forked from GitHub-Mirrors/foundry-sw5e
343 lines
11 KiB
JavaScript
343 lines
11 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(`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});
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// Migrate World Actors
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for ( let a of game.actors.entities ) {
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try {
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const updateData = migrateActorData(a.data);
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if ( !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.entities ) {
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try {
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const updateData = migrateItemData(i.data);
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if ( !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.entities ) {
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try {
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const updateData = migrateSceneData(s.data);
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if ( !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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}
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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 content = await pack.getContent();
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// Iterate over compendium entries - applying fine-tuned migration functions
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for ( let ent of content ) {
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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 = migrateActorData(ent.data);
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break;
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case "Item":
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updateData = migrateItemData(ent.data);
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break;
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case "Scene":
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updateData = migrateSceneData(ent.data);
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break;
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}
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if ( isObjectEmpty(updateData) ) continue;
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// Save the entry, if data was changed
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updateData["_id"] = ent._id;
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await pack.updateEntity(updateData);
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console.log(`Migrated ${entity} entity ${ent.name} in Compendium ${pack.collection}`);
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}
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// Handle migration failures
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catch(err) {
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err.message = `Failed sw5e system migration for entity ${ent.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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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 {Actor} actor The actor to Update
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* @return {Object} The updateData to apply
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*/
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export const migrateActorData = function(actor) {
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const updateData = {};
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// Actor Data Updates
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_migrateActorMovement(actor, updateData);
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_migrateActorSenses(actor, updateData);
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// Migrate Owned Items
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if ( !actor.items ) return updateData;
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let hasItemUpdates = false;
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const items = actor.items.map(i => {
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// Migrate the Owned Item
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let itemUpdate = migrateItemData(i);
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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(i.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true;
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if (getProperty(i.data, "equipped") === false) itemUpdate["data.equipped"] = true;
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if (getProperty(i.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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hasItemUpdates = true;
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return mergeObject(i, itemUpdate, {enforceTypes: false, inplace: false});
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} else return i;
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});
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if ( hasItemUpdates ) updateData.items = items;
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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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* @param item
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*/
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export const migrateItemData = function(item) {
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const 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 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 = function(scene) {
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const tokens = duplicate(scene.tokens);
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return {
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tokens: tokens.map(t => {
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if (!t.actorId || t.actorLink || !t.actorData.data) {
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t.actorData = {};
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return t;
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}
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const token = new Token(t);
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if ( !token.actor ) {
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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 updateData = migrateActorData(token.data.actorData);
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t.actorData = mergeObject(token.data.actorData, updateData);
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}
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return t;
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})
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};
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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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* Migrate the actor speed string to movement object
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* @private
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*/
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function _migrateActorMovement(actor, updateData) {
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const ad = actor.data;
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const old = actor.type === 'vehicle' ? ad?.attributes?.speed : ad?.attributes?.speed?.value;
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if ( typeof old !== "string" ) return;
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const s = (old || "").split(" ");
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if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
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updateData["data.attributes.-=speed"] = 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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// 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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* Delete the old data.attuned boolean
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* @private
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*/
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function _migrateItemAttunement(item, updateData) {
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if ( item.data.attuned === undefined ) return;
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updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE;
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updateData["data.-=attuned"] = null;
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return updateData;
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}
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/* -------------------------------------------- */
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/**
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* A general tool to purge flags from all entities in a Compendium pack.
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* @param {Compendium} pack The compendium pack to clean
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* @private
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*/
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export async function purgeFlags(pack) {
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const cleanFlags = (flags) => {
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const flags5e = flags.sw5e || null;
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return flags5e ? {sw5e: flags5e} : {};
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};
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await pack.configure({locked: false});
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const content = await pack.getContent();
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for ( let entity of content ) {
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const update = {_id: entity.id, flags: cleanFlags(entity.data.flags)};
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if ( pack.entity === "Actor" ) {
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update.items = entity.data.items.map(i => {
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i.flags = cleanFlags(i.flags);
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return i;
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})
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}
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await pack.updateEntity(update, {recursive: false});
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console.log(`Purged flags from ${entity.name}`);
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}
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await pack.configure({locked: true});
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}
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/* -------------------------------------------- */
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/**
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* Purge the data model of any inner objects which have been flagged as _deprecated.
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* @param {object} data The data to clean
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* @private
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*/
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export function removeDeprecatedObjects(data) {
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for ( let [k, v] of Object.entries(data) ) {
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if ( getType(v) === "Object" ) {
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if (v._deprecated === true) {
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console.log(`Deleting deprecated object key ${k}`);
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delete data[k];
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}
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else removeDeprecatedObjects(v);
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}
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}
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return data;
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}
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