Fixed setActor in DP introduced in last commit
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@@ -6,22 +6,22 @@ export class ActorL5r5e extends Actor {
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* Create a new entity using provided input data
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* @override
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*/
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static async create(data, options = {}) {
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// if (!Object.keys(data).includes("type")) {
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static async create(docData, options = {}) {
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// if (!Object.keys(docData).includes("type")) {
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// data.type = "character";
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// }
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// Replace default image
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if (data.img === undefined) {
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data.img = `${CONFIG.l5r5e.paths.assets}icons/actors/${data.type}.svg`;
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if (docData.img === undefined) {
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docData.img = `${CONFIG.l5r5e.paths.assets}icons/actors/${docData.type}.svg`;
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}
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// Some tweak on actors prototypeToken
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data.prototypeToken = data.prototypeToken || {};
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switch (data.type) {
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docData.prototypeToken = docData.prototypeToken || {};
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switch (docData.type) {
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case "character":
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foundry.utils.mergeObject(
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data.prototypeToken,
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docData.prototypeToken,
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{
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// vision: true,
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// dimSight: 30,
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@@ -41,7 +41,7 @@ export class ActorL5r5e extends Actor {
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case "npc":
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foundry.utils.mergeObject(
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data.prototypeToken,
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docData.prototypeToken,
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{
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actorLink: true,
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disposition: 0, // neutral
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@@ -58,7 +58,7 @@ export class ActorL5r5e extends Actor {
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case "army":
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foundry.utils.mergeObject(
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data.prototypeToken,
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docData.prototypeToken,
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{
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actorLink: true,
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disposition: 0, // neutral
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@@ -73,20 +73,20 @@ export class ActorL5r5e extends Actor {
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);
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break;
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}
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await super.create(data, options);
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await super.create(docData, options);
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}
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/**
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* Entity-specific actions that should occur when the Entity is updated
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* @override
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*/
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async update(data = {}, context = {}) {
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async update(docData = {}, context = {}) {
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// fix foundry v0.8.8 (config token=object, update=flat array)
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data = foundry.utils.flattenObject(data);
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docData = foundry.utils.flattenObject(docData);
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// Need a _id
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if (!data["_id"]) {
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data["_id"] = this.id;
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if (!docData["_id"]) {
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docData["_id"] = this.id;
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}
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// Context informations (needed for unlinked token update)
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@@ -94,31 +94,31 @@ export class ActorL5r5e extends Actor {
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context.pack = this.pack;
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// NPC switch between types : Linked actor for Adversary, unlinked for Minion
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if (!!data["system.type"] && this.type === "npc" && data["system.type"] !== this.system.type) {
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data["prototypeToken.actorLink"] = data["system.type"] === "adversary";
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if (!!docData["system.type"] && this.type === "npc" && docData["system.type"] !== this.system.type) {
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docData["prototypeToken.actorLink"] = docData["system.type"] === "adversary";
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}
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// Only on linked Actor
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if (
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!!data["prototypeToken.actorLink"] ||
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(data["prototypeToken.actorLink"] === undefined && this.prototypeToken?.actorLink)
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!!docData["prototypeToken.actorLink"] ||
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(docData["prototypeToken.actorLink"] === undefined && this.prototypeToken?.actorLink)
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) {
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// Update the token name/image if the sheet name/image changed, but only if
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// they was previously the same, and token img was not set in same time
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Object.entries({ name: "name", img: "texture.src" }).forEach(([dataProp, TknProp]) => {
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if (
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data[dataProp] &&
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!data["prototypeToken." + TknProp] &&
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docData[dataProp] &&
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!docData["prototypeToken." + TknProp] &&
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this[dataProp] === foundry.utils.getProperty(this.prototypeToken, TknProp) &&
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this[dataProp] !== data[dataProp]
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this[dataProp] !== docData[dataProp]
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) {
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data["prototypeToken." + TknProp] = data[dataProp];
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docData["prototypeToken." + TknProp] = docData[dataProp];
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}
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});
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}
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// Now using updateDocuments
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return Actor.updateDocuments([data], context).then(() => {
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return Actor.updateDocuments([docData], context).then(() => {
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// Notify the "Gm Monitor" if this actor is watched
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if (game.settings.get("l5r5e", "gm-monitor-actors").find((e) => e === this.id)) {
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game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor");
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