improve feature resolution, robustness of currency settings, and initialization logic

This commit is contained in:
CPTN Cosmo 2026-04-26 17:59:02 +02:00
parent 8975a13f99
commit e12ac35855
3 changed files with 72 additions and 18 deletions

View file

@ -6,26 +6,26 @@ The Ikonis system allows weapons to be upgraded with "Augments" (Tech) that prov
## Features ## Features
### 🛠️ The Ikonis Hardware Tab ### The Ikonis Hardware Tab
Every weapon sheet now includes a dedicated **Ikonis** tab. Every weapon sheet now includes a dedicated **Ikonis** tab.
- **Install Tech**: Drag and drop features or select from the pre-defined list. - **Install Tech**: Drag and drop features or select from the pre-defined list.
- **Bonded Features**: Link a specific "Bonded" feature to the weapon that follows the user. - **Bonded Features**: Link a specific "Bonded" feature to the weapon that follows the user.
- **Dynamic Slot Scaling**: The number of available augment slots automatically scales based on the weapon's **Tier** (1-4). - **Dynamic Slot Scaling**: The number of available augment slots automatically scales based on the weapon's **Tier** (1-4).
### ⚙️ Global Hardware Manager ### Global Hardware Manager
GMs can access the **Global Hardware Manager** in the module settings to: GMs can access the **Global Hardware Manager** in the module settings to:
- Define the global pool of available Augments. - Define the global pool of available Augments.
- Set the cost, effect, and name of each augment. - Set the cost, effect, and name of each augment.
- Link augments to specific **Features** (items) for automated description and icon fetching. - Link augments to specific **Features** (items) for automated description and icon fetching.
- Configure the default "Bonded" feature for all Ikonis weapons. - Configure the default "Bonded" feature for all Ikonis weapons.
### 📚 Integrated Compendium ### Integrated Compendium
Includes an **Ikonis Features** compendium containing 10 ready-to-use augments and bond effects with custom icons and descriptions. Includes an **Ikonis Features** compendium containing 10 ready-to-use augments and bond effects with custom icons and descriptions.
### ⚖️ Per-Tier Configuration ### Per-Tier Configuration
Fine-tune the balance of your game by setting exactly how many slots are provided at each tier (1, 2, 3, and 4) in the module settings. Fine-tune the balance of your game by setting exactly how many slots are provided at each tier (1, 2, 3, and 4) in the module settings.
### 🧪 Quantum Currency ### Quantum Currency
The module automatically overrides the game's homebrew settings to establish a streamlined, high-tech economy: The module automatically overrides the game's homebrew settings to establish a streamlined, high-tech economy:
- **Quantum**: Replaces traditional gold with "Quantum" credits. - **Quantum**: Replaces traditional gold with "Quantum" credits.
- **Unified Economy**: Disables multi-tier currency (bags, chests) in favor of a single, tech-focused value system. - **Unified Economy**: Disables multi-tier currency (bags, chests) in favor of a single, tech-focused value system.

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@ -43,6 +43,15 @@ export async function loadIkonisFeatures() {
console.log(`DH-Ikonis | Cache size: ${_featureCache.size}`); console.log(`DH-Ikonis | Cache size: ${_featureCache.size}`);
} }
/**
* Robust feature fetching. Tries cache first, then async fromUuid.
*/
export async function getAttachedFeature(uuid) {
if (!uuid) return null;
if (_featureCache.has(uuid)) return _featureCache.get(uuid);
return await fromUuid(uuid);
}
export function getSlotCount(item) { export function getSlotCount(item) {
const flags = item.getFlag('dh-ikonis') || {}; const flags = item.getFlag('dh-ikonis') || {};
if (typeof flags.slotOverride === "number") return flags.slotOverride; if (typeof flags.slotOverride === "number") return flags.slotOverride;
@ -121,15 +130,27 @@ export function patchDhCharacter(DhCharacter) {
if (!this.parent) return lists; if (!this.parent) return lists;
for (const item of this.parent.items) { const weapons = this.parent.items.filter(i => i.type === 'weapon');
if (item.type !== 'weapon' || !item.system.equipped) continue; if (weapons.length > 0) {
console.log(`DH-Ikonis | Checking ${weapons.length} weapons on ${this.parent.name} for augments...`);
}
for (const item of weapons) {
if (!item.system.equipped) continue;
const installedIds = item.getFlag('dh-ikonis', 'installedAugments') || []; const installedIds = item.getFlag('dh-ikonis', 'installedAugments') || [];
const bondedUuid = item.getFlag('dh-ikonis', 'bondedFeatureUuid'); const bondedUuid = item.getFlag('dh-ikonis', 'bondedFeatureUuid');
if (bondedUuid) { if (bondedUuid) {
const feature = _featureCache.get(bondedUuid) || fromUuidSync(bondedUuid); const feature = _featureCache.get(bondedUuid) || fromUuidSync(bondedUuid);
if (feature) ikonisFeatures.push(feature); if (feature) {
ikonisFeatures.push(feature);
console.log(`DH-Ikonis | Resolved bonded feature: ${feature.name}`);
}
}
if (installedIds.length > 0) {
console.log(`DH-Ikonis | Found ${installedIds.length} installed augments on ${item.name}`);
} }
const allAugs = getAugments(); const allAugs = getAugments();
@ -138,7 +159,10 @@ export function patchDhCharacter(DhCharacter) {
if (!aug?.featureUuid) continue; if (!aug?.featureUuid) continue;
const feature = _featureCache.get(aug.featureUuid) || fromUuidSync(aug.featureUuid); const feature = _featureCache.get(aug.featureUuid) || fromUuidSync(aug.featureUuid);
if (feature) ikonisFeatures.push(feature); if (feature) {
ikonisFeatures.push(feature);
console.log(`DH-Ikonis | Resolved augment feature: ${feature.name}`);
}
} }
} }

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@ -49,12 +49,24 @@ Hooks.once('init', () => {
}, },
restricted: true restricted: true
}); });
// Try to patch character model early if available
const DhCharacter = CONFIG.Actor.dataModels?.character;
if (DhCharacter) {
patchDhCharacter(DhCharacter);
}
}); });
Hooks.on('setup', () => { Hooks.on('setup', () => {
patchDHWeapon(); patchDHWeapon();
patchIkonisLogic(); patchIkonisLogic();
patchIkonisSheet(); patchIkonisSheet();
// Ensure character model is patched if missed in init
const DhCharacter = CONFIG.Actor.dataModels?.character;
if (DhCharacter) {
patchDhCharacter(DhCharacter);
}
}); });
// Watch for Tier/Ikonis changes and force a refresh // Watch for Tier/Ikonis changes and force a refresh
@ -93,7 +105,7 @@ Hooks.once('ready', async () => {
// Load features into memory for sync getters // Load features into memory for sync getters
await loadIkonisFeatures(); await loadIkonisFeatures();
// Patch Character Data Model // Final check for Character Data Model patch
const DhCharacter = game.system.api?.models?.actors?.DhCharacter || CONFIG.Actor.dataModels?.character; const DhCharacter = game.system.api?.models?.actors?.DhCharacter || CONFIG.Actor.dataModels?.character;
if (DhCharacter) { if (DhCharacter) {
patchDhCharacter(DhCharacter); patchDhCharacter(DhCharacter);
@ -103,18 +115,35 @@ Hooks.once('ready', async () => {
// Force re-render of open character sheets to show newly patched features // Force re-render of open character sheets to show newly patched features
Object.values(ui.windows).forEach(w => { Object.values(ui.windows).forEach(w => {
if (w.document?.type === 'character') w.render(true); if (w.document?.type === 'character') {
console.log(`DH-Ikonis | Forcing refresh of character sheet: ${w.document.name}`);
w.render(true);
}
}); });
if (game.user.isGM) {
ui.notifications.info("DH-Ikonis | Ikonis Module initialized and features synchronized.");
}
}); });
async function overrideCurrency() { async function overrideCurrency() {
const homebrew = game.settings.get('daggerheart', 'homebrew'); // Robust key check for Daggerheart Homebrew settings
// Only override if not already set to Quantum to avoid spamming updates let key = 'Homebrew';
if (homebrew.currency?.title !== "Quantum") { if (!game.settings.settings.has('daggerheart.Homebrew')) {
console.log("DH-Ikonis | Overriding currency settings to Quantum..."); if (game.settings.settings.has('daggerheart.homebrew')) key = 'homebrew';
else return; // Setting not found
}
const homebrew = game.settings.get('daggerheart', key);
if (!homebrew) return;
// Check if we already have Quantum to avoid spamming updates
const currentTitle = homebrew.currency?.title;
if (currentTitle !== "Quantum") {
console.log(`DH-Ikonis | Overriding currency settings to Quantum (using key: ${key})...`);
// We must work with a plain object for settings updates // Handle both DataModel and plain object
const newHomebrew = homebrew.toObject(); const newHomebrew = (typeof homebrew.toObject === 'function') ? homebrew.toObject() : foundry.utils.deepClone(homebrew);
newHomebrew.currency = { newHomebrew.currency = {
title: "Quantum", title: "Quantum",
@ -140,7 +169,8 @@ async function overrideCurrency() {
} }
}; };
await game.settings.set('daggerheart', 'homebrew', newHomebrew); await game.settings.set('daggerheart', key, newHomebrew);
ui.notifications.info("DH-Ikonis | Currency system updated to Quantum Credits.");
} }
} }