikonis-features");
if (!pack) return; if (!pack) return;
const index = await pack.getIndex(); const index = await pack.getIndex();
const currentAugs = game.settings.get(MODULE_ID, 'augmentsList') || []; const currentAugs = game.settings.get(MODULE_ID, 'augmentsList') || [];
let updates = false; let updates = false;
// 1. Sync Augments
const newAugs = currentAugs.map(aug => { const newAugs = currentAugs.map(aug => {
if (!aug.featureUuid) { if (!aug.featureUuid) {
const match = index.find(i => i.name === aug.name); const match = index.find(i => i.name === aug.name);
if (match) { if (match) {
aug.featureUuid = match.uuid; aug.featureUuid = match.uuid;
updates = true; updates = true;
console.log(`DH-Ikonis | Auto-linked augment [${aug.name}] to compendium feature.`);
} }
} }
return aug; return aug;
}); });
if (updates) await game.settings.set(MODULE_ID, 'augmentsList', newAugs);
if (updates) {
await game.settings.set(MODULE_ID, 'augmentsList', newAugs);
}
// 2. Sync Bonded Feature
let bondedUuid = game.settings.get(MODULE_ID, 'defaultBondedUuid'); let bondedUuid = game.settings.get(MODULE_ID, 'defaultBondedUuid');
if (!bondedUuid) { if (!bondedUuid) {
const bondMatch = index.find(i => i.name === "Ikonis Bond"); const bondMatch = index.find(i => i.name === "Ikonis Bond");
if (bondMatch) { if (bondMatch) await game.settings.set(MODULE_ID, 'defaultBondedUuid', bondMatch.uuid);
await game.settings.set(MODULE_ID, 'defaultBondedUuid', bondMatch.uuid);
console.log(`DH-Ikonis | Auto-linked default Bonded feature.`);
}
} }
} }