forked from GitHub-Mirrors/foundry-sw5e
DND5e Core 1.3.5
DND5e Core 1.3.5 modded to SW5e System Combining with DND5e Core 1.3.2 to see one big commit since last core update DND5e Core 1.3.2 modded to SW5e System
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147 changed files with 3615 additions and 1875 deletions
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@ -6,10 +6,10 @@ export const migrateWorld = async function() {
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ui.notifications.info(`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`, {permanent: true});
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// Migrate World Actors
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for ( let a of game.actors.entities ) {
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for ( let a of game.actors.contents ) {
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try {
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const updateData = 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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@ -20,10 +20,10 @@ export const migrateWorld = async function() {
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}
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// Migrate World Items
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for ( let i of game.items.entities ) {
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for ( let i of game.items.contents ) {
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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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const updateData = migrateItemData(i.toObject());
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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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@ -34,12 +34,15 @@ export const migrateWorld = async function() {
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}
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// Migrate Actor Override Tokens
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for ( let s of game.scenes.entities ) {
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for ( let s of game.scenes.contents ) {
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try {
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const updateData = 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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// If we do not do this, then synthetic token actors remain in cache
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// with the un-updated actorData.
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s.tokens.contents.forEach(t => t._actor = null);
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}
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} catch(err) {
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err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`;
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@ -76,40 +79,39 @@ 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 ( let ent of content ) {
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for ( 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 = migrateActorData(ent.data);
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updateData = 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.toObject());
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break;
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case "Scene":
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updateData = migrateSceneData(ent.data);
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updateData = migrateSceneData(doc.data);
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break;
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}
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if ( 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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if ( foundry.utils.isObjectEmpty(updateData) ) continue;
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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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@ -120,38 +122,42 @@ export const migrateCompendium = async function(pack) {
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/**
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* Migrate a single Actor entity to incorporate latest data model changes
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* Return an Object of updateData to be applied
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* @param {Actor} actor The actor to Update
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* @return {Object} The updateData to apply
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* @param {object} actor The actor data object to update
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* @return {Object} The updateData to apply
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*/
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export const migrateActorData = function(actor) {
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const updateData = {};
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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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if (actor.data) {
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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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}
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// Migrate Owned Items
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if ( !actor.items ) return updateData;
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let hasItemUpdates = false;
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const items = actor.items.map(i => {
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const items = actor.items.reduce((arr, i) => {
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// Migrate the Owned Item
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let itemUpdate = migrateItemData(i);
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const itemData = i instanceof CONFIG.Item.documentClass ? i.toObject() : i;
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let itemUpdate = migrateItemData(itemData);
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// Prepared, Equipped, and Proficient for NPC actors
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if ( actor.type === "npc" ) {
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if (getProperty(i.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true;
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if (getProperty(i.data, "equipped") === false) itemUpdate["data.equipped"] = true;
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if (getProperty(i.data, "proficient") === false) itemUpdate["data.proficient"] = true;
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if (getProperty(itemData.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true;
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if (getProperty(itemData.data, "equipped") === false) itemUpdate["data.equipped"] = true;
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if (getProperty(itemData.data, "proficient") === false) itemUpdate["data.proficient"] = true;
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}
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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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return mergeObject(i, itemUpdate, {enforceTypes: false, inplace: false});
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} else return i;
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});
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if ( hasItemUpdates ) updateData.items = items;
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itemUpdate._id = itemData._id;
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arr.push(expandObject(itemUpdate));
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}
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return arr;
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}, []);
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if ( items.length > 0 ) updateData.items = items;
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return updateData;
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};
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@ -187,11 +193,14 @@ function cleanActorData(actorData) {
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/**
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* Migrate a single Item entity to incorporate latest data model changes
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* @param item
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*
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* @param {object} item Item data to migrate
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* @return {object} The updateData to apply
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*/
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export const migrateItemData = function(item) {
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const updateData = {};
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_migrateItemAttunement(item, updateData);
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_migrateItemPowercasting(item, updateData);
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return updateData;
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};
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@ -204,24 +213,34 @@ export const migrateItemData = function(item) {
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* @return {Object} The updateData to apply
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*/
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export const migrateSceneData = function(scene) {
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const tokens = duplicate(scene.tokens);
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return {
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tokens: tokens.map(t => {
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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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t.actorId = null;
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t.actorData = {};
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} else if ( !t.actorLink ) {
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const updateData = migrateActorData(token.data.actorData);
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t.actorData = mergeObject(token.data.actorData, updateData);
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}
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return t;
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})
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};
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const tokens = scene.tokens.map(token => {
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const t = token.toJSON();
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if (!t.actorId || t.actorLink) {
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t.actorData = {};
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}
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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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}
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else if ( !t.actorLink ) {
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const actorData = duplicate(t.actorData);
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actorData.type = token.actor?.type;
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const update = migrateActorData(actorData);
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['items', 'effects'].forEach(embeddedName => {
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if (!update[embeddedName]?.length) return;
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const updates = new Map(update[embeddedName].map(u => [u._id, u]));
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t.actorData[embeddedName].forEach(original => {
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const update = updates.get(original._id);
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if (update) mergeObject(original, update);
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});
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delete update[embeddedName];
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});
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mergeObject(t.actorData, update);
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}
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return t;
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});
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return {tokens};
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};
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/* -------------------------------------------- */
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* Migrate the actor speed string to movement object
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* @private
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*/
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function _migrateActorMovement(actor, updateData) {
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const ad = actor.data;
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const old = actor.type === 'vehicle' ? ad?.attributes?.speed : ad?.attributes?.speed?.value;
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if ( typeof old !== "string" ) return;
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const s = (old || "").split(" ");
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if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
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updateData["data.attributes.-=speed"] = null;
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function _migrateActorMovement(actorData, updateData) {
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const ad = actorData.data;
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// Work is needed if old data is present
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const old = actorData.type === 'vehicle' ? ad?.attributes?.speed : ad?.attributes?.speed?.value;
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const hasOld = old !== undefined;
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if ( hasOld ) {
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// If new data is not present, migrate the old data
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const hasNew = ad?.attributes?.movement?.walk !== undefined;
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if ( !hasNew && (typeof old === "string") ) {
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const s = (old || "").split(" ");
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if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
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}
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// Remove the old attribute
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updateData["data.attributes.-=speed"] = null;
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}
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return updateData
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}
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const ad = actor.data;
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if ( ad?.traits?.senses === undefined ) return;
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const original = ad.traits.senses || "";
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if ( typeof original !== "string" ) return;
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// Try to match old senses with the format like "Darkvision 60 ft, Blindsight 30 ft"
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const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/
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const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/;
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let wasMatched = false;
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// Match each comma-separated term
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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 ( typeof original !== "string" ) 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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// 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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}
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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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// Update the actor data
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updateData["data.details.type"] = data;
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return updateData;
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}
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/* -------------------------------------------- */
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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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}
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/* -------------------------------------------- */
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/**
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* Replace class powercasting string to object.
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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 _migrateItemPowercasting(item, updateData) {
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if ( item.type !== "class" || (foundry.utils.getType(item.data.powercasting) === "Object") ) return updateData;
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updateData["data.powercasting"] = {
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progression: item.data.powercasting,
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ability: ""
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};
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return updateData;
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}
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/* -------------------------------------------- */
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