163 lines
4.6 KiB
JavaScript
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)
|
|
}
|
|
}
|