import { SYSTEM } from "../config/system.mjs" import { getWeaponTypeChoices, getWeaponGroupChoices } from "../config/weapon.mjs" export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel { static defineSchema() { const fields = foundry.data.fields const schema = {} const requiredInteger = { required: true, nullable: false, integer: true } schema.description = new fields.HTMLField({ required: true, textSearch: true }) // Prism RPG weapon properties schema.weaponType = new fields.StringField({ required: true, initial: "light", choices: () => getWeaponTypeChoices() }) schema.weaponGroup = new fields.StringField({ required: true, initial: "longsword", choices: () => getWeaponGroupChoices() }) // APC (Action Point Cost) - determined by weapon type schema.apc = new fields.NumberField({ ...requiredInteger, required: true, initial: 1, min: 0, max: 3 }) // Damage dice (e.g., "1d8", "2d6", "1d12") schema.damage = new fields.StringField({ required: true, initial: "1d8" }) // Damage type(s) schema.damageType = new fields.SchemaField({ piercing: new fields.BooleanField({ initial: false }), bludgeoning: new fields.BooleanField({ initial: false }), slashing: new fields.BooleanField({ initial: false }) }) // Group passive (inherited from weapon group) schema.groupPassive = new fields.StringField({ required: true, initial: "" }) schema.groupPassiveDescription = new fields.HTMLField({ required: true, initial: "" }) // Weapon-specific passive abilities schema.passives = new fields.ArrayField(new fields.SchemaField({ name: new fields.StringField({ required: true, initial: "" }), description: new fields.HTMLField({ required: true, initial: "" }) }), { required: true, initial: [] }) // Maneuver(s) available with this weapon schema.maneuvers = new fields.ArrayField(new fields.SchemaField({ name: new fields.StringField({ required: true, initial: "" }), description: new fields.HTMLField({ required: true, initial: "" }) }), { required: true, initial: [] }) // Augment effects (for equipment progression) schema.augment = new fields.StringField({ required: true, initial: "" }) schema.augmentDescription = new fields.HTMLField({ required: true, initial: "" }) // Range properties schema.shortRange = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) schema.longRange = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) schema.reloadAPC = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) // Bonuses (from magical enhancements, etc.) schema.bonuses = new fields.SchemaField({ attackBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), damageBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), defenseBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) }) schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 }) schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) schema.money = new fields.StringField({ required: true, initial: "coppercoin", choices: SYSTEM.MONEY }) schema.equipped = new fields.BooleanField({ required: true, initial: false }) schema.isImplement = new fields.BooleanField({ required: true, initial: false }) return schema } /** @override */ static LOCALIZATION_PREFIXES = ["PRISMRPG.Weapon"] static migrateData(data) { // Migrate old money types to new ones if (data?.money) { const moneyMigration = { "tinbit": "coppercoin", "copper": "coppercoin", "silver": "silvercoin", "gold": "goldcoin", "platinum": "note" } if (moneyMigration[data.money]) { data.money = moneyMigration[data.money] } // If still invalid, default to coppercoin if (!SYSTEM.MONEY[data.money]) { console.warn(`Prism RPG | Migrate weapon: Invalid money type "${data.money}", defaulting to coppercoin`) data.money = "coppercoin" } } return super.migrateData(data) } }