Added System migration stuff

Some reorganisation
This commit is contained in:
Vlyan
2021-01-20 12:38:36 +01:00
parent 289ec720de
commit acbb12333e
9 changed files with 360 additions and 97 deletions

View File

@@ -96,12 +96,6 @@ export class ActorL5r5e extends Actor {
if (data.void_points.value > data.void_points.max) {
data.void_points.value = data.void_points.max;
}
// *** Migration stuff ***
// TODO remove in patch 1.1+
if (data.prepared === undefined) {
data.prepared = true;
}
}
}
}

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@@ -184,7 +184,7 @@ export class TwentyQuestions {
const actorDatas = actor.data.data;
// already 20q struct ?
if (actorDatas.twenty_questions?.step1?.clan) {
if (!isObjectEmpty(actorDatas.twenty_questions)) {
this.data = {
...this.data,
...actorDatas.twenty_questions,
@@ -216,6 +216,8 @@ export class TwentyQuestions {
const actorDatas = actor.data.data;
const formData = this.data;
this.data.generated = true;
const status = parseInt(formData.step1.social_status) + parseInt(formData.step18.heritage_add_status);
const glory =

View File

@@ -0,0 +1,99 @@
/**
* Custom Handlebars for L5R5e
*/
export const RegisterHandlebars = function () {
/* ------------------------------------ */
/* Localizations */
/* ------------------------------------ */
Handlebars.registerHelper("localizeSkill", function (categoryId, skillId) {
const key = "l5r5e.skills." + categoryId.toLowerCase() + "." + skillId.toLowerCase();
return game.i18n.localize(key);
});
Handlebars.registerHelper("localizeSkillId", function (skillId) {
const key = "l5r5e.skills." + CONFIG.l5r5e.skills.get(skillId.toLowerCase()) + "." + skillId.toLowerCase();
return game.i18n.localize(key);
});
Handlebars.registerHelper("localizeRing", function (ringId) {
const key = "l5r5e.rings." + ringId.toLowerCase();
return game.i18n.localize(key);
});
Handlebars.registerHelper("localizeStanceTip", function (ringId) {
const key = "l5r5e.conflict.stances." + ringId.toLowerCase() + "tip";
return game.i18n.localize(key);
});
Handlebars.registerHelper("localizeTechnique", function (techniqueName) {
return game.i18n.localize("l5r5e.techniques." + techniqueName.toLowerCase());
});
/* ------------------------------------ */
/* Utility */
/* ------------------------------------ */
/**
* Json - Display a object in textarea (for debug)
*/
Handlebars.registerHelper("json", function (...objects) {
objects.pop(); // remove this function call
return new Handlebars.SafeString(objects.map((e) => `<textarea>${JSON.stringify(e)}</textarea>`));
});
/**
* Add props "checked" if a and b are equal ({{radioChecked a b}}
*/
Handlebars.registerHelper("radioChecked", function (a, b) {
return a === b ? new Handlebars.SafeString('checked="checked"') : "";
});
/**
* Utility conditional, usable in nested expression
* {{#ifCond (ifCond advancement.type '==' 'technique') '||' (ifCond item.data.technique_type '==' 'kata')}}
* {{#ifCond '["distinction","passion"]' 'includes' item.data.peculiarity_type}}
*/
Handlebars.registerHelper("ifCond", function (a, operator, b, options) {
let result = false;
switch (operator) {
case "==":
result = a == b;
break;
case "===":
result = a === b;
break;
case "!=":
result = a != b;
break;
case "!==":
result = a !== b;
break;
case "<":
result = a < b;
break;
case "<=":
result = a <= b;
break;
case ">":
result = a > b;
break;
case ">=":
result = a >= b;
break;
case "&&":
result = a && b;
break;
case "||":
result = a || b;
break;
case "includes":
result = a && b && a.includes(b);
break;
default:
break;
}
if (typeof options.fn === "function") {
return result ? options.fn(this) : options.inverse(this);
}
return result;
});
};

View File

@@ -21,6 +21,11 @@ export default class HooksL5r5e {
* Do anything once the system is ready
*/
static ready() {
// Migration stuff
if (game.l5r5e.migrations.needUpdate()) {
game.l5r5e.migrations.migrateWorld();
}
// Settings TN and EncounterType
if (game.user.isGM) {
new game.l5r5e.GmToolsDialog().render(true);

View File

@@ -4,6 +4,7 @@ import { HelpersL5r5e } from "./helpers.js";
import { SocketHandlerL5r5e } from "./socket-handler.js";
import { RegisterSettings } from "./settings.js";
import { PreloadTemplates } from "./preloadTemplates.js";
import { RegisterHandlebars } from "./handlebars.js";
import { HelpDialog } from "./help/help-dialog.js";
import HooksL5r5e from "./hooks.js";
// Actors
@@ -31,11 +32,13 @@ import { PeculiaritySheetL5r5e } from "./items/peculiarity-sheet.js";
// JournalEntry
import { JournalL5r5e } from "./journal.js";
import { BaseJournalSheetL5r5e } from "./journals/base-journal-sheet.js";
// Specific
import { MigrationL5r5e } from "./migration.js";
/* ------------------------------------ */
/* Initialize system */
/* ------------------------------------ */
Hooks.once("init", async function () {
Hooks.once("init", async () => {
// ***** Initializing l5r5e *****
// Ascii art :p
console.log(
@@ -79,11 +82,15 @@ Hooks.once("init", async function () {
ActorL5r5e,
HelpDialog,
sockets: new SocketHandlerL5r5e(),
migrations: MigrationL5r5e,
};
// Register custom system settings
RegisterSettings();
// Register custom Handlebars Helpers
RegisterHandlebars();
// Preload Handlebars templates
await PreloadTemplates();
@@ -106,89 +113,6 @@ Hooks.once("init", async function () {
// Journal
Items.unregisterSheet("core", JournalSheet);
Items.registerSheet("l5r5e", BaseJournalSheetL5r5e, { makeDefault: true });
// ***** Handlebars *****
// for debug
Handlebars.registerHelper("json", function (...objects) {
objects.pop(); // remove this function call
return new Handlebars.SafeString(objects.map((e) => `<textarea>${JSON.stringify(e)}</textarea>`));
});
// Add props "checked" if a and b are equal ({{radioChecked a b}}
Handlebars.registerHelper("radioChecked", function (a, b) {
return a === b ? new Handlebars.SafeString('checked="checked"') : "";
});
Handlebars.registerHelper("localizeSkill", function (categoryId, skillId) {
const key = "l5r5e.skills." + categoryId.toLowerCase() + "." + skillId.toLowerCase();
return game.i18n.localize(key);
});
Handlebars.registerHelper("localizeSkillId", function (skillId) {
const key = "l5r5e.skills." + L5R5E.skills.get(skillId.toLowerCase()) + "." + skillId.toLowerCase();
return game.i18n.localize(key);
});
Handlebars.registerHelper("localizeRing", function (ringId) {
const key = "l5r5e.rings." + ringId.toLowerCase();
return game.i18n.localize(key);
});
Handlebars.registerHelper("localizeStanceTip", function (ringId) {
const key = "l5r5e.conflict.stances." + ringId.toLowerCase() + "tip";
return game.i18n.localize(key);
});
Handlebars.registerHelper("localizeTechnique", function (techniqueName) {
return game.i18n.localize("l5r5e.techniques." + techniqueName.toLowerCase());
});
// Utility conditional, usable in nested expression
// {{#ifCond (ifCond advancement.type '==' 'technique') '||' (ifCond item.data.technique_type '==' 'kata')}}
// {{#ifCond '["distinction","passion"]' 'includes' item.data.peculiarity_type}}
Handlebars.registerHelper("ifCond", function (a, operator, b, options) {
let result = false;
switch (operator) {
case "==":
result = a == b;
break;
case "===":
result = a === b;
break;
case "!=":
result = a != b;
break;
case "!==":
result = a !== b;
break;
case "<":
result = a < b;
break;
case "<=":
result = a <= b;
break;
case ">":
result = a > b;
break;
case ">=":
result = a >= b;
break;
case "&&":
result = a && b;
break;
case "||":
result = a || b;
break;
case "includes":
result = a && b && a.includes(b);
break;
default:
break;
}
if (typeof options.fn === "function") {
return result ? options.fn(this) : options.inverse(this);
}
return result;
});
});
/* ------------------------------------ */

227
system/scripts/migration.js Normal file
View File

@@ -0,0 +1,227 @@
/**
* L5R Migration class
*/
export class MigrationL5r5e {
/**
* Version needed for migration stuff to trigger
* @type {string}
*/
static NEEDED_VERSION = "1.1.0";
/**
* Return true if the current world need some updates
* @returns {boolean}
*/
static needUpdate() {
const currentVersion = game.settings.get("l5r5e", "systemMigrationVersion");
return currentVersion && isNewerVersion(MigrationL5r5e.NEEDED_VERSION, currentVersion);
}
/**
* 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
*/
static async migrateWorld() {
if (!game.user.isGM) {
return;
}
ui.notifications.info(
`Applying L5R5e 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 = MigrationL5r5e._migrateActorData(a.data);
if (!isObjectEmpty(updateData)) {
console.log(`Migrating Actor entity ${a.name}`);
await a.update(updateData, { enforceTypes: false });
}
} catch (err) {
err.message = `Failed L5R5e system migration for Actor ${a.name}: ${err.message}`;
console.error(err);
}
}
// Migrate World Items
for (let i of game.items.entities) {
try {
const updateData = MigrationL5r5e._migrateItemData(i.data);
if (!isObjectEmpty(updateData)) {
console.log(`Migrating Item entity ${i.name}`);
await i.update(updateData, { enforceTypes: false });
}
} catch (err) {
err.message = `Failed L5R5e system migration for Item ${i.name}: ${err.message}`;
console.error(err);
}
}
// Migrate Actor Override Tokens
for (let s of game.scenes.entities) {
try {
const updateData = MigrationL5r5e._migrateSceneData(s.data);
if (!isObjectEmpty(updateData)) {
console.log(`Migrating Scene entity ${s.name}`);
await s.update(updateData, { enforceTypes: false });
}
} catch (err) {
err.message = `Failed L5R5e 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 MigrationL5r5e._migrateCompendium(p);
}
// Set the migration as complete
await game.settings.set("l5r5e", "systemMigrationVersion", game.system.data.version);
ui.notifications.info(`L5R5e 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}
*/
static async _migrateCompendium(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 content = await pack.getContent();
// Iterate over compendium entries - applying fine-tuned migration functions
for (let ent of content) {
let updateData = {};
try {
switch (entity) {
case "Actor":
updateData = MigrationL5r5e._migrateActorData(ent.data);
break;
case "Item":
updateData = MigrationL5r5e._migrateItemData(ent.data);
break;
case "Scene":
updateData = MigrationL5r5e._migrateSceneData(ent.data);
break;
}
if (isObjectEmpty(updateData)) {
continue;
}
// Save the entry, if data was changed
updateData["_id"] = ent._id;
await pack.updateEntity(updateData);
console.log(`Migrated ${entity} entity ${ent.name} in Compendium ${pack.collection}`);
} catch (err) {
// Handle migration failures
err.message = `Failed L5R5e system migration for entity ${ent.name} in pack ${pack.collection}: ${err.message}`;
console.error(err);
}
}
// Apply the original locked status for the pack
pack.configure({ locked: wasLocked });
console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`);
}
/**
* 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
*/
static _migrateSceneData(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 = MigrationL5r5e._migrateActorData(token.data.actorData);
t.actorData = mergeObject(token.data.actorData, updateData);
}
return t;
}),
};
}
/**
* 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
*/
static _migrateActorData(actor) {
const updateData = {};
const actorData = actor.data;
// ***** Start of 1.1.0 *****
// Add "Prepared" in actor
if (actorData.prepared === undefined) {
updateData["data.prepared"] = true;
}
// NPC are now without autostats, we need to save the value
if (actor.type === "npc") {
if (actorData.endurance < 1) {
updateData["data.endurance"] = (Number(actorData.rings.earth) + Number(actorData.rings.fire)) * 2;
updateData["data.composure"] = (Number(actorData.rings.earth) + Number(actorData.rings.water)) * 2;
updateData["data.focus"] = Number(actorData.rings.air) + Number(actorData.rings.fire);
updateData["data.vigilance"] = Math.ceil(
(Number(actorData.rings.air) + Number(actorData.rings.water)) / 2
);
}
}
// ***** End of 1.1.0 *****
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
*/
static cleanActorData(actorData) {
const model = game.system.model.Actor[actorData.type];
actorData.data = filterObject(actorData.data, model);
return actorData;
}
/**
* Migrate a single Item entity to incorporate latest data model changes
* @param item
*/
static _migrateItemData(item) {
// Nothing for now
return {};
}
}

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@@ -2,9 +2,20 @@
* Custom system settings register
*/
export const RegisterSettings = function () {
/**
* Settings set by Initiative Roll Dialog (GM only)
*/
/* ------------------------------------ */
/* Update */
/* ------------------------------------ */
game.settings.register("l5r5e", "systemMigrationVersion", {
name: "System Migration Version",
scope: "world",
config: false,
type: String,
default: 0,
});
/* ------------------------------------ */
/* Initiative Roll Dialog (GM only) */
/* ------------------------------------ */
game.settings.register("l5r5e", "initiative.difficulty.hidden", {
name: "Initiative difficulty is hidden",
scope: "world",

View File

@@ -2,7 +2,7 @@
"name": "l5r5e",
"title": "Legend of the Five Rings (5th Edition)",
"description": "This is a game system, multilingual in En/FR/ES, for Legend of the Five Rings (5th Edition) by <a href='https://edge-studio.net/'>Edge Studio</a> <p> - Join the official Discord server: <a href='https://discord.gg/foundryvtt'> Official Discord</a></p><p> - Rejoignez la communauté Francophone: <a href='https://discord.gg/pPSDNJk'>Francophone Discord</a></p>",
"version": "1.0.0",
"version": "1.1.0",
"minimumCoreVersion": "0.7.9",
"compatibleCoreVersion": "0.7.9",
"manifestPlusVersion": "1.0.0",
@@ -159,5 +159,5 @@
],
"url": "https://gitlab.com/teaml5r/l5r5e",
"manifest": "https://gitlab.com/teaml5r/l5r5e/-/raw/master/system/system.json",
"download": "https://gitlab.com/teaml5r/l5r5e/-/jobs/artifacts/v1.0.0/raw/l5r5e.zip?job=build"
"download": "https://gitlab.com/teaml5r/l5r5e/-/jobs/artifacts/v1.1.0/raw/l5r5e.zip?job=build"
}