forked from GitHub-Mirrors/foundry-sw5e
Merge pull request #170 from unrealkakeman89/Develop-VJ
Power point upgrades are finally done
This commit is contained in:
commit
c586ae8c80
4 changed files with 543 additions and 475 deletions
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@ -6,9 +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 await ( let a of game.actors.entities ) {
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try {
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const updateData = migrateActorData(a.data);
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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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console.log(`Migrating Actor entity ${a.name}`);
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await a.update(updateData, {enforceTypes: false});
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@ -36,7 +37,7 @@ export const migrateWorld = async function() {
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// Migrate Actor Override Tokens
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for ( let s of game.scenes.entities ) {
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try {
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const updateData = migrateSceneData(s.data);
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const updateData = await migrateSceneData(s.data);
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if ( !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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@ -79,18 +80,18 @@ export const migrateCompendium = async function(pack) {
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const content = await pack.getContent();
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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 await ( let ent of content ) {
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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 = await migrateActorData(ent.data);
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break;
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case "Item":
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updateData = migrateItemData(ent.data);
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break;
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case "Scene":
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updateData = migrateSceneData(ent.data);
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updateData = await migrateSceneData(ent.data);
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break;
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}
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if ( isObjectEmpty(updateData) ) continue;
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@ -123,7 +124,7 @@ export const migrateCompendium = async function(pack) {
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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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export const migrateActorData = async function(actor) {
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const updateData = {};
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// Actor Data Updates
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@ -133,10 +134,11 @@ export const migrateActorData = function(actor) {
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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 = actor.items.map(i => {
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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 = migrateItemData(i);
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let itemUpdate = await migrateActorItemData(i, actor);
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// Prepared, Equipped, and Proficient for NPC actors
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if ( actor.type === "npc" ) {
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@ -148,9 +150,11 @@ export const migrateActorData = 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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return mergeObject(i, itemUpdate, {enforceTypes: false, inplace: false});
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} else return i;
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});
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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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}, []);
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if ( hasItemUpdates ) updateData.items = items;
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}
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@ -201,23 +205,38 @@ function cleanActorData(actorData) {
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*/
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export const migrateItemData = function(item) {
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const updateData = {};
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_migrateItemClassPowerCasting(item, updateData)
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_migrateItemClassPowerCasting(item, updateData);
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_migrateItemAttunement(item, updateData);
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return updateData;
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};
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/* -------------------------------------------- */
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/**
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* Migrate a single owned actor Item entity to incorporate latest data model changes
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* @param item
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* @param actor
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*/
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export const migrateActorItemData = async function(item, actor) {
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const updateData = {};
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_migrateItemClassPowerCasting(item, updateData);
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_migrateItemAttunement(item, updateData);
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await _migrateItemPower(item, actor, updateData);
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return updateData;
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};
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/* -------------------------------------------- */
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/**
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* Migrate a single Scene entity to incorporate changes to the data model of it's actor data overrides
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* Return an Object of updateData to be applied
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* @param {Object} scene The Scene data to Update
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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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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: tokens.map(t => {
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tokens: await Promise.all(tokens.map(async (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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@ -227,11 +246,11 @@ export const migrateSceneData = function(scene) {
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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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const updateData = await 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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};
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};
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@ -250,10 +269,13 @@ function _updateNPCData(actor) {
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let actorData = actor.data;
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const updateData = {};
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// check for flag.core
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// check for flag.core, if not there is no compendium monster so exit
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const hasSource = actor?.flags?.core?.sourceId !== undefined;
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if (!hasSource) return actor;
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// shortcut out if dataVersion flag is set to 1.2.4
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// shortcut out if dataVersion flag is set to 1.2.4 or higher
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const hasDataVersion = actor?.flags?.sw5e?.dataVersion !== undefined;
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if (hasDataVersion && (actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))) return actor;
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// Check to see what the source of NPC is
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const sourceId = actor.flags.core.sourceId;
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const coreSource = sourceId.substr(0,sourceId.length-17);
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const core_id = sourceId.substr(sourceId.length-16,16);
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@ -284,11 +306,11 @@ function _updateNPCData(actor) {
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}
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}
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// get actor to create new powers
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const liveActor = game.actors.get(actor._id);
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// create the powers on the actor
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liveActor.createEmbeddedEntity("OwnedItem", newPowers);
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// let updateActor = await actor.createOwnedItem(newPowers);
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// set flag to check to see if migration has been done so we don't do it again.
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liveActor.setFlag("sw5e", "dataVersion", "1.2.4");
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})
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@ -453,6 +475,52 @@ function _migrateItemClassPowerCasting(item, updateData) {
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return updateData;
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}
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/* -------------------------------------------- */
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/**
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* Update an Power Item's data based on compendium
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* @param {Object} item The data object for an item
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* @param {Object} actor The data object for the actor owning the item
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* @private
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*/
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async function _migrateItemPower(item, actor, updateData) {
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// if item is not a power shortcut out
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if (item.type !== "power") return updateData;
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console.log(`Checking Actor ${actor.name}'s ${item.name} for migration needs`);
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// check for flag.core, if not there is no compendium power so exit
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const hasSource = item?.flags?.core?.sourceId !== undefined;
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if (!hasSource) return updateData;
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// shortcut out if dataVersion flag is set to 1.2.4 or higher
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const hasDataVersion = item?.flags?.sw5e?.dataVersion !== undefined;
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if (hasDataVersion && (item.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", item.flags.sw5e.dataVersion))) return updateData;
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// Check to see what the source of Power is
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const sourceId = item.flags.core.sourceId;
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const coreSource = sourceId.substr(0, sourceId.length - 17);
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const core_id = sourceId.substr(sourceId.length - 16, 16);
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//if power type is not force or tech exit out
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let powerType = "none";
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if (coreSource === "Compendium.sw5e.forcepowers") powerType = "sw5e.forcepowers";
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if (coreSource === "Compendium.sw5e.techpowers") powerType = "sw5e.techpowers";
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if (powerType === "none") return updateData;
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const corePower = duplicate(await game.packs.get(powerType).getEntity(core_id));
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console.log(`Updating Actor ${actor.name}'s ${item.name} from compendium`);
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const corePowerData = corePower.data;
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// copy Core Power Data over original Power
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updateData["data"] = corePowerData;
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updateData["flags"] = {"sw5e": {"dataVersion": "1.2.4"}};
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return updateData;
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//game.packs.get(powerType).getEntity(core_id).then(corePower => {
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//})
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}
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/* -------------------------------------------- */
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@ -467,7 +535,6 @@ function _migrateItemAttunement(item, updateData) {
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return updateData;
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}
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/* -------------------------------------------- */
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/**
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File diff suppressed because one or more lines are too long
16
sw5e.js
16
sw5e.js
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@ -196,16 +196,18 @@ Hooks.once("ready", function() {
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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 = "R1-A1";
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const NEEDS_MIGRATION_VERSION = "1.2.4.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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const needsMigration = currentVersion && isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion);
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//if ( !needsMigration ) return;
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const needsMigration = currentVersion && (isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) || isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
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if ( !needsMigration ) return;
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// Perform the migration
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//if ( currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion) ) {
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// const warning = `Your SW5e system data is from too old a Foundry version and cannot be reliably migrated to the latest version. The process will be attempted, but errors may occur.`;
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// ui.notifications.error(warning, {permanent: true});
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//}
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if ( currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion) ) {
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const warning = `Your SW5e system data is from too old a Foundry version and cannot be reliably migrated to the latest version. The process will be attempted, but errors may occur.`;
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ui.notifications.error(warning, {permanent: true});
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}
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migrations.migrateWorld();
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});
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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": "R1-A4",
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"version": "1.2.4.R1-A5",
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"author": "Dev Team",
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"scripts": [],
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"esmodules": ["sw5e.js"],
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