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44
CHANGELOG.md
44
CHANGELOG.md
@@ -1,3 +1,47 @@
|
||||
## 1.2.7
|
||||
### Compatibility
|
||||
- Smart Doors is now compatible with Foundry 0.8.5
|
||||
|
||||
### Feature removals
|
||||
- The door icons now have outlines by defualt in Foundry. As a result the "Door Icon Outline" feature was removed.
|
||||
- Secret doors now have a different icon from regular doors in Foundry, making the "Tint Secret Doors" feature redundant. As a result it was removed.
|
||||
|
||||
## 1.2.6
|
||||
### Compatibility
|
||||
- Smart Doors now uses the libwrapper module and as a result is now compatible with the module "FoundryVTT Arms Reach"
|
||||
|
||||
## 1.2.5
|
||||
### New features
|
||||
- Synchronized doors can now be configured to synchronize their secret door status as well
|
||||
|
||||
## 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
|
||||
### New features
|
||||
- Tint secret doors grey for the GM to differentiate them from regular doors
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
[](https://ko-fi.com/staebchenfisch)
|
||||
|
||||
# Smart Doors
|
||||
Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors (and also tells you which of the doors).
|
||||
|
||||
@@ -17,7 +19,7 @@ Which where the secret doors again? This tints all secret doors grey in the GM v
|
||||
### Toggle Secret Doors
|
||||

|
||||
|
||||
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
|
||||
@@ -39,7 +41,7 @@ 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.
|
||||
|
||||
## Planned Features
|
||||
## Features ideas
|
||||
- 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
|
||||
- Doors that can only be seen from one side when closed
|
||||
|
||||
@@ -5,10 +5,6 @@
|
||||
"name": "Door Control Size Factor",
|
||||
"hint": "Defines by which factor the size of the door control icons should be scaled up"
|
||||
},
|
||||
"highlightSecretDoors": {
|
||||
"name": "Tint Secret Doors",
|
||||
"hint": "Shade secret doors in a different color on the gm screen to differentiate them from normal doors"
|
||||
},
|
||||
"lockedDoorAlert": {
|
||||
"name": "Locked Door Alert",
|
||||
"hint": "Send a message in chat when a player tried to open a locked door"
|
||||
@@ -30,7 +26,8 @@
|
||||
},
|
||||
"synchronizedDoors": {
|
||||
"description": "State changes of doors in the same synchronization group will be synchronized across scenes. Leave blank to disable synchronization for this door.",
|
||||
"groupName": "Synchronization Group"
|
||||
"groupName": "Synchronization Group",
|
||||
"synchronizeSecretStatus": "Synchronize Secret Status"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
61
lib/libwrapper_shim.js
Normal file
61
lib/libwrapper_shim.js
Normal file
@@ -0,0 +1,61 @@
|
||||
// SPDX-License-Identifier: MIT
|
||||
// Copyright © 2021 fvtt-lib-wrapper Rui Pinheiro
|
||||
|
||||
'use strict';
|
||||
|
||||
// A shim for the libWrapper library
|
||||
export let libWrapper = undefined;
|
||||
|
||||
Hooks.once('init', () => {
|
||||
// Check if the real module is already loaded - if so, use it
|
||||
if(globalThis.libWrapper && !(globalThis.libWrapper.is_fallback ?? true)) {
|
||||
libWrapper = globalThis.libWrapper;
|
||||
return;
|
||||
}
|
||||
|
||||
// Fallback implementation
|
||||
libWrapper = class {
|
||||
static get is_fallback() { return true };
|
||||
|
||||
static register(module, target, fn, type="MIXED", {chain=undefined}={}) {
|
||||
const is_setter = target.endsWith('#set');
|
||||
target = !is_setter ? target : target.slice(0, -4);
|
||||
const split = target.split('.');
|
||||
const fn_name = split.pop();
|
||||
const root_nm = split.splice(0,1)[0];
|
||||
const _eval = eval; // The browser doesn't expose all global variables (e.g. 'Game') inside globalThis, but it does to an eval. We copy it to a variable to have it run in global scope.
|
||||
const obj = split.reduce((x,y)=>x[y], globalThis[root_nm] ?? _eval(root_nm));
|
||||
|
||||
let iObj = obj;
|
||||
let descriptor = null;
|
||||
while(iObj) {
|
||||
descriptor = Object.getOwnPropertyDescriptor(iObj, fn_name);
|
||||
if(descriptor) break;
|
||||
iObj = Object.getPrototypeOf(iObj);
|
||||
}
|
||||
if(!descriptor || descriptor?.configurable === false) throw `libWrapper Shim: '${target}' does not exist, could not be found, or has a non-configurable descriptor.`;
|
||||
|
||||
let original = null;
|
||||
const wrapper = (chain ?? type != 'OVERRIDE') ? function() { return fn.call(this, original.bind(this), ...arguments); } : function() { return fn.apply(this, arguments); };
|
||||
|
||||
if(!is_setter) {
|
||||
if(descriptor.value) {
|
||||
original = descriptor.value;
|
||||
descriptor.value = wrapper;
|
||||
}
|
||||
else {
|
||||
original = descriptor.get;
|
||||
descriptor.get = wrapper;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if(!descriptor.set) throw `libWrapper Shim: '${target}' does not have a setter`;
|
||||
original = descriptor.set;
|
||||
descriptor.set = wrapper;
|
||||
}
|
||||
|
||||
descriptor.configurable = true;
|
||||
Object.defineProperty(obj, fn_name, descriptor);
|
||||
}
|
||||
}
|
||||
});
|
||||
20
module.json
20
module.json
@@ -2,11 +2,18 @@
|
||||
"name": "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.",
|
||||
"version": "1.1.0",
|
||||
"minimumCoreVersion" : "0.7.7",
|
||||
"compatibleCoreVersion" : "0.7.8",
|
||||
"author": "Manuel Vögele",
|
||||
"version": "1.2.7",
|
||||
"minimumCoreVersion" : "0.8.5",
|
||||
"compatibleCoreVersion" : "0.8.5",
|
||||
"authors": [
|
||||
{
|
||||
"name": "Manuel Vögele",
|
||||
"email": "develop@manuel-voegele.de",
|
||||
"discord": "Stäbchenfisch#5107"
|
||||
}
|
||||
],
|
||||
"esmodules": [
|
||||
"lib/libwrapper_shim.js",
|
||||
"src/main.js"
|
||||
],
|
||||
"languages": [
|
||||
@@ -18,8 +25,9 @@
|
||||
],
|
||||
"url": "https://github.com/manuelVo/foundryvtt-smart-doors",
|
||||
"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/v1.2.7.zip",
|
||||
"readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.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",
|
||||
"allowBugReporter": true
|
||||
}
|
||||
|
||||
@@ -1,22 +1,14 @@
|
||||
import { libWrapper } from "../../lib/libwrapper_shim.js"
|
||||
import {settingsKey} from "../settings.js"
|
||||
|
||||
// Adjust the repositioning formula for the door controls
|
||||
export function hookDoorControlReposition() {
|
||||
DoorControl.prototype.reposition = function () {
|
||||
libWrapper.register("smart-doors", "DoorControl.prototype.reposition", function () {
|
||||
let gridSize = this.wall.scene.data.grid
|
||||
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
|
||||
const pos = this.wall.midpoint.map(p => p - gridSize * 0.2)
|
||||
this.position.set(...pos)
|
||||
}
|
||||
}
|
||||
|
||||
export function hookDoorControlDraw() {
|
||||
const originalHandler = DoorControl.prototype.draw
|
||||
DoorControl.prototype.draw = async function () {
|
||||
const result = await originalHandler.call(this)
|
||||
onDoorControlPostDraw.call(this)
|
||||
return result
|
||||
}
|
||||
}, "OVERRIDE");
|
||||
}
|
||||
|
||||
// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size
|
||||
@@ -26,7 +18,7 @@ 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
|
||||
function onDoorControlPostDraw() {
|
||||
export function onDoorControlPostDraw() {
|
||||
// If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead
|
||||
if (!canvas.ready)
|
||||
return
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
import {settingsKey} from "../settings.js"
|
||||
|
||||
const SECRET_DOOR_TINT = 0x222222
|
||||
|
||||
// Tint all secret doors dark grey
|
||||
export function onCanvasReady(currentCanvas) {
|
||||
if (game.settings.get(settingsKey, "highlightSecretDoors")) {
|
||||
const types = CONST.WALL_DOOR_TYPES
|
||||
const secretDoors = canvas.controls.doors.children.filter(control => control.wall.data.door == types.SECRET)
|
||||
secretDoors.forEach(control => control.icon.tint = SECRET_DOOR_TINT)
|
||||
}
|
||||
}
|
||||
|
||||
// If door type has been changed, tint the door accordingly
|
||||
export function onUpdateWall(scene, wall, update) {
|
||||
if (!game.settings.get(settingsKey, "highlightSecretDoors"))
|
||||
return
|
||||
const types = CONST.WALL_DOOR_TYPES
|
||||
if (wall.door === types.NONE)
|
||||
return
|
||||
// Find the door control corresponding to the changed door
|
||||
const changedDoor = canvas.controls.doors.children.find(control => control.wall.data._id === wall._id);
|
||||
// If the changed door doesn't have a control it's not on this scene - ignore it
|
||||
if (!changedDoor)
|
||||
return
|
||||
// The wall object we got passed might be from another scene so we replace it with the door from the current scene
|
||||
wall = changedDoor.wall.data
|
||||
if (wall.door === types.DOOR)
|
||||
changedDoor.icon.tint = 0xFFFFFF
|
||||
else if (wall.door === types.SECRET)
|
||||
changedDoor.icon.tint = SECRET_DOOR_TINT
|
||||
else
|
||||
console.warn("Smart Doors | Encountered unknown door type " + wall.door + " while highlighting secret doors.")
|
||||
}
|
||||
@@ -9,7 +9,7 @@ export function onRenderChatMessage(message, html, data) {
|
||||
|
||||
// Tint on mouse enter
|
||||
const mouseEnter = function () {
|
||||
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id === source.wall && door.wall.scene.id === source.scene);
|
||||
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.id === source.wall && door.wall.scene.id === source.scene);
|
||||
if (sourceDoor)
|
||||
sourceDoor.icon.tint = 0xff0000;
|
||||
}
|
||||
@@ -17,7 +17,7 @@ export function onRenderChatMessage(message, html, data) {
|
||||
|
||||
// Remove tint on mouse leave
|
||||
const mouseLeave = function () {
|
||||
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id === source.wall && door.wall.scene.id === source.scene);
|
||||
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.id === source.wall && door.wall.scene.id === source.scene);
|
||||
if (sourceDoor)
|
||||
sourceDoor.icon.tint = 0xffffff;
|
||||
}
|
||||
@@ -26,15 +26,15 @@ export function onRenderChatMessage(message, html, data) {
|
||||
|
||||
// Creates a chat message stating that a player tried to open a locked door
|
||||
export function onDoorLeftClick() {
|
||||
const state = this.wall.data.ds
|
||||
const states = CONST.WALL_DOOR_STATES
|
||||
|
||||
// Check if this feature is enabled
|
||||
if (!game.settings.get(settingsKey, "lockedDoorAlert"))
|
||||
return false
|
||||
|
||||
const state = this.wall.data.ds
|
||||
const states = CONST.WALL_DOOR_STATES
|
||||
|
||||
// Only create messages when the door is locked.
|
||||
if (state != states.LOCKED)
|
||||
if (state !== states.LOCKED)
|
||||
return false
|
||||
|
||||
// Generate no message if the gm attempts to open the door
|
||||
@@ -43,7 +43,7 @@ export function onDoorLeftClick() {
|
||||
|
||||
// Create and send the chat message
|
||||
const message = {}
|
||||
message.user = game.user
|
||||
message.user = game.user.id;
|
||||
if (game.user.character)
|
||||
message.speaker = {actor: game.user.character}
|
||||
message.content = "Just tried to open a locked door"
|
||||
|
||||
@@ -3,7 +3,7 @@ import * as Util from "../util.js"
|
||||
|
||||
// Inject settings for synchronized doors
|
||||
export function onRederWallConfig(wallConfig, html, data) {
|
||||
if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) {
|
||||
if (game.settings.get(settingsKey, "synchronizedDoors") && data.isDoor) {
|
||||
// Inject settings
|
||||
const synchronizedSettings = `
|
||||
<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
|
||||
@@ -11,13 +11,18 @@ export function onRederWallConfig(wallConfig, html, data) {
|
||||
<label for="synchronizationGroup">${game.i18n.localize("smart-doors.ui.synchronizedDoors.groupName")}</label>
|
||||
<input type="text" name="synchronizationGroup"/>
|
||||
</div>
|
||||
<div class="form-group">
|
||||
<label for="synchronizeSecretStatus">${game.i18n.localize("smart-doors.ui.synchronizedDoors.synchronizeSecretStatus")}</label>
|
||||
<input type="checkbox" name="synchronizeSecretStatus" value="true"/>
|
||||
</div>
|
||||
`
|
||||
html.find(".form-group").last().after(synchronizedSettings)
|
||||
|
||||
const smartdoorsData = data.object.flags.smartdoors
|
||||
// Fill the injected input fields with values
|
||||
const input = (name) => html.find(`input[name="${name}"]`)
|
||||
const input = (name) => html.find(`input[name="${name}"]`); // input is a helper function to search for a input field by it's name
|
||||
input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
|
||||
input("synchronizeSecretStatus").prop("checked", smartdoorsData?.synchronizeSecretStatus);
|
||||
|
||||
// Recalculate config window height
|
||||
wallConfig.setPosition({height: "auto"})
|
||||
@@ -26,37 +31,51 @@ export function onRederWallConfig(wallConfig, html, data) {
|
||||
|
||||
// Store our custom data from the WallConfig dialog
|
||||
export async function onWallConfigUpdate(event, formData) {
|
||||
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}}
|
||||
const synchronizeSecretStatus = formData.synchronizeSecretStatus;
|
||||
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}};
|
||||
let ids = this.options.editTargets;
|
||||
if (ids.length == 0) {
|
||||
ids = [this.object.data._id];
|
||||
ids = [this.object.id];
|
||||
}
|
||||
|
||||
// If a synchronization group is set, get the state of existing doors and assume their state
|
||||
if (formData.synchronizationGroup) {
|
||||
// Update the synchronizeSecretStatus flag
|
||||
updateData.flags.smartdoors.synchronizeSecretStatus = synchronizeSecretStatus;
|
||||
|
||||
// Search for other doors in the synchronization group that aren't in the list of edited doors
|
||||
const doorInGroup = Util.findInAllWalls(wall => {
|
||||
// We only search for doors
|
||||
if (!wall.door)
|
||||
if (!wall.data.door)
|
||||
return false
|
||||
// We only want doors in the same synchronization group
|
||||
if (wall.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
|
||||
if (wall.data.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
|
||||
return false
|
||||
// Doors on this scene that have their id included in `ids` are currently being changed. Ignore them.
|
||||
if (wall.scene === canvas.scene && ids.includes(wall._id))
|
||||
if (wall.parent.id === canvas.scene.id && ids.includes(wall.id))
|
||||
return false
|
||||
return true
|
||||
})
|
||||
if (doorInGroup)
|
||||
updateData.ds = doorInGroup.ds;
|
||||
if (doorInGroup) {
|
||||
// ds is the door sate in foundry
|
||||
updateData.ds = doorInGroup.data.ds;
|
||||
|
||||
if (synchronizeSecretStatus) {
|
||||
// door is the door type in foundry
|
||||
updateData.door = doorInGroup.data.door;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update all the edited walls
|
||||
const updateDataset = ids.reduce((dataset, id) => {
|
||||
dataset.push({_id: id, ...updateData})
|
||||
return dataset
|
||||
}, [])
|
||||
return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
|
||||
const updateDataset = ids.map(id => {return {_id: id, ...updateData}});
|
||||
const updateResult = await canvas.scene.updateEmbeddedDocuments("Wall", updateDataset);
|
||||
|
||||
// If door is synchronized, synchronize secret status among synchronized doors
|
||||
if (formData.synchronizationGroup)
|
||||
await updateSynchronizedDoors(updateData, formData.synchronizationGroup);
|
||||
|
||||
return updateResult;
|
||||
}
|
||||
|
||||
// Update the state of all synchronized doors
|
||||
@@ -121,12 +140,10 @@ export function onDoorRightClick() {
|
||||
}
|
||||
|
||||
// Updates all doors in the specified synchronization group with the provided data
|
||||
function updateSynchronizedDoors(updateData, synchronizationGroup) {
|
||||
export function updateSynchronizedDoors(updateData, synchronizationGroup) {
|
||||
// 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.data.door && wall.data.flags.smartdoors?.synchronizationGroup === synchronizationGroup);
|
||||
|
||||
// Update all doors in the synchronization group
|
||||
scenes.forEach((scene) => {
|
||||
scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
|
||||
})
|
||||
return Promise.all(scenes.map(scene => scene.scene.updateEmbeddedDocuments("Wall", scene.walls.map((wall) => {return {_id: wall.id, ...updateData}}))));
|
||||
}
|
||||
|
||||
@@ -1,11 +1,19 @@
|
||||
import {settingsKey} from "../settings.js"
|
||||
import {updateSynchronizedDoors} from "./synchronized_doors.js";
|
||||
|
||||
// Toggles between normal and secret doors
|
||||
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 newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
|
||||
this.wall.update({door: newtype})
|
||||
const updateData = {door: newtype}
|
||||
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
|
||||
if (game.settings.get(settingsKey, "synchronizedDoors") && synchronizationGroup && this.wall.data.flags.smartdoors?.synchronizeSecretStatus)
|
||||
updateSynchronizedDoors(updateData, synchronizationGroup)
|
||||
else
|
||||
this.wall.document.update(updateData)
|
||||
|
||||
return true
|
||||
}
|
||||
return false
|
||||
|
||||
39
src/main.js
39
src/main.js
@@ -1,19 +1,19 @@
|
||||
"use strict";
|
||||
|
||||
import {libWrapper} from "../lib/libwrapper_shim.js";
|
||||
import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
|
||||
import * as HighlightSecretDoors from "./features/highlight_secret_doors.js"
|
||||
import * as LockedDoorAlert from "./features/locked_door_alert.js"
|
||||
import * as SynchronizedDoors from "./features/synchronized_doors.js"
|
||||
import * as ToggleSecretDoor from "./features/toggle_secret_door.js"
|
||||
|
||||
import {performMigrations} from "./migration.js"
|
||||
import {registerSettings} from "./settings.js"
|
||||
import {registerSettings, settingsKey} from "./settings.js"
|
||||
|
||||
Hooks.once("init", () => {
|
||||
registerSettings()
|
||||
hookDoorEvents()
|
||||
hookWallConfigUpdate()
|
||||
DoorControlIconScale.hookDoorControlDraw()
|
||||
hookDoorControlDraw()
|
||||
DoorControlIconScale.hookDoorControlReposition()
|
||||
})
|
||||
|
||||
@@ -25,45 +25,46 @@ Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage)
|
||||
|
||||
Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady)
|
||||
|
||||
Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
|
||||
|
||||
Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
|
||||
|
||||
// Inject our custom settings into the WallConfig dialog
|
||||
Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig)
|
||||
|
||||
// Hook the update function of the WallConfig dialog so we can store our custom data
|
||||
function hookWallConfigUpdate() {
|
||||
// Replace the original function with our custom one
|
||||
const originalHandler = WallConfig.prototype._updateObject;
|
||||
WallConfig.prototype._updateObject = async function (event, formData) {
|
||||
await originalHandler.call(this, event, formData)
|
||||
libWrapper.register("smart-doors", "WallConfig.prototype._updateObject", async function (wrapped, event, formData) {
|
||||
await wrapped(event, formData);
|
||||
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData)
|
||||
}
|
||||
}, "WRAPPER");
|
||||
}
|
||||
|
||||
function hookDoorControlDraw() {
|
||||
libWrapper.register("smart-doors", "DoorControl.prototype.draw", async function (wrapped) {
|
||||
const result = await wrapped();
|
||||
DoorControlIconScale.onDoorControlPostDraw.call(this)
|
||||
return result;
|
||||
}, "WRAPPER");
|
||||
}
|
||||
|
||||
// Hook mouse events on DoorControls to perform our logic.
|
||||
// If we successfully handled the event block the original handler. Forward the event otherwise.
|
||||
function hookDoorEvents() {
|
||||
// Replace the original mousedown handler with our custom one
|
||||
const originalMouseDownHandler = DoorControl.prototype._onMouseDown
|
||||
DoorControl.prototype._onMouseDown = function (event) {
|
||||
libWrapper.register("smart-doors", "DoorControl.prototype._onMouseDown", function (wrapped, event) {
|
||||
// Call our handler first. Only allow the original handler to run if our handler returns true
|
||||
const eventHandled = onDoorMouseDown.call(this, event)
|
||||
if (eventHandled)
|
||||
return
|
||||
return originalMouseDownHandler.call(this, event)
|
||||
}
|
||||
return wrapped(event);
|
||||
}, "MIXED");
|
||||
|
||||
// Replace the original rightdown handler with our custom one
|
||||
const originalRightDownHandler = DoorControl.prototype._onRightDown
|
||||
DoorControl.prototype._onRightDown = function (event) {
|
||||
libWrapper.register("smart-doors", "DoorControl.prototype._onRightDown", function (wrapped, event) {
|
||||
// Call our handler first. Only allow the original handler to run if our handler returns true
|
||||
const eventHandled = onDoorRightDown.call(this, event)
|
||||
if (eventHandled)
|
||||
return
|
||||
return originalRightDownHandler.call(this, event)
|
||||
}
|
||||
return wrapped(event);
|
||||
}, "MIXED");
|
||||
}
|
||||
|
||||
// Our custom handler for mousedown events on doors
|
||||
|
||||
@@ -20,9 +20,9 @@ export function performMigrations() {
|
||||
// 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)
|
||||
if (!wall.data.door)
|
||||
return
|
||||
dict[wall._id] = scene.id
|
||||
dict[wall.id] = scene.id;
|
||||
})
|
||||
return dict
|
||||
}, {})
|
||||
|
||||
@@ -1,10 +1,5 @@
|
||||
export const settingsKey = "smart-doors";
|
||||
|
||||
function reloadGM() {
|
||||
if (game.user.isGM)
|
||||
location.reload()
|
||||
}
|
||||
|
||||
export function registerSettings() {
|
||||
game.settings.register(settingsKey, "dataVersion", {
|
||||
scope: "world",
|
||||
@@ -21,15 +16,6 @@ export function registerSettings() {
|
||||
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",
|
||||
|
||||
Reference in New Issue
Block a user