Files
l5rx-chiaroscuro/system/scripts/migration.js
Vlyan 1d42d2970d Added new dialog settings to configure default skill list.
Added uuid compatibility for tooltips
2023-01-13 15:38:15 +01:00

341 lines
14 KiB
JavaScript

/**
* L5R Migration class
*/
export class MigrationL5r5e {
/**
* Minimum Version needed for migration stuff to trigger
* @type {string}
*/
static NEEDED_VERSION = "2.0.0";
/**
* Return true if the version need some updates
* @param {string} version Version number to contest against the current version
* @return {boolean}
*/
static needUpdate(version) {
const currentVersion = game.settings.get(CONFIG.l5r5e.systemName, "systemMigrationVersion");
return !currentVersion || foundry.utils.isNewerVersion(version, currentVersion);
}
/**
* Perform a system migration for the entire World, applying migrations for Actors, Items, and Compendium packs
* @param options
* @return {Promise<void>} A Promise which resolves once the migration is completed
*/
static async migrateWorld(options = { force: false }) {
if (!game.user.isFirstGM) {
return;
}
// Wait for translation to load
if (!options.force && typeof Babele !== "undefined") {
await new Promise((r) => setTimeout(r, 5000));
}
// if (MigrationL5r5e.needUpdate("1.3.0")) {
// ChatMessage.create({"content": "<strong>L5R5E v1.3.0 :</strong><br>"});
// }
// Warn the users
ui.notifications.info(
`Applying L5R5e System Migration for version ${game.system.version}.` +
` Please be patient and do not close your game or shut down your server.`,
{ permanent: true }
);
// Migrate World Actors
for (let actor of game.actors.contents) {
try {
const updateData = await MigrationL5r5e._migrateActorData(actor, options);
if (!foundry.utils.isEmpty(updateData)) {
console.log(`L5R5E | Migrating Actor document ${actor.name}[${actor._id}]`);
await actor.update(updateData);
}
} catch (err) {
err.message = `L5R5E | Failed L5R5e system migration for Actor ${actor.name}[${actor._id}]: ${err.message}`;
console.error(err);
}
}
// Migrate World Items
for (let item of game.items.contents) {
try {
const updateData = MigrationL5r5e._migrateItemData(item, options);
if (!foundry.utils.isEmpty(updateData)) {
console.log(`L5R5E | Migrating Item document ${item.name}[${item._id}]`);
await item.update(updateData);
}
} catch (err) {
err.message = `L5R5E | Failed L5R5e system migration for Item ${item.name}[${item._id}]: ${err.message}`;
console.error(err);
}
}
// Migrate Actor Override Tokens
for (let scene of game.scenes.contents) {
try {
const updateData = MigrationL5r5e._migrateSceneData(scene, options);
if (!foundry.utils.isEmpty(updateData)) {
console.log(`L5R5E | Migrating Scene document ${scene.name}[${scene._id}]`);
await scene.update(updateData);
// If we do not do this, then synthetic token actors remain in cache
// with the un-updated actorData.
scene.tokens.contents.forEach((t) => (t._actor = null));
}
} catch (err) {
err.message = `L5R5E | Failed L5R5e system migration for Scene ${scene.name}[${scene._id}]: ${err.message}`;
console.error(err);
}
}
// Migrate World Compendium Packs
for (let pack of game.packs) {
if (pack.metadata.packageType !== "world" || !["Actor", "Item", "Scene"].includes(pack.metadata.type)) {
continue;
}
await MigrationL5r5e._migrateCompendium(pack, options);
}
// Migrate ChatMessages
try {
const updatedChatList = [];
for (let message of game.collections.get("ChatMessage")) {
const updateData = MigrationL5r5e._migrateChatMessage(message, options);
if (!foundry.utils.isEmpty(updateData)) {
updateData["_id"] = message._id;
updatedChatList.push(updateData);
}
}
// Save all the modified entries at once
if (updatedChatList.length > 0) {
console.log(`L5R5E | Migrating ${updatedChatList.length} ChatMessage documents`);
await ChatMessage.updateDocuments(updatedChatList);
}
} catch (err) {
err.message = `L5R5E | Failed L5R5e system migration for ChatMessage`;
console.error(err);
}
// Set the migration as complete
await game.settings.set(CONFIG.l5r5e.systemName, "systemMigrationVersion", game.system.version);
ui.notifications.info(`L5R5e System Migration to version ${game.system.version} completed!`, {
permanent: true,
});
}
/**
* Apply migration rules to all documents within a single Compendium pack
* @param {CompendiumCollection} pack
* @param options
* @return {Promise}
*/
static async _migrateCompendium(pack, options = { force: false }) {
const docType = pack.metadata.type;
const wasLocked = pack.locked;
try {
// Unlock the pack for editing
await pack.configure({ locked: false });
// Begin by requesting server-side data model migration and get the migrated content
await pack.migrate();
const documents = await pack.getDocuments();
// Iterate over compendium entries - applying fine-tuned migration functions
const updateDatasList = [];
for (let doc of documents) {
let updateData = {};
switch (docType) {
case "Actor":
updateData = MigrationL5r5e._migrateActorData(doc);
break;
case "Item":
updateData = MigrationL5r5e._migrateItemData(doc);
break;
case "Scene":
updateData = MigrationL5r5e._migrateSceneData(doc);
break;
}
if (foundry.utils.isEmpty(updateData)) {
continue;
}
// Add the entry, if data was changed
updateData["_id"] = doc._id;
updateDatasList.push(updateData);
console.log(
`L5R5E | Migrating ${docType} document ${doc.name}[${doc._id}] in Compendium ${pack.collection}`
);
}
// Save the modified entries
if (updateDatasList.length > 0) {
await pack.documentClass.updateDocuments(updateDatasList, { pack: pack.collection });
}
} catch (err) {
// Handle migration failures
err.message = `L5R5E | Failed system migration for documents ${docType} in pack ${pack.collection}: ${err.message}`;
console.error(err);
}
// Apply the original locked status for the pack
await pack.configure({ locked: wasLocked });
console.log(`L5R5E | Migrated all ${docType} contents from Compendium ${pack.collection}`);
}
/**
* Migrate a single Scene document to incorporate changes to the data model of its actor data overrides
* Return an Object of updateData to be applied
* @param {Scene} scene The Scene data to Update
* @param options
* @return {Object} The updateData to apply
*/
static _migrateSceneData(scene, options = { force: false }) {
const tokens = scene.tokens.map((token) => {
const t = token.toJSON();
if (!t.actorId || t.actorLink) {
t.actorData = {};
} else if (!game.actors.has(t.actorId)) {
t.actorId = null;
t.actorData = {};
} else if (!t.actorLink) {
const actorData = foundry.utils.duplicate(t.actorData);
actorData.type = token.actor?.type;
const update = MigrationL5r5e._migrateActorData(actorData, options);
["items", "effects"].forEach((embeddedName) => {
if (!update[embeddedName]?.length) {
return;
}
const updates = new Map(update[embeddedName].map((u) => [u._id, u]));
t.actorData[embeddedName].forEach((original) => {
const update = updates.get(original._id);
if (update) {
foundry.utils.mergeObject(original, update);
}
});
delete update[embeddedName];
});
foundry.utils.mergeObject(t.actorData, update);
}
return t;
});
return { tokens };
}
/**
* Migrate a single Actor document to incorporate latest data model changes
* Return an Object of updateData to be applied
* @param {ActorL5r5e|Object} actor The actor, or the TokenDocument.actorData to Update
* @param options
* @return {Object} The updateData to apply
*/
static async _migrateActorData(actor, options = { force: false }) {
const updateData = {};
const system = actor.system;
// We need to be careful with unlinked tokens, only the diff is store in "actorData".
// ex no diff : actor = {type: "npc"}, actorData = undefined
if (!system) {
return updateData;
}
// ***** Start of 1.1.0 *****
if (options?.force || MigrationL5r5e.needUpdate("1.1.0")) {
// Add "Prepared" in actor
if (system.prepared === undefined) {
updateData["system.prepared"] = true;
}
// NPC are now without autostats, we need to save the value
if (actor.isNpc) {
if (system.endurance < 1) {
updateData["system.endurance"] = (Number(system.rings.earth) + Number(system.rings.fire)) * 2;
updateData["system.composure"] = (Number(system.rings.earth) + Number(system.rings.water)) * 2;
updateData["system.focus"] = Number(system.rings.air) + Number(system.rings.fire);
updateData["system.vigilance"] = Math.ceil(
(Number(system.rings.air) + Number(system.rings.water)) / 2
);
}
}
}
// ***** End of 1.1.0 *****
// ***** Start of 1.3.0 *****
if (options?.force || MigrationL5r5e.needUpdate("1.3.0")) {
// PC/NPC removed notes useless props "value"
if (system.notes?.value) {
updateData["system.notes"] = system.notes.value;
}
// NPC have now more than a Strength and a Weakness
if (actor.isNpc && system.rings_affinities?.strength) {
const aff = system.rings_affinities;
updateData["system.rings_affinities." + aff.strength.ring] = aff.strength.value;
updateData["system.rings_affinities." + aff.weakness.ring] = aff.weakness.value;
// Delete old keys
updateData["system.rings_affinities.-=strength"] = null;
updateData["system.rings_affinities.-=weakness"] = null;
}
}
// ***** End of 1.3.0 *****
// ***** Start of 2.0.0 *****
if (options?.force || MigrationL5r5e.needUpdate("2.0.0")) {
// Only PC : Convert fixed skills to items list
if (actor.isCharacter && Array.from(actor.items).every(i => i.type !== "skill")) {
// Add skills items
const update = {items: [], name: actor.name};
await game.l5r5e.ActorL5r5e.addSkillsFromDefaultList(update);
// Set actor value
update.items.forEach(item => {
const skillId = item.flags?.l5r5e?.skillCoreId;
const skillCatId = CONFIG.l5r5e.skills.get(skillId);
const skillValue = system.skills[skillCatId][skillId];
if (skillCatId && skillValue > 0) {
item.system.rank = skillValue;
}
});
updateData.items = update.items;
}
}
// ***** End of 2.0.0 *****
return updateData;
}
/**
* Migrate a single Item document to incorporate latest data model changes
* @param {ItemL5r5e} item
* @param options
*/
static _migrateItemData(item, options = { force: false }) {
// Nothing for now
return {};
}
/**
* Migrate a single Item document to incorporate latest data model changes
* @param {ChatMessage} message
* @param options
*/
static _migrateChatMessage(message, options = { force: false }) {
const updateData = {};
// ***** Start of 1.3.0 *****
if (options?.force || MigrationL5r5e.needUpdate("1.3.0")) {
// Old chat messages have a "0" in content, in foundry 0.8+ the roll content is generated only if content is null
if (message.content === "0") {
updateData["content"] = "";
}
}
return updateData;
}
}