Files
fvtt-prism-rpg/module/models/weapon.mjs
T

163 lines
4.6 KiB
JavaScript

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 })
schema.containerId = new fields.StringField({ required: false, initial: "", nullable: 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)
}
}