foundry-sw5e/module/migration.js
supervj 76e4d74508 Update Core to 1.4.2
Update Core to 1.4.2 and internal Version to 1.4.2.R1-A8
2021-08-13 15:07:03 -04:00

818 lines
30 KiB
JavaScript

/**
* 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 await (let a of game.actors) {
try {
console.log(`Checking Actor entity ${a.name} for migration needs`);
const updateData = await migrateActorData(a.toObject());
if (!foundry.utils.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) {
try {
const updateData = migrateItemData(i.toObject());
if (!foundry.utils.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) {
try {
const updateData = await migrateSceneData(s.data);
if (!foundry.utils.isObjectEmpty(updateData)) {
console.log(`Migrating Scene entity ${s.name}`);
await s.update(updateData, {enforceTypes: false});
// If we do not do this, then synthetic token actors remain in cache
// with the un-updated actorData.
s.tokens.forEach((t) => (t._actor = null));
}
} 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 documents = await pack.getDocuments();
// Iterate over compendium entries - applying fine-tuned migration functions
for await (let doc of documents) {
let updateData = {};
try {
switch (entity) {
case "Actor":
updateData = await migrateActorData(doc.toObject());
break;
case "Item":
updateData = migrateItemData(doc.toObject());
break;
case "Scene":
updateData = await migrateSceneData(doc.data);
break;
}
if (foundry.utils.isObjectEmpty(updateData)) continue;
// Save the entry, if data was changed
await doc.update(updateData);
console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`);
} catch (err) {
// Handle migration failures
err.message = `Failed sw5e system migration for entity ${doc.name} in pack ${pack.collection}: ${err.message}`;
console.error(err);
}
}
// Apply the original locked status for the pack
await pack.configure({locked: wasLocked});
console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`);
};
/**
* Apply 'smart' AC migration to a given Actor compendium. This will perform the normal AC migration but additionally
* check to see if the actor has armor already equipped, and opt to use that instead.
* @param pack
* @return {Promise}
*/
export const migrateArmorClass = async function (pack) {
if (typeof pack === "string") pack = game.packs.get(pack);
if (pack.metadata.entity !== "Actor") return;
const wasLocked = pack.locked;
await pack.configure({locked: false});
const actors = await pack.getDocuments();
const updates = [];
const armor = new Set(Object.keys(CONFIG.SW5E.armorTypes));
for (const actor of actors) {
try {
console.log(`Migrating ${actor.name}...`);
const src = actor.toObject();
const update = {_id: actor.id};
// Perform the normal migration.
_migrateActorAC(src, update);
updates.push(update);
// CASE 1: Armor is equipped
const hasArmorEquipped = actor.itemTypes.equipment.some((e) => {
return armor.has(e.data.data.armor?.type) && e.data.data.equipped;
});
if (hasArmorEquipped) update["data.attributes.ac.calc"] = "default";
// CASE 2: NPC Natural Armor
else if (src.type === "npc") update["data.attributes.ac.calc"] = "natural";
} catch (e) {
console.warn(`Failed to migrate armor class for Actor ${actor.name}`, e);
}
}
await Actor.implementation.updateDocuments(updates, {pack: pack.collection});
await pack.getDocuments(); // Force a re-prepare of all actors.
await pack.configure({locked: wasLocked});
console.log(`Migrated the AC of all Actors 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 {object} actor The actor data object to update
* @return {Object} The updateData to apply
*/
export const migrateActorData = async function (actor) {
const updateData = {};
// Actor Data Updates
if (actor.data) {
_migrateActorMovement(actor, updateData);
_migrateActorSenses(actor, updateData);
_migrateActorType(actor, updateData);
_migrateActorAC(actor, updateData);
}
// Migrate Owned Items
if (!!actor.items) {
const items = await actor.items.reduce(async (memo, i) => {
const results = await memo;
// Migrate the Owned Item
const itemData = i instanceof CONFIG.Item.documentClass ? i.toObject() : i;
let itemUpdate = await migrateActorItemData(itemData, actor);
// Prepared, Equipped, and Proficient for NPC actors
if (actor.type === "npc") {
if (getProperty(itemData.data, "preparation.prepared") === false)
itemUpdate["data.preparation.prepared"] = true;
if (getProperty(itemData.data, "equipped") === false) itemUpdate["data.equipped"] = true;
if (getProperty(itemData.data, "proficient") === false) itemUpdate["data.proficient"] = true;
}
// Update the Owned Item
if (!isObjectEmpty(itemUpdate)) {
itemUpdate._id = itemData._id;
console.log(`Migrating Actor ${actor.name}'s ${i.name}`);
results.push(expandObject(itemUpdate));
}
return results;
}, []);
if (items.length > 0) updateData.items = items;
}
// Update NPC data with new datamodel information
if (actor.type === "npc") {
_updateNPCData(actor);
}
// migrate powers last since it relies on item classes being migrated first.
_migrateActorPowers(actor, updateData);
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 {object} item Item data to migrate
* @return {object} The updateData to apply
*/
export const migrateItemData = function (item) {
const updateData = {};
_migrateItemClassPowerCasting(item, updateData);
_migrateItemAttunement(item, updateData);
_migrateItemRarity(item, updateData);
_migrateArmorType(item, updateData);
return updateData;
};
/* -------------------------------------------- */
/**
* Migrate a single owned actor Item entity to incorporate latest data model changes
* @param item
* @param actor
*/
export const migrateActorItemData = async function (item, actor) {
const updateData = {};
_migrateItemClassPowerCasting(item, updateData);
_migrateItemAttunement(item, updateData);
_migrateItemRarity(item, updateData);
await _migrateItemPower(item, actor, updateData);
_migrateArmorType(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 = async function (scene) {
const tokens = await Promise.all(
scene.tokens.map(async (token) => {
const t = token.toJSON();
if (!t.actorId || t.actorLink) {
t.actorData = {};
} else if (!game.actors.has(t.actorId)) {
t.actorId = null;
t.actorData = {};
} else if (!t.actorLink) {
const actorData = duplicate(t.actorData);
actorData.type = token.actor?.type;
const update = migrateActorData(actorData);
["items", "effects"].forEach((embeddedName) => {
if (!update[embeddedName]?.length) return;
const updates = new Map(update[embeddedName].map((u) => [u._id, u]));
t.actorData[embeddedName].forEach((original) => {
const update = updates.get(original._id);
if (update) mergeObject(original, update);
});
delete update[embeddedName];
});
mergeObject(t.actorData, update);
}
return t;
})
);
return {tokens};
};
/* -------------------------------------------- */
/* Low level migration utilities
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Update an NPC Actor's data based on compendium
* @param {Object} actor The data object for an Actor
* @return {Object} The updated Actor
*/
function _updateNPCData(actor) {
let actorData = actor.data;
const updateData = {};
// check for flag.core, if not there is no compendium monster so exit
const hasSource = actor?.flags?.core?.sourceId !== undefined;
if (!hasSource) return actor;
// shortcut out if dataVersion flag is set to 1.2.4 or higher
const hasDataVersion = actor?.flags?.sw5e?.dataVersion !== undefined;
if (
hasDataVersion &&
(actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))
)
return actor;
// Check to see what the source of NPC is
const sourceId = actor.flags.core.sourceId;
const coreSource = sourceId.substr(0, sourceId.length - 17);
const core_id = sourceId.substr(sourceId.length - 16, 16);
if (coreSource === "Compendium.sw5e.monsters") {
game.packs
.get("sw5e.monsters")
.getEntity(core_id)
.then((monster) => {
const monsterData = monster.data.data;
// copy movement[], senses[], powercasting, force[], tech[], powerForceLevel, powerTechLevel
updateData["data.attributes.movement"] = monsterData.attributes.movement;
updateData["data.attributes.senses"] = monsterData.attributes.senses;
updateData["data.attributes.powercasting"] = monsterData.attributes.powercasting;
updateData["data.attributes.force"] = monsterData.attributes.force;
updateData["data.attributes.tech"] = monsterData.attributes.tech;
updateData["data.details.powerForceLevel"] = monsterData.details.powerForceLevel;
updateData["data.details.powerTechLevel"] = monsterData.details.powerTechLevel;
// push missing powers onto actor
let newPowers = [];
for (let i of monster.items) {
const itemData = i.data;
if (itemData.type === "power") {
const itemCompendium_id = itemData.flags?.core?.sourceId.split(".").slice(-1)[0];
let hasPower = !!actor.items.find(
(item) => item.flags?.core?.sourceId.split(".").slice(-1)[0] === itemCompendium_id
);
if (!hasPower) {
// Clone power to new object. Don't know if it is technically needed, but seems to prevent some weirdness.
const newPower = JSON.parse(JSON.stringify(itemData));
newPowers.push(newPower);
}
}
}
// get actor to create new powers
const liveActor = game.actors.get(actor._id);
// create the powers on the actor
liveActor.createEmbeddedEntity("OwnedItem", newPowers);
// set flag to check to see if migration has been done so we don't do it again.
liveActor.setFlag("sw5e", "dataVersion", "1.2.4");
});
}
//merge object
actorData = mergeObject(actorData, updateData);
// Return the scrubbed data
return actor;
}
/**
* Migrate the actor speed string to movement object
* @private
*/
function _migrateActorMovement(actorData, updateData) {
const ad = actorData.data;
// Work is needed if old data is present
const old = actorData.type === "vehicle" ? ad?.attributes?.speed : ad?.attributes?.speed?.value;
const hasOld = old !== undefined;
if (hasOld) {
// If new data is not present, migrate the old data
const hasNew = ad?.attributes?.movement?.walk !== undefined;
if (!hasNew && typeof old === "string") {
const s = (old || "").split(" ");
if (s.length > 0)
updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
}
// Remove the old attribute
updateData["data.attributes.-=speed"] = null;
}
return updateData;
}
/* -------------------------------------------- */
/**
* Migrate the actor speed string to movement object
* @private
*/
function _migrateActorPowers(actorData, updateData) {
const ad = actorData.data;
// If new Force & Tech data is not present, create it
let hasNewAttrib = ad?.attributes?.force?.level !== undefined;
if (!hasNewAttrib) {
updateData["data.attributes.force.known.value"] = 0;
updateData["data.attributes.force.known.max"] = 0;
updateData["data.attributes.force.points.value"] = 0;
updateData["data.attributes.force.points.min"] = 0;
updateData["data.attributes.force.points.max"] = 0;
updateData["data.attributes.force.points.temp"] = null;
updateData["data.attributes.force.points.tempmax"] = null;
updateData["data.attributes.force.level"] = 0;
updateData["data.attributes.tech.known.value"] = 0;
updateData["data.attributes.tech.known.max"] = 0;
updateData["data.attributes.tech.points.value"] = 0;
updateData["data.attributes.tech.points.min"] = 0;
updateData["data.attributes.tech.points.max"] = 0;
updateData["data.attributes.tech.points.temp"] = null;
updateData["data.attributes.tech.points.tempmax"] = null;
updateData["data.attributes.tech.level"] = 0;
}
// If new Power F/T split data is not present, create it
const hasNewLimit = ad?.powers?.power1?.foverride !== undefined;
if (!hasNewLimit) {
for (let i = 1; i <= 9; i++) {
// add new
updateData["data.powers.power" + i + ".fvalue"] = getProperty(ad.powers, "power" + i + ".value");
updateData["data.powers.power" + i + ".fmax"] = getProperty(ad.powers, "power" + i + ".max");
updateData["data.powers.power" + i + ".foverride"] = null;
updateData["data.powers.power" + i + ".tvalue"] = getProperty(ad.powers, "power" + i + ".value");
updateData["data.powers.power" + i + ".tmax"] = getProperty(ad.powers, "power" + i + ".max");
updateData["data.powers.power" + i + ".toverride"] = null;
//remove old
updateData["data.powers.power" + i + ".-=value"] = null;
updateData["data.powers.power" + i + ".-=override"] = null;
}
}
// If new Bonus Power DC data is not present, create it
const hasNewBonus = ad?.bonuses?.power?.forceLightDC !== undefined;
if (!hasNewBonus) {
updateData["data.bonuses.power.forceLightDC"] = "";
updateData["data.bonuses.power.forceDarkDC"] = "";
updateData["data.bonuses.power.forceUnivDC"] = "";
updateData["data.bonuses.power.techDC"] = "";
}
// Remove the Power DC Bonus
updateData["data.bonuses.power.-=dc"] = 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 || "";
if (typeof original !== "string") return;
// 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;
}
/* -------------------------------------------- */
/**
* Migrate the actor details.type string to object
* @private
*/
function _migrateActorType(actor, updateData) {
const ad = actor.data;
const original = ad.details?.type;
if (typeof original !== "string") return;
// New default data structure
let data = {
value: "",
subtype: "",
swarm: "",
custom: ""
};
// Specifics
// (Some of these have weird names, these need to be addressed individually)
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;
}
/* -------------------------------------------- */
/**
* Migrate the Class item powercasting field to allow powercasting to properly calculate
* @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;
}
/* -------------------------------------------- */
/**
* Migrate the actor attributes.ac.value to the new ac.flat override field.
* @private
*/
function _migrateActorAC(actorData, updateData) {
const ac = actorData.data?.attributes?.ac;
// If the actor has a numeric ac.value, then their AC has not been migrated to the auto-calculation schema yet.
if (Number.isNumeric(ac?.value)) {
updateData["data.attributes.ac.flat"] = ac.value;
updateData["data.attributes.ac.calc"] = actorData.type === "npc" ? "natural" : "flat";
updateData["data.attributes.ac.-=value"] = null;
return updateData;
}
// If the actor is already on the AC auto-calculation schema, but is using a flat value, they must now have their
// calculation updated to an appropriate value.
if (!Number.isNumeric(ac?.flat)) return updateData;
updateData["data.attributes.ac.calc"] = actorData.type === "npc" ? "natural" : "flat";
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;
}
/* -------------------------------------------- */
/**
* Attempt to migrate item rarity from freeform string to enum value.
*
* @param {object} item Item data to migrate
* @param {object} updateData Existing update to expand upon
* @return {object} The updateData to apply
* @private
*/
function _migrateItemRarity(item, updateData) {
if (item.data?.rarity === undefined) return updateData;
const rarity = Object.keys(CONFIG.SW5E.itemRarity).find(
(key) =>
CONFIG.SW5E.itemRarity[key].toLowerCase() === item.data.rarity.toLowerCase() || key === item.data.rarity
);
updateData["data.rarity"] = rarity ?? "";
return updateData;
}
/* --------------------------------------------- */
/**
* Convert equipment items of type 'bonus' to 'trinket'.
*
* @param {object} item Item data to migrate
* @param {object} updateData Existing update to expand upon
* @return {object} The updateData to apply
* @private
*/
function _migrateArmorType(item, updateData) {
if (item.type !== "equipment") return updateData;
if (item.data?.armor?.type === "bonus") updateData["data.armor.type"] = "trinket";
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;
}