/**
 * Core Skills in Prism RPG
 * Characters choose 1 Core Skill which gives:
 * - +5 bonus to basic skill checks
 * - Access to advanced skill checks
 * - Access to a Core Skill Class (based on archetype)
 * - +2 to one chosen attribute
 */
export const CORE_SKILLS = Object.freeze({
  acrobatics: {
    id: "acrobatics",
    label: "PRISMRPG.Skill.CoreSkill.acrobatics"
  },
  animalHandling: {
    id: "animalHandling",
    label: "PRISMRPG.Skill.CoreSkill.animalHandling"
  },
  arcana: {
    id: "arcana",
    label: "PRISMRPG.Skill.CoreSkill.arcana"
  },
  athletics: {
    id: "athletics",
    label: "PRISMRPG.Skill.CoreSkill.athletics"
  },
  deception: {
    id: "deception",
    label: "PRISMRPG.Skill.CoreSkill.deception"
  },
  history: {
    id: "history",
    label: "PRISMRPG.Skill.CoreSkill.history"
  },
  insight: {
    id: "insight",
    label: "PRISMRPG.Skill.CoreSkill.insight"
  },
  intimidate: {
    id: "intimidate",
    label: "PRISMRPG.Skill.CoreSkill.intimidate"
  },
  investigation: {
    id: "investigation",
    label: "PRISMRPG.Skill.CoreSkill.investigation"
  },
  medicine: {
    id: "medicine",
    label: "PRISMRPG.Skill.CoreSkill.medicine"
  },
  nature: {
    id: "nature",
    label: "PRISMRPG.Skill.CoreSkill.nature"
  },
  perception: {
    id: "perception",
    label: "PRISMRPG.Skill.CoreSkill.perception"
  },
  performance: {
    id: "performance",
    label: "PRISMRPG.Skill.CoreSkill.performance"
  },
  persuasion: {
    id: "persuasion",
    label: "PRISMRPG.Skill.CoreSkill.persuasion"
  },
  religion: {
    id: "religion",
    label: "PRISMRPG.Skill.CoreSkill.religion"
  },
  sleightOfHand: {
    id: "sleightOfHand",
    label: "PRISMRPG.Skill.CoreSkill.sleightOfHand"
  },
  stealth: {
    id: "stealth",
    label: "PRISMRPG.Skill.CoreSkill.stealth"
  },
  survival: {
    id: "survival",
    label: "PRISMRPG.Skill.CoreSkill.survival"
  }
});

/**
 * Simplified Core Skills object for form choices (label-only format)
 */
export const CORE_SKILLS_CHOICES = {
  acrobatics: "PRISMRPG.Skill.CoreSkill.acrobatics",
  animalHandling: "PRISMRPG.Skill.CoreSkill.animalHandling",
  arcana: "PRISMRPG.Skill.CoreSkill.arcana",
  athletics: "PRISMRPG.Skill.CoreSkill.athletics",
  deception: "PRISMRPG.Skill.CoreSkill.deception",
  history: "PRISMRPG.Skill.CoreSkill.history",
  insight: "PRISMRPG.Skill.CoreSkill.insight",
  intimidate: "PRISMRPG.Skill.CoreSkill.intimidate",
  investigation: "PRISMRPG.Skill.CoreSkill.investigation",
  medicine: "PRISMRPG.Skill.CoreSkill.medicine",
  nature: "PRISMRPG.Skill.CoreSkill.nature",
  perception: "PRISMRPG.Skill.CoreSkill.perception",
  performance: "PRISMRPG.Skill.CoreSkill.performance",
  persuasion: "PRISMRPG.Skill.CoreSkill.persuasion",
  religion: "PRISMRPG.Skill.CoreSkill.religion",
  sleightOfHand: "PRISMRPG.Skill.CoreSkill.sleightOfHand",
  stealth: "PRISMRPG.Skill.CoreSkill.stealth",
  survival: "PRISMRPG.Skill.CoreSkill.survival"
};

/**
 * Core Skill bonus values
 */
export const CORE_SKILL_BONUS = Object.freeze({
  basic: 5,           // +5 to basic skill checks
  attributeBonus: 2   // +2 to chosen attribute
});
