Add effects and tabs

This commit is contained in:
2025-12-13 21:13:26 +01:00
parent 809a7b80c2
commit 65dfb3ddff
13 changed files with 1146 additions and 27 deletions
+1
View File
@@ -12,3 +12,4 @@ export { default as PrismRPGMiracleSheet } from "./sheets/miracle-sheet.mjs"
export { default as PrismRPGRaceSheet } from "./sheets/race-sheet.mjs"
export { default as PrismRPGClassSheet } from "./sheets/class-sheet.mjs"
export { default as PrismRPGCharacterPathSheet } from "./sheets/character-path-sheet.mjs"
export { WeaponTypesConfig } from "./weapon-types-config.mjs"
+219
View File
@@ -0,0 +1,219 @@
/**
* Application to configure weapon types and groups
*/
import { getWeaponTypes, getWeaponGroups } from "../config/weapon.mjs"
export class WeaponTypesConfig extends FormApplication {
constructor(object, options) {
super(object, options)
// Store working copies that won't trigger settings changes
this.workingTypes = null
this.workingGroups = null
}
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
title: game.i18n.localize("PRISMRPG.Settings.weaponTypesConfig.title"),
id: "weapon-types-config",
classes: ["prismrpg", "weapon-types-config"],
template: "systems/fvtt-prism-rpg/templates/weapon-types-config.hbs",
width: 1000,
height: "auto",
closeOnSubmit: true,
submitOnChange: false,
tabs: [{ navSelector: ".tabs", contentSelector: ".content", initial: "types" }]
})
}
getData() {
const data = super.getData()
// Get default weapon types from config with proper translation keys
const defaultTypes = getWeaponTypes()
// Get default weapon groups from config with proper translation keys
const defaultGroups = getWeaponGroups()
// Initialize working copies on first render
if (!this.workingTypes) {
const customTypes = game.settings.get("fvtt-prism-rpg", "customWeaponTypes") || {}
this.workingTypes = foundry.utils.deepClone(customTypes)
}
if (!this.workingGroups) {
const customGroups = game.settings.get("fvtt-prism-rpg", "customWeaponGroups") || {}
this.workingGroups = foundry.utils.deepClone(customGroups)
}
// Merge default and working copies
data.weaponTypes = {}
const mergedTypes = foundry.utils.mergeObject(defaultTypes, this.workingTypes, { inplace: false })
console.log("Merged types in getData:", mergedTypes)
for (const [key, type] of Object.entries(mergedTypes)) {
data.weaponTypes[key] = {
...type,
// Translate label if it's a translation key
label: type.label.startsWith("PRISMRPG.") ? game.i18n.localize(type.label) : type.label,
// Mark if it's a custom type (can be deleted)
isCustom: key.startsWith("custom_")
}
}
data.weaponGroups = {}
const mergedGroups = foundry.utils.mergeObject(defaultGroups, this.workingGroups, { inplace: false })
for (const [key, group] of Object.entries(mergedGroups)) {
data.weaponGroups[key] = {
...group,
// Translate labels if they're translation keys
label: group.label.startsWith("PRISMRPG.") ? game.i18n.localize(group.label) : group.label,
passiveLabel: group.passiveLabel.startsWith("PRISMRPG.") ? game.i18n.localize(group.passiveLabel) : group.passiveLabel,
passiveDescription: group.passiveDescription.startsWith("PRISMRPG.") ? game.i18n.localize(group.passiveDescription) : group.passiveDescription,
// Mark if it's a custom group (can be deleted)
isCustom: key.startsWith("custom_")
}
}
return data
}
activateListeners(html) {
super.activateListeners(html)
// Add new weapon type
html.find('[data-action="add-weapon-type"]').click(this._onAddWeaponType.bind(this))
// Delete weapon type
html.find('[data-action="delete-weapon-type"]').click(this._onDeleteWeaponType.bind(this))
// Add new weapon group
html.find('[data-action="add-weapon-group"]').click(this._onAddWeaponGroup.bind(this))
// Delete weapon group
html.find('[data-action="delete-weapon-group"]').click(this._onDeleteWeaponGroup.bind(this))
// Reset to defaults
html.find('[data-action="reset-defaults"]').click(this._onResetDefaults.bind(this))
console.log("Listeners activated, weapon types count:", html.find('.weapon-type-entry').length)
}
async _onAddWeaponType(event) {
event.preventDefault()
const newId = `custom_${foundry.utils.randomID()}`
// Add new empty type to working copy (no settings save)
this.workingTypes[newId] = {
id: newId,
label: "New Weapon Type",
apc: 1,
hands: 1
}
// Force re-render without saving
this.render(true)
}
async _onDeleteWeaponType(event) {
event.preventDefault()
const typeId = $(event.currentTarget).data('id')
console.log("Delete weapon type clicked:", typeId)
console.log("Working types before:", this.workingTypes)
// Delete from working copy (no settings save)
delete this.workingTypes[typeId]
console.log("Working types after:", this.workingTypes)
// Save to settings immediately so it persists
await game.settings.set("fvtt-prism-rpg", "customWeaponTypes", this.workingTypes)
// Find and remove the entry from DOM immediately
this.element.find(`.weapon-type-entry[data-id="${typeId}"]`).remove()
}
async _onAddWeaponGroup(event) {
event.preventDefault()
const newId = `custom_${foundry.utils.randomID()}`
// Add new empty group to working copy (no settings save)
this.workingGroups[newId] = {
id: newId,
label: "New Weapon Group",
passive: "newPassive",
passiveLabel: "New Passive",
passiveDescription: "Description of the new passive ability."
}
// Force re-render without saving
this.render(true)
}
async _onDeleteWeaponGroup(event) {
event.preventDefault()
const groupId = $(event.currentTarget).data('id')
// Delete from working copy (no settings save)
delete this.workingGroups[groupId]
// Save to settings immediately so it persists
await game.settings.set("fvtt-prism-rpg", "customWeaponGroups", this.workingGroups)
// Find and remove the entry from DOM immediately
this.element.find(`.weapon-group-entry[data-id="${groupId}"]`).remove()
}
async _onResetDefaults(event) {
event.preventDefault()
const confirm = await Dialog.confirm({
title: game.i18n.localize("PRISMRPG.Settings.resetConfirm.title"),
content: game.i18n.localize("PRISMRPG.Settings.resetConfirm.content"),
yes: () => true,
no: () => false
})
if (confirm) {
// Reset working copies
this.workingTypes = {}
this.workingGroups = {}
this.render(true)
}
}
async _updateObject(event, formData) {
const expanded = foundry.utils.expandObject(formData)
// Extract only custom types (those with custom_ prefix)
const customTypes = {}
if (expanded.weaponTypes) {
for (const [key, type] of Object.entries(expanded.weaponTypes)) {
if (key.startsWith("custom_")) {
customTypes[key] = type
}
}
}
// Extract only custom groups (those with custom_ prefix)
const customGroups = {}
if (expanded.weaponGroups) {
for (const [key, group] of Object.entries(expanded.weaponGroups)) {
if (key.startsWith("custom_")) {
customGroups[key] = group
}
}
}
// Save custom weapon types (this will trigger page reload)
await game.settings.set("fvtt-prism-rpg", "customWeaponTypes", customTypes)
// Save custom weapon groups (this will trigger page reload)
await game.settings.set("fvtt-prism-rpg", "customWeaponGroups", customGroups)
ui.notifications.info(game.i18n.localize("PRISMRPG.Settings.weaponTypesSaved"))
}
}
+182 -20
View File
@@ -1,8 +1,8 @@
/**
* Weapon types based on Prism RPG rules
* Default weapon types based on Prism RPG rules
* APC determines weapon class: Light (1 APC), One-Handed (2 APC), Heavy (3 APC)
*/
export const TYPE = Object.freeze({
const DEFAULT_TYPES = {
light: {
id: "light",
label: "PRISMRPG.Weapon.Type.light",
@@ -27,22 +27,75 @@ export const TYPE = Object.freeze({
apc: 0, // Variable based on specific weapon
hands: 2
}
};
/**
* Get weapon types (default + custom from settings)
*/
export function getWeaponTypes() {
if (!game?.settings) return DEFAULT_TYPES;
const customTypes = game.settings.get("fvtt-prism-rpg", "customWeaponTypes") || {};
return foundry.utils.mergeObject(DEFAULT_TYPES, customTypes, { inplace: false });
}
/**
* Weapon types (dynamically loaded)
*/
export const TYPE = new Proxy({}, {
get(target, prop) {
const types = getWeaponTypes();
return types[prop];
},
ownKeys(target) {
return Object.keys(getWeaponTypes());
},
getOwnPropertyDescriptor(target, prop) {
return {
enumerable: true,
configurable: true
};
}
});
/**
* Simplified Weapon Types object for form choices (label-only format)
*/
export const TYPE_CHOICES = Object.freeze(
Object.fromEntries(
Object.entries(TYPE).map(([key, value]) => [key, value.label])
)
);
export function getWeaponTypeChoices() {
const types = getWeaponTypes();
return Object.fromEntries(
Object.entries(types).map(([key, value]) => [key, value.label])
);
}
export const TYPE_CHOICES = new Proxy({}, {
get(target, prop) {
const choices = getWeaponTypeChoices();
return choices[prop];
},
ownKeys(target) {
return Object.keys(getWeaponTypeChoices());
},
getOwnPropertyDescriptor(target, prop) {
return {
enumerable: true,
configurable: true
};
}
});
/**
* Weapon groups and their associated passives
* Default weapon groups and their associated passives
* Each weapon belongs to a group and possesses its passive while wielded
*/
export const WEAPON_GROUP = Object.freeze({
const DEFAULT_WEAPON_GROUPS = {
shortsword: {
id: "shortsword",
label: "PRISMRPG.WeaponGroup.shortsword",
passive: "quickBlade",
passiveLabel: "PRISMRPG.Weapon.Passive.quickBlade",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.quickBlade"
},
longsword: {
id: "longsword",
label: "PRISMRPG.WeaponGroup.longsword",
@@ -50,12 +103,19 @@ export const WEAPON_GROUP = Object.freeze({
passiveLabel: "PRISMRPG.Weapon.Passive.turningEdge",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.turningEdge"
},
warhammer: {
id: "warhammer",
label: "PRISMRPG.WeaponGroup.warhammer",
passive: "puncturingBlows",
passiveLabel: "PRISMRPG.Weapon.Passive.puncturingBlows",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.puncturingBlows"
greatsword: {
id: "greatsword",
label: "PRISMRPG.WeaponGroup.greatsword",
passive: "cleave",
passiveLabel: "PRISMRPG.Weapon.Passive.cleave",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.cleave"
},
handaxe: {
id: "handaxe",
label: "PRISMRPG.WeaponGroup.handaxe",
passive: "throwingAxe",
passiveLabel: "PRISMRPG.Weapon.Passive.throwingAxe",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.throwingAxe"
},
battleaxe: {
id: "battleaxe",
@@ -64,6 +124,62 @@ export const WEAPON_GROUP = Object.freeze({
passiveLabel: "PRISMRPG.Weapon.Passive.shieldEater",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.shieldEater"
},
greataxe: {
id: "greataxe",
label: "PRISMRPG.WeaponGroup.greataxe",
passive: "devastatingBlow",
passiveLabel: "PRISMRPG.Weapon.Passive.devastatingBlow",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.devastatingBlow"
},
club: {
id: "club",
label: "PRISMRPG.WeaponGroup.club",
passive: "stun",
passiveLabel: "PRISMRPG.Weapon.Passive.stun",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.stun"
},
mace: {
id: "mace",
label: "PRISMRPG.WeaponGroup.mace",
passive: "armorBreaker",
passiveLabel: "PRISMRPG.Weapon.Passive.armorBreaker",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.armorBreaker"
},
greatMaul: {
id: "greatMaul",
label: "PRISMRPG.WeaponGroup.greatMaul",
passive: "earthshatter",
passiveLabel: "PRISMRPG.Weapon.Passive.earthshatter",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.earthshatter"
},
javelin: {
id: "javelin",
label: "PRISMRPG.WeaponGroup.javelin",
passive: "piercingThrow",
passiveLabel: "PRISMRPG.Weapon.Passive.piercingThrow",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.piercingThrow"
},
spear: {
id: "spear",
label: "PRISMRPG.WeaponGroup.spear",
passive: "reach",
passiveLabel: "PRISMRPG.Weapon.Passive.reach",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.reach"
},
longSpear: {
id: "longSpear",
label: "PRISMRPG.WeaponGroup.longSpear",
passive: "extendedReach",
passiveLabel: "PRISMRPG.Weapon.Passive.extendedReach",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.extendedReach"
},
warhammer: {
id: "warhammer",
label: "PRISMRPG.WeaponGroup.warhammer",
passive: "puncturingBlows",
passiveLabel: "PRISMRPG.Weapon.Passive.puncturingBlows",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.puncturingBlows"
},
dagger: {
id: "dagger",
label: "PRISMRPG.WeaponGroup.dagger",
@@ -85,16 +201,62 @@ export const WEAPON_GROUP = Object.freeze({
passiveLabel: "PRISMRPG.Weapon.Passive.volleyFire",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.volleyFire"
}
};
/**
* Get weapon groups (default + custom from settings)
*/
export function getWeaponGroups() {
if (!game?.settings) return DEFAULT_WEAPON_GROUPS;
const customGroups = game.settings.get("fvtt-prism-rpg", "customWeaponGroups") || {};
return foundry.utils.mergeObject(DEFAULT_WEAPON_GROUPS, customGroups, { inplace: false });
}
/**
* Weapon groups (dynamically loaded)
*/
export const WEAPON_GROUP = new Proxy({}, {
get(target, prop) {
const groups = getWeaponGroups();
return groups[prop];
},
ownKeys(target) {
return Object.keys(getWeaponGroups());
},
getOwnPropertyDescriptor(target, prop) {
return {
enumerable: true,
configurable: true
};
}
});
/**
* Simplified Weapon Groups object for form choices (label-only format)
*/
export const WEAPON_GROUP_CHOICES = Object.freeze(
Object.fromEntries(
Object.entries(WEAPON_GROUP).map(([key, value]) => [key, value.label])
)
);
export function getWeaponGroupChoices() {
const groups = getWeaponGroups();
return Object.fromEntries(
Object.entries(groups).map(([key, value]) => [key, value.label])
);
}
export const WEAPON_GROUP_CHOICES = new Proxy({}, {
get(target, prop) {
const choices = getWeaponGroupChoices();
return choices[prop];
},
ownKeys(target) {
return Object.keys(getWeaponGroupChoices());
},
getOwnPropertyDescriptor(target, prop) {
return {
enumerable: true,
configurable: true
};
}
});
/**
* Damage types for weapons
+3 -2
View File
@@ -1,4 +1,5 @@
import { SYSTEM } from "../config/system.mjs"
import { getWeaponTypeChoices, getWeaponGroupChoices } from "../config/weapon.mjs"
export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
static defineSchema() {
@@ -12,13 +13,13 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
schema.weaponType = new fields.StringField({
required: true,
initial: "light",
choices: SYSTEM.WEAPON_TYPE_CHOICES
choices: () => getWeaponTypeChoices()
})
schema.weaponGroup = new fields.StringField({
required: true,
initial: "longsword",
choices: SYSTEM.WEAPON_GROUP_CHOICES
choices: () => getWeaponGroupChoices()
})
// APC (Action Point Cost) - determined by weapon type
+45
View File
@@ -0,0 +1,45 @@
import { WeaponTypesConfig } from "./applications/weapon-types-config.mjs"
/**
* Register all system settings
*/
export function registerSettings() {
// Custom Weapon Types
game.settings.register("fvtt-prism-rpg", "customWeaponTypes", {
name: "PRISMRPG.Settings.customWeaponTypes.name",
hint: "PRISMRPG.Settings.customWeaponTypes.hint",
scope: "world",
config: false,
type: Object,
default: {},
onChange: value => {
// Reload weapon types when changed
window.location.reload()
}
})
// Custom Weapon Groups
game.settings.register("fvtt-prism-rpg", "customWeaponGroups", {
name: "PRISMRPG.Settings.customWeaponGroups.name",
hint: "PRISMRPG.Settings.customWeaponGroups.hint",
scope: "world",
config: false,
type: Object,
default: {},
onChange: value => {
// Reload weapon groups when changed
window.location.reload()
}
})
// Register menu for weapon types configuration
game.settings.registerMenu("fvtt-prism-rpg", "weaponTypesConfig", {
name: "PRISMRPG.Settings.weaponTypesConfig.name",
hint: "PRISMRPG.Settings.weaponTypesConfig.hint",
label: "PRISMRPG.Settings.weaponTypesConfig.label",
icon: "fas fa-sword",
type: WeaponTypesConfig,
restricted: true
})
}
+1
View File
@@ -258,6 +258,7 @@ export default class PrismRPGUtils {
static async preloadHandlebarsTemplates() {
const templatePaths = [
'systems/fvtt-prism-rpg/templates/partial-item-effects.hbs',
'systems/fvtt-prism-rpg/templates/weapon-types-config.hbs',
]
return foundry.applications.handlebars.loadTemplates(templatePaths)
}