Working on Compatibility for FVTT v10

This commit is contained in:
Vlyan
2022-07-21 16:08:47 +02:00
parent cf937c4979
commit eebd26d32a
108 changed files with 989 additions and 962 deletions

View File

@@ -42,8 +42,8 @@ export class MigrationL5r5e {
// Migrate World Actors
for (let actor of game.actors.contents) {
try {
const updateData = MigrationL5r5e._migrateActorData(actor.data, options);
if (!foundry.utils.isObjectEmpty(updateData)) {
const updateData = MigrationL5r5e._migrateActorData(actor, options);
if (!foundry.utils.isEmpty(updateData)) {
console.log(`L5R5E | Migrating Actor entity ${actor.name}`);
await actor.update(updateData);
}
@@ -57,7 +57,7 @@ export class MigrationL5r5e {
for (let item of game.items.contents) {
try {
const updateData = MigrationL5r5e._migrateItemData(item.data, options);
if (!foundry.utils.isObjectEmpty(updateData)) {
if (!foundry.utils.isEmpty(updateData)) {
console.log(`L5R5E | Migrating Item entity ${item.name}`);
await item.update(updateData);
}
@@ -71,7 +71,7 @@ export class MigrationL5r5e {
for (let scene of game.scenes.contents) {
try {
const updateData = MigrationL5r5e._migrateSceneData(scene.data, options);
if (!foundry.utils.isObjectEmpty(updateData)) {
if (!foundry.utils.isEmpty(updateData)) {
console.log(`L5R5E | Migrating Scene entity ${scene.name}`);
await scene.update(updateData);
// If we do not do this, then synthetic token actors remain in cache
@@ -97,7 +97,7 @@ export class MigrationL5r5e {
const updatedChatList = [];
for (let message of game.collections.get("ChatMessage")) {
const updateData = MigrationL5r5e._migrateChatMessage(message.data, options);
if (!foundry.utils.isObjectEmpty(updateData)) {
if (!foundry.utils.isEmpty(updateData)) {
updateData["_id"] = message.data._id;
updatedChatList.push(updateData);
}
@@ -156,7 +156,7 @@ export class MigrationL5r5e {
updateData = MigrationL5r5e._migrateSceneData(ent.data);
break;
}
if (foundry.utils.isObjectEmpty(updateData)) {
if (foundry.utils.isEmpty(updateData)) {
continue;
}
@@ -231,7 +231,7 @@ export class MigrationL5r5e {
*/
static _migrateActorData(actor, options = { force: false }) {
const updateData = {};
const actorData = actor.data;
const actorData = actor.system;
// We need to be careful for unlinked tokens, only the diff is store in "data".
// ex no diff : actor = {type: "npc"}, actorData = undefined
@@ -243,16 +243,17 @@ export class MigrationL5r5e {
if (options?.force || MigrationL5r5e.needUpdate("1.1.0")) {
// Add "Prepared" in actor
if (actorData.prepared === undefined) {
updateData["data.prepared"] = true;
updateData["system.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(
updateData["system.endurance"] = (Number(actorData.rings.earth) + Number(actorData.rings.fire)) * 2;
updateData["system.composure"] =
(Number(actorData.rings.earth) + Number(actorData.rings.water)) * 2;
updateData["system.focus"] = Number(actorData.rings.air) + Number(actorData.rings.fire);
updateData["system.vigilance"] = Math.ceil(
(Number(actorData.rings.air) + Number(actorData.rings.water)) / 2
);
}
@@ -264,18 +265,18 @@ export class MigrationL5r5e {
if (options?.force || MigrationL5r5e.needUpdate("1.3.0")) {
// PC/NPC removed notes useless props "value"
if (actorData.notes?.value) {
updateData["data.notes"] = actorData.notes.value;
updateData["system.notes"] = actorData.notes.value;
}
// NPC have now more thant a Strength and a Weakness
if (actor.type === "npc" && actorData.rings_affinities?.strength) {
const aff = actorData.rings_affinities;
updateData["data.rings_affinities." + aff.strength.ring] = aff.strength.value;
updateData["data.rings_affinities." + aff.weakness.ring] = aff.weakness.value;
updateData["system.rings_affinities." + aff.strength.ring] = aff.strength.value;
updateData["system.rings_affinities." + aff.weakness.ring] = aff.weakness.value;
// Delete old keys
updateData["data.rings_affinities.-=strength"] = null;
updateData["data.rings_affinities.-=weakness"] = null;
updateData["system.rings_affinities.-=strength"] = null;
updateData["system.rings_affinities.-=weakness"] = null;
}
}
// ***** End of 1.3.0 *****