/** * Perform a system migration for the entire World, applying migrations for Actors, Items, and Compendium packs * @return {Promise} A Promise which resolves once the migration is completed */ export const migrateWorld = async function() { 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}); // Migrate World Actors for ( let a of game.actors.entities ) { try { const updateData = migrateActorData(a.data); if ( !isObjectEmpty(updateData) ) { console.log(`Migrating Actor entity ${a.name}`); await a.update(updateData, {enforceTypes: false}); } } catch(err) { err.message = `Failed sw5e system migration for Actor ${a.name}: ${err.message}`; console.error(err); } } // Migrate World Items for ( let i of game.items.entities ) { try { const updateData = migrateItemData(i.data); if ( !isObjectEmpty(updateData) ) { console.log(`Migrating Item entity ${i.name}`); await i.update(updateData, {enforceTypes: false}); } } catch(err) { err.message = `Failed sw5e system migration for Item ${i.name}: ${err.message}`; console.error(err); } } // Migrate Actor Override Tokens for ( let s of game.scenes.entities ) { try { const updateData = migrateSceneData(s.data); if ( !isObjectEmpty(updateData) ) { console.log(`Migrating Scene entity ${s.name}`); await s.update(updateData, {enforceTypes: false}); } } catch(err) { err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`; console.error(err); } } // Migrate World Compendium Packs for ( let p of game.packs ) { if ( p.metadata.package !== "world" ) continue; if ( !["Actor", "Item", "Scene"].includes(p.metadata.entity) ) continue; await migrateCompendium(p); } // Set the migration as complete game.settings.set("sw5e", "systemMigrationVersion", game.system.data.version); ui.notifications.info(`SW5e System Migration to version ${game.system.data.version} completed!`, {permanent: true}); }; /* -------------------------------------------- */ /** * Apply migration rules to all Entities within a single Compendium pack * @param pack * @return {Promise} */ export const migrateCompendium = async function(pack) { const entity = pack.metadata.entity; if ( !["Actor", "Item", "Scene"].includes(entity) ) return; // Unlock the pack for editing const wasLocked = pack.locked; await pack.configure({locked: false}); // Begin by requesting server-side data model migration and get the migrated content await pack.migrate(); const content = await pack.getContent(); // Iterate over compendium entries - applying fine-tuned migration functions for ( let ent of content ) { let updateData = {}; try { switch (entity) { case "Actor": updateData = migrateActorData(ent.data); break; case "Item": updateData = migrateItemData(ent.data); break; case "Scene": updateData = migrateSceneData(ent.data); break; } if ( isObjectEmpty(updateData) ) continue; // Save the entry, if data was changed updateData["_id"] = ent._id; await pack.updateEntity(updateData); console.log(`Migrated ${entity} entity ${ent.name} in Compendium ${pack.collection}`); } // Handle migration failures catch(err) { err.message = `Failed sw5e system migration for entity ${ent.name} in pack ${pack.collection}: ${err.message}`; console.error(err); } } // Apply the original locked status for the pack pack.configure({locked: wasLocked}); console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`); }; /* -------------------------------------------- */ /* Entity Type Migration Helpers */ /* -------------------------------------------- */ /** * Migrate a single Actor entity to incorporate latest data model changes * Return an Object of updateData to be applied * @param {Actor} actor The actor to Update * @return {Object} The updateData to apply */ export const migrateActorData = function(actor) { const updateData = {}; // Actor Data Updates _migrateActorMovement(actor, updateData); _migrateActorSenses(actor, updateData); // Migrate Owned Items if ( !actor.items ) return updateData; let hasItemUpdates = false; const items = actor.items.map(i => { // Migrate the Owned Item let itemUpdate = migrateItemData(i); // Prepared, Equipped, and Proficient for NPC actors if ( actor.type === "npc" ) { if (getProperty(i.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true; if (getProperty(i.data, "equipped") === false) itemUpdate["data.equipped"] = true; if (getProperty(i.data, "proficient") === false) itemUpdate["data.proficient"] = true; } // Update the Owned Item if ( !isObjectEmpty(itemUpdate) ) { hasItemUpdates = true; return mergeObject(i, itemUpdate, {enforceTypes: false, inplace: false}); } else return i; }); if ( hasItemUpdates ) updateData.items = items; return updateData; }; /* -------------------------------------------- */ /** * Scrub an Actor's system data, removing all keys which are not explicitly defined in the system template * @param {Object} actorData The data object for an Actor * @return {Object} The scrubbed Actor data */ function cleanActorData(actorData) { // Scrub system data const model = game.system.model.Actor[actorData.type]; actorData.data = filterObject(actorData.data, model); // Scrub system flags const allowedFlags = CONFIG.SW5E.allowedActorFlags.reduce((obj, f) => { obj[f] = null; return obj; }, {}); if ( actorData.flags.sw5e ) { actorData.flags.sw5e = filterObject(actorData.flags.sw5e, allowedFlags); } // Return the scrubbed data return actorData; } /* -------------------------------------------- */ /** * Migrate a single Item entity to incorporate latest data model changes * @param item */ export const migrateItemData = function(item) { const updateData = {}; _migrateItemAttunement(item, updateData); return updateData; }; /* -------------------------------------------- */ /** * Migrate a single Scene entity to incorporate changes to the data model of it's actor data overrides * Return an Object of updateData to be applied * @param {Object} scene The Scene data to Update * @return {Object} The updateData to apply */ export const migrateSceneData = function(scene) { const tokens = duplicate(scene.tokens); return { tokens: tokens.map(t => { if (!t.actorId || t.actorLink || !t.actorData.data) { t.actorData = {}; return t; } const token = new Token(t); if ( !token.actor ) { t.actorId = null; t.actorData = {}; } else if ( !t.actorLink ) { const updateData = migrateActorData(token.data.actorData); t.actorData = mergeObject(token.data.actorData, updateData); } return t; }) }; }; /* -------------------------------------------- */ /* Low level migration utilities /* -------------------------------------------- */ /** * Migrate the actor speed string to movement object * @private */ function _migrateActorMovement(actor, updateData) { const ad = actor.data; const old = actor.type === 'vehicle' ? ad?.attributes?.speed : ad?.attributes?.speed?.value; if ( typeof old !== "string" ) return; const s = (old || "").split(" "); if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null; updateData["data.attributes.-=speed"] = null; return updateData } /* -------------------------------------------- */ /** * Migrate the actor traits.senses string to attributes.senses object * @private */ function _migrateActorSenses(actor, updateData) { const ad = actor.data; if ( ad?.traits?.senses === undefined ) return; const original = ad.traits.senses || ""; // Try to match old senses with the format like "Darkvision 60 ft, Blindsight 30 ft" const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/ let wasMatched = false; // Match each comma-separated term for ( let s of original.split(",") ) { s = s.trim(); const match = s.match(pattern); if ( !match ) continue; const type = match[1].toLowerCase(); if ( type in CONFIG.SW5E.senses ) { updateData[`data.attributes.senses.${type}`] = Number(match[2]).toNearest(0.5); wasMatched = true; } } // If nothing was matched, but there was an old string - put the whole thing in "special" if ( !wasMatched && !!original ) { updateData["data.attributes.senses.special"] = original; } // Remove the old traits.senses string once the migration is complete updateData["data.traits.-=senses"] = null; return updateData; } /* -------------------------------------------- */ /** * Delete the old data.attuned boolean * @private */ function _migrateItemAttunement(item, updateData) { if ( item.data.attuned === undefined ) return; updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE; updateData["data.-=attuned"] = null; return updateData; } /* -------------------------------------------- */ /** * A general tool to purge flags from all entities in a Compendium pack. * @param {Compendium} pack The compendium pack to clean * @private */ export async function purgeFlags(pack) { const cleanFlags = (flags) => { const flags5e = flags.sw5e || null; return flags5e ? {sw5e: flags5e} : {}; }; await pack.configure({locked: false}); const content = await pack.getContent(); for ( let entity of content ) { const update = {_id: entity.id, flags: cleanFlags(entity.data.flags)}; if ( pack.entity === "Actor" ) { update.items = entity.data.items.map(i => { i.flags = cleanFlags(i.flags); return i; }) } await pack.updateEntity(update, {recursive: false}); console.log(`Purged flags from ${entity.name}`); } await pack.configure({locked: true}); } /* -------------------------------------------- */ /** * Purge the data model of any inner objects which have been flagged as _deprecated. * @param {object} data The data to clean * @private */ export function removeDeprecatedObjects(data) { for ( let [k, v] of Object.entries(data) ) { if ( getType(v) === "Object" ) { if (v._deprecated === true) { console.log(`Deleting deprecated object key ${k}`); delete data[k]; } else removeDeprecatedObjects(v); } } return data; }