19 Commits

Author SHA1 Message Date
01857f6ef4 Release v1.2.6 2021-05-05 01:10:57 +02:00
1215ddf55a Use libWrapper for function hooks (resolves #5) 2021-05-05 01:06:33 +02:00
2eca460637 Release v1.2.5 2021-03-14 00:40:54 +01:00
3461db568e Add ko-fi button 2021-03-14 00:40:54 +01:00
47c5eecd9c Add option for synchronizing the secret door state (resolves #3) 2021-03-14 00:35:33 +01:00
0f1975f9ae Release v1.2.4 2021-02-11 23:04:29 +01:00
aafa18a2c2 Fix a race condition that may cause doors to not synchronize across scenes 2021-02-11 23:03:18 +01:00
69b6542a18 Release v1.2.3 2021-02-10 11:07:27 +01:00
6b36b62e71 Make compatbile with the Arms Reach module 2021-02-10 11:06:03 +01:00
f905657e41 Reword "Planned features" section to "Feature ideas" 2021-02-10 10:56:17 +01:00
a2053c7328 Fix the naming of the Ctrl key (it was called Strg before) 2021-01-27 15:57:41 +01:00
e17845dd57 Release v1.2.2 2021-01-27 13:06:38 +01:00
ff6769f6a4 Inform the user about incompatibilities between Smart Doors and Arms Reach and offer help for conflict resolution 2021-01-27 13:06:33 +01:00
869fedd128 Always check first if a feature is enabled before doing anything else to increase compatibility with other modules 2021-01-27 12:43:47 +01:00
2a9d7e7acb Put more detailed author information in module.json 2021-01-13 23:42:52 +01:00
a4d5e6a131 Release v1.2.1 2020-12-20 09:51:05 +01:00
3c632a342d Release v1.2.0 2020-12-16 12:39:13 +01:00
82b495f4c3 Draw an outline around door control icons 2020-12-16 12:37:53 +01:00
f67899500e Make secret doors black instead of dark grey 2020-12-16 12:35:57 +01:00
13 changed files with 177 additions and 180 deletions

View File

@@ -1,12 +1,40 @@
## v1.1.0
## 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
- 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

View File

@@ -1,3 +1,5 @@
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](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).
@@ -22,7 +24,7 @@ Which where the secret doors again? This tints all secret doors grey in the GM v
### Toggle Secret Doors
![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
@@ -44,7 +46,7 @@ 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

View File

@@ -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"
@@ -31,29 +27,15 @@
}
},
"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.",
"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."
},
"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
View 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);
}
}
});

View File

@@ -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",
"version": "1.2.6",
"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": [
"lib/libwrapper_shim.js",
"src/main.js"
],
"languages": [
@@ -18,7 +25,7 @@
],
"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/v1.2.6.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"

View File

@@ -1,13 +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)
}
}, "OVERRIDE");
}
// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size

View File

@@ -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)
}

View File

@@ -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

View File

@@ -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">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
@@ -11,19 +11,28 @@ export function onRederWallConfig(wallConfig, html, data) {
<label for="synchronizationGroup">${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"})
}
}
// 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];
@@ -31,6 +40,9 @@ export async function onWallConfigUpdate(event, formData) {
// 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
@@ -44,8 +56,15 @@ export async function onWallConfigUpdate(event, formData) {
return false
return true
})
if (doorInGroup)
if (doorInGroup) {
// ds is the door sate in foundry
updateData.ds = doorInGroup.ds;
if (synchronizeSecretStatus) {
// door is the door type in foundry
updateData.door = doorInGroup.door
}
}
}
// Update all the edited walls
@@ -53,7 +72,13 @@ export async function onWallConfigUpdate(event, formData) {
dataset.push({_id: id, ...updateData})
return dataset
}, [])
return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
const updateResult = await canvas.scene.updateEmbeddedEntity("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
@@ -118,12 +143,13 @@ export function onDoorRightClick() {
}
// Updates all doors in the specified synchronization group with the provided data
function updateSynchronizedDoors(updateData, synchronizationGroup) {
export async 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);
// Update all doors in the synchronization group
scenes.forEach((scene) => {
scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
})
for (const scene of scenes) {
// 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}}))
}
}

View File

@@ -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.update(updateData)
return true
}
return false

View File

@@ -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;");
}

View File

@@ -1,15 +1,15 @@
"use strict";
import {libWrapper} from "../lib/libwrapper_shim.js";
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()
@@ -31,63 +31,46 @@ 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),
])
}
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() {
const originalHandler = DoorControl.prototype.draw
DoorControl.prototype.draw = async function () {
const result = await originalHandler.call(this)
libWrapper.register("smart-doors", "DoorControl.prototype.draw", async function (wrapped) {
const result = await wrapped();
DoorControlIconScale.onDoorControlPostDraw.call(this)
DoorControlOutline.onDoorControlPostDraw.call(this)
return result
}
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

View File

@@ -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,
})
}