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/**
* A specialized subclass of the ClientDocumentMixin which is used for document types that are intended to be
* represented upon the game Canvas.
* @category - Mixins
* @param {typeof abstract.Document} Base The base document class mixed with client and canvas features
* @returns {typeof CanvasDocument} The mixed CanvasDocument class definition
*/
function CanvasDocumentMixin(Base) {
return class CanvasDocument extends ClientDocumentMixin(Base) {
/* -------------------------------------------- */
/* Properties */
/* -------------------------------------------- */
/**
* A lazily constructed PlaceableObject instance which can represent this Document on the game canvas.
* @type {PlaceableObject|null}
*/
get object() {
if ( this._object || this._destroyed ) return this._object;
if ( !this.parent?.isView || !this.layer ) return null;
return this._object = this.layer.createObject(this);
}
/**
* @type {PlaceableObject|null}
* @private
*/
_object = this._object ?? null;
/**
* Has this object been deliberately destroyed as part of the deletion workflow?
* @type {boolean}
* @private
*/
_destroyed = false;
/* -------------------------------------------- */
/**
* A reference to the CanvasLayer which contains Document objects of this type.
* @type {PlaceablesLayer}
*/
get layer() {
return canvas.getLayerByEmbeddedName(this.documentName);
}
/* -------------------------------------------- */
/**
* An indicator for whether this document is currently rendered on the game canvas.
* @type {boolean}
*/
get rendered() {
return this._object && !this._object.destroyed;
}
/* -------------------------------------------- */
/* Event Handlers */
/* -------------------------------------------- */
/** @inheritdoc */
async _preCreate(data, options, user) {
const allowed = await super._preCreate(data, options, user);
if ( allowed === false ) return false;
if ( !this.schema.has("sort") || ("sort" in data) ) return;
let sort = 0;
for ( const document of this.collection ) sort = Math.max(sort, document.sort + 1);
this.updateSource({sort});
}
/* -------------------------------------------- */
/** @inheritDoc */
_onCreate(data, options, userId) {
super._onCreate(data, options, userId);
const object = this.object;
if ( !object ) return;
this.layer.objects.addChild(object);
object.draw().then(() => {
object?._onCreate(data, options, userId);
});
}
/* -------------------------------------------- */
/** @inheritDoc */
_onUpdate(changed, options, userId) {
super._onUpdate(changed, options, userId);
this._object?._onUpdate(changed, options, userId);
}
/* -------------------------------------------- */
/** @inheritDoc */
_onDelete(options, userId) {
super._onDelete(options, userId);
this._object?._onDelete(options, userId);
}
};
}

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/**
* A mixin which adds directory functionality to a DocumentCollection, such as folders, tree structures, and sorting.
* @param {typeof Collection} BaseCollection The base collection class to extend
* @returns {typeof DirectoryCollection} A Collection mixed with DirectoryCollection functionality
* @category - Mixins
* @mixin
*/
function DirectoryCollectionMixin(BaseCollection) {
/**
* An extension of the Collection class which adds behaviors specific to tree-based collections of entries and folders.
* @extends {Collection}
*/
return class DirectoryCollection extends BaseCollection {
/**
* Reference the set of Folders which contain documents in this collection
* @type {Collection<string, Folder>}
*/
get folders() {
throw new Error("You must implement the folders getter for this DirectoryCollection");
}
/* -------------------------------------------- */
/**
* The built tree structure of the DocumentCollection
* @type {object}
*/
get tree() {
if ( !this.#tree ) this.initializeTree();
return this.#tree;
}
/**
* The built tree structure of the DocumentCollection. Lazy initialized.
* @type {object}
*/
#tree;
/* -------------------------------------------- */
/**
* The current search mode for this collection
* @type {string}
*/
get searchMode() {
const searchModes = game.settings.get("core", "collectionSearchModes");
return searchModes[this.collection ?? this.name] || CONST.DIRECTORY_SEARCH_MODES.NAME;
}
/**
* Toggle the search mode for this collection between "name" and "full" text search
*/
toggleSearchMode() {
const name = this.collection ?? this.name;
const searchModes = game.settings.get("core", "collectionSearchModes");
searchModes[name] = searchModes[name] === CONST.DIRECTORY_SEARCH_MODES.FULL
? CONST.DIRECTORY_SEARCH_MODES.NAME
: CONST.DIRECTORY_SEARCH_MODES.FULL;
game.settings.set("core", "collectionSearchModes", searchModes);
}
/* -------------------------------------------- */
/**
* The current sort mode used to order the top level entries in this collection
* @type {string}
*/
get sortingMode() {
const sortingModes = game.settings.get("core", "collectionSortingModes");
return sortingModes[this.collection ?? this.name] || "a";
}
/**
* Toggle the sorting mode for this collection between "a" (Alphabetical) and "m" (Manual by sort property)
*/
toggleSortingMode() {
const name = this.collection ?? this.name;
const sortingModes = game.settings.get("core", "collectionSortingModes");
const updatedSortingMode = sortingModes[name] === "a" ? "m" : "a";
sortingModes[name] = updatedSortingMode;
game.settings.set("core", "collectionSortingModes", sortingModes);
this.initializeTree();
}
/* -------------------------------------------- */
/**
* The maximum depth of folder nesting which is allowed in this collection
* @returns {number}
*/
get maxFolderDepth() {
return CONST.FOLDER_MAX_DEPTH;
}
/* -------------------------------------------- */
/**
* Return a reference to list of entries which are visible to the User in this tree
* @returns {Array<*>}
* @private
*/
_getVisibleTreeContents() {
return this.contents;
}
/* -------------------------------------------- */
/**
* Initialize the tree by categorizing folders and entries into a hierarchical tree structure.
*/
initializeTree() {
const folders = this.folders.contents;
const entries = this._getVisibleTreeContents();
this.#tree = this.#buildTree(folders, entries);
}
/* -------------------------------------------- */
/**
* Given a list of Folders and a list of Entries, set up the Folder tree
* @param {Folder[]} folders The Array of Folder objects to organize
* @param {Object[]} entries The Array of Entries objects to organize
* @returns {object} A tree structure containing the folders and entries
*/
#buildTree(folders, entries) {
const handled = new Set();
const createNode = (root, folder, depth) => {
return {root, folder, depth, visible: false, children: [], entries: []};
};
// Create the tree structure
const tree = createNode(true, null, 0);
const depths = [[tree]];
// Iterate by folder depth, populating content
for ( let depth = 1; depth <= this.maxFolderDepth + 1; depth++ ) {
const allowChildren = depth <= this.maxFolderDepth;
depths[depth] = [];
const nodes = depths[depth - 1];
if ( !nodes.length ) break;
for ( const node of nodes ) {
const folder = node.folder;
if ( !node.root ) { // Ensure we don't encounter any infinite loop
if ( handled.has(folder.id) ) continue;
handled.add(folder.id);
}
// Classify content for this folder
const classified = this.#classifyFolderContent(folder, folders, entries, {allowChildren});
node.entries = classified.entries;
node.children = classified.folders.map(folder => createNode(false, folder, depth));
depths[depth].push(...node.children);
// Update unassigned content
folders = classified.unassignedFolders;
entries = classified.unassignedEntries;
}
}
// Populate left-over folders at the root level of the tree
for ( const folder of folders ) {
const node = createNode(false, folder, 1);
const classified = this.#classifyFolderContent(folder, folders, entries, {allowChildren: false});
node.entries = classified.entries;
entries = classified.unassignedEntries;
depths[1].push(node);
}
// Populate left-over entries at the root level of the tree
if ( entries.length ) {
tree.entries.push(...entries);
}
// Sort the top level entries and folders
const sort = this.sortingMode === "a" ? this.constructor._sortAlphabetical : this.constructor._sortStandard;
tree.entries.sort(sort);
tree.children.sort((a, b) => sort(a.folder, b.folder));
// Recursively filter visibility of the tree
const filterChildren = node => {
node.children = node.children.filter(child => {
filterChildren(child);
return child.visible;
});
node.visible = node.root || game.user.isGM || ((node.children.length + node.entries.length) > 0);
// Populate some attributes of the Folder document
if ( node.folder ) {
node.folder.displayed = node.visible;
node.folder.depth = node.depth;
node.folder.children = node.children;
}
};
filterChildren(tree);
return tree;
}
/* -------------------------------------------- */
/**
* Creates the list of Folder options in this Collection in hierarchical order
* for populating the options of a select tag.
* @returns {{id: string, name: string}[]}
* @internal
*/
_formatFolderSelectOptions() {
const options = [];
const traverse = node => {
if ( !node ) return;
const folder = node.folder;
if ( folder?.visible ) options.push({
id: folder.id,
name: `${"─".repeat(folder.depth - 1)} ${folder.name}`.trim()
});
node.children.forEach(traverse);
};
traverse(this.tree);
return options;
}
/* -------------------------------------------- */
/**
* Populate a single folder with child folders and content
* This method is called recursively when building the folder tree
* @param {Folder|null} folder A parent folder being populated or null for the root node
* @param {Folder[]} folders Remaining unassigned folders which may be children of this one
* @param {Object[]} entries Remaining unassigned entries which may be children of this one
* @param {object} [options={}] Options which configure population
* @param {boolean} [options.allowChildren=true] Allow additional child folders
*/
#classifyFolderContent(folder, folders, entries, {allowChildren = true} = {}) {
const sort = folder?.sorting === "a" ? this.constructor._sortAlphabetical : this.constructor._sortStandard;
// Determine whether an entry belongs to a folder, via folder ID or folder reference
function folderMatches(entry) {
if ( entry.folder?._id ) return entry.folder._id === folder?._id;
return (entry.folder === folder) || (entry.folder === folder?._id);
}
// Partition folders into children and unassigned folders
const [unassignedFolders, subfolders] = folders.partition(f => allowChildren && folderMatches(f));
subfolders.sort(sort);
// Partition entries into folder contents and unassigned entries
const [unassignedEntries, contents] = entries.partition(e => folderMatches(e));
contents.sort(sort);
// Return the classified content
return {folders: subfolders, entries: contents, unassignedFolders, unassignedEntries};
}
/* -------------------------------------------- */
/**
* Sort two Entries by name, alphabetically.
* @param {Object} a Some Entry
* @param {Object} b Some other Entry
* @returns {number} The sort order between entries a and b
* @protected
*/
static _sortAlphabetical(a, b) {
if ( a.name === undefined ) throw new Error(`Missing name property for ${a.constructor.name} ${a.id}`);
if ( b.name === undefined ) throw new Error(`Missing name property for ${b.constructor.name} ${b.id}`);
return a.name.localeCompare(b.name, game.i18n.lang);
}
/* -------------------------------------------- */
/**
* Sort two Entries using their numeric sort fields.
* @param {Object} a Some Entry
* @param {Object} b Some other Entry
* @returns {number} The sort order between Entries a and b
* @protected
*/
static _sortStandard(a, b) {
if ( a.sort === undefined ) throw new Error(`Missing sort property for ${a.constructor.name} ${a.id}`);
if ( b.sort === undefined ) throw new Error(`Missing sort property for ${b.constructor.name} ${b.id}`);
return a.sort - b.sort;
}
}
}

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/**
* An abstract subclass of the Collection container which defines a collection of Document instances.
* @extends {Collection}
* @abstract
*
* @param {object[]} data An array of data objects from which to create document instances
*/
class DocumentCollection extends foundry.utils.Collection {
constructor(data=[]) {
super();
/**
* The source data array from which the Documents in the WorldCollection are created
* @type {object[]}
* @private
*/
Object.defineProperty(this, "_source", {
value: data,
writable: false
});
/**
* An Array of application references which will be automatically updated when the collection content changes
* @type {Application[]}
*/
this.apps = [];
// Initialize data
this._initialize();
}
/* -------------------------------------------- */
/**
* Initialize the DocumentCollection by constructing any initially provided Document instances
* @private
*/
_initialize() {
this.clear();
for ( let d of this._source ) {
let doc;
if ( game.issues ) game.issues._countDocumentSubType(this.documentClass, d);
try {
doc = this.documentClass.fromSource(d, {strict: true, dropInvalidEmbedded: true});
super.set(doc.id, doc);
} catch(err) {
this.invalidDocumentIds.add(d._id);
if ( game.issues ) game.issues._trackValidationFailure(this, d, err);
Hooks.onError(`${this.constructor.name}#_initialize`, err, {
msg: `Failed to initialize ${this.documentName} [${d._id}]`,
log: "error",
id: d._id
});
}
}
}
/* -------------------------------------------- */
/* Collection Properties */
/* -------------------------------------------- */
/**
* A reference to the Document class definition which is contained within this DocumentCollection.
* @type {typeof foundry.abstract.Document}
*/
get documentClass() {
return getDocumentClass(this.documentName);
}
/** @inheritdoc */
get documentName() {
const name = this.constructor.documentName;
if ( !name ) throw new Error("A subclass of DocumentCollection must define its static documentName");
return name;
}
/**
* The base Document type which is contained within this DocumentCollection
* @type {string}
*/
static documentName;
/**
* Record the set of document ids where the Document was not initialized because of invalid source data
* @type {Set<string>}
*/
invalidDocumentIds = new Set();
/**
* The Collection class name
* @type {string}
*/
get name() {
return this.constructor.name;
}
/* -------------------------------------------- */
/* Collection Methods */
/* -------------------------------------------- */
/**
* Instantiate a Document for inclusion in the Collection.
* @param {object} data The Document data.
* @param {object} [context] Document creation context.
* @returns {foundry.abstract.Document}
*/
createDocument(data, context={}) {
return new this.documentClass(data, context);
}
/* -------------------------------------------- */
/**
* Obtain a temporary Document instance for a document id which currently has invalid source data.
* @param {string} id A document ID with invalid source data.
* @param {object} [options] Additional options to configure retrieval.
* @param {boolean} [options.strict=true] Throw an Error if the requested ID is not in the set of invalid IDs for
* this collection.
* @returns {Document} An in-memory instance for the invalid Document
* @throws If strict is true and the requested ID is not in the set of invalid IDs for this collection.
*/
getInvalid(id, {strict=true}={}) {
if ( !this.invalidDocumentIds.has(id) ) {
if ( strict ) throw new Error(`${this.constructor.documentName} id [${id}] is not in the set of invalid ids`);
return;
}
const data = this._source.find(d => d._id === id);
return this.documentClass.fromSource(foundry.utils.deepClone(data));
}
/* -------------------------------------------- */
/**
* Get an element from the DocumentCollection by its ID.
* @param {string} id The ID of the Document to retrieve.
* @param {object} [options] Additional options to configure retrieval.
* @param {boolean} [options.strict=false] Throw an Error if the requested Document does not exist.
* @param {boolean} [options.invalid=false] Allow retrieving an invalid Document.
* @returns {foundry.abstract.Document}
* @throws If strict is true and the Document cannot be found.
*/
get(id, {invalid=false, strict=false}={}) {
let result = super.get(id);
if ( !result && invalid ) result = this.getInvalid(id, { strict: false });
if ( !result && strict ) throw new Error(`${this.constructor.documentName} id [${id}] does not exist in the `
+ `${this.constructor.name} collection.`);
return result;
}
/* -------------------------------------------- */
/** @inheritdoc */
set(id, document) {
const cls = this.documentClass;
if (!(document instanceof cls)) {
throw new Error(`You may only push instances of ${cls.documentName} to the ${this.name} collection`);
}
const replacement = this.has(document.id);
super.set(document.id, document);
if ( replacement ) this._source.findSplice(e => e._id === id, document.toObject());
else this._source.push(document.toObject());
}
/* -------------------------------------------- */
/** @inheritdoc */
delete(id) {
super.delete(id);
const removed = this._source.findSplice(e => e._id === id);
return !!removed;
}
/* -------------------------------------------- */
/**
* Render any Applications associated with this DocumentCollection.
*/
render(force, options) {
for (let a of this.apps) a.render(force, options);
}
/* -------------------------------------------- */
/**
* The cache of search fields for each data model
* @type {Map<string, Set<string>>}
*/
static #dataModelSearchFieldsCache = new Map();
/**
* Get the searchable fields for a given document or index, based on its data model
* @param {string} documentName The document type name
* @param {string} [documentSubtype=""] The document subtype name
* @param {boolean} [isEmbedded=false] Whether the document is an embedded object
* @returns {Set<string>} The dot-delimited property paths of searchable fields
*/
static getSearchableFields(documentName, documentSubtype="", isEmbedded=false) {
const isSubtype = !!documentSubtype;
const cacheName = isSubtype ? `${documentName}.${documentSubtype}` : documentName;
// If this already exists in the cache, return it
if ( DocumentCollection.#dataModelSearchFieldsCache.has(cacheName) ) {
return DocumentCollection.#dataModelSearchFieldsCache.get(cacheName);
}
// Load the Document DataModel
const docConfig = CONFIG[documentName];
if ( !docConfig ) throw new Error(`Could not find configuration for ${documentName}`);
// Read the fields that can be searched from the Data Model
const textSearchFields = new Set(isSubtype ? this.getSearchableFields(documentName) : []);
const dataModel = isSubtype ? docConfig.dataModels?.[documentSubtype] : docConfig.documentClass;
dataModel?.schema.apply(function() {
if ( (this instanceof foundry.data.fields.StringField) && this.textSearch ) {
// Non-TypeDataModel sub-types may produce an incorrect field path, in which case we prepend "system."
textSearchFields.add(isSubtype && !dataModel.schema.name ? `system.${this.fieldPath}` : this.fieldPath);
}
});
// Cache the result
DocumentCollection.#dataModelSearchFieldsCache.set(cacheName, textSearchFields);
return textSearchFields;
}
/* -------------------------------------------- */
/**
* Find all Documents which match a given search term using a full-text search against their indexed HTML fields and their name.
* If filters are provided, results are filtered to only those that match the provided values.
* @param {object} search An object configuring the search
* @param {string} [search.query] A case-insensitive search string
* @param {FieldFilter[]} [search.filters] An array of filters to apply
* @param {string[]} [search.exclude] An array of document IDs to exclude from search results
* @returns {string[]}
*/
search({query= "", filters=[], exclude=[]}) {
query = SearchFilter.cleanQuery(query);
const regex = new RegExp(RegExp.escape(query), "i");
const results = [];
const hasFilters = !foundry.utils.isEmpty(filters);
let domParser;
for ( const doc of this.index ?? this.contents ) {
if ( exclude.includes(doc._id) ) continue;
let isMatch = !query;
// Do a full-text search against any searchable fields based on metadata
if ( query ) {
const textSearchFields = DocumentCollection.getSearchableFields(
doc.constructor.documentName ?? this.documentName, doc.type, !!doc.parentCollection);
for ( const fieldName of textSearchFields ) {
let value = foundry.utils.getProperty(doc, fieldName);
// Search the text context of HTML instead of the HTML
if ( value ) {
let field;
if ( fieldName.startsWith("system.") ) {
if ( doc.system instanceof foundry.abstract.DataModel ) {
field = doc.system.schema.getField(fieldName.slice(7));
}
} else field = doc.schema.getField(fieldName);
if ( field instanceof foundry.data.fields.HTMLField ) {
// TODO: Ideally we would search the text content of the enriched HTML: can we make that happen somehow?
domParser ??= new DOMParser();
value = domParser.parseFromString(value, "text/html").body.textContent;
}
}
if ( value && regex.test(SearchFilter.cleanQuery(value)) ) {
isMatch = true;
break; // No need to evaluate other fields, we already know this is a match
}
}
}
// Apply filters
if ( hasFilters ) {
for ( const filter of filters ) {
if ( !SearchFilter.evaluateFilter(doc, filter) ) {
isMatch = false;
break; // No need to evaluate other filters, we already know this is not a match
}
}
}
if ( isMatch ) results.push(doc);
}
return results;
}
/* -------------------------------------------- */
/* Database Operations */
/* -------------------------------------------- */
/**
* Update all objects in this DocumentCollection with a provided transformation.
* Conditionally filter to only apply to Entities which match a certain condition.
* @param {Function|object} transformation An object of data or function to apply to all matched objects
* @param {Function|null} condition A function which tests whether to target each object
* @param {object} [options] Additional options passed to Document.updateDocuments
* @returns {Promise<Document[]>} An array of updated data once the operation is complete
*/
async updateAll(transformation, condition=null, options={}) {
const hasTransformer = transformation instanceof Function;
if ( !hasTransformer && (foundry.utils.getType(transformation) !== "Object") ) {
throw new Error("You must provide a data object or transformation function");
}
const hasCondition = condition instanceof Function;
const updates = [];
for ( let doc of this ) {
if ( hasCondition && !condition(doc) ) continue;
const update = hasTransformer ? transformation(doc) : foundry.utils.deepClone(transformation);
update._id = doc.id;
updates.push(update);
}
return this.documentClass.updateDocuments(updates, options);
}
/* -------------------------------------------- */
/**
* Follow-up actions to take when a database operation modifies Documents in this DocumentCollection.
* @param {DatabaseAction} action The database action performed
* @param {ClientDocument[]} documents The array of modified Documents
* @param {any[]} result The result of the database operation
* @param {DatabaseOperation} operation Database operation details
* @param {User} user The User who performed the operation
* @internal
*/
_onModifyContents(action, documents, result, operation, user) {
if ( operation.render ) {
this.render(false, {renderContext: `${action}${this.documentName}`, renderData: result});
}
}
}

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/**
* A collection of world-level Document objects with a singleton instance per primary Document type.
* Each primary Document type has an associated subclass of WorldCollection which contains them.
* @extends {DocumentCollection}
* @abstract
* @see {Game#collections}
*
* @param {object[]} data An array of data objects from which to create Document instances
*/
class WorldCollection extends DirectoryCollectionMixin(DocumentCollection) {
/* -------------------------------------------- */
/* Collection Properties */
/* -------------------------------------------- */
/**
* Reference the set of Folders which contain documents in this collection
* @type {Collection<string, Folder>}
*/
get folders() {
return game.folders.reduce((collection, folder) => {
if (folder.type === this.documentName) {
collection.set(folder.id, folder);
}
return collection;
}, new foundry.utils.Collection());
}
/**
* Return a reference to the SidebarDirectory application for this WorldCollection.
* @type {DocumentDirectory}
*/
get directory() {
const doc = getDocumentClass(this.constructor.documentName);
return ui[doc.metadata.collection];
}
/* -------------------------------------------- */
/**
* Return a reference to the singleton instance of this WorldCollection, or null if it has not yet been created.
* @type {WorldCollection}
*/
static get instance() {
return game.collections.get(this.documentName);
}
/* -------------------------------------------- */
/* Collection Methods */
/* -------------------------------------------- */
/** @override */
_getVisibleTreeContents(entry) {
return this.contents.filter(c => c.visible);
}
/* -------------------------------------------- */
/**
* Import a Document from a Compendium collection, adding it to the current World.
* @param {CompendiumCollection} pack The CompendiumCollection instance from which to import
* @param {string} id The ID of the compendium entry to import
* @param {object} [updateData] Optional additional data used to modify the imported Document before it is created
* @param {object} [options] Optional arguments passed to the {@link WorldCollection#fromCompendium} and
* {@link Document.create} methods
* @returns {Promise<Document>} The imported Document instance
*/
async importFromCompendium(pack, id, updateData={}, options={}) {
const cls = this.documentClass;
if (pack.documentName !== cls.documentName) {
throw new Error(`The ${pack.documentName} Document type provided by Compendium ${pack.collection} is incorrect for this Collection`);
}
// Prepare the source data from which to create the Document
const document = await pack.getDocument(id);
const sourceData = this.fromCompendium(document, options);
const createData = foundry.utils.mergeObject(sourceData, updateData);
// Create the Document
console.log(`${vtt} | Importing ${cls.documentName} ${document.name} from ${pack.collection}`);
this.directory.activate();
options.fromCompendium = true;
return this.documentClass.create(createData, options);
}
/* -------------------------------------------- */
/**
* @typedef {object} FromCompendiumOptions
* @property {boolean} [options.clearFolder=false] Clear the currently assigned folder.
* @property {boolean} [options.clearSort=true] Clear the current sort order.
* @property {boolean} [options.clearOwnership=true] Clear Document ownership.
* @property {boolean} [options.keepId=false] Retain the Document ID from the source Compendium.
*/
/**
* Apply data transformations when importing a Document from a Compendium pack
* @param {Document|object} document The source Document, or a plain data object
* @param {FromCompendiumOptions} [options] Additional options which modify how the document is imported
* @returns {object} The processed data ready for world Document creation
*/
fromCompendium(document, {clearFolder=false, clearSort=true, clearOwnership=true, keepId=false, ...rest}={}) {
/** @deprecated since v12 */
if ( "addFlags" in rest ) {
foundry.utils.logCompatibilityWarning("The addFlags option for WorldCompendium#fromCompendium has been removed. ",
{ since: 12, until: 14 });
}
// Prepare the data structure
let data = document;
if (document instanceof foundry.abstract.Document) {
data = document.toObject();
if ( document.pack ) foundry.utils.setProperty(data, "_stats.compendiumSource", document.uuid);
}
// Eliminate certain fields
if ( !keepId ) delete data._id;
if ( clearFolder ) delete data.folder;
if ( clearSort ) delete data.sort;
if ( clearOwnership && ("ownership" in data) ) {
data.ownership = {
default: CONST.DOCUMENT_OWNERSHIP_LEVELS.NONE,
[game.user.id]: CONST.DOCUMENT_OWNERSHIP_LEVELS.OWNER
};
}
return data;
}
/* -------------------------------------------- */
/* Sheet Registration Methods */
/* -------------------------------------------- */
/**
* Register a Document sheet class as a candidate which can be used to display Documents of a given type.
* See {@link DocumentSheetConfig.registerSheet} for details.
* @static
* @param {Array<*>} args Arguments forwarded to the DocumentSheetConfig.registerSheet method
*
* @example Register a new ActorSheet subclass for use with certain Actor types.
* ```js
* Actors.registerSheet("dnd5e", ActorSheet5eCharacter, { types: ["character], makeDefault: true });
* ```
*/
static registerSheet(...args) {
DocumentSheetConfig.registerSheet(getDocumentClass(this.documentName), ...args);
}
/* -------------------------------------------- */
/**
* Unregister a Document sheet class, removing it from the list of available sheet Applications to use.
* See {@link DocumentSheetConfig.unregisterSheet} for detauls.
* @static
* @param {Array<*>} args Arguments forwarded to the DocumentSheetConfig.unregisterSheet method
*
* @example Deregister the default ActorSheet subclass to replace it with others.
* ```js
* Actors.unregisterSheet("core", ActorSheet);
* ```
*/
static unregisterSheet(...args) {
DocumentSheetConfig.unregisterSheet(getDocumentClass(this.documentName), ...args);
}
/* -------------------------------------------- */
/**
* Return an array of currently registered sheet classes for this Document type.
* @static
* @type {DocumentSheet[]}
*/
static get registeredSheets() {
const sheets = new Set();
for ( let t of Object.values(CONFIG[this.documentName].sheetClasses) ) {
for ( let s of Object.values(t) ) {
sheets.add(s.cls);
}
}
return Array.from(sheets);
}
}