forked from GitHub-Mirrors/foundry-sw5e
326 lines
13 KiB
JavaScript
326 lines
13 KiB
JavaScript
export default class CharacterImporter {
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// transform JSON from sw5e.com to Foundry friendly format
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// and insert new actor
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static async transform(rawCharacter) {
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const sourceCharacter = JSON.parse(rawCharacter); //source character
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const details = {
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species: sourceCharacter.attribs.find((e) => e.name == "race").current,
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background: sourceCharacter.attribs.find((e) => e.name == "background").current,
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alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current
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};
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const hp = {
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value: sourceCharacter.attribs.find((e) => e.name == "hp").current,
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min: 0,
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max: sourceCharacter.attribs.find((e) => e.name == "hp").current,
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temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current
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};
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const abilities = {
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str: {
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value: sourceCharacter.attribs.find((e) => e.name == "strength").current,
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proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0
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},
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dex: {
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value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current,
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proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0
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},
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con: {
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value: sourceCharacter.attribs.find((e) => e.name == "constitution").current,
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proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0
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},
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int: {
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value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current,
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proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0
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},
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wis: {
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value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current,
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proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0
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},
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cha: {
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value: sourceCharacter.attribs.find((e) => e.name == "charisma").current,
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proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0
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}
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};
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/* ----------------------------------------------------------------- */
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/* character.data.skills.<skill_name>.value is all that matters
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/* values can be 0, 0.5, 1 or 2
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/* 0 = regular
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/* 0.5 = half-proficient
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/* 1 = proficient
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/* 2 = expertise
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/* foundry takes care of calculating the rest
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/* ----------------------------------------------------------------- */
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const skills = {
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acr: {
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value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current
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},
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ani: {
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value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current
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},
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ath: {
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value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current
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},
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dec: {
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value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current
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},
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ins: {
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value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current
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},
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inv: {
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value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current
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},
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itm: {
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value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current
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},
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lor: {
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value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current
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},
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med: {
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value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current
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},
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nat: {
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value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current
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},
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per: {
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value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current
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},
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pil: {
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value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current
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},
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prc: {
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value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current
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},
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prf: {
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value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current
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},
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slt: {
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value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current
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},
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ste: {
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value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current
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},
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sur: {
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value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current
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},
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tec: {
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value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current
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}
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};
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const targetCharacter = {
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name: sourceCharacter.name,
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type: "character",
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data: {
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abilities: abilities,
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details: details,
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skills: skills,
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attributes: {
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hp: hp
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}
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}
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};
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let actor = await Actor.create(targetCharacter);
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CharacterImporter.addProfessions(sourceCharacter, actor);
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}
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// Parse all classes and add them to already created actor.
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// "class" is a reserved word, therefore I use profession where I can.
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static async addProfessions(sourceCharacter, actor) {
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let result = [];
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// parse all class and multiclassX items
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// couldn't get Array.filter to work here for some reason
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// result = array of objects. each object is a separate class
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sourceCharacter.attribs.forEach((e) => {
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if (CharacterImporter.classOrMulticlass(e.name)) {
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var t = {
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profession: CharacterImporter.capitalize(e.current),
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type: CharacterImporter.baseOrMulti(e.name),
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level: CharacterImporter.getLevel(e, sourceCharacter)
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};
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result.push(t);
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}
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});
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// pull classes directly from system compendium and add them to current actor
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const professionsPack = await game.packs.get("sw5e.classes").getDocuments();
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result.forEach((prof) => {
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let assignedProfession = professionsPack.find((o) => o.name === prof.profession);
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assignedProfession.data.data.levels = prof.level;
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actor.createEmbeddedDocuments("Item", [assignedProfession.data], {displaySheet: false});
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});
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this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor);
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this.addPowers(
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sourceCharacter.attribs
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.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1)
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.map((e) => e.current),
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actor
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);
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const discoveredItems = sourceCharacter.attribs.filter(
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(e) => e.name.search(/repeating_inventory.+_itemname/g) != -1
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);
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const items = discoveredItems.map((item) => {
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const id = item.name.match(/-\w{19}/g);
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return {
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name: item.current,
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quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current
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};
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});
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this.addItems(items, actor);
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}
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static async addClasses(profession, level, actor) {
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let classes = await game.packs.get("sw5e.classes").getDocuments();
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let assignedClass = classes.find((c) => c.name === profession);
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assignedClass.data.data.levels = level;
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await actor.createEmbeddedDocuments("Item", [assignedClass.data], {displaySheet: false});
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}
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static classOrMulticlass(name) {
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return name === "class" || (name.includes("multiclass") && name.length <= 12);
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}
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static baseOrMulti(name) {
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if (name === "class") {
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return "base_class";
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} else {
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return "multi_class";
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}
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}
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static getLevel(item, sourceCharacter) {
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if (item.name === "class") {
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let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current;
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return parseInt(result);
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} else {
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let result = sourceCharacter.attribs.find((e) => e.name === `${item.name}_lvl`).current;
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return parseInt(result);
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}
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}
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static capitalize(str) {
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return str.charAt(0).toUpperCase() + str.slice(1);
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}
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static async addSpecies(race, actor) {
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const species = await game.packs.get("sw5e.species").getDocuments();
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const assignedSpecies = species.find((c) => c.name === race);
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const activeEffects = [...assignedSpecies.data.effects][0].data.changes;
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const actorData = {data: {abilities: {...actor.data.data.abilities}}};
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activeEffects.map((effect) => {
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switch (effect.key) {
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case "data.abilities.str.value":
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actorData.data.abilities.str.value -= effect.value;
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break;
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case "data.abilities.dex.value":
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actorData.data.abilities.dex.value -= effect.value;
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break;
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case "data.abilities.con.value":
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actorData.data.abilities.con.value -= effect.value;
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break;
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case "data.abilities.int.value":
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actorData.data.abilities.int.value -= effect.value;
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break;
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case "data.abilities.wis.value":
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actorData.data.abilities.wis.value -= effect.value;
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break;
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case "data.abilities.cha.value":
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actorData.data.abilities.cha.value -= effect.value;
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break;
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default:
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break;
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}
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});
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actor.update(actorData);
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await actor.createEmbeddedDocuments("Item", [assignedSpecies.data], {displaySheet: false});
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}
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static async addPowers(powers, actor) {
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const forcePowers = await game.packs.get("sw5e.forcepowers").getDocuments();
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const techPowers = await game.packs.get("sw5e.techpowers").getDocuments();
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for (const power of powers) {
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const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power);
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if (createdPower) {
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await actor.createEmbeddedDocuments("Item", [createdPower.data], {displaySheet: false});
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}
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}
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}
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static async addItems(items, actor) {
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const weapons = await game.packs.get("sw5e.weapons").getDocuments();
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const armors = await game.packs.get("sw5e.armor").getDocuments();
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const adventuringGear = await game.packs.get("sw5e.adventuringgear").getDocuments();
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for (const item of items) {
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const createdItem =
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weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
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armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
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adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase());
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if (createdItem) {
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if (item.quantity != 1) {
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createdItem.data.data.quantity = item.quantity;
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}
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await actor.createEmbeddedDocuments("Item", [createdItem.data], {displaySheet: false});
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}
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}
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}
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static addImportButton(html) {
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const actionButtons = html.find(".header-actions");
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actionButtons[0].insertAdjacentHTML(
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"afterend",
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`<div class="header-actions action-buttons flexrow"><button class="create-entity cs-import-button"><i class="fas fa-upload"></i> Import Character</button></div>`
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);
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let characterImportButton = $(".cs-import-button");
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characterImportButton.click(() => {
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let content = `<h1>Saved Character JSON Import</h1>
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<label for="character-json">Paste character JSON here:</label>
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</br>
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<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>`;
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let importDialog = new Dialog({
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title: "Import Character from SW5e.com",
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content: content,
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buttons: {
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Import: {
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icon: `<i class="fas fa-file-import"></i>`,
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label: "Import Character",
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callback: () => {
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let characterData = $("#character-json").val();
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console.log("Parsing Character JSON");
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CharacterImporter.transform(characterData);
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}
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},
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Cancel: {
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icon: `<i class="fas fa-times-circle"></i>`,
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label: "Cancel",
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callback: () => {}
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}
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}
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});
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importDialog.render(true);
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});
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}
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}
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