Catégories des compétences de créatures
Les créatures peuvent avoir des compétences d'armes (lancer, mêlée, tir, armes naturelles), de parade, de possession, et générales. Les initiatives sont cohérentes. Les possessions sont en phase 10 d'initiative.
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@ -2,7 +2,7 @@ import { RdDBaseActor } from "./actor/base-actor.js";
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import { LOG_HEAD, SYSTEM_RDD } from "./constants.js";
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import { Grammar } from "./grammar.js";
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import { Monnaie } from "./item-monnaie.js";
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import { RdDItem } from "./item.js";
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import { RdDItem, TYPES } from "./item.js";
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import { RdDTimestamp } from "./time/rdd-timestamp.js";
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import { RdDRaretes } from "./item/raretes.js";
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@ -13,7 +13,7 @@ class Migration {
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async applyItemsUpdates(computeUpdates) {
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await game.actors.forEach(async (actor) => {
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const actorItemUpdates = computeUpdates(actor.items);
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const actorItemUpdates = computeUpdates(actor.items).filter(it => it != undefined);
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if (actorItemUpdates.length > 0) {
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console.log(
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this.code,
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@ -24,7 +24,7 @@ class Migration {
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}
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});
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const itemUpdates = computeUpdates(game.items);
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const itemUpdates = computeUpdates(game.items).filter(it => it != undefined);
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if (itemUpdates.length > 0) {
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console.log(this.code, "Applying updates on items", itemUpdates);
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await Item.updateDocuments(itemUpdates);
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@ -65,7 +65,6 @@ class _1_5_34_migrationPngWebp {
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}
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}
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class _10_0_16_MigrationSortsReserve extends Migration {
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get code() { return "creation-item-sort-reserve"; }
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get version() { return "10.0.16"; }
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@ -370,6 +369,7 @@ class _10_4_6_ServicesEnCommerces extends Migration {
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return itemToCreate;
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}
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}
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class _10_5_0_UpdatePeriodicite extends Migration {
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get code() { return "migration-periodicite-poisons-maladies"; }
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get version() { return "10.5.0"; }
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@ -458,6 +458,43 @@ class _10_7_0_MigrationBlessures extends Migration {
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}
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}
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class _10_7_19_CategorieCompetenceCreature extends Migration {
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get code() { return "categorie-competence-creature"; }
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get version() { return "10.7.19"; }
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async migrate() {
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await this.applyItemsUpdates(items => items
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.filter(it => TYPES.competencecreature == it.type)
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.map(it => this.migrateCompetenceCreature(it))
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);
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}
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migrateCompetenceCreature(it) {
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const categorie = this.getCategorie(it)
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if (categorie == it.system.categorie) {
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return undefined
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}
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return { _id: it.id, 'system.categorie': categorie }
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}
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getCategorie(it) {
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if (it.system.ispossession) {
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return 'possession'
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}
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switch (it.system.categorie) {
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case "melee":
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if (it.system.isnaturelle) {
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return 'naturelle'
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}
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return 'melee'
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case "particuliere": case "specialisee": case "connaissance":
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return "generale"
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default:
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return it.system.categorie
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}
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}
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}
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export class Migrations {
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static getMigrations() {
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return [
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@ -474,6 +511,7 @@ export class Migrations {
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new _10_4_6_ServicesEnCommerces(),
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new _10_5_0_UpdatePeriodicite(),
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new _10_7_0_MigrationBlessures(),
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new _10_7_19_CategorieCompetenceCreature(),
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];
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}
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@ -490,7 +528,7 @@ export class Migrations {
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migrate() {
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const currentVersion = game.settings.get(SYSTEM_RDD, "systemMigrationVersion");
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if (isNewerVersion(game.system.version, currentVersion)) {
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//if (true) { /* comment previous and uncomment here to test before upgrade */
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// if (true) { /* comment previous and uncomment here to test before upgrade */
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const migrations = Migrations.getMigrations().filter(m => isNewerVersion(m.version, currentVersion));
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if (migrations.length > 0) {
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migrations.sort((a, b) => this.compareVersions(a, b));
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