dh-ikonis/scripts/ikonis-data.js

113 lines
4.3 KiB
JavaScript

export const DEFAULT_AUGMENTS = [
{ id: "bonded", name: "Bonded", effect: "Primary module for Ikonis hardware synchronization.", cost: "Cost: None" },
{ id: "force", name: "Kinetic Amplifier", effect: "+1 Damage on Melee attacks.", cost: "Cost: 2 Iron" },
{ id: "fire", name: "Thermal Core", effect: "Deals Fire damage instead of Physical.", cost: "Cost: 1 Blaze Glass" },
{ id: "shield", name: "Reactive Plating", effect: "+1 Armor while equipped.", cost: "Cost: 2 Steel" },
{ id: "range", name: "Long-Range Optics", effect: "Increases Range by 1 step.", cost: "Cost: 1 Lens" }
];
// Global caches for resolved features to keep getters fast
const _featureCache = new Map();
/**
* Seeds the Daggerheart Homebrew settings with Ikonis defaults if they don't exist.
*/
export async function seedIkonisHomebrew() {
if (!game.user.isGM) return;
const homebrewKey = game.settings.settings.has('daggerheart.Homebrew') ? 'Homebrew' : 'homebrew';
const homebrew = foundry.utils.deepClone(game.settings.get('daggerheart', homebrewKey) || {});
if (!homebrew.itemFeatures) homebrew.itemFeatures = { weaponFeatures: {}, armorFeatures: {} };
if (!homebrew.itemFeatures.weaponFeatures) homebrew.itemFeatures.weaponFeatures = {};
let updates = false;
for (const aug of DEFAULT_AUGMENTS) {
const nativeId = `ikonis-${aug.id}`;
if (!homebrew.itemFeatures.weaponFeatures[nativeId]) {
homebrew.itemFeatures.weaponFeatures[nativeId] = {
name: `Ikonis: ${aug.name}`,
img: "systems/daggerheart/assets/icons/documents/items/chip.svg",
description: `<p>${aug.effect}</p><p>${aug.cost}</p>`,
actions: {},
effects: []
};
updates = true;
}
}
if (updates) {
await game.settings.set('daggerheart', homebrewKey, homebrew);
console.log("DH-Ikonis | Default blueprints seeded into Homebrew settings.");
}
}
/**
* Scans the Daggerheart system config for any weapon features starting with "Ikonis:".
* These are treated as available augments for our slot system.
*/
export function getAugments() {
// We get the resolved features from CONFIG.DH.ITEM which includes system + homebrew
const allFeatures = CONFIG.DH.ITEM.allWeaponFeatures() || {};
const augments = [];
for (const [id, feature] of Object.entries(allFeatures)) {
const name = feature.label || feature.name || "";
if (name.startsWith("Ikonis:")) {
let desc = feature.description || "";
// Replace common line-breaking tags with actual newlines before stripping
desc = desc.replace(/<\/p>|<br\s*\/?>/gi, '\n');
desc = desc.replace(/<[^>]*>?/gm, '').trim();
const lines = desc.split('\n').map(l => l.trim()).filter(l => l.length > 0);
const costLine = lines.find(l => l.toLowerCase().startsWith("cost:"));
const effectLine = lines.find(l => !l.toLowerCase().startsWith("cost:"));
augments.push({
id: id,
name: name.replace("Ikonis:", "").trim(),
fullName: name,
img: feature.img || "systems/daggerheart/assets/icons/documents/items/chip.svg",
effect: effectLine || "Native Feature",
cost: costLine || ""
});
}
}
return augments;
}
export function getSlotCount(item) {
const flags = item.getFlag('dh-ikonis') || {};
if (typeof flags.slotOverride === "number") return flags.slotOverride;
let tier = item.system?.tier?.value;
if (tier === undefined) tier = item.system?.tier;
const tierNum = parseInt(tier) || 1;
const settingKey = `slotsTier${tierNum}`;
try {
return game.settings.get('dh-ikonis', settingKey);
} catch (e) {
return tierNum >= 2 ? 3 : 2;
}
}
/**
* Patches the system's weapon data preparation to handle slot counts.
*/
export function patchIkonisLogic() {
// Current slot logic is handled via getSlotCount in the sheet context
}
/**
* Placeholder for character patching - no longer needed for virtual items
*/
export function patchDhCharacter(DhCharacter) {
// Injection is deprecated in favor of native weapon features
}
export function patchDHWeapon() {
// Future: Add damage type override logic here
}