dh-ikonis/scripts/ikonis-data.js

207 lines
8.8 KiB
JavaScript

export const DEFAULT_AUGMENTS = [
{ id: "force", name: "Kinetic Amplifier", effect: "+1 Damage on Melee attacks", cost: "2 Iron", precompile: 1 },
{ id: "fire", name: "Thermal Core", effect: "Deals Fire damage instead of Physical", cost: "1 Blaze Glass", precompile: 1 },
{ id: "shock", name: "Static Coil", effect: "Targets hit are Dazed", cost: "3 Copper", precompile: 2 },
{ id: "shield", name: "Reactive Plating", effect: "+1 Armor while equipped", cost: "2 Steel", precompile: 1 },
{ id: "range", name: "Long-Range Optics", effect: "Increases Range by 1 step", cost: "1 Lens", precompile: 2 },
{ id: "crit", name: "Precision Chip", effect: "+1 to Crit range", cost: "1 Gold", precompile: 3 },
{ id: "multi", name: "Burst Module", effect: "Can target 2 enemies (Half damage)", cost: "2 Gears", precompile: 4 },
{ id: "drain", name: "Siphon Link", effect: "Recover 1 Hope on kill", cost: "1 Soul Gem", precompile: 4 },
{ id: "weight", name: "Gravity Plate", effect: "Weapon is Heavy (more damage)", cost: "4 Lead", precompile: 2 }
];
// Global caches for resolved features to keep getters fast
const _featureCache = new Map();
export function getAugments() {
return game.settings.get('dh-ikonis', 'augmentsList') || DEFAULT_AUGMENTS;
}
/**
* Pre-loads all features from the compendium into memory.
* This is necessary because sheetLists getter is synchronous.
*/
export async function loadIkonisFeatures() {
console.log("DH-Ikonis | Pre-loading features into cache...");
const allAugs = getAugments();
const bondedUuid = game.settings.get('dh-ikonis', 'defaultBondedUuid');
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: ${_featureCache.size}`);
}
/**
* Robust feature fetching. Tries cache first, then async fromUuid.
*/
export async function getAttachedFeature(uuid) {
if (!uuid) return null;
if (_featureCache.has(uuid)) return _featureCache.get(uuid);
return await fromUuid(uuid);
}
export function getSlotCount(item) {
const flags = item.getFlag('dh-ikonis') || {};
if (typeof flags.slotOverride === "number") return flags.slotOverride;
let tier = item.system?.tier?.value;
if (tier === undefined) tier = item.system?.tier;
const tierNum = parseInt(tier) || 1;
const settingKey = `slotsTier${tierNum}`;
try {
return game.settings.get('dh-ikonis', settingKey);
} catch (e) {
return tierNum >= 2 ? 3 : 2;
}
}
/**
* 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...");
const originalAllEffects = Actor.prototype.allApplicableEffects;
Actor.prototype.allApplicableEffects = function* (options) {
yield* originalAllEffects.call(this, options);
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;
// Try cache first, then sync
const feature = _featureCache.get(aug.featureUuid) || fromUuidSync(aug.featureUuid);
if (!feature || !feature.effects) continue;
for (const effect of feature.effects) {
if (effect.transfer) {
console.log(`DH-Ikonis | Injecting effect '${effect.name}' from augment '${feature.name}' on ${this.name}`);
// Clone the effect and set this actor as parent to ensure application
const effectData = effect.toObject();
effectData.disabled = false;
const effectInstance = ActiveEffect.implementation.fromObject(effectData, { parent: this });
yield effectInstance;
}
}
}
const bondedUuid = item.getFlag('dh-ikonis', 'bondedFeatureUuid');
if (bondedUuid) {
const feature = _featureCache.get(bondedUuid) || fromUuidSync(bondedUuid);
if (feature?.effects) {
for (const effect of feature.effects) {
if (effect.transfer) {
console.log(`DH-Ikonis | Injecting bonded effect '${effect.name}' from '${feature.name}' on ${this.name}`);
const effectData = effect.toObject();
effectData.disabled = false;
const effectInstance = ActiveEffect.implementation.fromObject(effectData, { parent: this });
yield effectInstance;
}
}
}
}
}
};
}
/**
* Patches the Character Data Model to show features in the UI lists.
*/
export function patchDhCharacter(DhCharacter) {
console.log("DH-Ikonis | Applying DhCharacter.sheetLists patch...");
const descriptor = Object.getOwnPropertyDescriptor(DhCharacter.prototype, 'sheetLists');
if (!descriptor) {
console.error("DH-Ikonis | FAILED to find sheetLists descriptor on DhCharacter prototype!");
return;
}
const originalSheetLists = descriptor.get;
Object.defineProperty(DhCharacter.prototype, 'sheetLists', {
get: function() {
const lists = originalSheetLists.call(this);
const ikonisFeatures = [];
if (!this.parent) return lists;
const weapons = this.parent.items.filter(i => i.type === 'weapon');
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 bondedUuid = item.getFlag('dh-ikonis', 'bondedFeatureUuid');
if (bondedUuid) {
const feature = _featureCache.get(bondedUuid) || fromUuidSync(bondedUuid);
if (feature) {
// Use fromObject with parent to ensure all Action models link correctly
const featureClone = Item.implementation.fromObject(feature.toObject(), { parent: this.parent });
ikonisFeatures.push(featureClone);
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();
for (const id of installedIds) {
const aug = allAugs.find(a => String(a.id) === String(id));
if (!aug?.featureUuid) continue;
const feature = _featureCache.get(aug.featureUuid) || fromUuidSync(aug.featureUuid);
if (feature) {
// Use fromObject with parent to ensure all Action models link correctly
const featureClone = Item.implementation.fromObject(feature.toObject(), { parent: this.parent });
ikonisFeatures.push(featureClone);
console.log(`DH-Ikonis | Resolved augment feature: ${feature.name}`);
}
}
}
if (ikonisFeatures.length > 0) {
const uniqueFeatures = Array.from(new Set(ikonisFeatures));
console.log(`DH-Ikonis | Injecting ${uniqueFeatures.length} features for ${this.parent.name}`);
lists.ikonis = {
title: "Ikonis Augments",
type: "ikonis",
values: uniqueFeatures
};
}
return lists;
},
configurable: true
});
}
export function patchDHWeapon() {
// Future: Add damage type override logic here
}