132 lines
4.9 KiB
JavaScript
132 lines
4.9 KiB
JavaScript
export const DEFAULT_AUGMENTS = [
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{ id: "bonded", name: "Bonded", effect: "Primary module for Ikonis hardware synchronization.", cost: "Cost: None" },
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{ id: "force", name: "Force", effect: "+1 Damage on Melee attacks.", cost: "Cost: 2 Iron" },
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{ id: "fire", name: "Fire", effect: "Deals Fire damage instead of Physical.", cost: "Cost: 1 Blaze Glass" },
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{ id: "shield", name: "Shield", effect: "+1 Armor while equipped.", cost: "Cost: 2 Steel" },
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{ id: "range", name: "Range", effect: "Increases Range by 1 step.", cost: "Cost: 1 Lens" }
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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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/**
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* Injects Ikonis defaults directly into the system configuration.
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*/
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export function registerIkonisFeatures() {
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if (!CONFIG.DH?.ITEM?.weaponFeatures) return;
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for (const aug of DEFAULT_AUGMENTS) {
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const nativeId = `ikonis-${aug.id}`;
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CONFIG.DH.ITEM.weaponFeatures[nativeId] = {
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name: `Ikonis: ${aug.name}`,
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img: "systems/daggerheart/assets/icons/documents/items/chip.svg",
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description: `<p>${aug.effect}</p><p>${aug.cost}</p>`,
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actions: {},
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effects: []
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};
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}
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console.log("DH-Ikonis | Features registered in CONFIG.");
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}
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/**
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* Seeds the Daggerheart Homebrew settings with Ikonis defaults if they don't exist.
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*/
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export async function seedIkonisHomebrew() {
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if (!game.user.isGM) return;
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const homebrewKey = game.settings.settings.has('daggerheart.Homebrew') ? 'Homebrew' : 'homebrew';
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const homebrew = foundry.utils.deepClone(game.settings.get('daggerheart', homebrewKey) || {});
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if (!homebrew.itemFeatures) homebrew.itemFeatures = { weaponFeatures: {}, armorFeatures: {} };
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if (!homebrew.itemFeatures.weaponFeatures) homebrew.itemFeatures.weaponFeatures = {};
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let updates = false;
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for (const aug of DEFAULT_AUGMENTS) {
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const nativeId = `ikonis-${aug.id}`;
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if (!homebrew.itemFeatures.weaponFeatures[nativeId]) {
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homebrew.itemFeatures.weaponFeatures[nativeId] = {
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name: `Ikonis: ${aug.name}`,
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img: "systems/daggerheart/assets/icons/documents/items/chip.svg",
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description: `<p>${aug.effect}</p><p>${aug.cost}</p>`,
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actions: {},
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effects: []
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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 | Default blueprints seeded into Homebrew settings.");
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}
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}
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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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