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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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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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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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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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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