foundry-sw5e/module/migration.js
supervj 44312146a7 Update to dnd 0.98 Core with some fixes
Updated to 0.98 core for 0.7.x compatability (untested)

Class Skills are pulling in automatically on class item drop to character sheet.

TODO: Expand automated skill drop for Archetypes

KNOWN ISSUE: init.value is being converted to a string causing some NaN errors on the html.  Initiative was changed to a number instead of a string in 0.98 likely some place is assuming it is still a string.  I had to use Number() on the value because it was forcing other vales to be a string because the value is "".  Maybe someone can fix this
2020-10-08 02:20:12 -04:00

282 lines
8.6 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 ( let a of game.actors.entities ) {
try {
const updateData = migrateActorData(a.data);
if ( !isObjectEmpty(updateData) ) {
console.log(`Migrating Actor entity ${a.name}`);
await a.update(updateData, {enforceTypes: false});
}
} catch(err) {
console.error(err);
}
}
// Migrate World Items
for ( let i of game.items.entities ) {
try {
const updateData = migrateItemData(i.data);
if ( !isObjectEmpty(updateData) ) {
console.log(`Migrating Item entity ${i.name}`);
await i.update(updateData, {enforceTypes: false});
}
} catch(err) {
console.error(err);
}
}
// Migrate Actor Override Tokens
for ( let s of game.scenes.entities ) {
try {
const updateData = migrateSceneData(s.data);
if ( !isObjectEmpty(updateData) ) {
console.log(`Migrating Scene entity ${s.name}`);
await s.update(updateData, {enforceTypes: false});
}
} catch(err) {
console.error(err);
}
}
// Migrate World Compendium Packs
const packs = game.packs.filter(p => {
return (p.metadata.package === "world") && ["Actor", "Item", "Scene"].includes(p.metadata.entity)
});
for ( let p of packs ) {
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;
// Begin by requesting server-side data model migration and get the migrated content
await pack.migrate();
const content = await pack.getContent();
// Iterate over compendium entries - applying fine-tuned migration functions
for ( let ent of content ) {
try {
let updateData = null;
if (entity === "Item") updateData = migrateItemData(ent.data);
else if (entity === "Actor") updateData = migrateActorData(ent.data);
else if ( entity === "Scene" ) updateData = migrateSceneData(ent.data);
if (!isObjectEmpty(updateData)) {
expandObject(updateData);
updateData["_id"] = ent._id;
await pack.updateEntity(updateData);
console.log(`Migrated ${entity} entity ${ent.name} in Compendium ${pack.collection}`);
}
} catch(err) {
console.error(err);
}
}
console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`);
};
/* -------------------------------------------- */
/* Entity Type Migration Helpers */
/* -------------------------------------------- */
/**
* Migrate a single Actor entity to incorporate latest data model changes
* Return an Object of updateData to be applied
* @param {Actor} actor The actor to Update
* @return {Object} The updateData to apply
*/
export const migrateActorData = function(actor) {
const updateData = {};
// Actor Data Updates
_migrateActorBonuses(actor, updateData);
// Remove deprecated fields
_migrateRemoveDeprecated(actor, updateData);
// Migrate Owned Items
if ( !actor.items ) return updateData;
let hasItemUpdates = false;
const items = actor.items.map(i => {
// Migrate the Owned Item
let itemUpdate = migrateItemData(i);
// Prepared, Equipped, and Proficient for NPC actors
if ( actor.type === "npc" ) {
if (getProperty(i.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true;
if (getProperty(i.data, "equipped") === false) itemUpdate["data.equipped"] = true;
if (getProperty(i.data, "proficient") === false) itemUpdate["data.proficient"] = true;
}
// Update the Owned Item
if ( !isObjectEmpty(itemUpdate) ) {
hasItemUpdates = true;
return mergeObject(i, itemUpdate, {enforceTypes: false, inplace: false});
} else return i;
});
if ( hasItemUpdates ) updateData.items = items;
return updateData;
};
/* -------------------------------------------- */
/**
* Scrub an Actor's system data, removing all keys which are not explicitly defined in the system template
* @param {Object} actorData The data object for an Actor
* @return {Object} The scrubbed Actor data
*/
function cleanActorData(actorData) {
// Scrub system data
const model = game.system.model.Actor[actorData.type];
actorData.data = filterObject(actorData.data, model);
// Scrub system flags
const allowedFlags = CONFIG.SW5E.allowedActorFlags.reduce((obj, f) => {
obj[f] = null;
return obj;
}, {});
if ( actorData.flags.sw5e ) {
actorData.flags.sw5e = filterObject(actorData.flags.sw5e, allowedFlags);
}
// Return the scrubbed data
return actorData;
}
/* -------------------------------------------- */
/**
* Migrate a single Item entity to incorporate latest data model changes
* @param item
*/
export const migrateItemData = function(item) {
const updateData = {};
// Remove deprecated fields
_migrateRemoveDeprecated(item, updateData);
// Return the migrated update data
return updateData;
};
/* -------------------------------------------- */
/**
* Migrate a single Scene entity to incorporate changes to the data model of it's actor data overrides
* Return an Object of updateData to be applied
* @param {Object} scene The Scene data to Update
* @return {Object} The updateData to apply
*/
export const migrateSceneData = function(scene) {
const tokens = duplicate(scene.tokens);
return {
tokens: tokens.map(t => {
if (!t.actorId || t.actorLink || !t.actorData.data) {
t.actorData = {};
return t;
}
const token = new Token(t);
if ( !token.actor ) {
t.actorId = null;
t.actorData = {};
} else if ( !t.actorLink ) {
const updateData = migrateActorData(token.data.actorData);
t.actorData = mergeObject(token.data.actorData, updateData);
}
return t;
})
};
};
/* -------------------------------------------- */
/* Low level migration utilities
/* -------------------------------------------- */
/**
* Migrate the actor bonuses object
* @private
*/
function _migrateActorBonuses(actor, updateData) {
const b = game.system.model.Actor.character.bonuses;
for ( let k of Object.keys(actor.data.bonuses || {}) ) {
if ( k in b ) updateData[`data.bonuses.${k}`] = b[k];
else updateData[`data.bonuses.-=${k}`] = null;
}
}
/* -------------------------------------------- */
/**
* A general migration to remove all fields from the data model which are flagged with a _deprecated tag
* @private
*/
const _migrateRemoveDeprecated = function(ent, updateData) {
const flat = flattenObject(ent.data);
// Identify objects to deprecate
const toDeprecate = Object.entries(flat).filter(e => e[0].endsWith("_deprecated") && (e[1] === true)).map(e => {
let parent = e[0].split(".");
parent.pop();
return parent.join(".");
});
// Remove them
for ( let k of toDeprecate ) {
let parts = k.split(".");
parts[parts.length-1] = "-=" + parts[parts.length-1];
updateData[`data.${parts.join(".")}`] = null;
}
};
/* -------------------------------------------- */
/**
* 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});
}