72 lines
2.4 KiB
JavaScript
72 lines
2.4 KiB
JavaScript
// Global caches for resolved features to keep getters fast
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const _featureCache = new Map();
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/**
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* Scans the Daggerheart system config for any weapon features starting with "Ikonis:".
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* These are treated as available augments for our slot system.
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*/
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export function getAugments() {
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// We get the resolved features from CONFIG.DH.ITEM which includes system + homebrew
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const allFeatures = CONFIG.DH.ITEM.allWeaponFeatures() || {};
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const augments = [];
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for (const [id, feature] of Object.entries(allFeatures)) {
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const name = feature.label || feature.name || "";
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if (name.startsWith("Ikonis:")) {
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let desc = feature.description || "";
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// Replace common line-breaking tags with actual newlines before stripping
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desc = desc.replace(/<\/p>|<br\s*\/?>/gi, '\n');
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desc = desc.replace(/<[^>]*>?/gm, '').trim();
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const lines = desc.split('\n').map(l => l.trim()).filter(l => l.length > 0);
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const costLine = lines.find(l => l.toLowerCase().startsWith("cost:"));
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const effectLine = lines.find(l => !l.toLowerCase().startsWith("cost:"));
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augments.push({
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id: id,
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name: name.replace("Ikonis:", "").trim(),
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fullName: name,
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img: feature.img || "systems/daggerheart/assets/icons/documents/items/chip.svg",
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effect: effectLine || "Native Feature",
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cost: costLine || ""
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});
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}
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}
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return augments;
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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's weapon data preparation to handle slot counts.
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*/
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export function patchIkonisLogic() {
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// Current slot logic is handled via getSlotCount in the sheet context
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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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