simplify augment system to resolve features dynamically via native configuration instead of manual synchronization

This commit is contained in:
CPTN Cosmo 2026-04-26 19:00:08 +02:00
parent 01fc302b43
commit e21e66d6c2
4 changed files with 40 additions and 221 deletions

View file

@ -13,43 +13,29 @@ export const DEFAULT_AUGMENTS = [
// Global caches for resolved features to keep getters fast // Global caches for resolved features to keep getters fast
const _featureCache = new Map(); const _featureCache = new Map();
/**
* Scans the Daggerheart system config for any weapon features starting with "Ikonis:".
* These are treated as available augments for our slot system.
*/
export function getAugments() { export function getAugments() {
return game.settings.get('dh-ikonis', 'augmentsList') || DEFAULT_AUGMENTS; // We get the resolved features from CONFIG.DH.ITEM which includes system + homebrew
} const allFeatures = CONFIG.DH.ITEM.allWeaponFeatures() || {};
const augments = [];
/** for (const [id, feature] of Object.entries(allFeatures)) {
* Pre-loads all features from the compendium into memory. const name = feature.label || feature.name || "";
* This is necessary because sheetLists getter is synchronous. if (name.startsWith("Ikonis:")) {
*/ augments.push({
export async function loadIkonisFeatures() { id: id, // This is the native system key (e.g., "force" or "ikonis-guard")
console.log("DH-Ikonis | Pre-loading features into cache..."); name: name.replace("Ikonis:", "").trim(),
const allAugs = getAugments(); fullName: name,
const bondedUuid = game.settings.get('dh-ikonis', 'defaultBondedUuid'); effect: feature.description ? feature.description.replace(/<[^>]*>?/gm, '').substring(0, 100) + "..." : "Native Feature",
cost: "Homebrew"
const uuids = new Set(allAugs.map(a => a.featureUuid).filter(Boolean)); });
if (bondedUuid) uuids.add(bondedUuid);
for (const uuid of uuids) {
try {
const item = await fromUuid(uuid);
if (item) {
_featureCache.set(uuid, item);
console.log(`DH-Ikonis | Cached feature: ${item.name} [${uuid}]`);
}
} catch (e) {
console.error(`DH-Ikonis | Failed to load feature ${uuid}`, e);
} }
} }
console.log(`DH-Ikonis | Cache size: ${_featureCache.size}`);
}
/** return augments;
* 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) {
@ -68,59 +54,11 @@ export function getSlotCount(item) {
} }
} }
/**
* Synchronizes Ikonis Augments into the Daggerheart Homebrew settings.
* This makes them "Real" Weapon Features to the system.
*/
export async function syncIkonisToHomebrew() {
if (!game.user.isGM) return;
const MODULE_ID = 'dh-ikonis';
const homebrewKey = game.settings.settings.has('daggerheart.Homebrew') ? 'Homebrew' : 'homebrew';
const homebrew = game.settings.get('daggerheart', homebrewKey);
if (!homebrew.itemFeatures) homebrew.itemFeatures = { weaponFeatures: {}, armorFeatures: {} };
if (!homebrew.itemFeatures.weaponFeatures) homebrew.itemFeatures.weaponFeatures = {};
let updates = false;
const allAugments = getAugments();
for (const aug of allAugments) {
const feature = _featureCache.get(aug.featureUuid) || await fromUuid(aug.featureUuid);
if (feature && !homebrew.itemFeatures.weaponFeatures[aug.id]) {
console.log(`DH-Ikonis | Registering ${aug.name} as native weapon feature...`);
// Format actions for the system's Homebrew model
const actions = {};
if (feature.system.actions) {
for (const [id, action] of Object.entries(feature.system.actions)) {
actions[id] = action.toObject();
}
}
homebrew.itemFeatures.weaponFeatures[aug.id] = {
name: aug.name,
img: aug.img || feature.img,
description: feature.system.description,
actions: actions,
effects: Array.from(feature.effects || []).map(e => e.toObject())
};
updates = true;
}
}
if (updates) {
await game.settings.set('daggerheart', homebrewKey, homebrew);
console.log("DH-Ikonis | Homebrew settings synchronized.");
}
}
/** /**
* Patches the system's weapon data preparation to handle slot counts. * Patches the system's weapon data preparation to handle slot counts.
*/ */
export function patchIkonisLogic() { export function patchIkonisLogic() {
// We no longer need to patch Actor.allApplicableEffects // Current slot logic is handled via getSlotCount in the sheet context
// because the system handles native weapon features automatically.
} }
/** /**

View file

@ -49,11 +49,11 @@ export function patchIkonisSheet() {
const processedAugments = []; const processedAugments = [];
for (const featureRef of weaponFeatures) { for (const featureRef of weaponFeatures) {
const id = featureRef.value; const nativeId = featureRef.value;
const base = allAugmentsList.find(a => String(a.id) === String(id)); const base = allAugmentsList.find(a => String(a.id) === String(nativeId));
if (!base) continue; if (!base) continue;
const aug = { ...base, installed: true };
processedAugments.push(aug); processedAugments.push({ ...base, installed: true });
} }
const bondedUuid = doc.getFlag('dh-ikonis', 'bondedFeatureUuid') || game.settings.get('dh-ikonis', 'defaultBondedUuid'); const bondedUuid = doc.getFlag('dh-ikonis', 'bondedFeatureUuid') || game.settings.get('dh-ikonis', 'defaultBondedUuid');
@ -169,7 +169,8 @@ export function patchIkonisSheet() {
Weapon.prototype._onRemoveAugment = async function(event, target) { Weapon.prototype._onRemoveAugment = async function(event, target) {
const weaponFeatures = this.document.system.weaponFeatures || []; const weaponFeatures = this.document.system.weaponFeatures || [];
const newFeatures = weaponFeatures.filter(f => f.value !== String(target.dataset.id)); const targetId = target.dataset.id;
const newFeatures = weaponFeatures.filter(f => f.value !== targetId);
await this.document.update({ "system.weaponFeatures": newFeatures }); await this.document.update({ "system.weaponFeatures": newFeatures });
this.render(true); this.render(true);
}; };

View file

@ -1,28 +1,12 @@
import { patchDHWeapon, patchIkonisLogic, patchDhCharacter, loadIkonisFeatures, DEFAULT_AUGMENTS } from './ikonis-data.js'; import { patchDHWeapon, patchIkonisLogic, patchDhCharacter } from './ikonis-data.js';
import { patchIkonisSheet } from './ikonis-sheet.js'; import { patchIkonisSheet } from './ikonis-sheet.js';
import { IkonisAugmentConfig } from './ikonis-config.js';
const MODULE_ID = 'dh-ikonis'; const MODULE_ID = 'dh-ikonis';
Hooks.once('init', () => { Hooks.once('init', () => {
console.log(`${MODULE_ID} | Initializing Ikonis Module`); console.log(`${MODULE_ID} | Initializing Ikonis Module`);
// --- Settings Registration --- // --- Slot Settings ---
game.settings.register(MODULE_ID, "augmentsList", {
scope: "world",
config: false,
type: Array,
default: DEFAULT_AUGMENTS
});
game.settings.register(MODULE_ID, "defaultBondedUuid", {
scope: "world",
config: false,
type: String,
default: ""
});
[1, 2, 3, 4].forEach(tier => { [1, 2, 3, 4].forEach(tier => {
game.settings.register(MODULE_ID, `slotsTier${tier}`, { game.settings.register(MODULE_ID, `slotsTier${tier}`, {
name: `Slots at Tier ${tier}`, name: `Slots at Tier ${tier}`,
@ -54,21 +38,6 @@ Hooks.once('init', () => {
default: true default: true
}); });
// Configuration Menu
game.settings.registerMenu(MODULE_ID, "augmentsMenu", {
name: "Manage Ikonis Augments",
label: "Open Augment Manager",
hint: "Add, remove, or edit the global list of Ikonis augments.",
icon: "fa-solid fa-microchip",
type: class extends foundry.applications.api.ApplicationV2 {
render() {
IkonisAugmentConfig.open();
return this;
}
},
restricted: true
});
const DhCharacter = CONFIG.Actor.dataModels?.character; const DhCharacter = CONFIG.Actor.dataModels?.character;
if (DhCharacter) patchDhCharacter(DhCharacter); if (DhCharacter) patchDhCharacter(DhCharacter);
}); });
@ -76,7 +45,6 @@ Hooks.once('init', () => {
Hooks.on('setup', () => { Hooks.on('setup', () => {
// Damage Type Rename // Damage Type Rename
if (game.settings.get(MODULE_ID, "enableTechRename")) { if (game.settings.get(MODULE_ID, "enableTechRename")) {
console.log(`${MODULE_ID} | Renaming Magical damage to Tech...`);
const mag = CONFIG.DH?.GENERAL?.damageTypes?.magical; const mag = CONFIG.DH?.GENERAL?.damageTypes?.magical;
if (mag) { if (mag) {
mag.label = "Tech"; mag.label = "Tech";
@ -88,55 +56,17 @@ Hooks.on('setup', () => {
patchDHWeapon(); patchDHWeapon();
patchIkonisLogic(); patchIkonisLogic();
patchIkonisSheet(); patchIkonisSheet();
const DhCharacter = CONFIG.Actor.dataModels?.character;
if (DhCharacter) patchDhCharacter(DhCharacter);
});
Hooks.on('updateItem', (item, changes, options, userId) => {
const isTierUpdate = foundry.utils.hasProperty(changes, "system.tier");
const isIkonisUpdate = foundry.utils.hasProperty(changes, "flags.dh-ikonis");
const isEquipUpdate = foundry.utils.hasProperty(changes, "system.equipped");
if (isTierUpdate || isIkonisUpdate || isEquipUpdate) {
Object.values(item.apps || {}).forEach(app => {
if (app.render) app.render(true);
});
if (item.actor) {
item.actor.prepareData();
item.actor.sheet?.render(false);
}
}
}); });
Hooks.once('ready', async () => { Hooks.once('ready', async () => {
console.log(`${MODULE_ID} | Ready hook triggered.`); console.log(`${MODULE_ID} | Ready.`);
if (game.user.isGM) { if (game.user.isGM && game.settings.get(MODULE_ID, "enableCurrencyOverride")) {
await syncIkonisFeatures();
// Currency Override
if (game.settings.get(MODULE_ID, "enableCurrencyOverride")) {
await overrideCurrency(); await overrideCurrency();
} }
// Sync to Native Homebrew
await syncIkonisToHomebrew();
}
await loadIkonisFeatures();
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) patchDhCharacter(DhCharacter); if (DhCharacter) patchDhCharacter(DhCharacter);
Object.values(ui.windows).forEach(w => {
if (w.document?.type === 'character') w.render(true);
});
if (game.user.isGM) {
ui.notifications.info("DH-Ikonis | Ikonis Module initialized.");
}
}); });
async function overrideCurrency() { async function overrideCurrency() {
@ -147,12 +77,9 @@ async function overrideCurrency() {
} }
const homebrew = game.settings.get('daggerheart', key); const homebrew = game.settings.get('daggerheart', key);
if (!homebrew) return; if (!homebrew || homebrew.currency?.title === "Quantum") return;
if (homebrew.currency?.title !== "Quantum") {
console.log(`${MODULE_ID} | Overriding currency settings to Quantum...`);
const newHomebrew = (typeof homebrew.toObject === 'function') ? homebrew.toObject() : foundry.utils.deepClone(homebrew); const newHomebrew = (typeof homebrew.toObject === 'function') ? homebrew.toObject() : foundry.utils.deepClone(homebrew);
newHomebrew.currency = { newHomebrew.currency = {
title: "Quantum", title: "Quantum",
coins: { enabled: true, label: "Quantum", icon: "fa-solid fa-atom" }, coins: { enabled: true, label: "Quantum", icon: "fa-solid fa-atom" },
@ -162,30 +89,5 @@ async function overrideCurrency() {
}; };
await game.settings.set('daggerheart', key, newHomebrew); await game.settings.set('daggerheart', key, newHomebrew);
ui.notifications.info("DH-Ikonis | Currency system updated to Quantum Credits."); console.log(`${MODULE_ID} | Currency system updated to Quantum Credits.`);
}
}
async function syncIkonisFeatures() {
const pack = game.packs.get("dh-ikonis.ikonis-features");
if (!pack) return;
const index = await pack.getIndex();
const currentAugs = game.settings.get(MODULE_ID, 'augmentsList') || [];
let updates = false;
const newAugs = currentAugs.map(aug => {
if (!aug.featureUuid) {
const match = index.find(i => i.name === aug.name);
if (match) {
aug.featureUuid = match.uuid;
updates = true;
}
}
return aug;
});
if (updates) await game.settings.set(MODULE_ID, 'augmentsList', newAugs);
let bondedUuid = game.settings.get(MODULE_ID, 'defaultBondedUuid');
if (!bondedUuid) {
const bondMatch = index.find(i => i.name === "Ikonis Bond");
if (bondMatch) await game.settings.set(MODULE_ID, 'defaultBondedUuid', bondMatch.uuid);
}
} }

View file

@ -1,17 +1,6 @@
<div class="ikonis-config-container" style="background: #0d0d16; color: white; padding: 1.5rem; display: flex; flex-direction: column; max-height: 600px; box-sizing: border-box;"> <div class="ikonis-config-container" style="background: #0d0d16; color: white; padding: 1.5rem; display: flex; flex-direction: column; max-height: 600px; box-sizing: border-box;">
<div class="bonded-config-section" style="flex: 0 0 auto; margin-bottom: 1rem; padding: 1rem; border: 1px solid #ff2e63; border-radius: 8px; background: rgba(255,46,99,0.05);">
<h3 style="margin-top: 0; color: #ff2e63; font-size: 1.1rem; border-bottom: 1px solid rgba(255,46,99,0.2); padding-bottom: 0.5rem;">Default Bonded Feature</h3>
<div class="bonded-drop-zone" style="height: 50px; border: 2px dashed #444; border-radius: 8px; display: flex; align-items: center; justify-content: center; background: rgba(0,0,0,0.2);">
{{#if bondedName}}
<div style="font-weight: bold; color: #00d2ff;"><i class="fa-solid fa-link"></i> {{bondedName}}</div>
{{else}}
<span style="color: #666; font-size: 0.9rem;">Drop Default Bonded Feature Here</span>
{{/if}}
</div>
</div>
<h3 style="flex: 0 0 auto; margin: 0 0 0.5rem 0; color: #ff2e63; font-size: 1.1rem;">Augment Blueprints</h3> <h3 style="flex: 0 0 auto; margin: 0 0 0.5rem 0; color: #ff2e63; font-size: 1.1rem;">Augment Blueprints</h3>
<div class="augment-manager-scroll" style="flex: 1; overflow-y: auto; border: 1px solid #2d3436; border-radius: 8px; background: rgba(0,0,0,0.2); margin-bottom: 0.5rem; min-height: 150px;"> <div class="augment-manager-scroll" style="flex: 1; overflow-y: auto; border: 1px solid #2d3436; border-radius: 8px; background: rgba(0,0,0,0.2); margin-bottom: 0.5rem; min-height: 150px;">
@ -21,7 +10,6 @@
<th style="padding: 0.75rem 0.5rem; color: #ff2e63; border-bottom: 2px solid #ff2e63;">Name</th> <th style="padding: 0.75rem 0.5rem; color: #ff2e63; border-bottom: 2px solid #ff2e63;">Name</th>
<th style="padding: 0.75rem 0.5rem; color: #ff2e63; border-bottom: 2px solid #ff2e63;">Effect</th> <th style="padding: 0.75rem 0.5rem; color: #ff2e63; border-bottom: 2px solid #ff2e63;">Effect</th>
<th style="padding: 0.75rem 0.5rem; color: #ff2e63; border-bottom: 2px solid #ff2e63;">Cost</th> <th style="padding: 0.75rem 0.5rem; color: #ff2e63; border-bottom: 2px solid #ff2e63;">Cost</th>
<th style="padding: 0.75rem 0.5rem; color: #ff2e63; border-bottom: 2px solid #ff2e63; width: 140px;">Feature</th>
<th style="padding: 0.75rem 0.5rem; width: 50px; color: #ff2e63; border-bottom: 2px solid #ff2e63;">T</th> <th style="padding: 0.75rem 0.5rem; width: 50px; color: #ff2e63; border-bottom: 2px solid #ff2e63;">T</th>
<th style="padding: 0.75rem 0.5rem; width: 30px; border-bottom: 2px solid #ff2e63;"></th> <th style="padding: 0.75rem 0.5rem; width: 30px; border-bottom: 2px solid #ff2e63;"></th>
</tr> </tr>
@ -38,16 +26,6 @@
<td style="padding: 0.4rem;"> <td style="padding: 0.4rem;">
<input type="text" name="augments.{{aug.id}}.cost" value="{{aug.cost}}" style="width: 100%; background: #1a1a2e; color: white; border: 1px solid #333; padding: 2px 4px;"> <input type="text" name="augments.{{aug.id}}.cost" value="{{aug.cost}}" style="width: 100%; background: #1a1a2e; color: white; border: 1px solid #333; padding: 2px 4px;">
</td> </td>
<td style="padding: 0.4rem;">
<div class="feature-slot" style="min-height: 24px; border: 1px dashed #444; border-radius: 4px; display: flex; align-items: center; justify-content: center; font-size: 0.75rem; background: rgba(0,0,0,0.3);">
{{#if aug.featureName}}
<span style="color: #00d2ff; flex: 1; padding: 0 4px; white-space: nowrap; overflow: hidden; text-overflow: ellipsis;" title="{{aug.featureName}}">{{aug.featureName}}</span>
<a data-action="clearFeature" data-id="{{aug.id}}" style="color: #ff2e63; margin-right: 4px;"><i class="fa-solid fa-times"></i></a>
{{else}}
<span style="color: #444;">Drop Item</span>
{{/if}}
</div>
</td>
<td style="padding: 0.4rem;"> <td style="padding: 0.4rem;">
<input type="number" name="augments.{{aug.id}}.precompile" value="{{aug.precompile}}" min="1" max="4" style="width: 100%; background: #1a1a2e; color: white; border: 1px solid #333; padding: 2px 4px;"> <input type="number" name="augments.{{aug.id}}.precompile" value="{{aug.precompile}}" min="1" max="4" style="width: 100%; background: #1a1a2e; color: white; border: 1px solid #333; padding: 2px 4px;">
</td> </td>