194 lines
7.9 KiB
JavaScript
194 lines
7.9 KiB
JavaScript
export const DEFAULT_AUGMENTS = [
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{ id: "force", name: "Kinetic Amplifier", effect: "+1 Damage on Melee attacks", cost: "2 Iron", precompile: 1 },
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{ id: "fire", name: "Thermal Core", effect: "Deals Fire damage instead of Physical", cost: "1 Blaze Glass", precompile: 1 },
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{ id: "shock", name: "Static Coil", effect: "Targets hit are Dazed", cost: "3 Copper", precompile: 2 },
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{ id: "shield", name: "Reactive Plating", effect: "+1 Armor while equipped", cost: "2 Steel", precompile: 1 },
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{ id: "range", name: "Long-Range Optics", effect: "Increases Range by 1 step", cost: "1 Lens", precompile: 2 },
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{ id: "crit", name: "Precision Chip", effect: "+1 to Crit range", cost: "1 Gold", precompile: 3 },
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{ id: "multi", name: "Burst Module", effect: "Can target 2 enemies (Half damage)", cost: "2 Gears", precompile: 4 },
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{ id: "drain", name: "Siphon Link", effect: "Recover 1 Hope on kill", cost: "1 Soul Gem", precompile: 4 },
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{ id: "weight", name: "Gravity Plate", effect: "Weapon is Heavy (more damage)", cost: "4 Lead", precompile: 2 }
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];
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// Global caches for resolved features to keep getters fast
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const _featureCache = new Map();
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export function getAugments() {
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return game.settings.get('dh-ikonis', 'augmentsList') || DEFAULT_AUGMENTS;
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}
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/**
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* Pre-loads all features from the compendium into memory.
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* This is necessary because sheetLists getter is synchronous.
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*/
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export async function loadIkonisFeatures() {
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console.log("DH-Ikonis | Pre-loading features into cache...");
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const allAugs = getAugments();
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const bondedUuid = game.settings.get('dh-ikonis', 'defaultBondedUuid');
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const uuids = new Set(allAugs.map(a => a.featureUuid).filter(Boolean));
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if (bondedUuid) uuids.add(bondedUuid);
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for (const uuid of uuids) {
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try {
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const item = await fromUuid(uuid);
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if (item) {
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_featureCache.set(uuid, item);
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console.log(`DH-Ikonis | Cached feature: ${item.name} [${uuid}]`);
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}
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} catch (e) {
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console.error(`DH-Ikonis | Failed to load feature ${uuid}`, e);
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}
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}
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console.log(`DH-Ikonis | Cache size: ${_featureCache.size}`);
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}
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/**
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* Robust feature fetching. Tries cache first, then async fromUuid.
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*/
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export async function getAttachedFeature(uuid) {
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if (!uuid) return null;
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if (_featureCache.has(uuid)) return _featureCache.get(uuid);
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return await fromUuid(uuid);
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}
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export function getSlotCount(item) {
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const flags = item.getFlag('dh-ikonis') || {};
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if (typeof flags.slotOverride === "number") return flags.slotOverride;
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let tier = item.system?.tier?.value;
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if (tier === undefined) tier = item.system?.tier;
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const tierNum = parseInt(tier) || 1;
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const settingKey = `slotsTier${tierNum}`;
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try {
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return game.settings.get('dh-ikonis', settingKey);
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} catch (e) {
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return tierNum >= 2 ? 3 : 2;
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}
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}
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/**
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* Patches the system to ensure Ikonis effects are applied to the actor.
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*/
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export function patchIkonisLogic() {
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console.log("DH-Ikonis | Patching Actor for Ikonis effect injection...");
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const originalAllEffects = Actor.prototype.allApplicableEffects;
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Actor.prototype.allApplicableEffects = function* (options) {
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yield* originalAllEffects.call(this, options);
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for (const item of this.items) {
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if (item.type !== 'weapon' || !item.system.equipped) continue;
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const installedIds = item.getFlag('dh-ikonis', 'installedAugments') || [];
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const allAugs = getAugments();
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for (const id of installedIds) {
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const aug = allAugs.find(a => String(a.id) === String(id));
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if (!aug?.featureUuid) continue;
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// Try cache first, then sync
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const feature = _featureCache.get(aug.featureUuid) || fromUuidSync(aug.featureUuid);
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if (!feature || !feature.effects) continue;
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for (const effect of feature.effects) {
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if (effect.transfer) {
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console.log(`DH-Ikonis | Injecting effect '${effect.name}' from augment '${feature.name}' on ${this.name}`);
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// Clone the effect and set this actor as parent to ensure application
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const effectData = effect.toObject();
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effectData.disabled = false;
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const ActiveEffectClass = getDocumentClass("ActiveEffect");
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const effectInstance = new ActiveEffectClass(effectData, { parent: this });
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yield effectInstance;
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}
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}
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}
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const bondedUuid = item.getFlag('dh-ikonis', 'bondedFeatureUuid');
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if (bondedUuid) {
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const feature = _featureCache.get(bondedUuid) || fromUuidSync(bondedUuid);
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if (feature?.effects) {
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for (const effect of feature.effects) {
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if (effect.transfer) {
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console.log(`DH-Ikonis | Injecting bonded effect '${effect.name}' from '${feature.name}' on ${this.name}`);
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const effectData = effect.toObject();
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effectData.disabled = false;
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const ActiveEffectClass = getDocumentClass("ActiveEffect");
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const effectInstance = new ActiveEffectClass(effectData, { parent: this });
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yield effectInstance;
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}
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}
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}
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}
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}
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};
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}
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/**
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* Synchronizes Ikonis Augments into the Daggerheart Homebrew settings.
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* This makes them "Real" Weapon Features to the system.
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*/
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export async function syncIkonisToHomebrew() {
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if (!game.user.isGM) return;
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const MODULE_ID = 'dh-ikonis';
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const homebrewKey = game.settings.settings.has('daggerheart.Homebrew') ? 'Homebrew' : 'homebrew';
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const homebrew = game.settings.get('daggerheart', homebrewKey);
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if (!homebrew.itemFeatures) homebrew.itemFeatures = { weaponFeatures: {}, armorFeatures: {} };
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if (!homebrew.itemFeatures.weaponFeatures) homebrew.itemFeatures.weaponFeatures = {};
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let updates = false;
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const allAugments = getAugments();
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for (const aug of allAugments) {
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const feature = _featureCache.get(aug.featureUuid) || await fromUuid(aug.featureUuid);
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if (feature && !homebrew.itemFeatures.weaponFeatures[aug.id]) {
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console.log(`DH-Ikonis | Registering ${aug.name} as native weapon feature...`);
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// Format actions for the system's Homebrew model
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const actions = {};
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if (feature.system.actions) {
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for (const [id, action] of Object.entries(feature.system.actions)) {
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actions[id] = action.toObject();
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}
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}
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homebrew.itemFeatures.weaponFeatures[aug.id] = {
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name: aug.name,
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img: aug.img || feature.img,
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description: feature.system.description,
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actions: actions,
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effects: Array.from(feature.effects || []).map(e => e.toObject())
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};
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updates = true;
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}
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}
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if (updates) {
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await game.settings.set('daggerheart', homebrewKey, homebrew);
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console.log("DH-Ikonis | Homebrew settings synchronized.");
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}
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}
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/**
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* Patches the system's weapon data preparation to handle slot counts.
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*/
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export function patchIkonisLogic() {
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// We no longer need to patch Actor.allApplicableEffects
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// because the system handles native weapon features automatically.
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}
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/**
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* Placeholder for character patching - no longer needed for virtual items
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*/
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export function patchDhCharacter(DhCharacter) {
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// Injection is deprecated in favor of native weapon features
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}
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export function patchDHWeapon() {
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// Future: Add damage type override logic here
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}
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