add folder option for non-transient power actors
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@ -7,6 +7,13 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [4.2.2]
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### Added
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- Added a setting for a Power Actors folder along side the compendium folder.
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Powers that require non-transient actors (eg: PC companions or familiars) can
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use a duplicate folder structure under the Power Actors folder to define an
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actor that will stick around.
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### Changed
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- Minimum SWADE version is now 5.2.0
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@ -1,6 +1,6 @@
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{
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"mbhelpers.settings.powerActorsCompendiumName": "Power Actors Compendium",
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"mbhelpers.settings.powerActorsCompendiumHint": "Identifier of a compendium that holds all the actor helpers for powers. See the documentation for details on the structure of this compendium.",
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"mbhelpers.settings.powersJournalName": "Powers Journal",
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"mbhelpers.settings.powersJournalHint": "UUID of a helper journal for actor-based powers (summonables and morphables)."
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"mbhelpers.settings.powerActorsFolderName": "Power Actors Library Folder",
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"mbhelpers.settings.powerActorsFolderHint": "Name of a Sidebar actor folder that holds all the actor helpers for powers. See the documentation for details on the structure of this folder. Note that the compendium is preferred, and the folder should be used for things like named animal companions or familiars."
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}
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@ -2,6 +2,7 @@ export const moduleName = 'swade-mb-helpers';
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export const settingKeys = {
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powerActorsCompendium: 'powerActorsCompendium',
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powerActorsFolder: 'powerActorsFolder',
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};
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export function log(...args) {
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@ -808,10 +808,42 @@ export class ActorFolderEffect extends PowerEffect {
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: undefined;
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}
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static get actorLibraryFolderName() {
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const folderName = moduleHelpers.getSetting(settingKeys.powerActorsFolder);
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return folderName;
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}
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get actorFolder() {
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return `${this.actorFolderBase}/${this.name}`;
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}
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static getLibraryFolderByPath(path) {
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const baseFolder = ActorFolderEffect.actorLibraryFolderName;
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if (!baseFolder) {
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return undefined;
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}
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const sep = path[0] == '/' ? '' : '/';
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const fullPath = `${baseFolder}${sep}${path}`;
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const names = fullPath.split('/');
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if (names[0] === '') {
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names.shift();
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}
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let name = names.shift();
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let folder = game.folders.filter((f) => f.type === 'Actor' && !f.folder).find((f) => f.name === name);
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if (!folder) {
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return undefined;
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}
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while (names.length > 0) {
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name = names.shift();
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folder = folder.children.find((c) => c.folder.name === name);
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if (!folder) {
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return undefined;
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}
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folder = folder.folder;
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}
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return folder;
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}
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static getPackFolderByPath(path) {
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const names = path.split('/');
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if (names[0] === '') {
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@ -838,7 +870,7 @@ export class ActorFolderEffect extends PowerEffect {
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return folder;
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}
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static getPackActorsInFolder(inFolder) {
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static getActorsInFolder(inFolder) {
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const prefixStack = [''];
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const actors = {};
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const folderStack = [inFolder];
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@ -858,7 +890,8 @@ export class ActorFolderEffect extends PowerEffect {
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}
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prepFolders() {
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const folders = [];
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const packFolders = [];
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const libFolders = [];
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const folderNames = [
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this.actorFolder,
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`${this.actorFolder} - Default`,
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@ -869,23 +902,31 @@ export class ActorFolderEffect extends PowerEffect {
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`${this.actorFolder}/${this.source.actor.name}`,
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];
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for (const folderName of folderNames) {
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const folder = ActorFolderEffect.getPackFolderByPath(folderName);
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if (folder) {
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const packFolder = ActorFolderEffect.getPackFolderByPath(folderName);
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if (packFolder) {
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log(`Found actor folder ${folderName}`);
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folders.push(folder);
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packFolders.push(packFolder);
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}
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const libFolder = ActorFolderEffect.getLibraryFolderByPath(folderName);
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if (libFolder) {
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log(`Found library actor folder ${folderName}`);
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libFolders.push(libFolder);
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}
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}
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if (folders.length > 1) {
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folders.shift();
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if (packFolders.length > 1) {
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packFolders.shift();
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}
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return folders;
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if (libFolders.length > 1) {
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libFolders.shift();
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}
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return [...packFolders, ...libFolders];
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}
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prepActors() {
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const folders = this.prepFolders();
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const actors = {};
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for (const folder of folders) {
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const folderActors = ActorFolderEffect.getPackActorsInFolder(folder);
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const folderActors = ActorFolderEffect.getActorsInFolder(folder);
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for (const key in folderActors) {
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actors[key] = folderActors[key];
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}
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@ -999,7 +1040,11 @@ export class ActorFolderEffect extends PowerEffect {
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async parseValues() {
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await super.parseValues();
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this.data.maintId = foundry.utils.randomID();
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this.targetActor = await game.tcal.importTransientActor(this.data.actorId, { preferExisting: true });
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if (this.data.actorId.startsWith('Compendium')) {
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this.targetActor = await game.tcal.importTransientActor(this.data.actorId, { preferExisting: true });
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} else {
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this.targetActor = await foundry.utils.fromUuid(this.data.actorId);
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}
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this.targetTokenDoc = await this.targetActor.getTokenDocument();
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const perm = CONST?.DOCUMENT_PERMISSION_LEVELS?.OWNER ?? CONST?.DOCUMENT_OWNERSHIP_LEVELS?.OWNER;
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const sourceUpdates = {
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@ -17,4 +17,21 @@ export function registerSettings() {
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requiresReload: false,
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type: String,
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});
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const folders = game.folders.filter((f) => f.type === 'Actor' && !f.folder);
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const folderChoices = {};
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for (const folder of folders) {
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folderChoices[folder.name] = folder.name;
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}
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moduleHelpers.registerSetting(settingKeys.powerActorsFolder, {
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name: 'mbhelpers.settings.powerActorsFolderName',
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hint: 'mbhelpers.settings.powerActorsFolderHint',
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scope: 'world',
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config: true,
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choices: folderChoices,
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requiresReload: false,
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default: 'Power Actors',
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type: String,
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});
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}
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