foundry-sw5e/module/migration.js
2020-10-23 17:45:27 -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});
}