Split the module up into multiple files
This commit is contained in:
45
src/features/door_control_icon_scale.js
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45
src/features/door_control_icon_scale.js
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@@ -0,0 +1,45 @@
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import {settingsKey} from "../settings.js"
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// Adjust the repositioning formula for the door controls
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export function hookDoorControlReposition() {
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DoorControl.prototype.reposition = function () {
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let gridSize = this.wall.scene.data.grid
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gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
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const pos = this.wall.midpoint.map(p => p - gridSize * 0.2)
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this.position.set(...pos)
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}
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}
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export function hookDoorControlDraw() {
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const originalHandler = DoorControl.prototype.draw
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DoorControl.prototype.draw = async function () {
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const result = await originalHandler.call(this)
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onDoorControlPostDraw.call(this)
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return result
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}
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}
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// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size
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export function onCanvasReady(currentCanvas) {
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const doors = currentCanvas.controls.doors.children
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doors.forEach(control => fixDoorControlSize(control))
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}
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// Set the size of the door control in relation to the grid size so it'll have a constant percieved size
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function onDoorControlPostDraw() {
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// If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead
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if (!canvas.ready)
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return
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fixDoorControlSize(this)
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}
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// Resizes the door control according to the grid size
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function fixDoorControlSize(control) {
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let gridSize = control.wall.scene.data.grid
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gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
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control.icon.width = control.icon.height = gridSize * 0.4
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control.hitArea = new PIXI.Rectangle(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44);
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control.border.clear().lineStyle(1, 0xFF5500, 0.8).drawRoundedRect(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44, gridSize * 0.05).endFill();
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control.bg.clear().beginFill(0x000000, 1.0).drawRoundedRect(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44, gridSize * 0.05).endFill();
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}
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34
src/features/highlight_secret_doors.js
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34
src/features/highlight_secret_doors.js
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@@ -0,0 +1,34 @@
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import {settingsKey} from "../settings.js"
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const SECRET_DOOR_TINT = 0x222222
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// Tint all secret doors dark grey
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export function onCanvasReady(currentCanvas) {
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if (game.settings.get(settingsKey, "highlightSecretDoors")) {
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const types = CONST.WALL_DOOR_TYPES
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const secretDoors = canvas.controls.doors.children.filter(control => control.wall.data.door == types.SECRET)
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secretDoors.forEach(control => control.icon.tint = SECRET_DOOR_TINT)
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}
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}
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// If door type has been changed, tint the door accordingly
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export function onUpdateWall(scene, wall, update) {
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if (!game.settings.get(settingsKey, "highlightSecretDoors"))
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return
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const types = CONST.WALL_DOOR_TYPES
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if (wall.door === types.NONE)
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return
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// Find the door control corresponding to the changed door
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const changedDoor = canvas.controls.doors.children.find(control => control.wall.data._id === wall._id);
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// If the changed door doesn't have a control it's not on this scene - ignore it
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if (!changedDoor)
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return
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// The wall object we got passed might be from another scene so we replace it with the door from the current scene
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wall = changedDoor.wall.data
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if (wall.door === types.DOOR)
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changedDoor.icon.tint = 0xFFFFFF
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else if (wall.door === types.SECRET)
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changedDoor.icon.tint = SECRET_DOOR_TINT
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else
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console.warn("Smart Doors | Encountered unknown door type " + wall.door + " while highlighting secret doors.")
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}
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54
src/features/locked_door_alert.js
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54
src/features/locked_door_alert.js
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import {settingsKey} from "../settings.js"
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// Tint the source door red when a locked alert is hovered
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export function onRenderChatMessage(message, html, data) {
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// Tint the door that generated this message
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const source = message.data.flags.smartdoors?.source
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if (!source)
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return
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// Tint on mouse enter
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const mouseEnter = function () {
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const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id === source.wall && door.wall.scene.id === source.scene);
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if (sourceDoor)
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sourceDoor.icon.tint = 0xff0000;
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}
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html.on("mouseenter", mouseEnter);
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// Remove tint on mouse leave
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const mouseLeave = function () {
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const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id === source.wall && door.wall.scene.id === source.scene);
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if (sourceDoor)
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sourceDoor.icon.tint = 0xffffff;
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}
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html.on("mouseleave", mouseLeave);
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}
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// Creates a chat message stating that a player tried to open a locked door
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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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// Check if this feature is enabled
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if (!game.settings.get(settingsKey, "lockedDoorAlert"))
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return false
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// Only create messages when the door is locked.
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if (state != states.LOCKED)
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return false
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// Generate no message if the gm attempts to open the door
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if (game.user.isGM)
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return false
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// Create and send the chat message
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const message = {}
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message.user = game.user
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if (game.user.character)
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message.speaker = {actor: game.user.character}
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message.content = "Just tried to open a locked door"
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message.sound = CONFIG.sounds.lock
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message.flags = {smartdoors: {source: {wall: this.wall.data._id, scene: this.wall.scene.id}}}
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ChatMessage.create(message)
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return true
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}
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132
src/features/synchronized_doors.js
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132
src/features/synchronized_doors.js
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@@ -0,0 +1,132 @@
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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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if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) {
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// Inject settings
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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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<input type="text" name="synchronizationGroup"/>
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</div>
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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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// Fill the injected input fields with values
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const input = (name) => html.find(`input[name="${name}"]`)
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input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
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// Recalculate config window height
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wallConfig.setPosition({height: "auto"})
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}
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}
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// Store our custom data from the WallConfig dialog
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export async function onWallConfigUpdate(event, formData) {
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const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}}
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let ids = this.options.editTargets;
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if (ids.length == 0) {
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ids = [this.object.data._id];
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}
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// If a synchronization group is set, get the state of existing doors and assume their state
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if (formData.synchronizationGroup) {
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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.door)
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return false
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// We only want doors in the same synchronization group
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if (wall.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
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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.scene === canvas.scene && 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 (doorInGroup)
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updateData.ds = doorInGroup.ds;
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}
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// Update all the edited walls
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const updateDataset = ids.reduce((dataset, id) => {
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dataset.push({_id: id, ...updateData})
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return dataset
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}, [])
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return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
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}
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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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// 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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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 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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// Calculate new door state
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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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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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// 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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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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// 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 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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// 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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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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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.door && wall.flags.smartdoors?.synchronizationGroup === synchronizationGroup);
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// Update all doors in the synchronization group
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scenes.forEach((scene) => {
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scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
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})
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}
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12
src/features/toggle_secret_door.js
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12
src/features/toggle_secret_door.js
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@@ -0,0 +1,12 @@
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import {settingsKey} from "../settings.js"
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// Toggles between normal and secret doors
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export function onDoorLeftClick(event) {
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if (event.data.originalEvent.ctrlKey && game.user.isGM && game.settings.get(settingsKey, "toggleSecretDoors")) {
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const types = CONST.WALL_DOOR_TYPES
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const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
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this.wall.update({door: newtype})
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return true
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}
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return false
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}
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97
src/main.js
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97
src/main.js
Normal file
@@ -0,0 +1,97 @@
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"use strict";
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import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
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import * as HighlightSecretDoors from "./features/highlight_secret_doors.js"
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import * as LockedDoorAlert from "./features/locked_door_alert.js"
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import * as SynchronizedDoors from "./features/synchronized_doors.js"
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import * as ToggleSecretDoor from "./features/toggle_secret_door.js"
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import {performMigrations} from "./migration.js"
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import {registerSettings} from "./settings.js"
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Hooks.once("init", () => {
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registerSettings()
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hookDoorEvents()
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hookWallConfigUpdate()
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DoorControlIconScale.hookDoorControlDraw()
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DoorControlIconScale.hookDoorControlReposition()
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})
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Hooks.once("ready", () => {
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performMigrations()
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})
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Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage)
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Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady)
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Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
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Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
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// Inject our custom settings into the WallConfig dialog
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Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig)
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// Hook the update function of the WallConfig dialog so we can store our custom data
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function hookWallConfigUpdate() {
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// Replace the original function with our custom one
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const originalHandler = WallConfig.prototype._updateObject;
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WallConfig.prototype._updateObject = async function (event, formData) {
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await originalHandler.call(this, event, formData)
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return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData)
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}
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}
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// Hook mouse events on DoorControls to perform our logic.
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// If we successfully handled the event block the original handler. Forward the event otherwise.
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function hookDoorEvents() {
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// Replace the original mousedown handler with our custom one
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const originalMouseDownHandler = DoorControl.prototype._onMouseDown
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DoorControl.prototype._onMouseDown = function (event) {
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// Call our handler first. Only allow the original handler to run if our handler returns true
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const eventHandled = onDoorMouseDown.call(this, event)
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if (eventHandled)
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return
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return originalMouseDownHandler.call(this, event)
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}
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// Replace the original rightdown handler with our custom one
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const originalRightDownHandler = DoorControl.prototype._onRightDown
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DoorControl.prototype._onRightDown = function (event) {
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// Call our handler first. Only allow the original handler to run if our handler returns true
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const eventHandled = onDoorRightDown.call(this, event)
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if (eventHandled)
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return
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return originalRightDownHandler.call(this, event)
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}
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}
|
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|
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// Our custom handler for mousedown events on doors
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function onDoorMouseDown(event) {
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// If the user doesn't have the "door" permission we don't do anything.
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if (!game.user.can("WALL_DOORS"))
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return false
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// If the game is paused don't do anything if the current player isn't the gm
|
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if ( game.paused && !game.user.isGM )
|
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return false
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if (ToggleSecretDoor.onDoorLeftClick.call(this, event))
|
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return true
|
||||
|
||||
if (LockedDoorAlert.onDoorLeftClick.call(this))
|
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return true
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||||
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if (SynchronizedDoors.onDoorLeftClick.call(this))
|
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return true
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// Our custom handler for rightdown events on doors
|
||||
function onDoorRightDown(event) {
|
||||
|
||||
if (SynchronizedDoors.onDoorRightClick.call(this))
|
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return true
|
||||
|
||||
return false
|
||||
}
|
||||
57
src/migration.js
Normal file
57
src/migration.js
Normal file
@@ -0,0 +1,57 @@
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||||
import {settingsKey} from "./settings.js"
|
||||
|
||||
const currentDataVersion = "1.1.0"
|
||||
|
||||
export function performMigrations() {
|
||||
if (!game.user.isGM)
|
||||
return
|
||||
|
||||
let dataVersion = game.settings.get(settingsKey, "dataVersion")
|
||||
if (dataVersion === "fresh install")
|
||||
{
|
||||
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
|
||||
return;
|
||||
}
|
||||
|
||||
if (dataVersion === "1.0.0") {
|
||||
dataVersion = "1.1.0"
|
||||
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrating", {version: dataVersion}))
|
||||
|
||||
// Make a dictionary that maps all door ids to their scenes
|
||||
const walls = game.scenes.reduce((dict, scene) => {
|
||||
scene.data.walls.forEach(wall => {
|
||||
if (!wall.door)
|
||||
return
|
||||
dict[wall._id] = scene.id
|
||||
})
|
||||
return dict
|
||||
}, {})
|
||||
|
||||
// Migrate all messages that have a (wall) source id
|
||||
game.messages.forEach(async message => {
|
||||
const wallId = message.data.flags.smartdoors?.sourceId
|
||||
if (!wallId)
|
||||
return
|
||||
const flags = message.data.flags
|
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delete flags.smartdoors.sourceId
|
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const scene = walls[wallId]
|
||||
// If there is no wall with this id anymore we can drop the value. It has no purpose anymore
|
||||
if (!scene) {
|
||||
if (!message.data.flags.smartdoors)
|
||||
delete flags.smartdoors
|
||||
}
|
||||
else {
|
||||
// Assign the id and the scene id to the new data structure
|
||||
flags.smartdoors.source = {wall: wallId, scene: scene}
|
||||
}
|
||||
|
||||
// We have to disable recursive here so deleting keys will actually work
|
||||
message.update({flags: flags}, {diff: false, recursive: false})
|
||||
})
|
||||
|
||||
game.settings.set(settingsKey, "dataVersion", dataVersion)
|
||||
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrationDone", {version: dataVersion}))
|
||||
}
|
||||
if (dataVersion != currentDataVersion)
|
||||
ui.notifications.error(game.i18n.format("smart-doors.ui.messages.unknownVersion", {version: dataVersion}), {permanent: true})
|
||||
}
|
||||
57
src/settings.js
Normal file
57
src/settings.js
Normal file
@@ -0,0 +1,57 @@
|
||||
export const settingsKey = "smart-doors";
|
||||
|
||||
function reloadGM() {
|
||||
if (game.user.isGM)
|
||||
location.reload()
|
||||
}
|
||||
|
||||
export function registerSettings() {
|
||||
game.settings.register(settingsKey, "dataVersion", {
|
||||
scope: "world",
|
||||
config: false,
|
||||
type: String,
|
||||
default: "fresh install"
|
||||
})
|
||||
game.settings.register(settingsKey, "doorControlSizeFactor", {
|
||||
name: "smart-doors.settings.doorControlSizeFactor.name",
|
||||
hint: "smart-doors.settings.doorControlSizeFactor.hint",
|
||||
scope: "client",
|
||||
config: true,
|
||||
type: Number,
|
||||
default: 1.5,
|
||||
onChange: () => location.reload()
|
||||
})
|
||||
game.settings.register(settingsKey, "highlightSecretDoors", {
|
||||
name: "smart-doors.settings.highlightSecretDoors.name",
|
||||
hint: "smart-doors.settings.highlightSecretDoors.hint",
|
||||
scope: "world",
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: true,
|
||||
onChange: reloadGM,
|
||||
})
|
||||
game.settings.register(settingsKey, "toggleSecretDoors", {
|
||||
name: "smart-doors.settings.toggleSecretDoors.name",
|
||||
hint: "smart-doors.settings.toggleSecretDoors.hint",
|
||||
scope: "world",
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: true,
|
||||
})
|
||||
game.settings.register(settingsKey, "lockedDoorAlert", {
|
||||
name: "smart-doors.settings.lockedDoorAlert.name",
|
||||
hint: "smart-doors.settings.lockedDoorAlert.hint",
|
||||
scope: "world",
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: true,
|
||||
})
|
||||
game.settings.register(settingsKey, "synchronizedDoors", {
|
||||
name: "smart-doors.settings.synchronizedDoors.name",
|
||||
hint: "smart-doors.settings.synchronizedDoors.hint",
|
||||
scope: "world",
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: true,
|
||||
})
|
||||
}
|
||||
15
src/util.js
Normal file
15
src/util.js
Normal file
@@ -0,0 +1,15 @@
|
||||
// Searches through all scenes for walls and returns those that match the given filter criteria.
|
||||
export function filterAllWalls(filterFn) {
|
||||
// Find all walls that match the filter criteria
|
||||
const scenes = game.scenes.map((scene) => {return {scene: scene, walls: scene.data.walls.filter(filterFn)}})
|
||||
// Drop all scenes that don't contain any results
|
||||
return scenes.filter(scene => scene.walls.length > 0)
|
||||
}
|
||||
|
||||
// Searches through all scenes for a wall that matches the given filter criteria
|
||||
export function findInAllWalls(filterFn) {
|
||||
// TODO The performance of this could be increased by stopping the search on the first hit
|
||||
const scenes = filterAllWalls(filterFn)
|
||||
// If results were found take the first wall from the first scene.
|
||||
return scenes[0]?.walls[0]
|
||||
}
|
||||
Reference in New Issue
Block a user