forked from GitHub-Mirrors/foundry-sw5e
710 lines
26 KiB
JavaScript
710 lines
26 KiB
JavaScript
/**
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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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*/
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export const migrateWorld = async function () {
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ui.notifications.info(
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`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`,
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{permanent: true}
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);
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// Migrate World Actors
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for await (let a of game.actors.contents) {
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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 (!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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} catch (err) {
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err.message = `Failed sw5e system migration for Actor ${a.name}: ${err.message}`;
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console.error(err);
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}
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}
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// Migrate World Items
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for (let i of game.items.contents) {
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try {
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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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} catch (err) {
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err.message = `Failed sw5e system migration for Item ${i.name}: ${err.message}`;
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console.error(err);
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}
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}
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// Migrate Actor Override Tokens
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for (let s of game.scenes.contents) {
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try {
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const updateData = await migrateSceneData(s.data);
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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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console.error(err);
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}
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}
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// Migrate World Compendium Packs
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for (let p of game.packs) {
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if (p.metadata.package !== "world") continue;
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if (!["Actor", "Item", "Scene"].includes(p.metadata.entity)) continue;
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await migrateCompendium(p);
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}
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// Set the migration as complete
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game.settings.set("sw5e", "systemMigrationVersion", game.system.data.version);
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ui.notifications.info(`SW5e System Migration to version ${game.system.data.version} completed!`, {permanent: true});
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};
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/* -------------------------------------------- */
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/**
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* Apply migration rules to all Entities within a single Compendium pack
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* @param pack
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* @return {Promise}
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*/
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export const migrateCompendium = async function (pack) {
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const entity = pack.metadata.entity;
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if (!["Actor", "Item", "Scene"].includes(entity)) return;
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// Unlock the pack for editing
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const wasLocked = pack.locked;
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await pack.configure({locked: false});
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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 documents = await pack.getDocuments();
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// Iterate over compendium entries - applying fine-tuned migration functions
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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(doc.data);
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break;
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case "Item":
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updateData = migrateItemData(doc.toObject());
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break;
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case "Scene":
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updateData = await migrateSceneData(doc.data);
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break;
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}
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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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await doc.update(updateData);
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console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`);
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} catch (err) {
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// Handle migration failures
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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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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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/* -------------------------------------------- */
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/* Entity Type Migration Helpers */
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/* -------------------------------------------- */
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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 {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 = async function (actor) {
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const updateData = {};
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// Actor Data Updates
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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) {
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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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const itemData = i instanceof CONFIG.Item.documentClass ? i.toObject() : i;
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let itemUpdate = await migrateActorItemData(itemData, actor);
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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(itemData.data, "preparation.prepared") === false)
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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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itemUpdate._id = itemData._id;
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console.log(`Migrating Actor ${actor.name}'s ${i.name}`);
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results.push(expandObject(itemUpdate));
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}
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return results;
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}, []);
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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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if (actor.type === "npc") {
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_updateNPCData(actor);
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}
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// migrate powers last since it relies on item classes being migrated first.
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_migrateActorPowers(actor, updateData);
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return updateData;
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};
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/* -------------------------------------------- */
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/**
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* Scrub an Actor's system data, removing all keys which are not explicitly defined in the system template
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* @param {Object} actorData The data object for an Actor
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* @return {Object} The scrubbed Actor data
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*/
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function cleanActorData(actorData) {
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// Scrub system data
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const model = game.system.model.Actor[actorData.type];
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actorData.data = filterObject(actorData.data, model);
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// Scrub system flags
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const allowedFlags = CONFIG.SW5E.allowedActorFlags.reduce((obj, f) => {
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obj[f] = null;
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return obj;
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}, {});
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if (actorData.flags.sw5e) {
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actorData.flags.sw5e = filterObject(actorData.flags.sw5e, allowedFlags);
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}
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// Return the scrubbed data
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return actorData;
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}
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/* -------------------------------------------- */
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/**
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* Migrate a single Item entity to incorporate latest data model changes
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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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_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 = async function (scene) {
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const tokens = await Promise.all(
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scene.tokens.map(async (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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} 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 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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);
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return {tokens};
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};
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/* -------------------------------------------- */
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/* Low level migration utilities
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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/**
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* Update an NPC Actor's data based on compendium
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* @param {Object} actor The data object for an Actor
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* @return {Object} The updated Actor
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*/
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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, 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 or higher
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const hasDataVersion = actor?.flags?.sw5e?.dataVersion !== undefined;
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if (
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hasDataVersion &&
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(actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))
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)
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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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if (coreSource === "Compendium.sw5e.monsters") {
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game.packs
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.get("sw5e.monsters")
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.getEntity(core_id)
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.then((monster) => {
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const monsterData = monster.data.data;
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// copy movement[], senses[], powercasting, force[], tech[], powerForceLevel, powerTechLevel
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updateData["data.attributes.movement"] = monsterData.attributes.movement;
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updateData["data.attributes.senses"] = monsterData.attributes.senses;
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updateData["data.attributes.powercasting"] = monsterData.attributes.powercasting;
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updateData["data.attributes.force"] = monsterData.attributes.force;
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updateData["data.attributes.tech"] = monsterData.attributes.tech;
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updateData["data.details.powerForceLevel"] = monsterData.details.powerForceLevel;
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updateData["data.details.powerTechLevel"] = monsterData.details.powerTechLevel;
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// push missing powers onto actor
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let newPowers = [];
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for (let i of monster.items) {
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const itemData = i.data;
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if (itemData.type === "power") {
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const itemCompendium_id = itemData.flags?.core?.sourceId.split(".").slice(-1)[0];
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let hasPower = !!actor.items.find(
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(item) => item.flags?.core?.sourceId.split(".").slice(-1)[0] === itemCompendium_id
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);
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if (!hasPower) {
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// Clone power to new object. Don't know if it is technically needed, but seems to prevent some weirdness.
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const newPower = JSON.parse(JSON.stringify(itemData));
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newPowers.push(newPower);
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}
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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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// 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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}
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//merge object
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actorData = mergeObject(actorData, updateData);
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// Return the scrubbed data
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return actor;
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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(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)
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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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/* -------------------------------------------- */
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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 _migrateActorPowers(actorData, updateData) {
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const ad = actorData.data;
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// If new Force & Tech data is not present, create it
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let hasNewAttrib = ad?.attributes?.force?.level !== undefined;
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if (!hasNewAttrib) {
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updateData["data.attributes.force.known.value"] = 0;
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updateData["data.attributes.force.known.max"] = 0;
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updateData["data.attributes.force.points.value"] = 0;
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updateData["data.attributes.force.points.min"] = 0;
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updateData["data.attributes.force.points.max"] = 0;
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updateData["data.attributes.force.points.temp"] = null;
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updateData["data.attributes.force.points.tempmax"] = null;
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updateData["data.attributes.force.level"] = 0;
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updateData["data.attributes.tech.known.value"] = 0;
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updateData["data.attributes.tech.known.max"] = 0;
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updateData["data.attributes.tech.points.value"] = 0;
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updateData["data.attributes.tech.points.min"] = 0;
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updateData["data.attributes.tech.points.max"] = 0;
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updateData["data.attributes.tech.points.temp"] = null;
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updateData["data.attributes.tech.points.tempmax"] = null;
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updateData["data.attributes.tech.level"] = 0;
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}
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// If new Power F/T split data is not present, create it
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const hasNewLimit = ad?.powers?.power1?.foverride !== undefined;
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if (!hasNewLimit) {
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for (let i = 1; i <= 9; i++) {
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// add new
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updateData["data.powers.power" + i + ".fvalue"] = getProperty(ad.powers, "power" + i + ".value");
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updateData["data.powers.power" + i + ".fmax"] = getProperty(ad.powers, "power" + i + ".max");
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updateData["data.powers.power" + i + ".foverride"] = null;
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updateData["data.powers.power" + i + ".tvalue"] = getProperty(ad.powers, "power" + i + ".value");
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updateData["data.powers.power" + i + ".tmax"] = getProperty(ad.powers, "power" + i + ".max");
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updateData["data.powers.power" + i + ".toverride"] = null;
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//remove old
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updateData["data.powers.power" + i + ".-=value"] = null;
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updateData["data.powers.power" + i + ".-=override"] = null;
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}
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}
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// If new Bonus Power DC data is not present, create it
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const hasNewBonus = ad?.bonuses?.power?.forceLightDC !== undefined;
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if (!hasNewBonus) {
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updateData["data.bonuses.power.forceLightDC"] = "";
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updateData["data.bonuses.power.forceDarkDC"] = "";
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updateData["data.bonuses.power.forceUnivDC"] = "";
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updateData["data.bonuses.power.techDC"] = "";
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}
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// Remove the Power DC Bonus
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updateData["data.bonuses.power.-=dc"] = null;
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return updateData;
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}
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/* -------------------------------------------- */
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/**
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* Migrate the actor traits.senses string to attributes.senses object
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* @private
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*/
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function _migrateActorSenses(actor, updateData) {
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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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let wasMatched = false;
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// Match each comma-separated term
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for (let s of original.split(",")) {
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s = s.trim();
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const match = s.match(pattern);
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if (!match) continue;
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const type = match[1].toLowerCase();
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if (type in CONFIG.SW5E.senses) {
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updateData[`data.attributes.senses.${type}`] = Number(match[2]).toNearest(0.5);
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wasMatched = true;
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}
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}
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// If nothing was matched, but there was an old string - put the whole thing in "special"
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if (!wasMatched && !!original) {
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updateData["data.attributes.senses.special"] = original;
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}
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// Remove the old traits.senses string once the migration is complete
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updateData["data.traits.-=senses"] = null;
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return updateData;
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}
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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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// 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") {
|
|
data.value = "force";
|
|
data.subtype = "storm";
|
|
} else if (original === "human") {
|
|
data.value = "humanoid";
|
|
data.subtype = "human";
|
|
} else if (["humanoid (any)", "humanoid (Villainous"].includes(original)) {
|
|
data.value = "humanoid";
|
|
} else if (original === "tree") {
|
|
data.value = "plant";
|
|
data.subtype = "tree";
|
|
} else if (original === "(humanoid) or Large (beast) force entity") {
|
|
data.value = "force";
|
|
} else if (original === "droid (appears human)") {
|
|
data.value = "droid";
|
|
} else {
|
|
// Match the existing string
|
|
const pattern = /^(?:swarm of (?<size>[\w\-]+) )?(?<type>[^(]+?)(?:\((?<subtype>[^)]+)\))?$/i;
|
|
const match = original.trim().match(pattern);
|
|
if (match) {
|
|
// Match a known creature type
|
|
const typeLc = match.groups.type.trim().toLowerCase();
|
|
const typeMatch = Object.entries(CONFIG.SW5E.creatureTypes).find(([k, v]) => {
|
|
return (
|
|
typeLc === k ||
|
|
typeLc === game.i18n.localize(v).toLowerCase() ||
|
|
typeLc === game.i18n.localize(`${v}Pl`).toLowerCase()
|
|
);
|
|
});
|
|
if (typeMatch) data.value = typeMatch[0];
|
|
else {
|
|
data.value = "custom";
|
|
data.custom = match.groups.type.trim().titleCase();
|
|
}
|
|
data.subtype = match.groups.subtype?.trim().titleCase() || "";
|
|
|
|
// Match a swarm
|
|
const isNamedSwarm = actor.name.startsWith(game.i18n.localize("SW5E.CreatureSwarm"));
|
|
if (match.groups.size || isNamedSwarm) {
|
|
const sizeLc = match.groups.size ? match.groups.size.trim().toLowerCase() : "tiny";
|
|
const sizeMatch = Object.entries(CONFIG.SW5E.actorSizes).find(([k, v]) => {
|
|
return sizeLc === k || sizeLc === game.i18n.localize(v).toLowerCase();
|
|
});
|
|
data.swarm = sizeMatch ? sizeMatch[0] : "tiny";
|
|
} else data.swarm = "";
|
|
}
|
|
|
|
// No match found
|
|
else {
|
|
data.value = "custom";
|
|
data.custom = original;
|
|
}
|
|
}
|
|
|
|
// Update the actor data
|
|
updateData["data.details.type"] = data;
|
|
return updateData;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
function _migrateItemClassPowerCasting(item, updateData) {
|
|
if (item.type === "class") {
|
|
switch (item.name) {
|
|
case "Consular":
|
|
updateData["data.powercasting"] = {
|
|
progression: "consular",
|
|
ability: ""
|
|
};
|
|
break;
|
|
case "Engineer":
|
|
updateData["data.powercasting"] = {
|
|
progression: "engineer",
|
|
ability: ""
|
|
};
|
|
break;
|
|
case "Guardian":
|
|
updateData["data.powercasting"] = {
|
|
progression: "guardian",
|
|
ability: ""
|
|
};
|
|
break;
|
|
case "Scout":
|
|
updateData["data.powercasting"] = {
|
|
progression: "scout",
|
|
ability: ""
|
|
};
|
|
break;
|
|
case "Sentinel":
|
|
updateData["data.powercasting"] = {
|
|
progression: "sentinel",
|
|
ability: ""
|
|
};
|
|
break;
|
|
}
|
|
}
|
|
return updateData;
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
/**
|
|
* Update an Power Item's data based on compendium
|
|
* @param {Object} item The data object for an item
|
|
* @param {Object} actor The data object for the actor owning the item
|
|
* @private
|
|
*/
|
|
async function _migrateItemPower(item, actor, updateData) {
|
|
// if item is not a power shortcut out
|
|
if (item.type !== "power") return updateData;
|
|
|
|
console.log(`Checking Actor ${actor.name}'s ${item.name} for migration needs`);
|
|
// check for flag.core, if not there is no compendium power so exit
|
|
const hasSource = item?.flags?.core?.sourceId !== undefined;
|
|
if (!hasSource) return updateData;
|
|
|
|
// shortcut out if dataVersion flag is set to 1.2.4 or higher
|
|
const hasDataVersion = item?.flags?.sw5e?.dataVersion !== undefined;
|
|
if (
|
|
hasDataVersion &&
|
|
(item.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", item.flags.sw5e.dataVersion))
|
|
)
|
|
return updateData;
|
|
|
|
// Check to see what the source of Power is
|
|
const sourceId = item.flags.core.sourceId;
|
|
const coreSource = sourceId.substr(0, sourceId.length - 17);
|
|
const core_id = sourceId.substr(sourceId.length - 16, 16);
|
|
|
|
//if power type is not force or tech exit out
|
|
let powerType = "none";
|
|
if (coreSource === "Compendium.sw5e.forcepowers") powerType = "sw5e.forcepowers";
|
|
if (coreSource === "Compendium.sw5e.techpowers") powerType = "sw5e.techpowers";
|
|
if (powerType === "none") return updateData;
|
|
|
|
const corePower = duplicate(await game.packs.get(powerType).getEntity(core_id));
|
|
console.log(`Updating Actor ${actor.name}'s ${item.name} from compendium`);
|
|
const corePowerData = corePower.data;
|
|
// copy Core Power Data over original Power
|
|
updateData["data"] = corePowerData;
|
|
updateData["flags"] = {sw5e: {dataVersion: "1.2.4"}};
|
|
|
|
return updateData;
|
|
|
|
//game.packs.get(powerType).getEntity(core_id).then(corePower => {
|
|
|
|
//})
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
/**
|
|
* Delete the old data.attuned boolean
|
|
*
|
|
* @param {object} item Item data to migrate
|
|
* @param {object} updateData Existing update to expand upon
|
|
* @return {object} The updateData to apply
|
|
* @private
|
|
*/
|
|
function _migrateItemAttunement(item, updateData) {
|
|
if (item.data?.attuned === undefined) return updateData;
|
|
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;
|
|
}
|