- Source:
- See:
-
- EntityCollection The EntityCollection abstract class which contains Entity instances.
- Actor The Actor Entity.
- Combat The Combat Encounter Entity.
- Folder The Folder Entity.
- Item The Item Entity.
- JournalEntry The Journal Entry Entity.
- ChatMessage The Chat Message Entity.
- Playlist The Audio Playlist Entity.
- Scene The Scene Entity.
- RollTable The Rollable Table Entity.
- User The User Entity.
- Compendium The Compendium which may contain Entities in a compendium pack.
Example
let actorData = {name: "John Doe", type: "character", img: "icons/svg/mystery-man.svg"};
let actor = new Actor(actorData);
Members
(static) collection :EntityCollection
- Source:
Return a reference to the EntityCollection instance which stores Entity instances of this type. This property is available as both a static and instance method and should be overridden by subclass Entity implementations.
Type:
(static) config :Object
- Source:
Properties:
Name | Type | Description |
---|---|---|
baseEntity |
Entity | The parent class which directly inherits from the Entity interface. |
collection |
EntityCollection | The EntityCollection instance to which Entities of this type belong. |
embeddedEntities |
Array.<string> | The names of any Embedded Entities within the Entity data structure. |
Configure the attributes of this Entity class
Type:
- Object
(static) entity :string
- Source:
The class name of the base Entity type, for example "Actor". This is useful in cases where there is an inheritance chain. Many places throughout the framework rely upon the canonical entity name which may not always be equal to the class name. This property is available as both a static and instance method.
Type:
- string
Example
class Actor2ndGen extends Actor {...}
Actor2ndGen.entity // "Actor"
_data :Object
- Source:
The original source data for the Entity provided upon initialization. This reflects the database state of the Entity before any transformations are applied.
Type:
- Object
apps :Object.<Application>
- Source:
- See:
A collection of Application instances which should be re-rendered whenever this Entity experiences an update to its data. The keys of this object are the application ids and the values are Application instances. Each Application in this object will have its render method called by Entity#render.
Type:
- Object.<Application>
compendium :Compendium|null
- Source:
The Entity may optionally belong to a parent Compendium pack. If so this attribute will contain a reference to that Compendium object. Otherwise null.
Type:
- Compendium | null
data :Object
- Source:
The effective data for the Entity. This data object may have transformations applied to it.
Type:
- Object
folder :Folder|null
- Source:
Return a reference to the Folder which this Entity belongs to, if any.
Type:
- Folder | null
Example
Entities may belong to Folders
let folder = game.folders.entities[0];
let actor = await Actor.create({name: "New Actor", folder: folder.id});
console.log(actor.data.folder); // folder.id;
console.log(actor.folder); // folder;
hasPlayerOwner
- Source:
Test for whether this Entity can be owned by any non-gamemaster player.
id :string
- Source:
A convenience accessor for the _id attribute of the Entity data object.
Type:
- string
limited :boolean
- Source:
A boolean indicator for whether the current game user has ONLY limited visibility for this Entity. Note that a GM user's perspective of an Entity is never limited.
Type:
- boolean
link
- Source:
Return a string which represents a dynamic link to this Entity.
name :string
- Source:
A convenience accessor for the name attribute of the Entity data object
Type:
- string
options :Object
- Source:
The options object that was used to configure the Entity upon initialization.
Type:
- Object
owner :boolean
- Source:
A boolean indicator for whether or not the current game User has ownership rights for this Entity. This property has a setter which allows for ownership rights to be temporarily overridden on a per-instance basis.
Type:
- boolean
permission :number
- Source:
Return the permission level that the current game User has over this Entity. See the CONST.ENTITY_PERMISSIONS object for an enumeration of these levels.
Type:
- number
Example
game.user.id; // "dkasjkkj23kjf"
entity.data.permission; // {default: 1, "dkasjkkj23kjf": 2};
entity.permission; // 2
sheet :BaseEntitySheet|null
- Source:
A property which gets or creates a singleton instance of the sheet class used to render and edit data for this particular entity type.
Type:
- BaseEntitySheet | null
Example
A subclass of the Actor entity
let actor = game.entities.actors[0];
actor.sheet; // ActorSheet
uuid :string
- Source:
A Universally Unique Identifier (uuid) for this Entity instance
Type:
- string
visible :boolean
- Source:
A boolean indicator for whether or not the current game User has at least limited visibility for this Entity.
Type:
- boolean
Methods
(static) activateSocketListeners(socket)
- Source:
Activate the Socket event listeners used to receive responses from events which modify database documents
Parameters:
Name | Type | Description |
---|---|---|
socket |
Socket | The active game socket |
(static) can(user, action, target) → {boolean}
- Source:
Test whether a given User has permission to perform some action on this Entity
Parameters:
Name | Type | Description |
---|---|---|
user |
User | The User requesting creation |
action |
string | The attempted action |
target |
Entity | The targeted Entity |
Returns:
Does the User have permission?
- Type
- boolean
(static) can()
- Source:
Test whether a given User has permission to perform some action on this Entity
(async, static) create(data, options) → {Promise.<(Entity|Array.<Entity>)>}
- Source:
Create one or multiple new entities using provided input data. Data may be provided as a single object to create one Entity, or as an Array of Objects. Entities may be temporary (unsaved to the database) by passing the temporary option as true.
Examples
const data = {name: "New Entity", type: "character", img: "path/to/profile.jpg"};
const created = await Entity.create(data); // Returns one Entity, saved to the database
const temp = await Entity.create(data, {temporary: true}); // Not saved to the database
const data = [{name: "Tim", type: "npc"], [{name: "Tom", type: "npc"}];
const created = await Entity.create(data); // Returns an Array of Entities, saved to the database
const created = await Entity.create(data, {temporary: true}); // Not saved to the database
Parameters:
Name | Type | Description | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
data |
Data | Array.<Data> | A Data object or array of Data |
||||||||||||||||
options |
Options | Additional options which customize the creation workflow Properties
|
Returns:
The created Entity or array of Entities
(async, static) createDialog(data, options) → {Promise.<Entity>}
- Source:
Provide a Dialog form to create a new Entity of this type. Choose a name and a type from a select menu of types.
Parameters:
Name | Type | Description |
---|---|---|
data |
object | Initial data with which to populate the creation form |
options |
object | Initial positioning and sizing options for the dialog form |
Returns:
A Promise which resolves to the created Entity
- Type
- Promise.<Entity>
(async, static) delete(data, options) → {Promise.<(Entity|Array.<Entity>)>}
- Source:
Delete one or multiple existing entities using provided ids. The target ids may be a single string or an Array of strings.
Examples
const id = "12ekjf43kj2312ds";
const deleted = await Entity.delete(id); // A single deleted entity from the database
const ids = ["12ekjf43kj2312ds", "kj549dk48k34jk34"];
const deleted = await Entity.delete(ids); // Returns an Array of deleted Entities
Parameters:
Name | Type | Description | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
data |
string | Array.<string> | A single id or Array of ids |
||||||||
options |
Options | Additional options which customize the deletion workflow Properties
|
Returns:
The deleted Entity or array of Entities
(async, static) fromDropData(data) → {Entity}
- Source:
A helper function to handle obtaining the dropped Entity data from a dropped event. Entity drop data could have:
- A compendium pack and entry id
- A World Entity _id
- A data object explicitly provided
Parameters:
Name | Type | Description |
---|---|---|
data |
object | The data object extracted from a DataTransfer event |
Returns:
The Entity data that should be handled by the drop handler
- Type
- Entity
(async, static) update(data, options) → {Promise.<(Entity|Array.<Entity>)>}
- Source:
Update one or multiple existing entities using provided input data. Data may be provided as a single object to update one Entity, or as an Array of Objects.
Examples
const data = {_id: "12ekjf43kj2312ds", name: "New Name"}};
const updated = await Entity.update(data); // Updated entity saved to the database
const data = [{_id: "12ekjf43kj2312ds", name: "New Name 1"}, {_id: "kj549dk48k34jk34", name: "New Name 2"}]};
const updated = await Entity.update(data); // Returns an Array of Entities, updated in the database
Parameters:
Name | Type | Description | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
data |
Data | Array.<Data> | A Data object or array of Data. Each element must contain the _id of an existing Entity. |
||||||||||||
options |
Options | Additional options which customize the update workflow Properties
|
Returns:
The updated Entity or array of Entities
_initialize()
- Source:
Safely Initialize data structure for the Entity. Errors that occur here should be captured and logged, but should not break construction of the Entity instance.
(async) clone(createData, options) → {Promise.<Entity>}
- Source:
Clone an Entity, creating a new Entity using the current data as well as provided creation overrides.
Parameters:
Name | Type | Description |
---|---|---|
createData |
Object | Additional data which overrides current Entity data at the time of creation |
options |
Object | Additional creation options passed to the Entity.create method |
Returns:
A Promise which resolves to the created clone Entity
- Type
- Promise.<Entity>
(async) createEmbeddedEntity(embeddedName, data, options) → {Promise.<(Data|Array.<Data>)>}
- Source:
Create one or multiple EmbeddedEntities within this parent Entity. Data may be provided as a single Object to create one EmbeddedEntity or as an Array of Objects to create many. Entities may be temporary (unsaved to the database) by passing the temporary option as true.
Examples
const actor = game.actors.get("dfv934kj23lk6h9k");
const data = {name: "Magic Sword", type: "weapon", img: "path/to/icon.png"};
const created = await actor.createEmbeddedEntity("OwnedItem", data); // Returns one EmbeddedEntity, saved to the Actor
const temp = await actor.createEmbeddedEntity("OwnedItem", data, {temporary: true}); // Not saved to the Actor
const actor = game.actors.get("dfv934kj23lk6h9k");
const data = [{name: "Mace of Crushing", type: "weapon"}, {name: "Shield of Defense", type: "armor"}];
const created = await actor.createEmbeddedEntity("OwnedItem", data); // Returns an Array of EmbeddedEntities, saved to the Actor
const temp = await actor.createEmbeddedEntity("OwnedItem", data, {temporary: true}); // Not saved to the Actor
Parameters:
Name | Type | Description | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
embeddedName |
string | The name of the Embedded Entity class to create |
||||||||||||||||
data |
Data | Array.<Data> | A Data object or an Array of Data objects to create |
||||||||||||||||
options |
Options | Additional creation options which modify the request Properties
|
Returns:
A Promise which resolves to the created embedded Data once the creation request is successful
(async) delete(options) → {Promise.<Entity>}
- Source:
- See:
Delete the current Entity.
Parameters:
Name | Type | Description |
---|---|---|
options |
Options | Options which customize the deletion workflow |
Returns:
The deleted Entity
- Type
- Promise.<Entity>
(async) deleteEmbeddedEntity(embeddedName, data, options) → {Promise.<(Data|Array.<Data>)>}
- Source:
Delete one or multiple existing EmbeddedEntity objects using provided input data. Data may be provided as a single id to delete one object or as an Array of string ids.
Examples
const actor = game.actors.get("dfv934kj23lk6h9k");
const item = actor.data.items.find(i => i.name === "Magic Sword");
const deleted = await actor.deleteEmbeddedEntity("OwnedItem", item._id); // Deletes one EmbeddedEntity
const actor = game.actors.get("dfv934kj23lk6h9k");
const weapons = actor.data.items.filter(i => i.type === "weapon");
const deletions = weapons.map(i => i._id);
const deleted = await actor.deleteEmbeddedEntity("OwnedItem", deletions); // Deletes multiple EmbeddedEntity objects
Parameters:
Name | Type | Description | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
embeddedName |
string | The name of the Embedded Entity class to create |
||||||||
data |
string | Array.<string> | A Data object or array of Data. Each element must contain the _id of an existing Entity. |
||||||||
options |
Options | Additional options which customize the update workflow Properties
|
Returns:
The deleted Embedded Entities
exportToJSON()
- Source:
Export entity data to a JSON file which can be saved by the client and later imported into a different session
getEmbeddedCollection(embeddedName) → {Array.<object>}
- Source:
Obtain a reference to the Array of source data within the data object for a certain Embedded Entity name
Parameters:
Name | Type | Description |
---|---|---|
embeddedName |
string | The name of the Embedded Entity type |
Returns:
The Array of source data where Embedded Entities of this type are stored
- Type
- Array.<object>
getEmbeddedEntity(embeddedName, id, strict) → {Object|null}
- Source:
Get an Embedded Entity by it's id from a named collection in the parent Entity.
Parameters:
Name | Type | Description |
---|---|---|
embeddedName |
string | The name of the Embedded Entity type to retrieve |
id |
string | The numeric ID of the child to retrieve |
strict |
boolean | Throw an Error if the requested id does not exist, otherwise return null. Default false. |
Returns:
Retrieved data for the requested child, or null
- Type
- Object | null
getFlag(scope, key) → {*}
- Source:
Get the value of a "flag" for this Entity See the setFlag method for more details on flags
Parameters:
Name | Type | Description |
---|---|---|
scope |
string | The flag scope which namespaces the key |
key |
string | The flag key |
Returns:
The flag value
- Type
- *
hasPerm(user, permission, exact) → {boolean}
- Source:
Test whether a provided User a specific permission level (or greater) over the Entity instance
Example
Test whether a specific user has a certain permission
// These two are equivalent
entity.hasPerm(game.user, "OWNER");
entity.owner;
// These two are also equivalent
entity.hasPerm(game.user, "LIMITED", true);
entity.limited;
Parameters:
Name | Type | Default | Description |
---|---|---|---|
user |
User | The user to test for permission |
|
permission |
string | number | The permission level or level name to test |
|
exact |
boolean |
false
|
Tests for an exact permission level match, by default this method tests for an equal or greater permission level. |
Returns:
Whether or not the user has the permission for this Entity.
- Type
- boolean
(async) importFromJSON(json) → {Promise.<Entity>}
- Source:
Import data and update this entity
Parameters:
Name | Type | Description |
---|---|---|
json |
string | JSON data string |
Returns:
The updated Entity
- Type
- Promise.<Entity>
(async) importFromJSONDialog() → {Promise.<void>}
- Source:
Render an import dialog for updating the data related to this Entity through an exported JSON file
Returns:
- Type
- Promise.<void>
prepareData()
- Source:
Prepare data for the Entity whenever the instance is first created or later updated. This method can be used to derive any internal attributes which are computed in a formulaic manner. For example, in a d20 system - computing an ability modifier based on the value of that ability score.
prepareEmbeddedEntities()
- Source:
Prepare Embedded Entities which exist within this parent Entity. For example, in the case of an Actor, this method is responsible for preparing the Owned Items the Actor contains.
render(force, context)
- Source:
Render all of the Application instances which are connected to this Entity by calling their respective Application#render methods.
Parameters:
Name | Type | Description |
---|---|---|
force |
boolean | Force rendering |
context |
Options | Optional context |
(async) setFlag(scope, key, value) → {Promise.<Entity>}
- Source:
Assign a "flag" to this Entity. Flags represent key-value type data which can be used to store flexible or arbitrary data required by either the core software, game systems, or user-created modules.
Each flag should be set using a scope which provides a namespace for the flag to help prevent collisions.
Flags set by the core software use the "core" scope. Flags set by game systems or modules should use the canonical name attribute for the module Flags set by an individual world should "world" as the scope.
Flag values can assume almost any data type. Setting a flag value to null will delete that flag.
Parameters:
Name | Type | Description |
---|---|---|
scope |
string | The flag scope which namespaces the key |
key |
string | The flag key |
value |
* | The flag value |
Returns:
A Promise resolving to the updated Entity
- Type
- Promise.<Entity>
(async) sortRelative()
- Source:
Sort this Entity relative a target by providing the target, an Array of siblings and other options. If the Entity has an rendered sheet, record the sort change as part of a form submission See SortingHelper.performIntegerSort for more details
(async) toCompendium() → {Object}
- Source:
Transform the Entity data to be stored in a Compendium pack. Remove any features of the data which are world-specific. This function is asynchronous in case any complex operations are required prior to exporting.
Returns:
A data object of cleaned data ready for compendium import
- Type
- Object
toJSON() → {Object}
- Source:
Serializing an Entity should simply serialize it's inner data, not the entire instance
Returns:
- Type
- Object
(async) unsetFlag(scope, key) → {Promise.<Entity>}
- Source:
Remove a flag assigned to the Entity
Parameters:
Name | Type | Description |
---|---|---|
scope |
string | The flag scope which namespaces the key |
key |
string | The flag key |
Returns:
The updated Entity instance
- Type
- Promise.<Entity>
(async) update(data, options) → {Promise.<Entity>}
- Source:
- See:
Update the current Entity using provided input data. Data must be provided as a single object which updates the Entity data.
Parameters:
Name | Type | Description |
---|---|---|
data |
Data | A Data object which updates the Entity |
options |
Options | Additional options which customize the update workflow |
Returns:
The updated Entity
- Type
- Promise.<Entity>
(async) updateEmbeddedEntity(embeddedName, data, options) → {Promise.<(Entity|Array.<Entity>)>}
- Source:
Update one or multiple existing entities using provided input data. Data may be provided as a single object to update one Entity, or as an Array of Objects.
Examples
const actor = game.actors.get("dfv934kj23lk6h9k");
const item = actor.data.items.find(i => i.name === "Magic Sword");
const update = {_id: item._id, name: "Magic Sword +1"};
const updated = await actor.updateEmbeddedEntity("OwnedItem", update); // Updates one EmbeddedEntity
const actor = game.actors.get("dfv934kj23lk6h9k");
const weapons = actor.data.items.filter(i => i.type === "weapon");
const updates = weapons.map(i => {
return {_id: i._id, name: i.name + "+1"};
}
const updated = await actor.createEmbeddedEntity("OwnedItem", updates); // Updates multiple EmbeddedEntity objects
Parameters:
Name | Type | Description | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
embeddedName |
string | The name of the Embedded Entity class to create |
||||||||||||
data |
Data | Array.<Data> | A Data object or array of Data. Each element must contain the _id of an existing Entity. |
||||||||||||
options |
Options | Additional options which customize the update workflow Properties
|
Returns:
The updated Entity or array of Entities