feat: Add Daggerheart actor item updater module for automatic and manual item synchronization with compendiums.
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1c5f990d64
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112
scripts/apps/updater-app.js
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112
scripts/apps/updater-app.js
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import { DHUpdater } from '../updater.js';
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export class ActorUpdaterApp extends Application {
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constructor(updates, options = {}) {
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super(options);
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this.updates = updates;
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this.summaryLog = [];
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this.isComplete = false;
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}
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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id: 'dh-actor-updater',
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title: 'Daggerheart Actor Updater',
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template: 'modules/dh-actor-updater/templates/updater.hbs', // We'll need to register this or inject HTML
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width: 600,
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height: 500,
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resizable: true,
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classes: ['dh-actor-updater-window']
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});
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}
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// Since I didn't verify if I can easily register templates, I'll use a render hook or just inject HTML string if template loading fails,
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// but standard module structure supports templates. For simplicity and speed without extra file lookups, I'll override _render to simple HTML or create the template file.
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// Let's create the template file properly.
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getData() {
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// If all updates are processed (null), show summary
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const remaining = this.updates.filter(u => u !== null).length;
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if (remaining === 0 && this.summaryLog.length > 0) {
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this.isComplete = true;
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}
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return {
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summary: this.isComplete,
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summaryLog: this.summaryLog,
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updates: this.updates.map((u, i) => {
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if (!u) return null;
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return {
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id: i,
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actorName: u.actor.name,
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itemName: u.item.name,
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itemImg: u.item.img,
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changes: Object.keys(u.diff).length
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};
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})
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};
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}
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activateListeners(html) {
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super.activateListeners(html);
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html.find('.btn-update').click(async (ev) => {
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const idx = $(ev.currentTarget).data('index');
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await this._doUpdate(idx);
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});
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html.find('.btn-ignore').click(async (ev) => {
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const idx = $(ev.currentTarget).data('index');
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await this._doIgnore(idx);
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});
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html.find('.btn-update-all').click(async () => {
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const confirmed = await Dialog.confirm({
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title: "Confirm Update All",
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content: "<p>Are you sure you want to update <strong>ALL</strong> listed items? This will overwrite their data with the SRD Compendium versions. This cannot be undone.</p>",
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defaultYes: false
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});
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if (!confirmed) return;
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// Clone array indices to iterate safely
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const indices = this.updates.map((u, i) => u ? i : -1).filter(i => i >= 0);
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for (let i of indices) {
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await this._doUpdate(i, false); // Don't re-render on each step
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}
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this.render();
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});
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}
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async _doUpdate(index, render = true) {
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const update = this.updates[index];
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if (!update) return;
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await DHUpdater.updateItem(update.item, update.compendiumItem);
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const msg = `Updated ${update.item.name} on ${update.actor.name}`;
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this.summaryLog.push(msg);
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ui.notifications.info(msg);
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// Remove from list
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this.updates[index] = null;
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if (render) this.render();
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}
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async _doIgnore(index) {
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const update = this.updates[index];
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if (!update) return;
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const ignored = game.settings.get('dh-actor-updater', 'ignoredItems') || {};
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ignored[update.item.uuid] = true;
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await game.settings.set('dh-actor-updater', 'ignoredItems', ignored);
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const msg = `Ignored ${update.item.name} on ${update.actor.name}`;
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this.summaryLog.push(msg);
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ui.notifications.info(msg);
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// Remove from list
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this.updates[index] = null;
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this.render();
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}
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}
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92
scripts/main.js
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scripts/main.js
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import { DHUpdater } from './updater.js';
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import { ActorUpdaterApp } from './apps/updater-app.js';
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Hooks.once('init', () => {
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game.settings.register('dh-actor-updater', 'ignoredItems', {
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name: 'Ignored Items',
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scope: 'world',
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config: false,
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type: Object,
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default: {}
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});
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game.settings.register('dh-actor-updater', 'lastCheckedVersion', {
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name: 'Last Checked System Version',
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scope: 'world',
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config: false,
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type: String,
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default: '0.0.0'
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});
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game.settings.registerMenu('dh-actor-updater', 'manualCheck', {
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name: 'Check for Updates',
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label: 'Check Now',
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hint: 'Manually check for updates to your actors against the compendium.',
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icon: 'fas fa-search',
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type: ManualCheckConfig,
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restricted: true
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});
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});
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class ManualCheckConfig extends FormApplication {
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render() {
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game.modules.get('dh-actor-updater').api.checkAll();
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// Don't actually render a form
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return this;
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}
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}
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Hooks.on('ready', async () => {
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if (!game.user.isGM) return;
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// Manual check hook exposed to API
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game.modules.get('dh-actor-updater').api = {
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checkAll: async () => {
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await checkAndPrompt();
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}
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};
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// Auto-check logic
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const lastVersion = game.settings.get('dh-actor-updater', 'lastCheckedVersion');
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const currentVersion = game.system.version;
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if (currentVersion !== lastVersion) {
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console.log("Daggerheart Actor Updater | System update detected. Checking for item updates...");
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await checkAndPrompt();
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await game.settings.set('dh-actor-updater', 'lastCheckedVersion', currentVersion);
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} else {
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// Optional: Run on every startup? User "re-prompt again on manual check", not necessarily every startup unless version change.
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// "First run check" imply checking if it hasn't been checked before (implied by version 0.0.0).
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// "Re-prompt on system version update" -> Covered.
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// "Manual check" -> Covered by API.
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// Let's add a setting for "Check on every startup" if wanted, but instructions implied first run or version update.
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// "module should on first run check" -> handled by version diff check.
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}
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});
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async function checkAndPrompt() {
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ui.notifications.info("Daggerheart Actor Updater | Checking for updates...");
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// Collect updates from all actors
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// "configured actors" - likely means all actors or player characters.
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// Let's check all actors the GM has permission to update (which is all)
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let allUpdates = [];
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for (const actor of game.actors) {
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// Maybe restrict to Characters/Companions?
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// "configured actors" - usually implies Characters. Adversaries in world might not need updates or might be customizations.
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// Let's check 'character' and 'companion' types primarily, but maybe 'adversary' too if they are in the world.
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// User didn't strictly specify, but usually players care about their sheets.
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if (['character', 'companion'].includes(actor.type)) {
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const updates = await DHUpdater.checkActor(actor);
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allUpdates = allUpdates.concat(updates);
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}
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}
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if (allUpdates.length > 0) {
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new ActorUpdaterApp(allUpdates).render(true);
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} else {
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ui.notifications.info("Daggerheart Actor Updater | No updates found.");
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}
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}
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171
scripts/updater.js
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171
scripts/updater.js
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export class DHUpdater {
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static PACK_MAPPING = {
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'class': 'daggerheart.classes',
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'subclass': 'daggerheart.subclasses',
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'ancestry': 'daggerheart.ancestries',
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'community': 'daggerheart.communities',
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'domainCard': 'daggerheart.domains',
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'weapon': 'daggerheart.weapons',
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'armor': 'daggerheart.armors',
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'consumable': 'daggerheart.consumables',
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'loot': 'daggerheart.loot',
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'beastform': 'daggerheart.beastforms'
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};
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static IGNORED_FIELDS = [
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'_id',
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'sort',
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'ownership',
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'flags',
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'_stats',
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'system.quantity',
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'system.equipped',
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'system.attuned',
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'system.favorite',
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'system.features',
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'system.subclasses',
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'system.inventory',
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'system.characterGuide'
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];
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/**
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* Check for updates for a specific actor
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* @param {Actor} actor
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* @returns {Promise<Array>} List of updates found
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*/
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static async checkActor(actor) {
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if (!actor) return [];
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const updates = [];
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const ignoredItems = game.settings.get('dh-actor-updater', 'ignoredItems') || {};
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for (const item of actor.items) {
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// Skip if ignored
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if (ignoredItems[item.uuid]) continue;
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const packId = this.PACK_MAPPING[item.type];
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if (!packId) continue; // Not a trackable item type
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const pack = game.packs.get(packId);
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if (!pack) continue;
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// Try to find the source item in the compendium
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// We search by name first.
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// Ideally we'd match by flags.core.sourceId if available,
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// but Daggerheart items might have just been dropped without keeping link,
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// or we want to match by name for "generic" updates.
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// The user prompt implies "compare them to the SRD compendium version", likely by name or origin.
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let compendiumItem = null;
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const sourceId = item.flags.core?.sourceId;
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if (sourceId && sourceId.startsWith(packId)) {
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const id = sourceId.split('.').pop();
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compendiumItem = await pack.getDocument(id);
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}
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if (!compendiumItem) {
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// Fallback to name match
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const index = pack.index.find(i => i.name === item.name);
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if (index) {
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compendiumItem = await pack.getDocument(index._id);
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}
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}
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if (compendiumItem) {
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const diff = this.compareItems(item, compendiumItem);
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if (diff) {
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updates.push({
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actor: actor,
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item: item,
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compendiumItem: compendiumItem,
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diff: diff
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});
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}
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}
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}
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return updates;
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}
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/**
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* Compare actor item with compendium item
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* @param {Item} item
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* @param {Item} compendiumItem
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* @returns {Object|null} Diff object or null if identical
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*/
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static compareItems(item, compendiumItem) {
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const itemData = item.toObject();
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const compendiumData = compendiumItem.toObject();
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const diff = {};
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let hasChanges = false;
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// Basic fields
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if (itemData.name !== compendiumData.name) {
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// If we matched by ID, name might have changed
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diff.name = { old: itemData.name, new: compendiumData.name };
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hasChanges = true;
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}
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if (itemData.img !== compendiumData.img) {
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diff.img = { old: itemData.img, new: compendiumData.img };
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hasChanges = true;
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}
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// System data comparison
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const flatItemSystem = foundry.utils.flattenObject(itemData.system);
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const flatCompendiumSystem = foundry.utils.flattenObject(compendiumData.system);
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for (const [key, value] of Object.entries(flatCompendiumSystem)) {
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// Check for ignored fields
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if (this.IGNORED_FIELDS.some(ignored => key.startsWith(ignored) || `system.${key}` === ignored)) continue;
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// Should probably check if the field exists in compendium but is different in item
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if (flatItemSystem[key] !== value) {
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// Check if it's "effectively" the same (e.g. null vs undefined or html differences)
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// Simple strict equality for now
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// Handle embedded arrays explicitly??
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// flattenObject handles arrays with numeric indices e.g. "array.0.field"
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diff[`system.${key}`] = { old: flatItemSystem[key], new: value };
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hasChanges = true;
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}
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}
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// Also check if item has keys that compendium doesn't (removed fields)
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// Might be tricky if users added custom data.
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// We generally care if the Compendium version is "Standard" and we want to enforce it.
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return hasChanges ? diff : null;
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}
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static async updateItem(item, compendiumItem) {
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const itemData = compendiumItem.toObject();
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delete itemData._id;
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delete itemData.ownership;
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delete itemData.folder;
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delete itemData.sort;
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delete itemData.flags;
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delete itemData._stats;
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// Fields to preserve from Actor (do not overwrite with Compendium data)
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const PRESERVED_SYSTEM_FIELDS = [
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// State fields
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'quantity', 'equipped', 'attuned', 'favorite',
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// Link fields (referencing other items)
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'features', 'subclasses', 'inventory', 'characterGuide'
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];
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if (itemData.system) {
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for (const field of PRESERVED_SYSTEM_FIELDS) {
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if (field in itemData.system) {
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delete itemData.system[field];
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}
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}
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}
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return item.update(itemData);
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}
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}
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