8 Commits

10 changed files with 48 additions and 149 deletions

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@@ -1,12 +1,24 @@
## v1.1.0
## 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
- Execute a macro when someone interacts with a door
### Other
- Secret doors are now tinted black instead of dark grey.
- Setting hints will now be shown below the title of the setting (before it was above)
## v1.1.0
### New features
- Tint secret doors grey for the GM to differentiate them from regular doors
- Toggle doors between secret and normal with ctrl+click

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@@ -17,10 +17,6 @@
"name": "Locked Door Alert",
"hint": "Send a message in chat when a player tried to open a locked door"
},
"macros": {
"name": "Door Interaction Macros",
"hint": "Trigger a macro when a door is being interacted with"
},
"synchronizedDoors": {
"name": "Synchronized Doors",
"hint": "Synchronize the state of configured doors"
@@ -31,22 +27,8 @@
}
},
"ui": {
"form": {
"macroExecuteEverywhere": {
"name": "Execute on all clients",
"hint": "If disabled the macro will be executed on the GMs client"
},
"macroName": {
"name": "Macro Name",
"hint": "The name of the macro that should be executed when this door is interacted with. No macro is executed if left blank."
},
"macroArguments": {
"name": "Marco Parameters",
"hint": "The parameters passed to the macro. Any JSON string is valid."
}
},
"messages": {
"argsInvalidJson": "The macro arguments must be valid JSON. See console for details.",
"armsReachIncompatiblilty": "You have the modules Smart Doors and Arms Reach activated. Those modules are known to conflict with each other. To resolve the conflict please disable either the \"Toggle Secret Doors\" setting of Smart Doors or the \"Hotkey 'e' for interaction\" setting of Arms Reach.",
"migrating": "Migrating Smart Doors to version {version}. Please don't close the application.",
"migrationDone": "Smart Doors successfully migrated to version {version}.",
"unknownVersion": "Smart Doors migration failed with the error: Unkown Version {version}. Please report this to the Smart Doors issue tracker. To prevent possible data loss don't use this plugin until this error is fixed."

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@@ -2,10 +2,16 @@
"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",
"version": "1.2.2",
"minimumCoreVersion" : "0.7.7",
"compatibleCoreVersion" : "0.7.8",
"author": "Manuel Vögele",
"compatibleCoreVersion" : "0.7.9",
"authors": [
{
"name": "Manuel Vögele",
"email": "develop@manuel-voegele.de",
"discord": "Stäbchenfisch#5107"
}
],
"esmodules": [
"src/main.js"
],
@@ -18,7 +24,7 @@
],
"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/v1.2.2.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"

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@@ -1,55 +0,0 @@
import {settingsKey} from "../settings.js"
import {textInput, checkboxInput, injectSettings} from "../form.js"
// Inject settings for synchronized doors
export function onRederWallConfig(wallConfig, html, data) {
if (data.isDoor && game.settings.get(settingsKey, "macros")) {
const settings = [
textInput("macroName", data.object.flags.smartdoors?.macro?.name),
textInput("macroArguments", JSON.stringify(data.object.flags.smartdoors?.macro?.args ?? undefined)),
checkboxInput("macroExecuteEverywhere", data.object.flags.smartdoors?.macro?.executeEverywhere),
]
injectSettings(html, settings)
}
}
// Check data input by the user for validity
export async function onWallConfigPreUpdate(event, formData) {
const args = formData.macroArguments || "null"
try {
// Check if args can be converted to JSON
JSON.parse(args)
}
catch (error) {
ui.notifications.error(game.i18n.localize("smart-doors.ui.messages.argsInvalidJson"))
// Rethrow the error to stop the update and prevent the dialog from closing
throw(error)
}
// The JSON is valid. Assign "null" instead of an empty string if necessary
formData.macroArguments = args
}
// Store our custom data from the WallConfig dialog
export async function onWallConfigUpdate(event, formData) {
let ids = this.options.editTargets;
if (ids.length == 0) {
ids = [this.object.data._id];
}
const updateData = {flags: {smartdoors: {macro: {
name: formData.macroName,
args: JSON.parse(formData.macroArguments),
executeEverywhere: formData.macroExecuteEverywhere
}}}}
// Update all the edited walls
const updateDataset = ids.reduce((dataset, id) => {
dataset.push({_id: id, ...updateData})
return dataset
}, [])
return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
}

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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
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)
return false

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@@ -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">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
@@ -18,6 +18,9 @@ export function onRederWallConfig(wallConfig, html, data) {
// Fill the injected input fields with values
const input = (name) => html.find(`input[name="${name}"]`)
input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
// Recalculate config window height
wallConfig.setPosition({height: "auto"})
}
}

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@@ -2,7 +2,7 @@ import {settingsKey} from "../settings.js"
// Toggles between normal and secret doors
export function onDoorLeftClick(event) {
if (event.data.originalEvent.ctrlKey && game.user.isGM && game.settings.get(settingsKey, "toggleSecretDoors")) {
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})

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@@ -1,38 +0,0 @@
function formEntry(name, input) {
return `
<div class="form-group">
<label for="${name}">${game.i18n.localize(`smart-doors.ui.form.${name}.name`)}</label>
${input}
</div>
<p class="notes">${game.i18n.localize(`smart-doors.ui.form.${name}.hint`)}</p>
`
}
export function injectSettings(html, settings) {
html.find(".form-group").last().after(settings.join(""))
}
export function textInput(name, value) {
return formEntry(name, `<input type="text" name="${escapeHtml(name)}" value="${escapeHtml(value ?? "")}"/>`)
}
export function selectInput(name, values) {
// TODO Set selected option
let html = `<select name="${name}">`
html += values.reduce((html, value) => html + `<option value="${escapeHtml(value)}">${game.i18n.localize(`smart-doors.ui.form.${name}.options.${value}`)}</option>`, "")
html += "</select>"
return formEntry(name, html)
}
export function checkboxInput(name, checked) {
return formEntry(name, `<input type="checkbox" name="${escapeHtml(name)}" value="true" ${checked ? "checked" : ""}/>`)
}
function escapeHtml(unsafe) {
return unsafe
.replace(/&/g, "&amp;")
.replace(/</g, "&lt;")
.replace(/>/g, "&gt;")
.replace(/"/g, "&quot;")
.replace(/'/g, "&#039;");
}

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@@ -2,14 +2,13 @@
import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
import * as DoorControlOutline from "./features/door_control_outline.js"
import * as ExecuteMacro from "./features/execute_macro.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()
@@ -21,6 +20,17 @@ Hooks.once("init", () => {
Hooks.once("ready", () => {
performMigrations()
// Check if arms-reach module is active and conflicting features are enabled
if (game.user.isGM && game.modules.get("arms-reach")?.active) {
// Our toggle-secret-door and arms-reach's hotkeyDoorInteraction conflict. Check if both are enabled.
if (game.settings.get(settingsKey, "toggleSecretDoors") && game.settings.get("arms-reach", "hotkeyDoorInteraction")) {
// Inform the user that they have incompatible features enabled
const incopatibilityMessage = game.i18n.localize("smart-doors.ui.messages.armsReachIncompatiblilty")
console.warn("Smart Doors | " + incopatibilityMessage)
ui.notifications.warn(incopatibilityMessage, {permanent: true})
}
}
})
Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage)
@@ -31,28 +41,15 @@ Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
// Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", (wallConfig, html, data) => {
SynchronizedDoors.onRederWallConfig(wallConfig, html, data)
ExecuteMacro.onRederWallConfig(wallConfig, html, data)
// Recalculate config window position and height
wallConfig.element[0].style.top = "" // This forces foundry to re-calculate the top position
wallConfig.setPosition({height: "auto"})
})
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 ExecuteMacro.onWallConfigPreUpdate.call(this, event, formData)
await originalHandler.call(this, event, formData)
return Promise.all([
SynchronizedDoors.onWallConfigUpdate.call(this, event, formData),
ExecuteMacro.onWallConfigUpdate.call(this, event, formData),
])
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData)
}
}

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@@ -63,12 +63,4 @@ export function registerSettings() {
type: Boolean,
default: true,
})
game.settings.register(settingsKey, "macros", {
name: "smart-doors.settings.macros.name",
hint: "smart-doors.settings.macros.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
})
}