forked from GitHub-Mirrors/foundry-sw5e
Potentially updated Migration
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3 changed files with 133 additions and 39 deletions
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@ -1,4 +1,3 @@
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// TODO: Update
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/**
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* Perform a system migration for the entire World, applying migrations for Actors, Items, and Compendium packs
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* @return {Promise} A Promise which resolves once the migration is completed
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@ -11,7 +10,7 @@ export const migrateWorld = async function() {
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try {
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console.log(`Checking Actor entity ${a.name} for migration needs`);
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const updateData = await migrateActorData(a.data);
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if ( !isObjectEmpty(updateData) ) {
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if ( !foundry.utils.isObjectEmpty(updateData) ) {
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console.log(`Migrating Actor entity ${a.name}`);
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await a.update(updateData, {enforceTypes: false});
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}
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@ -25,7 +24,7 @@ export const migrateWorld = async function() {
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for ( let i of game.items.entities ) {
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try {
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const updateData = migrateItemData(i.data);
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if ( !isObjectEmpty(updateData) ) {
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if ( !foundry.utils.isObjectEmpty(updateData) ) {
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console.log(`Migrating Item entity ${i.name}`);
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await i.update(updateData, {enforceTypes: false});
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}
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@ -39,7 +38,7 @@ export const migrateWorld = async function() {
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for ( let s of game.scenes.entities ) {
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try {
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const updateData = await migrateSceneData(s.data);
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if ( !isObjectEmpty(updateData) ) {
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if ( !foundry.utils.isObjectEmpty(updateData) ) {
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console.log(`Migrating Scene entity ${s.name}`);
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await s.update(updateData, {enforceTypes: false});
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}
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@ -78,40 +77,39 @@ export const migrateCompendium = async function(pack) {
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// Begin by requesting server-side data model migration and get the migrated content
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await pack.migrate();
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const content = await pack.getContent();
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const documents = await pack.getDocuments();
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// Iterate over compendium entries - applying fine-tuned migration functions
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for await ( let ent of content ) {
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for await ( let doc of documents ) {
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let updateData = {};
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try {
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switch (entity) {
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case "Actor":
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updateData = await migrateActorData(ent.data);
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updateData = await migrateActorData(doc.data);
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break;
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case "Item":
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updateData = migrateItemData(ent.data);
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updateData = migrateItemData(doc.data);
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break;
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case "Scene":
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updateData = await migrateSceneData(ent.data);
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updateData = await migrateSceneData(doc.data);
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break;
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}
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if ( isObjectEmpty(updateData) ) continue;
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if ( foundry.utils.isObjectEmpty(updateData) ) continue;
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// Save the entry, if data was changed
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updateData["_id"] = ent._id;
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await pack.updateEntity(updateData);
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console.log(`Migrated ${entity} entity ${ent.name} in Compendium ${pack.collection}`);
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await doc.update(updateData);
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console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`);
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}
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// Handle migration failures
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catch(err) {
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err.message = `Failed sw5e system migration for entity ${ent.name} in pack ${pack.collection}: ${err.message}`;
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err.message = `Failed sw5e system migration for entity ${doc.name} in pack ${pack.collection}: ${err.message}`;
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console.error(err);
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}
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}
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// Apply the original locked status for the pack
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pack.configure({locked: wasLocked});
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await pack.configure({locked: wasLocked});
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console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`);
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};
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@ -131,15 +129,15 @@ export const migrateActorData = async function(actor) {
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// Actor Data Updates
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_migrateActorMovement(actor, updateData);
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_migrateActorSenses(actor, updateData);
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_migrateActorType(actor, updateData);
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// Migrate Owned Items
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if ( !!actor.items ) {
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let hasItemUpdates = false;
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const items = await actor.items.reduce(async (memo, i) => {
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const results = await memo;
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// Migrate the Owned Item
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let itemUpdate = await migrateActorItemData(i, actor);
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let itemUpdate = await migrateActorItemData(i.data, actor);
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// Prepared, Equipped, and Proficient for NPC actors
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if ( actor.type === "npc" ) {
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@ -150,13 +148,15 @@ export const migrateActorData = async function(actor) {
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// Update the Owned Item
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if ( !isObjectEmpty(itemUpdate) ) {
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hasItemUpdates = true;
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itemUpdate._id = i.id;
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console.log(`Migrating Actor ${actor.name}'s ${i.name}`);
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return [...results, mergeObject(i, itemUpdate, {enforceTypes: false, inplace: false})];
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} else return [...results, i];
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results.push(itemUpdate)
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}
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return results;
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}, []);
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if ( hasItemUpdates ) updateData.items = items;
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if ( items.length > 0 ) updateData.items = items;
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}
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// Update NPC data with new datamodel information
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@ -235,24 +235,20 @@ export const migrateActorItemData = async function(item, actor) {
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* @return {Object} The updateData to apply
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*/
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export const migrateSceneData = async function(scene) {
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const tokens = duplicate(scene.tokens);
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return {
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tokens: await Promise.all(tokens.map(async (t) => {
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const tokens = await Promise.all(scene.tokens.map(async token => {
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const t = token.toJSON();
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if (!t.actorId || t.actorLink || !t.actorData.data) {
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t.actorData = {};
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return t;
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}
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const token = new Token(t);
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if ( !token.actor ) {
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else if (!game.actors.has(t.actorId)) {
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t.actorId = null;
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t.actorData = {};
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} else if ( !t.actorLink ) {
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const updateData = await migrateActorData(token.data.actorData);
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t.actorData = mergeObject(token.data.actorData, updateData);
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t.actorData = mergeObject(token.data.actorData, await migrateActorData(t.actorData));
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}
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return t;
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}))
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};
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}));
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return {tokens};
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};
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/* -------------------------------------------- */
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@ -448,6 +444,84 @@ function _migrateActorSenses(actor, updateData) {
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return updateData;
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}
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/**
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* Migrate the actor details.type string to object
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* @private
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*/
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function _migrateActorType(actor, updateData) {
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const ad = actor.data;
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const original = ad.details?.type;
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if ( (original === undefined) || (foundry.utils.getType(original) === "Object") ) return;
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// New default data structure
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let data = {
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"value": "",
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"subtype": "",
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"swarm": "",
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"custom": ""
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}
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// Specifics
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// (Some of these have weird names, these need to be addressed individually)
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if (original === "force entity") {
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data.value = "force";
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data.subtype = "storm";
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} else if (original === "human") {
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data.value = "humanoid";
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data.subtype = "human";
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} else if (["humanoid (any)", "humanoid (Villainous"].includes(original)) {
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data.value = "humanoid";
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} else if (original === "tree") {
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data.value = "plant";
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data.subtype = "tree";
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} else if (original === "(humanoid) or Large (beast) force entity") {
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data.value = "force";
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} else if (original === "droid (appears human)") {
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data.value = "droid";
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} else {
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// Match the existing string
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const pattern = /^(?:swarm of (?<size>[\w\-]+) )?(?<type>[^(]+?)(?:\((?<subtype>[^)]+)\))?$/i;
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const match = original.trim().match(pattern);
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if (match) {
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// Match a known creature type
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const typeLc = match.groups.type.trim().toLowerCase();
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const typeMatch = Object.entries(CONFIG.SW5E.creatureTypes).find(([k, v]) => {
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return (typeLc === k) ||
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(typeLc === game.i18n.localize(v).toLowerCase()) ||
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(typeLc === game.i18n.localize(`${v}Pl`).toLowerCase());
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});
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if (typeMatch) data.value = typeMatch[0];
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else {
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data.value = "custom";
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data.custom = match.groups.type.trim().titleCase();
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}
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data.subtype = match.groups.subtype?.trim().titleCase() || "";
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// Match a swarm
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const isNamedSwarm = actor.name.startsWith(game.i18n.localize("SW5E.CreatureSwarm"));
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if (match.groups.size || isNamedSwarm) {
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const sizeLc = match.groups.size ? match.groups.size.trim().toLowerCase() : "tiny";
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const sizeMatch = Object.entries(CONFIG.SW5E.actorSizes).find(([k, v]) => {
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return (sizeLc === k) || (sizeLc === game.i18n.localize(v).toLowerCase());
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});
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data.swarm = sizeMatch ? sizeMatch[0] : "tiny";
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} else data.swarm = "";
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}
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// No match found
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else {
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data.value = "custom";
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data.custom = original;
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}
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}
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// Update the actor data
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updateData["data.details.type"] = data;
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console.log(data);
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return updateData;
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}
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/* -------------------------------------------- */
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/**
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if (item.type === "class"){
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switch (item.name){
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case "Consular":
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updateData["data.powercasting"] = "consular";
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updateData["data.powercasting"] = {
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progression: "consular",
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ability: ""
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};
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break;
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case "Engineer":
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updateData["data.powercasting"] = "engineer";
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updateData["data.powercasting"] = {
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progression: "engineer",
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ability: ""
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};
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break;
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case "Guardian":
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updateData["data.powercasting"] = "guardian";
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updateData["data.powercasting"] = {
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progression: "guardian",
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ability: ""
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};
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break;
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case "Scout":
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updateData["data.powercasting"] = "scout";
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updateData["data.powercasting"] = {
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progression: "scout",
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ability: ""
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};
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break;
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case "Sentinel":
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updateData["data.powercasting"] = "sentinel";
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updateData["data.powercasting"] = {
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progression: "sentinel",
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ability: ""
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};
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break;
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}
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}
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@ -527,10 +617,14 @@ async function _migrateItemPower(item, actor, updateData) {
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/**
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* Delete the old data.attuned boolean
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*
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* @param {object} item Item data to migrate
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* @param {object} updateData Existing update to expand upon
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* @return {object} The updateData to apply
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* @private
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*/
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function _migrateItemAttunement(item, updateData) {
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if ( item.data.attuned === undefined ) return;
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if ( item.data.attuned === undefined ) return updateData;
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updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE;
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updateData["data.-=attuned"] = null;
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return updateData;
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2
sw5e.js
2
sw5e.js
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// Determine whether a system migration is required and feasible
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if ( !game.user.isGM ) return;
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const currentVersion = game.settings.get("sw5e", "systemMigrationVersion");
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const NEEDS_MIGRATION_VERSION = "1.2.4.R1-A5";
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const NEEDS_MIGRATION_VERSION = "1.3.2.R1-A5";
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// Check for R1 SW5E versions
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const SW5E_NEEDS_MIGRATION_VERSION = "R1-A5";
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const COMPATIBLE_MIGRATION_VERSION = 0.80;
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@ -2,7 +2,7 @@
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"name": "sw5e",
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"title": "SW 5th Edition",
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"description": "A comprehensive game system for running games of SW 5th Edition in the Foundry VTT environment.",
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"version": "1.3.2",
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"version": "1.3.2.R1-A6",
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"author": "Dev Team",
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"scripts": [],
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"esmodules": ["sw5e.js"],
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