14 Commits

13 changed files with 260 additions and 29 deletions

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@@ -1,3 +1,31 @@
## v1.2.4
### Bugfix
- Fixed a race condition that may cause doors to not be properly synchronized across scenes
## v1.2.3
### Other
- Smart Doors is now compatible with Arms Reach
## v1.2.2
### Bugfix
- Disabled features are now less likely to interfere with other modules, increasing compatibility.
- This module can now be used together with the `Arms Reach` module if the `Toggle Secret Doors` feature is disabled in the settings.
### Other
- Warn the user about incompatibility if they use this module together with `Arms Reach` and have incompatible features enabled.
## v1.2.1
### Other
- Verified compatibility with 0.7.9
## v1.2.0
### New features
- Draw outlines around Door Control icons to increase their visibility
### Other
- Secret doors are now tinted black instead of dark grey.
## v1.1.0 ## v1.1.0
### New features ### New features
- Tint secret doors grey for the GM to differentiate them from regular doors - Tint secret doors grey for the GM to differentiate them from regular doors

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@@ -8,6 +8,11 @@ Makes doors smarter. Allows doors to synchronize across multiple scenes and send
Door Control icons will be rendered the same size in every scene, regardless of the configured grid size. The size of the icons is configurable. Door Control icons will be rendered the same size in every scene, regardless of the configured grid size. The size of the icons is configurable.
### Door Control Outline
![Door Control Outline demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/3b0018ddf424a2a369273029e0e1184a8bed848c/media/door_control_outline.webp)
Door Control icons will be rendered with an outline to improve their visibility on bright backgrounds.
### Tint Secret Doors ### Tint Secret Doors
![Tint Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/dc5d328cd9bc4a0e2aacc5c86ab59e15739cc6d1/media/tint_secret_doors.webp) ![Tint Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/dc5d328cd9bc4a0e2aacc5c86ab59e15739cc6d1/media/tint_secret_doors.webp)
@@ -17,7 +22,7 @@ Which where the secret doors again? This tints all secret doors grey in the GM v
### Toggle Secret Doors ### Toggle Secret Doors
![Toggle Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/da5872042ea81e2f41875a193d161331a81a2b6d/media/secret_door_toggle.webp) ![Toggle Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/da5872042ea81e2f41875a193d161331a81a2b6d/media/secret_door_toggle.webp)
Easily reveal secret doors to players. Strg+left click secrets doors to turn them into regular doors. Strg+left click can also be done on normal doors to turn them into secret doors. Using this in combination with Tint Secret Doors is recommended so you can actually see what you are doing. Easily reveal secret doors to players. Ctrl+left click secrets doors to turn them into regular doors. Ctrl+left click can also be done on normal doors to turn them into secret doors. Using this in combination with Tint Secret Doors is recommended so you can actually see what you are doing.
### Locked Door Alerts ### Locked Door Alerts
@@ -39,7 +44,7 @@ To set up door synchronization, assign all doors that should be synchronized to
Once a Synchronization Group is set up for multiple doors, simply open/close/lock/unlock one of the doors to achieve the same effect on other doors as well. Once a Synchronization Group is set up for multiple doors, simply open/close/lock/unlock one of the doors to achieve the same effect on other doors as well.
## Planned Features ## Features ideas
- Attach macros to doors that are being executed when the door is being opened/closed - Attach macros to doors that are being executed when the door is being opened/closed
- Give out keys to players, that allow them to lock/unlock associated doors - Give out keys to players, that allow them to lock/unlock associated doors
- Doors that can only be seen from one side when closed - Doors that can only be seen from one side when closed

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@@ -1,6 +1,10 @@
{ {
"smart-doors": { "smart-doors": {
"settings": { "settings": {
"doorControlOutline": {
"name": "Door Control Outline",
"hint": "Draw outlines around Door Control icons to increase their visiblity"
},
"doorControlSizeFactor": { "doorControlSizeFactor": {
"name": "Door Control Size Factor", "name": "Door Control Size Factor",
"hint": "Defines by which factor the size of the door control icons should be scaled up" "hint": "Defines by which factor the size of the door control icons should be scaled up"

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@@ -0,0 +1,152 @@
/*
This is a modified version of the PIXI outline filter (https://github.com/pixijs/pixi-filters/tree/master/filters/outline)
and is licensed under the MIT license.
The MIT License
Copyright (c) 2013-2017 Mathew Groves, Chad Engler
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
const vertex = `attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
varying vec2 vTextureCoord;
void main(void)
{
gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = aTextureCoord;
}`
const fragment = `varying vec2 vTextureCoord;
uniform sampler2D uSampler;
uniform vec2 thickness;
uniform vec4 outlineColor;
uniform vec4 filterClamp;
const float DOUBLE_PI = 3.14159265358979323846264 * 2.;
void main(void) {
vec4 ownColor = texture2D(uSampler, vTextureCoord);
vec4 curColor;
float maxAlpha = 0.;
vec2 displaced;
for (float angle = 0.; angle <= DOUBLE_PI; angle += \${angleStep}) {
displaced.x = vTextureCoord.x + thickness.x * cos(angle);
displaced.y = vTextureCoord.y + thickness.y * sin(angle);
curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));
maxAlpha = max(maxAlpha, curColor.a);
}
float resultAlpha = max(maxAlpha, ownColor.a);
// Original line:
// gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha);
gl_FragColor = vec4(ownColor.rgb + outlineColor.rgb * (resultAlpha - ownColor.a), resultAlpha);
}
`
/**
* OutlineFilter, originally by mishaa
* http://www.html5gamedevs.com/topic/10640-outline-a-sprite-change-certain-colors/?p=69966
* http://codepen.io/mishaa/pen/emGNRB<br>
* ![original](../tools/screenshots/dist/original.png)![filter](../tools/screenshots/dist/outline.png)
*
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
* @see {@link https://www.npmjs.com/package/@pixi/filter-outline|@pixi/filter-outline}
* @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters}
* @param {number} [thickness=1] The tickness of the outline. Make it 2 times more for resolution 2
* @param {number} [color=0x000000] The color of the outline.
* @param {number} [quality=0.1] The quality of the outline from `0` to `1`, using a higher quality
* setting will result in slower performance and more accuracy.
*
* @example
* someSprite.filters = [new OutlineFilter(2, 0x99ff99)];
*/
class OutlineFilter extends PIXI.Filter {
constructor(thickness = 1, color = 0x000000, quality = 0.1) {
const samples = Math.max(
quality * OutlineFilter.MAX_SAMPLES,
OutlineFilter.MIN_SAMPLES
);
const angleStep = (Math.PI * 2 / samples).toFixed(7);
super(vertex, fragment.replace(/\$\{angleStep\}/, angleStep));
this.uniforms.thickness = new Float32Array([0, 0]);
/**
* The thickness of the outline.
* @member {number}
* @default 1
*/
this.thickness = thickness;
this.uniforms.outlineColor = new Float32Array([0, 0, 0, 1]);
this.color = color;
this.quality = quality;
}
apply(filterManager, input, output, clear) {
this.uniforms.thickness[0] = this.thickness / input._frame.width;
this.uniforms.thickness[1] = this.thickness / input._frame.height;
filterManager.applyFilter(this, input, output, clear);
}
/**
* The color of the glow.
* @member {number}
* @default 0x000000
*/
get color() {
return PIXI.utils.rgb2hex(this.uniforms.outlineColor);
}
set color(value) {
PIXI.utils.hex2rgb(value, this.uniforms.outlineColor);
}
}
/**
* The minimum number of samples for rendering outline.
* @static
* @member {number} MIN_SAMPLES
* @memberof PIXI.filters.OutlineFilter
* @default 1
*/
OutlineFilter.MIN_SAMPLES = 1;
/**
* The maximum number of samples for rendering outline.
* @static
* @member {number} MAX_SAMPLES
* @memberof PIXI.filters.OutlineFilter
* @default 100
*/
OutlineFilter.MAX_SAMPLES = 100;
export { OutlineFilter };

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@@ -2,10 +2,16 @@
"name": "smart-doors", "name": "smart-doors",
"title": "Smart Doors", "title": "Smart Doors",
"description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.", "description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.",
"version": "1.1.0", "version": "1.2.4",
"minimumCoreVersion" : "0.7.7", "minimumCoreVersion" : "0.7.7",
"compatibleCoreVersion" : "0.7.8", "compatibleCoreVersion" : "0.7.9",
"author": "Manuel Vögele", "authors": [
{
"name": "Manuel Vögele",
"email": "develop@manuel-voegele.de",
"discord": "Stäbchenfisch#5107"
}
],
"esmodules": [ "esmodules": [
"src/main.js" "src/main.js"
], ],
@@ -18,7 +24,7 @@
], ],
"url": "https://github.com/manuelVo/foundryvtt-smart-doors", "url": "https://github.com/manuelVo/foundryvtt-smart-doors",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json", "manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.1.0.zip", "download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.4.zip",
"readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md", "readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md", "changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md",
"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues" "bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues"

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@@ -10,15 +10,6 @@ export function hookDoorControlReposition() {
} }
} }
export function hookDoorControlDraw() {
const originalHandler = DoorControl.prototype.draw
DoorControl.prototype.draw = async function () {
const result = await originalHandler.call(this)
onDoorControlPostDraw.call(this)
return result
}
}
// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size // Set the size of all door controls in relation to the grid size so it'll have a constant percieved size
export function onCanvasReady(currentCanvas) { export function onCanvasReady(currentCanvas) {
const doors = currentCanvas.controls.doors.children const doors = currentCanvas.controls.doors.children
@@ -26,7 +17,7 @@ export function onCanvasReady(currentCanvas) {
} }
// Set the size of the door control in relation to the grid size so it'll have a constant percieved size // Set the size of the door control in relation to the grid size so it'll have a constant percieved size
function onDoorControlPostDraw() { export function onDoorControlPostDraw() {
// If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead // If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead
if (!canvas.ready) if (!canvas.ready)
return return

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@@ -0,0 +1,24 @@
import {settingsKey} from "../settings.js"
import {OutlineFilter} from "../../lib/outline_filter/outline_filter.js"
export function onDoorControlPostDraw() {
if (!game.settings.get(settingsKey, "doorControlOutline"))
return
const types = CONST.WALL_DOOR_TYPES
if (this.wall.data.door === types.NONE)
return
// Remove all OutlineFilters from current filters
let pixiFilters = this.icon.filters || []
pixiFilters = pixiFilters.filter(pixiFilter => !(pixiFilter instanceof OutlineFilter))
let outlineFilter;
if (this.wall.data.door === types.SECRET && game.settings.get(settingsKey, "highlightSecretDoors"))
outlineFilter = new OutlineFilter(1, 0xFFFFFF)
else
outlineFilter = new OutlineFilter(1, 0x000000)
pixiFilters.push(outlineFilter)
this.icon.filters = pixiFilters
}

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@@ -1,6 +1,6 @@
import {settingsKey} from "../settings.js" import {settingsKey} from "../settings.js"
const SECRET_DOOR_TINT = 0x222222 const SECRET_DOOR_TINT = 0x000000
// Tint all secret doors dark grey // Tint all secret doors dark grey
export function onCanvasReady(currentCanvas) { export function onCanvasReady(currentCanvas) {

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@@ -26,13 +26,13 @@ export function onRenderChatMessage(message, html, data) {
// Creates a chat message stating that a player tried to open a locked door // Creates a chat message stating that a player tried to open a locked door
export function onDoorLeftClick() { export function onDoorLeftClick() {
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Check if this feature is enabled // Check if this feature is enabled
if (!game.settings.get(settingsKey, "lockedDoorAlert")) if (!game.settings.get(settingsKey, "lockedDoorAlert"))
return false return false
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Only create messages when the door is locked. // Only create messages when the door is locked.
if (state != states.LOCKED) if (state != states.LOCKED)
return false return false

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@@ -3,7 +3,7 @@ import * as Util from "../util.js"
// Inject settings for synchronized doors // Inject settings for synchronized doors
export function onRederWallConfig(wallConfig, html, data) { export function onRederWallConfig(wallConfig, html, data) {
if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) { if (game.settings.get(settingsKey, "synchronizedDoors") && data.isDoor) {
// Inject settings // Inject settings
const synchronizedSettings = ` const synchronizedSettings = `
<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p> <p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
@@ -121,12 +121,13 @@ export function onDoorRightClick() {
} }
// Updates all doors in the specified synchronization group with the provided data // Updates all doors in the specified synchronization group with the provided data
function updateSynchronizedDoors(updateData, synchronizationGroup) { async function updateSynchronizedDoors(updateData, synchronizationGroup) {
// Search for doors belonging to the synchronization group in all scenes // Search for doors belonging to the synchronization group in all scenes
let scenes = Util.filterAllWalls(wall => wall.door && wall.flags.smartdoors?.synchronizationGroup === synchronizationGroup); let scenes = Util.filterAllWalls(wall => wall.door && wall.flags.smartdoors?.synchronizationGroup === synchronizationGroup);
// Update all doors in the synchronization group // Update all doors in the synchronization group
scenes.forEach((scene) => { for (const scene of scenes) {
scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}})) // When VFTT 0.8 is out look for a way to do this in a single call.
}) await scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
}
} }

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@@ -2,7 +2,8 @@ import {settingsKey} from "../settings.js"
// Toggles between normal and secret doors // Toggles between normal and secret doors
export function onDoorLeftClick(event) { export function onDoorLeftClick(event) {
if (event.data.originalEvent.ctrlKey && game.user.isGM && game.settings.get(settingsKey, "toggleSecretDoors")) { // We don't trust the event to be filled with the expected data for compatibilty with arms reach (which passes a broken event)
if (game.settings.get(settingsKey, "toggleSecretDoors") && event.data?.originalEvent?.ctrlKey && game.user.isGM) {
const types = CONST.WALL_DOOR_TYPES const types = CONST.WALL_DOOR_TYPES
const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
this.wall.update({door: newtype}) this.wall.update({door: newtype})

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@@ -1,19 +1,20 @@
"use strict"; "use strict";
import * as DoorControlIconScale from "./features/door_control_icon_scale.js" import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
import * as DoorControlOutline from "./features/door_control_outline.js"
import * as HighlightSecretDoors from "./features/highlight_secret_doors.js" import * as HighlightSecretDoors from "./features/highlight_secret_doors.js"
import * as LockedDoorAlert from "./features/locked_door_alert.js" import * as LockedDoorAlert from "./features/locked_door_alert.js"
import * as SynchronizedDoors from "./features/synchronized_doors.js" import * as SynchronizedDoors from "./features/synchronized_doors.js"
import * as ToggleSecretDoor from "./features/toggle_secret_door.js" import * as ToggleSecretDoor from "./features/toggle_secret_door.js"
import {performMigrations} from "./migration.js" import {performMigrations} from "./migration.js"
import {registerSettings} from "./settings.js" import {registerSettings, settingsKey} from "./settings.js"
Hooks.once("init", () => { Hooks.once("init", () => {
registerSettings() registerSettings()
hookDoorEvents() hookDoorEvents()
hookWallConfigUpdate() hookWallConfigUpdate()
DoorControlIconScale.hookDoorControlDraw() hookDoorControlDraw()
DoorControlIconScale.hookDoorControlReposition() DoorControlIconScale.hookDoorControlReposition()
}) })
@@ -24,7 +25,6 @@ Hooks.once("ready", () => {
Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage) Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage)
Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady) Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady)
Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady) Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall) Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
@@ -42,6 +42,16 @@ function hookWallConfigUpdate() {
} }
} }
function hookDoorControlDraw() {
const originalHandler = DoorControl.prototype.draw
DoorControl.prototype.draw = async function () {
const result = await originalHandler.call(this)
DoorControlIconScale.onDoorControlPostDraw.call(this)
DoorControlOutline.onDoorControlPostDraw.call(this)
return result
}
}
// Hook mouse events on DoorControls to perform our logic. // Hook mouse events on DoorControls to perform our logic.
// If we successfully handled the event block the original handler. Forward the event otherwise. // If we successfully handled the event block the original handler. Forward the event otherwise.
function hookDoorEvents() { function hookDoorEvents() {

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@@ -21,6 +21,15 @@ export function registerSettings() {
default: 1.5, default: 1.5,
onChange: () => location.reload() onChange: () => location.reload()
}) })
game.settings.register(settingsKey, "doorControlOutline", {
name: "smart-doors.settings.doorControlOutline.name",
hint: "smart-doors.settings.doorControlOutline.hint",
scope: "client",
config: true,
type: Boolean,
default: true,
onChange: () => location.reload(),
})
game.settings.register(settingsKey, "highlightSecretDoors", { game.settings.register(settingsKey, "highlightSecretDoors", {
name: "smart-doors.settings.highlightSecretDoors.name", name: "smart-doors.settings.highlightSecretDoors.name",
hint: "smart-doors.settings.highlightSecretDoors.hint", hint: "smart-doors.settings.highlightSecretDoors.hint",