Reformat with prettier
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@@ -1,5 +1,5 @@
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import {settingsKey} from "../settings.js"
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import * as Util from "../util.js"
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import {settingsKey} from "../settings.js";
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import * as Util from "../util.js";
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// Inject settings for synchronized doors
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export function onRederWallConfig(wallConfig, html, data) {
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@@ -8,24 +8,28 @@ export function onRederWallConfig(wallConfig, html, data) {
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const synchronizedSettings = `
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<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
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<div class="form-group">
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<label for="synchronizationGroup">${game.i18n.localize("smart-doors.ui.synchronizedDoors.groupName")}</label>
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<label for="synchronizationGroup">${game.i18n.localize(
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"smart-doors.ui.synchronizedDoors.groupName",
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)}</label>
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<input type="text" name="synchronizationGroup"/>
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</div>
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<div class="form-group">
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<label for="synchronizeSecretStatus">${game.i18n.localize("smart-doors.ui.synchronizedDoors.synchronizeSecretStatus")}</label>
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<label for="synchronizeSecretStatus">${game.i18n.localize(
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"smart-doors.ui.synchronizedDoors.synchronizeSecretStatus",
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)}</label>
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<input type="checkbox" name="synchronizeSecretStatus" value="true"/>
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</div>
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`
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html.find(".form-group").last().after(synchronizedSettings)
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`;
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html.find(".form-group").last().after(synchronizedSettings);
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const smartdoorsData = data.object.flags.smartdoors
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const smartdoorsData = data.object.flags.smartdoors;
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// Fill the injected input fields with values
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const input = (name) => html.find(`input[name="${name}"]`); // input is a helper function to search for a input field by it's name
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input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
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const input = name => html.find(`input[name="${name}"]`); // input is a helper function to search for a input field by it's name
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input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup);
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input("synchronizeSecretStatus").prop("checked", smartdoorsData?.synchronizeSecretStatus);
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// Recalculate config window height
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wallConfig.setPosition({height: "auto"})
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wallConfig.setPosition({height: "auto"});
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}
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}
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@@ -46,16 +50,14 @@ export async function onWallConfigUpdate(event, formData) {
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// Search for other doors in the synchronization group that aren't in the list of edited doors
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const doorInGroup = Util.findInAllWalls(wall => {
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// We only search for doors
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if (!wall.data.door)
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return false
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if (!wall.data.door) return false;
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// We only want doors in the same synchronization group
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if (wall.data.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
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return false
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return false;
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// Doors on this scene that have their id included in `ids` are currently being changed. Ignore them.
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if (wall.parent.id === canvas.scene.id && ids.includes(wall.id))
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return false
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return true
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})
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if (wall.parent.id === canvas.scene.id && ids.includes(wall.id)) return false;
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return true;
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});
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if (doorInGroup) {
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// ds is the door sate in foundry
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updateData.ds = doorInGroup.data.ds;
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@@ -68,7 +70,9 @@ export async function onWallConfigUpdate(event, formData) {
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}
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// Update all the edited walls
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const updateDataset = ids.map(id => {return {_id: id, ...updateData}});
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const updateDataset = ids.map(id => {
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return {_id: id, ...updateData};
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});
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const updateResult = await canvas.scene.updateEmbeddedDocuments("Wall", updateDataset);
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// If door is synchronized, synchronize secret status among synchronized doors
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@@ -80,70 +84,75 @@ export async function onWallConfigUpdate(event, formData) {
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// Update the state of all synchronized doors
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export function onDoorLeftClick() {
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const state = this.wall.data.ds
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const states = CONST.WALL_DOOR_STATES
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const state = this.wall.data.ds;
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const states = CONST.WALL_DOOR_STATES;
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// Check if this feature is enabled
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if (!game.settings.get(settingsKey, "synchronizedDoors"))
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return false
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if (!game.settings.get(settingsKey, "synchronizedDoors")) return false;
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const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
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const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup;
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// Does this door have a synchronization group? If not there is nothing to do
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if (!synchronizationGroup)
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return false
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if (!synchronizationGroup) return false;
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// If the door is locked there is nothing to synchronize
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if (state === states.LOCKED)
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return false
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if (state === states.LOCKED) return false;
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// Calculate new door state
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const newstate = state === states.CLOSED ? states.OPEN : states.CLOSED
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const newstate = state === states.CLOSED ? states.OPEN : states.CLOSED;
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// Update all doors belonging to the synchronization group
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const updateData = {ds: newstate}
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updateSynchronizedDoors(updateData, synchronizationGroup)
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const updateData = {ds: newstate};
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updateSynchronizedDoors(updateData, synchronizationGroup);
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return true
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return true;
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}
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export function onDoorRightClick() {
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const state = this.wall.data.ds
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const states = CONST.WALL_DOOR_STATES
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const state = this.wall.data.ds;
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const states = CONST.WALL_DOOR_STATES;
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// Check if this feature is enabled
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if (!game.settings.get(settingsKey, "synchronizedDoors"))
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return false
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if (!game.settings.get(settingsKey, "synchronizedDoors")) return false;
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const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
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const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup;
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// Does this door have a synchronization group? If not there is nothing to do
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if (!synchronizationGroup)
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return false
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if (!synchronizationGroup) return false;
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// Only the gm is allowed to lock/unlock doors
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if ( !game.user.isGM )
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return false;
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if (!game.user.isGM) return false;
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// If the door is currently opened we cannot lock the door
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if ( state === states.OPEN )
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return false;
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if (state === states.OPEN) return false;
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// Calculate new door state
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const newstate = state === states.LOCKED ? states.CLOSED : states.LOCKED;
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// Update all doors belonging to the synchronization group
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const updateData = {ds: newstate}
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updateSynchronizedDoors(updateData, synchronizationGroup)
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const updateData = {ds: newstate};
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updateSynchronizedDoors(updateData, synchronizationGroup);
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return true
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return true;
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}
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// Updates all doors in the specified synchronization group with the provided data
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export function updateSynchronizedDoors(updateData, synchronizationGroup) {
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// Search for doors belonging to the synchronization group in all scenes
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let scenes = Util.filterAllWalls(wall => wall.data.door && wall.data.flags.smartdoors?.synchronizationGroup === synchronizationGroup);
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let scenes = Util.filterAllWalls(
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wall =>
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wall.data.door && wall.data.flags.smartdoors?.synchronizationGroup === synchronizationGroup,
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);
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// Update all doors in the synchronization group
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return Promise.all(scenes.map(scene => scene.scene.updateEmbeddedDocuments("Wall", scene.walls.map((wall) => {return {_id: wall.id, ...updateData}}))));
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return Promise.all(
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scenes.map(scene =>
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scene.scene.updateEmbeddedDocuments(
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"Wall",
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scene.walls.map(wall => {
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return {_id: wall.id, ...updateData};
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}),
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),
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),
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);
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}
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