-dot separator in settings -mergeObject ns -added a option to enable/disable custom techs -removed "foundry-pc-types" as it was absolutely obsolete -fixed some roll errors (_rolled -> _evaluated)
228 lines
8.3 KiB
JavaScript
228 lines
8.3 KiB
JavaScript
/**
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* L5R Migration class
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*/
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export class MigrationL5r5e {
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/**
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* Version needed for migration stuff to trigger
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* @type {string}
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*/
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static NEEDED_VERSION = "1.1.0";
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/**
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* Return true if the current world need some updates
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* @returns {boolean}
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*/
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static needUpdate() {
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const currentVersion = game.settings.get("l5r5e", "systemMigrationVersion");
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return currentVersion && isNewerVersion(MigrationL5r5e.NEEDED_VERSION, currentVersion);
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}
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/**
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* Perform a system migration for the entire World, applying migrations for Actors, Items, and Compendium packs
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* @return {Promise} A Promise which resolves once the migration is completed
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*/
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static async migrateWorld() {
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if (!game.user.isGM) {
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return;
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}
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ui.notifications.info(
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`Applying L5R5e System Migration for version ${game.system.data.version}.` +
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` Please be patient and do not close your game or shut down your server.`,
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{ permanent: true }
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);
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// Migrate World Actors
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for (let a of game.actors.entities) {
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try {
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const updateData = MigrationL5r5e._migrateActorData(a.data);
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if (!isObjectEmpty(updateData)) {
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console.log(`Migrating Actor entity ${a.name}`);
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await a.update(updateData, { enforceTypes: false });
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}
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} catch (err) {
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err.message = `Failed L5R5e system migration for Actor ${a.name}: ${err.message}`;
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console.error(err);
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}
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}
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// Migrate World Items
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for (let i of game.items.entities) {
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try {
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const updateData = MigrationL5r5e._migrateItemData(i.data);
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if (!isObjectEmpty(updateData)) {
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console.log(`Migrating Item entity ${i.name}`);
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await i.update(updateData, { enforceTypes: false });
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}
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} catch (err) {
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err.message = `Failed L5R5e system migration for Item ${i.name}: ${err.message}`;
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console.error(err);
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}
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}
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// Migrate Actor Override Tokens
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for (let s of game.scenes.entities) {
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try {
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const updateData = MigrationL5r5e._migrateSceneData(s.data);
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if (!isObjectEmpty(updateData)) {
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console.log(`Migrating Scene entity ${s.name}`);
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await s.update(updateData, { enforceTypes: false });
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}
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} catch (err) {
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err.message = `Failed L5R5e system migration for Scene ${s.name}: ${err.message}`;
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console.error(err);
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}
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}
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// Migrate World Compendium Packs
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for (let p of game.packs) {
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if (p.metadata.package !== "world") {
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continue;
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}
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if (!["Actor", "Item", "Scene"].includes(p.metadata.entity)) {
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continue;
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}
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await MigrationL5r5e._migrateCompendium(p);
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}
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// Set the migration as complete
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await game.settings.set("l5r5e", "systemMigrationVersion", game.system.data.version);
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ui.notifications.info(`L5R5e System Migration to version ${game.system.data.version} completed!`, {
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permanent: true,
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});
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}
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/**
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* Apply migration rules to all Entities within a single Compendium pack
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* @param pack
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* @return {Promise}
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*/
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static async _migrateCompendium(pack) {
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const entity = pack.metadata.entity;
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if (!["Actor", "Item", "Scene"].includes(entity)) {
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return;
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}
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// Unlock the pack for editing
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const wasLocked = pack.locked;
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await pack.configure({ locked: false });
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// Begin by requesting server-side data model migration and get the migrated content
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await pack.migrate();
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const content = await pack.getContent();
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// Iterate over compendium entries - applying fine-tuned migration functions
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for (let ent of content) {
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let updateData = {};
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try {
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switch (entity) {
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case "Actor":
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updateData = MigrationL5r5e._migrateActorData(ent.data);
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break;
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case "Item":
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updateData = MigrationL5r5e._migrateItemData(ent.data);
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break;
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case "Scene":
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updateData = MigrationL5r5e._migrateSceneData(ent.data);
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break;
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}
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if (isObjectEmpty(updateData)) {
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continue;
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}
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// Save the entry, if data was changed
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updateData["_id"] = ent._id;
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await pack.updateEntity(updateData);
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console.log(`Migrated ${entity} entity ${ent.name} in Compendium ${pack.collection}`);
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} catch (err) {
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// Handle migration failures
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err.message = `Failed L5R5e system migration for entity ${ent.name} in pack ${pack.collection}: ${err.message}`;
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console.error(err);
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}
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}
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// Apply the original locked status for the pack
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pack.configure({ locked: wasLocked });
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console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`);
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}
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/**
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* Migrate a single Scene entity to incorporate changes to the data model of it's actor data overrides
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* Return an Object of updateData to be applied
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* @param {Object} scene The Scene data to Update
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* @return {Object} The updateData to apply
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*/
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static _migrateSceneData(scene) {
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const tokens = duplicate(scene.tokens);
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return {
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tokens: tokens.map((t) => {
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if (!t.actorId || t.actorLink || !t.actorData.data) {
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t.actorData = {};
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return t;
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}
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const token = new Token(t);
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if (!token.actor) {
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t.actorId = null;
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t.actorData = {};
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} else if (!t.actorLink) {
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const updateData = MigrationL5r5e._migrateActorData(token.data.actorData);
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t.actorData = foundry.utils.mergeObject(token.data.actorData, updateData);
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}
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return t;
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}),
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};
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}
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/**
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* Migrate a single Actor entity to incorporate latest data model changes
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* Return an Object of updateData to be applied
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* @param {Actor} actor The actor to Update
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* @return {Object} The updateData to apply
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*/
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static _migrateActorData(actor) {
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const updateData = {};
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const actorData = actor.data;
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// ***** Start of 1.1.0 *****
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// Add "Prepared" in actor
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if (actorData.prepared === undefined) {
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updateData["data.prepared"] = true;
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}
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// NPC are now without autostats, we need to save the value
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if (actor.type === "npc") {
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if (actorData.endurance < 1) {
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updateData["data.endurance"] = (Number(actorData.rings.earth) + Number(actorData.rings.fire)) * 2;
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updateData["data.composure"] = (Number(actorData.rings.earth) + Number(actorData.rings.water)) * 2;
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updateData["data.focus"] = Number(actorData.rings.air) + Number(actorData.rings.fire);
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updateData["data.vigilance"] = Math.ceil(
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(Number(actorData.rings.air) + Number(actorData.rings.water)) / 2
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);
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}
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}
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// ***** End of 1.1.0 *****
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return updateData;
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}
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/**
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* Scrub an Actor's system data, removing all keys which are not explicitly defined in the system template
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* @param {Object} actorData The data object for an Actor
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* @return {Object} The scrubbed Actor data
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*/
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static cleanActorData(actorData) {
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const model = game.system.model.Actor[actorData.type];
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actorData.data = filterObject(actorData.data, model);
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return actorData;
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}
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/**
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* Migrate a single Item entity to incorporate latest data model changes
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* @param item
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*/
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static _migrateItemData(item) {
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// Nothing for now
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return {};
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}
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}
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