Compare commits
48 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 02ea8aeb93 | |||
| 59e2d0884f | |||
|
|
62c76e3d23 | ||
| 0fd9a7b71f | |||
| bc46a05f3c | |||
| e53a1b6a21 | |||
| 2ea4eb04cb | |||
|
|
04d85d818b | ||
| a0cdaff5db | |||
| 30272cfbf4 | |||
| 46581362fb | |||
| 993cc2b658 | |||
| 644f6795a6 | |||
| 31bc7c82e5 | |||
| 7fd6f1f9a9 | |||
|
|
d51c416ac2 | ||
| 697950e22a | |||
| 78d41d2a40 | |||
| c222d3019c | |||
| a2541bf934 | |||
| 3dbaf84db3 | |||
| cf3cbb892c | |||
| 2ce7e57f43 | |||
| e20b259d99 | |||
| 13df0ccecd | |||
| 8e565d24ae | |||
| 81f455c63a | |||
| 42529d3df6 | |||
| 9a40e53d2e | |||
| 01857f6ef4 | |||
| 1215ddf55a | |||
| 2eca460637 | |||
| 3461db568e | |||
| 47c5eecd9c | |||
| 0f1975f9ae | |||
| aafa18a2c2 | |||
| 69b6542a18 | |||
| 6b36b62e71 | |||
| f905657e41 | |||
| a2053c7328 | |||
| e17845dd57 | |||
| ff6769f6a4 | |||
| 869fedd128 | |||
| 2a9d7e7acb | |||
| a4d5e6a131 | |||
| 3c632a342d | |||
| 82b495f4c3 | |||
| f67899500e |
4
.prettierrc
Normal file
4
.prettierrc
Normal file
@@ -0,0 +1,4 @@
|
|||||||
|
printWidth: 100
|
||||||
|
trailingComma: "all"
|
||||||
|
bracketSpacing: false
|
||||||
|
arrowParens: "avoid"
|
||||||
92
CHANGELOG.md
92
CHANGELOG.md
@@ -1,12 +1,98 @@
|
|||||||
## v1.1.0
|
## 1.4.0
|
||||||
|
### Compatibility
|
||||||
|
- Smart Doors is now compatible with Foundry v10
|
||||||
|
|
||||||
|
### Translation
|
||||||
|
- Updated the english text for several UI items
|
||||||
|
- Updated the german translation (thanks Athemis!)
|
||||||
|
- Updated the french translation (thanks rectulo!)
|
||||||
|
|
||||||
|
|
||||||
|
## 1.3.3
|
||||||
|
### Bugfixes
|
||||||
|
- Fixed a bug that could cause some settings to not apply if multiple settings were changed at once
|
||||||
|
- Fixed a bug that caused the french translation to not work
|
||||||
|
|
||||||
|
|
||||||
|
## 1.3.2
|
||||||
|
### Bugfixes
|
||||||
|
- The message sent to chat when triggering a locke door alert can now be translated
|
||||||
|
|
||||||
|
### Translation
|
||||||
|
- Added japanese translation (thanks to touge)
|
||||||
|
- Added german translation
|
||||||
|
|
||||||
|
|
||||||
|
## 1.3.1
|
||||||
|
### Bugfixes
|
||||||
|
- The keybinding to toggle secret doors no longer supresses other keybindings that are assigned to the same key
|
||||||
|
|
||||||
|
|
||||||
|
## 1.3.0
|
||||||
|
### New features
|
||||||
|
- The keybinding for the Toggle Secret Door feature can now be reconfigured via Foundries keybinding configuration (the default key has changed to AltLeft)
|
||||||
|
|
||||||
|
### Compatibility
|
||||||
|
- Smart Doors is now compatible with Foundry 9
|
||||||
|
|
||||||
|
### Translation
|
||||||
|
- Added french translation (thanks to Elfenduli)
|
||||||
|
|
||||||
|
|
||||||
|
## 1.2.9
|
||||||
|
### Feature revival
|
||||||
|
- The "Tint secret doors" feature is back, but will remain disabled by default.
|
||||||
|
|
||||||
|
## 1.2.8
|
||||||
|
### Compatibility
|
||||||
|
- Smart Doors is now compatible with Foundry 0.8.8
|
||||||
|
- Due to API changes inside Foundry, Smart Doors is no longer compatible with Foundry versions older than 0.8.7
|
||||||
|
|
||||||
|
## 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
|
### New features
|
||||||
- Draw outlines around Door Control icons to increase their visibility
|
- Draw outlines around Door Control icons to increase their visibility
|
||||||
- Execute a macro when someone interacts with a door
|
|
||||||
|
|
||||||
### Other
|
### Other
|
||||||
- Secret doors are now tinted black instead of dark grey.
|
- 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
|
### 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
|
||||||
- Toggle doors between secret and normal with ctrl+click
|
- Toggle doors between secret and normal with ctrl+click
|
||||||
|
|||||||
21
README.md
21
README.md
@@ -1,3 +1,5 @@
|
|||||||
|
[](https://ko-fi.com/staebchenfisch)
|
||||||
|
|
||||||
# Smart Doors
|
# 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).
|
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).
|
||||||
|
|
||||||
@@ -8,21 +10,10 @@ 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 icons will be rendered with an outline to improve their visibility on bright backgrounds.
|
|
||||||
|
|
||||||
### Tint Secret Doors
|
|
||||||

|
|
||||||
|
|
||||||
Which where the secret doors again? This tints all secret doors grey in the GM view, allowing to easily differentiate between normal and secret doors.
|
|
||||||
|
|
||||||
|
|
||||||
### Toggle Secret Doors
|
### 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. Alt+left click secrets doors to turn them into regular doors. Alt+left click can also be done on normal doors to turn them into secret doors. The keybinding for this feature can be reconfigured.
|
||||||
|
|
||||||
|
|
||||||
### Locked Door Alerts
|
### Locked Door Alerts
|
||||||
@@ -32,6 +23,10 @@ Keep everyone informed who tried to open which door. Whenever a player tries to
|
|||||||
|
|
||||||
If the GM tries to open a locked door the sound will only played for him and no chat message will be sent.
|
If the GM tries to open a locked door the sound will only played for him and no chat message will be sent.
|
||||||
|
|
||||||
|
### Tint Secret Doors
|
||||||
|
This tints secret doors in a gray shade to make them easier to discern from regular doors when being zoomed further out.
|
||||||
|
|
||||||
|
|
||||||
### Synchronized Doors
|
### Synchronized Doors
|
||||||

|

|
||||||
|
|
||||||
@@ -44,7 +39,7 @@ 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
|
||||||
|
|||||||
41
lang/de.json
Normal file
41
lang/de.json
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
{
|
||||||
|
"smart-doors": {
|
||||||
|
"keybindings": {
|
||||||
|
"toggleSecretDoor": {
|
||||||
|
"name": "Geheimtüren umschalten",
|
||||||
|
"hint": "Solange diese Taste gedrückt ist, werden Türen beim Klicken zwischen normaler Tür und Geheimtür umgeschaltet."
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"settings": {
|
||||||
|
"doorControlSizeFactor": {
|
||||||
|
"name": "Skalierungsfaktor des Türsymbols",
|
||||||
|
"hint": "Legt fest um welchen Faktor die Größe der Türsymbole hochskaliert werden sollen."
|
||||||
|
},
|
||||||
|
"highlightSecretDoors": {
|
||||||
|
"name": "Geheimtüren einfärben",
|
||||||
|
"hint": "Geheimtüren werden beim Spielleiter in einer anderen Farbe dargestellt, um sie einfacher von anderen Türen unterscheiden zu können."
|
||||||
|
},
|
||||||
|
"lockedDoorAlert": {
|
||||||
|
"name": "Alarm bei verschlossenen Türen",
|
||||||
|
"hint": "Wenn ein Spieler versucht eine verschlossene Tür zu öffnen, wird eine Nachricht im Chat angezeigt."
|
||||||
|
},
|
||||||
|
"synchronizedDoors": {
|
||||||
|
"name": "Synchronisierte Türen",
|
||||||
|
"hint": "Erlaubt es den Zustand mehrerer Türen zu synchronisieren."
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"ui": {
|
||||||
|
"lockedDoorAlert": "Hat versucht eine verschlossene Tür zu öffnen",
|
||||||
|
"messages": {
|
||||||
|
"migrating": "Aktualisiere Smart Doors zur Version {version}. Bitte schließe die Anwendung nicht.",
|
||||||
|
"migrationDone": "Smart Doors wurde erfolgreich auf die Version {version} aktualisiert.",
|
||||||
|
"unknownVersion": "Die Aktualisierung von Smart Doors ist mit folgendem Fehler fehlgeschlagen: unbekannte Version {version}. Bitte melde diesen Fehler im Bugtracker von Smart Doors. Um Datenverlust zu vermeiden, deaktiviere dieses Modul, bis dieser Fehler behoben ist."
|
||||||
|
},
|
||||||
|
"synchronizedDoors": {
|
||||||
|
"description": "Zustandsänderungen von Türen in der gleichen Synchronisationsgruppe werden szenenübergreifend synchronisiert. Lasse dieses Feld leer, wenn du diese Tür nicht synchronisieren möchtest.",
|
||||||
|
"groupName": "Synchronisationsgruppe",
|
||||||
|
"synchronizeSecretStatus": "Geheimtürstatus synchronisieren"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
49
lang/en.json
49
lang/en.json
@@ -1,59 +1,40 @@
|
|||||||
{
|
{
|
||||||
"smart-doors": {
|
"smart-doors": {
|
||||||
|
"keybindings": {
|
||||||
|
"toggleSecretDoor": {
|
||||||
|
"name": "Toggle Secret Door",
|
||||||
|
"hint": "While this key is being pressed, clicking on doors will cause the to toggle between normal and secret door."
|
||||||
|
}
|
||||||
|
},
|
||||||
"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."
|
||||||
},
|
},
|
||||||
"highlightSecretDoors": {
|
"highlightSecretDoors": {
|
||||||
"name": "Tint Secret Doors",
|
"name": "Tint Secret Doors",
|
||||||
"hint": "Shade secret doors in a different color on the gm screen to differentiate them from normal doors"
|
"hint": "Shade secret doors in a different color on the GM screen to differentiate them from normal doors."
|
||||||
},
|
},
|
||||||
"lockedDoorAlert": {
|
"lockedDoorAlert": {
|
||||||
"name": "Locked Door Alert",
|
"name": "Locked Door Alert",
|
||||||
"hint": "Send a message in chat when a player tried to open a locked door"
|
"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": {
|
"synchronizedDoors": {
|
||||||
"name": "Synchronized Doors",
|
"name": "Synchronized Doors",
|
||||||
"hint": "Synchronize the state of configured doors"
|
"hint": "Synchronize the state of multiple doors."
|
||||||
},
|
|
||||||
"toggleSecretDoors": {
|
|
||||||
"name": "Toggle Secret Doors",
|
|
||||||
"hint": "Toggle the door type between normal and secret using ctrl+left click"
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"ui": {
|
"ui": {
|
||||||
"form": {
|
"lockedDoorAlert": "Just tried to open a locked door",
|
||||||
"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": {
|
"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.",
|
"migrating": "Migrating Smart Doors to version {version}. Please don't close the application.",
|
||||||
"migrationDone": "Smart Doors successfully migrated to version {version}.",
|
"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."
|
"unknownVersion": "Smart Doors migration failed with the error: Unknown 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": {
|
"synchronizedDoors": {
|
||||||
"description": "State changes of doors in the same synchronization group will be synchronized across scenes. Leave blank to disable synchronization for this door.",
|
"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"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
54
lang/fr.json
Normal file
54
lang/fr.json
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
{
|
||||||
|
"smart-doors": {
|
||||||
|
"settings": {
|
||||||
|
"doorControlSizeFactor": {
|
||||||
|
"name": "Facteur de taille de commande de porte",
|
||||||
|
"hint": "Définit par quel facteur la taille des icônes de contrôle de porte doit être mise à l'échelle."
|
||||||
|
},
|
||||||
|
"highlightSecretDoors": {
|
||||||
|
"name": "Teinte des portes secrètes",
|
||||||
|
"indice": "Ombragez les portes secrètes d'une couleur différente sur l'écran gm pour les différencier des portes normales",
|
||||||
|
"hint": "Ombre les portes secrètes en une couleur différent sur l'écran du MJ pour les différencier des portes normales."
|
||||||
|
},
|
||||||
|
"lockedDoorAlert": {
|
||||||
|
"name": "Alerte de porte verrouillée",
|
||||||
|
"hint": "Envoyer un message dans la conversation lorsqu'un joueur essaie d'ouvrir une porte verrouillée."
|
||||||
|
},
|
||||||
|
"synchronizedDoors": {
|
||||||
|
"name": "Portes synchronisées",
|
||||||
|
"hint": "Synchroniser l'état de plusieurs portes."
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"keybindings": {
|
||||||
|
"toggleSecretDoor": {
|
||||||
|
"name": "Activer porte secrète",
|
||||||
|
"hint": "Lorsque cette clé est maintenue, cliquer sur les portes permettra de passer d'une porte normale à une porte secrète."
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"ui": {
|
||||||
|
"synchronizedDoors": {
|
||||||
|
"description": "Les changements d'état des portes dans le même groupe de synchronisation seront synchronisés à travers les scènes. Laisser vierge pour désactiver la synchronisation pour cette porte.",
|
||||||
|
"groupName": "Groupe de synchronisation",
|
||||||
|
"synchronizeSecretStatus": "Synchroniser le statut 'secret'"
|
||||||
|
},
|
||||||
|
"lockedDoorAlert": "vient d'essayer d'ouvrir une porte verrouillée",
|
||||||
|
"messages": {
|
||||||
|
"migrating": "Migre Smart doors à la version {version}. Ne pas fermer l'application.",
|
||||||
|
"migrationDone": "Smart doors a migré avec succès à la version {version}.",
|
||||||
|
"unknownVersion": "La migration de Smart doors est un échec avec l'erreur : version inconnue {version}. SVP, signalez cela dans le traqueur de problème de Smart doors. Pour prévenir de potentielles pertes de donnés, n'utilisez plus le plugin jusqu'à ce que cette erreur soit réparée."
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"ui": {
|
||||||
|
"messages": {
|
||||||
|
"migrating": "Migration de Smart Doors vers la version {version}. Veuillez ne pas fermer l'application.",
|
||||||
|
"migrationDone": "Smart Doors a migré avec succès vers la version {version}.",
|
||||||
|
"unknownVersion": "La migration de Smart Doors a échoué avec l'erreur : Version inconnue {version}. Veuillez le signaler à l'outil de suivi des problèmes Smart Doors. Pour éviter une éventuelle perte de données, n'utilisez pas ce plug-in tant que cette erreur n'est pas corrigée."
|
||||||
|
},
|
||||||
|
"synchronizedDoors": {
|
||||||
|
"description": "Les changements d'état des portes dans le même groupe de synchronisation seront synchronisés entre les scènes. Laissez vide pour désactiver la synchronisation pour cette porte.",
|
||||||
|
"groupName": "Groupe de synchronisation",
|
||||||
|
"synchronizeSecretStatus": "Synchroniser le statut Secret"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
40
lang/ja.json
Normal file
40
lang/ja.json
Normal file
@@ -0,0 +1,40 @@
|
|||||||
|
{
|
||||||
|
"smart-doors": {
|
||||||
|
"keybindings": {
|
||||||
|
"toggleSecretDoor": {
|
||||||
|
"name": "シークレット・ドア切替",
|
||||||
|
"hint": "このキーを押しながらドアをクリックすると、シークレット・ドアと通常のドアを切り替えます。"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"settings": {
|
||||||
|
"doorControlSizeFactor": {
|
||||||
|
"name": "扉アイコンの大きさ",
|
||||||
|
"hint": "扉アイコンをどの程度大きくスケールアップするか設定します。"
|
||||||
|
},
|
||||||
|
"highlightSecretDoors": {
|
||||||
|
"name": "シークレット・ドア色",
|
||||||
|
"hint": "シークレット・ドアに異なる色を重ねることで、GM側から視認しやすくなります。"
|
||||||
|
},
|
||||||
|
"lockedDoorAlert": {
|
||||||
|
"name": "ロック中通知",
|
||||||
|
"hint": "ロックされた扉を誰かが開けようとした時チャットに通知を表示します。"
|
||||||
|
},
|
||||||
|
"synchronizedDoors": {
|
||||||
|
"name": "扉の同期",
|
||||||
|
"hint": "設定した扉の状態を同期させます。"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"ui": {
|
||||||
|
"messages": {
|
||||||
|
"migrating": "Smart Doorsをバージョン{version}。にマイグレーションしています。FVTTを終了しないでください。",
|
||||||
|
"migrationDone": "Smart Doorsバージョン{version}のマイグレーションに成功しました。",
|
||||||
|
"unknownVersion": "Smart Doorsのマイグレーションに失敗しました。エラー:不明なバージョン{version}。Smart Doorsのissue trackerに報告していただくか、オンセ工房のDiscordサーバまでご報告ください。データの損失が起こりうる可能性がありますので、このエラーが解消されるまで使用しないでください。"
|
||||||
|
},
|
||||||
|
"synchronizedDoors": {
|
||||||
|
"description": "同じ同期グループにいる扉はシーンをまたいで状態が同期されます。空の場合はこの扉の同期を無効化します。",
|
||||||
|
"groupName": "同期グループ名",
|
||||||
|
"synchronizeSecretStatus": "シークレット状態同期"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
@@ -1,152 +0,0 @@
|
|||||||
/*
|
|
||||||
|
|
||||||
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>
|
|
||||||
* 
|
|
||||||
*
|
|
||||||
* @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 };
|
|
||||||
39
module.json
39
module.json
@@ -1,25 +1,50 @@
|
|||||||
{
|
{
|
||||||
"name": "smart-doors",
|
"id": "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": "1.4.0",
|
||||||
"minimumCoreVersion" : "0.7.7",
|
"compatibility": {
|
||||||
"compatibleCoreVersion" : "0.7.8",
|
"minimum": 10,
|
||||||
"author": "Manuel Vögele",
|
"verified": 10
|
||||||
|
},
|
||||||
|
"authors": [
|
||||||
|
{
|
||||||
|
"name": "Manuel Vögele",
|
||||||
|
"email": "develop@manuel-voegele.de",
|
||||||
|
"discord": "Stäbchenfisch#5107"
|
||||||
|
}
|
||||||
|
],
|
||||||
"esmodules": [
|
"esmodules": [
|
||||||
|
"lib/libwrapper_shim.js",
|
||||||
"src/main.js"
|
"src/main.js"
|
||||||
],
|
],
|
||||||
"languages": [
|
"languages": [
|
||||||
|
{
|
||||||
|
"lang": "de",
|
||||||
|
"name": "Deutsch",
|
||||||
|
"path": "lang/de.json"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"lang": "en",
|
"lang": "en",
|
||||||
"name": "English",
|
"name": "English",
|
||||||
"path": "lang/en.json"
|
"path": "lang/en.json"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"lang": "fr",
|
||||||
|
"name": "Français",
|
||||||
|
"path": "lang/fr.json"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"lang": "ja",
|
||||||
|
"name": "日本語",
|
||||||
|
"path": "lang/ja.json"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"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/v1.4.0.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",
|
||||||
|
"allowBugReporter": true
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,36 +1,66 @@
|
|||||||
import {settingsKey} from "../settings.js"
|
import {libWrapper} from "../../lib/libwrapper_shim.js";
|
||||||
|
import {settingsKey} from "../settings.js";
|
||||||
|
|
||||||
// Adjust the repositioning formula for the door controls
|
// Adjust the repositioning formula for the door controls
|
||||||
export function hookDoorControlReposition() {
|
export function hookDoorControlReposition() {
|
||||||
DoorControl.prototype.reposition = function () {
|
libWrapper.register(
|
||||||
let gridSize = this.wall.scene.data.grid
|
"smart-doors",
|
||||||
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
|
"DoorControl.prototype.reposition",
|
||||||
const pos = this.wall.midpoint.map(p => p - gridSize * 0.2)
|
function () {
|
||||||
this.position.set(...pos)
|
let gridSize = this.wall.scene.grid.size;
|
||||||
}
|
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
|
// 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;
|
||||||
doors.forEach(control => fixDoorControlSize(control))
|
doors.forEach(control => fixDoorControlSize(control));
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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
|
||||||
export 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
|
|
||||||
|
|
||||||
fixDoorControlSize(this)
|
fixDoorControlSize(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Resizes the door control according to the grid size
|
// Resizes the door control according to the grid size
|
||||||
function fixDoorControlSize(control) {
|
function fixDoorControlSize(control) {
|
||||||
let gridSize = control.wall.scene.data.grid
|
let gridSize = control.wall.scene.grid.size;
|
||||||
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
|
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor");
|
||||||
control.icon.width = control.icon.height = gridSize * 0.4
|
control.icon.width = control.icon.height = gridSize * 0.4;
|
||||||
control.hitArea = new PIXI.Rectangle(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44);
|
control.hitArea = new PIXI.Rectangle(
|
||||||
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();
|
gridSize * -0.02,
|
||||||
control.bg.clear().beginFill(0x000000, 1.0).drawRoundedRect(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44, gridSize * 0.05).endFill();
|
gridSize * -0.02,
|
||||||
|
gridSize * 0.44,
|
||||||
|
gridSize * 0.44,
|
||||||
|
);
|
||||||
|
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();
|
||||||
|
control.bg
|
||||||
|
.clear()
|
||||||
|
.beginFill(0x000000, 1.0)
|
||||||
|
.drawRoundedRect(
|
||||||
|
gridSize * -0.02,
|
||||||
|
gridSize * -0.02,
|
||||||
|
gridSize * 0.44,
|
||||||
|
gridSize * 0.44,
|
||||||
|
gridSize * 0.05,
|
||||||
|
)
|
||||||
|
.endFill();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,24 +0,0 @@
|
|||||||
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
|
|
||||||
}
|
|
||||||
@@ -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)
|
|
||||||
}
|
|
||||||
@@ -1,34 +1,35 @@
|
|||||||
import {settingsKey} from "../settings.js"
|
import {settingsKey} from "../settings.js";
|
||||||
|
|
||||||
const SECRET_DOOR_TINT = 0x000000
|
const SECRET_DOOR_TINT = 0x888888;
|
||||||
|
|
||||||
// Tint all secret doors dark grey
|
// Tint all secret doors dark grey
|
||||||
export function onCanvasReady(currentCanvas) {
|
export function onCanvasReady(currentCanvas) {
|
||||||
if (game.settings.get(settingsKey, "highlightSecretDoors")) {
|
if (game.settings.get(settingsKey, "highlightSecretDoors")) {
|
||||||
const types = CONST.WALL_DOOR_TYPES
|
const types = CONST.WALL_DOOR_TYPES;
|
||||||
const secretDoors = canvas.controls.doors.children.filter(control => control.wall.data.door == types.SECRET)
|
const secretDoors = canvas.controls.doors.children.filter(
|
||||||
secretDoors.forEach(control => control.icon.tint = SECRET_DOOR_TINT)
|
control => control.wall.door == types.SECRET,
|
||||||
|
);
|
||||||
|
secretDoors.forEach(control => (control.icon.tint = SECRET_DOOR_TINT));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// If door type has been changed, tint the door accordingly
|
// If door type has been changed, tint the door accordingly
|
||||||
export function onUpdateWall(scene, wall, update) {
|
export function onUpdateWall(wall, update, options) {
|
||||||
if (!game.settings.get(settingsKey, "highlightSecretDoors"))
|
if (!game.settings.get(settingsKey, "highlightSecretDoors")) return;
|
||||||
return
|
const types = CONST.WALL_DOOR_TYPES;
|
||||||
const types = CONST.WALL_DOOR_TYPES
|
if (wall.door === types.NONE) return;
|
||||||
if (wall.door === types.NONE)
|
|
||||||
return
|
|
||||||
// Find the door control corresponding to the changed door
|
// Find the door control corresponding to the changed door
|
||||||
const changedDoor = canvas.controls.doors.children.find(control => control.wall.data._id === wall._id);
|
const changedDoor = canvas.controls.doors.children.find(control => control.wall.id === wall.id);
|
||||||
// If the changed door doesn't have a control it's not on this scene - ignore it
|
// If the changed door doesn't have a control it's not on this scene - ignore it
|
||||||
if (!changedDoor)
|
if (!changedDoor) return;
|
||||||
return
|
|
||||||
// The wall object we got passed might be from another scene so we replace it with the door from the current scene
|
// 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
|
wall = changedDoor.wall;
|
||||||
if (wall.door === types.DOOR)
|
if (wall.document.door === types.DOOR) changedDoor.icon.tint = 0xffffff;
|
||||||
changedDoor.icon.tint = 0xFFFFFF
|
else if (wall.document.door === types.SECRET) changedDoor.icon.tint = SECRET_DOOR_TINT;
|
||||||
else if (wall.door === types.SECRET)
|
|
||||||
changedDoor.icon.tint = SECRET_DOOR_TINT
|
|
||||||
else
|
else
|
||||||
console.warn("Smart Doors | Encountered unknown door type " + wall.door + " while highlighting secret doors.")
|
console.warn(
|
||||||
|
"Smart Doors | Encountered unknown door type " +
|
||||||
|
wall.door +
|
||||||
|
" while highlighting secret doors.",
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,54 +1,54 @@
|
|||||||
import {settingsKey} from "../settings.js"
|
import {settingsKey} from "../settings.js";
|
||||||
|
|
||||||
// Tint the source door red when a locked alert is hovered
|
// Tint the source door red when a locked alert is hovered
|
||||||
export function onRenderChatMessage(message, html, data) {
|
export function onRenderChatMessage(message, html, data) {
|
||||||
// Tint the door that generated this message
|
// Tint the door that generated this message
|
||||||
const source = message.data.flags.smartdoors?.source
|
const source = message.flags.smartdoors?.source;
|
||||||
if (!source)
|
if (!source) return;
|
||||||
return
|
|
||||||
|
|
||||||
// Tint on mouse enter
|
// Tint on mouse enter
|
||||||
const mouseEnter = function () {
|
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(
|
||||||
if (sourceDoor)
|
door => door.wall.id === source.wall && door.wall.scene.id === source.scene,
|
||||||
sourceDoor.icon.tint = 0xff0000;
|
);
|
||||||
}
|
if (sourceDoor) sourceDoor.icon.tint = 0xff0000;
|
||||||
|
};
|
||||||
html.on("mouseenter", mouseEnter);
|
html.on("mouseenter", mouseEnter);
|
||||||
|
|
||||||
// Remove tint on mouse leave
|
// Remove tint on mouse leave
|
||||||
const mouseLeave = function () {
|
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(
|
||||||
if (sourceDoor)
|
door => door.wall.id === source.wall && door.wall.scene.id === source.scene,
|
||||||
sourceDoor.icon.tint = 0xffffff;
|
);
|
||||||
}
|
if (sourceDoor) sourceDoor.icon.tint = 0xffffff;
|
||||||
|
};
|
||||||
html.on("mouseleave", mouseLeave);
|
html.on("mouseleave", mouseLeave);
|
||||||
|
|
||||||
|
// Localize the message
|
||||||
|
html.find(".message-content")[0].innerText = game.i18n.localize("smart-doors.ui.lockedDoorAlert");
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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.document.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
|
|
||||||
|
|
||||||
// Generate no message if the gm attempts to open the door
|
// Generate no message if the gm attempts to open the door
|
||||||
if (game.user.isGM)
|
if (game.user.isGM) return false;
|
||||||
return false
|
|
||||||
|
|
||||||
// Create and send the chat message
|
// Create and send the chat message
|
||||||
const message = {}
|
const message = {};
|
||||||
message.user = game.user
|
message.user = game.user.id;
|
||||||
if (game.user.character)
|
if (game.user.character) message.speaker = {actor: game.user.character};
|
||||||
message.speaker = {actor: game.user.character}
|
message.content = game.i18n.localize("smart-doors.ui.lockedDoorAlert");
|
||||||
message.content = "Just tried to open a locked door"
|
message.sound = CONFIG.sounds.lock;
|
||||||
message.sound = CONFIG.sounds.lock
|
message.flags = {smartdoors: {source: {wall: this.wall.id, scene: this.wall.scene.id}}};
|
||||||
message.flags = {smartdoors: {source: {wall: this.wall.data._id, scene: this.wall.scene.id}}}
|
ChatMessage.create(message);
|
||||||
ChatMessage.create(message)
|
return true;
|
||||||
return true
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,129 +1,157 @@
|
|||||||
import {settingsKey} from "../settings.js"
|
import {settingsKey} from "../settings.js";
|
||||||
import * as Util from "../util.js"
|
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.data.door) {
|
||||||
// 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>
|
||||||
<div class="form-group">
|
<div class="form-group">
|
||||||
<label for="synchronizationGroup">${game.i18n.localize("smart-doors.ui.synchronizedDoors.groupName")}</label>
|
<label for="synchronizationGroup">${game.i18n.localize(
|
||||||
|
"smart-doors.ui.synchronizedDoors.groupName",
|
||||||
|
)}</label>
|
||||||
<input type="text" name="synchronizationGroup"/>
|
<input type="text" name="synchronizationGroup"/>
|
||||||
</div>
|
</div>
|
||||||
`
|
<div class="form-group">
|
||||||
html.find(".form-group").last().after(synchronizedSettings)
|
<label for="synchronizeSecretStatus">${game.i18n.localize(
|
||||||
|
"smart-doors.ui.synchronizedDoors.synchronizeSecretStatus",
|
||||||
|
)}</label>
|
||||||
|
<input type="checkbox" name="synchronizeSecretStatus" value="true"/>
|
||||||
|
</div>
|
||||||
|
`;
|
||||||
|
html.find(".form-group").last().after(synchronizedSettings);
|
||||||
|
|
||||||
const smartdoorsData = data.object.flags.smartdoors
|
const smartdoorsData = data.object.flags.smartdoors;
|
||||||
// Fill the injected input fields with values
|
// Fill the injected input fields with values
|
||||||
const input = (name) => html.find(`input[name="${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("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
|
// Store our custom data from the WallConfig dialog
|
||||||
export async function onWallConfigUpdate(event, formData) {
|
export async function onWallConfigUpdate(event, formData) {
|
||||||
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}}
|
const synchronizeSecretStatus = formData.synchronizeSecretStatus;
|
||||||
let ids = this.options.editTargets;
|
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}};
|
||||||
|
let ids = this.editTargets;
|
||||||
if (ids.length == 0) {
|
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 a synchronization group is set, get the state of existing doors and assume their state
|
||||||
if (formData.synchronizationGroup) {
|
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
|
// Search for other doors in the synchronization group that aren't in the list of edited doors
|
||||||
const doorInGroup = Util.findInAllWalls(wall => {
|
const doorInGroup = Util.findInAllWalls(wall => {
|
||||||
// We only search for doors
|
// We only search for doors
|
||||||
if (!wall.door)
|
if (!wall.door) return false;
|
||||||
return false
|
|
||||||
// We only want doors in the same synchronization group
|
// We only want doors in the same synchronization group
|
||||||
if (wall.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
|
if (wall.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
|
||||||
return false
|
return false;
|
||||||
// Doors on this scene that have their id included in `ids` are currently being changed. Ignore them.
|
// 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 false
|
return true;
|
||||||
return true
|
});
|
||||||
})
|
if (doorInGroup) {
|
||||||
if (doorInGroup)
|
// ds is the door sate in foundry
|
||||||
updateData.ds = doorInGroup.ds;
|
updateData.ds = doorInGroup.ds;
|
||||||
|
|
||||||
|
if (synchronizeSecretStatus) {
|
||||||
|
// door is the door type in foundry
|
||||||
|
updateData.door = doorInGroup.door;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update all the edited walls
|
// Update all the edited walls
|
||||||
const updateDataset = ids.reduce((dataset, id) => {
|
const updateDataset = ids.map(id => {
|
||||||
dataset.push({_id: id, ...updateData})
|
return {_id: id, ...updateData};
|
||||||
return dataset
|
});
|
||||||
}, [])
|
const updateResult = await canvas.scene.updateEmbeddedDocuments("Wall", updateDataset);
|
||||||
return 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
|
// Update the state of all synchronized doors
|
||||||
export function onDoorLeftClick() {
|
export function onDoorLeftClick() {
|
||||||
const state = this.wall.data.ds
|
const state = this.wall.document.ds;
|
||||||
const states = CONST.WALL_DOOR_STATES
|
const states = CONST.WALL_DOOR_STATES;
|
||||||
|
|
||||||
// Check if this feature is enabled
|
// Check if this feature is enabled
|
||||||
if (!game.settings.get(settingsKey, "synchronizedDoors"))
|
if (!game.settings.get(settingsKey, "synchronizedDoors")) return false;
|
||||||
return false
|
|
||||||
|
|
||||||
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
|
const synchronizationGroup = this.wall.document.flags.smartdoors?.synchronizationGroup;
|
||||||
|
|
||||||
// Does this door have a synchronization group? If not there is nothing to do
|
// Does this door have a synchronization group? If not there is nothing to do
|
||||||
if (!synchronizationGroup)
|
if (!synchronizationGroup) return false;
|
||||||
return false
|
|
||||||
|
|
||||||
// If the door is locked there is nothing to synchronize
|
// If the door is locked there is nothing to synchronize
|
||||||
if (state === states.LOCKED)
|
if (state === states.LOCKED) return false;
|
||||||
return false
|
|
||||||
|
|
||||||
// Calculate new door state
|
// Calculate new door state
|
||||||
const newstate = state === states.CLOSED ? states.OPEN : states.CLOSED
|
const newstate = state === states.CLOSED ? states.OPEN : states.CLOSED;
|
||||||
|
|
||||||
// Update all doors belonging to the synchronization group
|
// Update all doors belonging to the synchronization group
|
||||||
const updateData = {ds: newstate}
|
const updateData = {ds: newstate};
|
||||||
updateSynchronizedDoors(updateData, synchronizationGroup)
|
updateSynchronizedDoors(updateData, synchronizationGroup);
|
||||||
|
|
||||||
return true
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function onDoorRightClick() {
|
export function onDoorRightClick() {
|
||||||
const state = this.wall.data.ds
|
const state = this.wall.document.ds;
|
||||||
const states = CONST.WALL_DOOR_STATES
|
const states = CONST.WALL_DOOR_STATES;
|
||||||
|
|
||||||
// Check if this feature is enabled
|
// Check if this feature is enabled
|
||||||
if (!game.settings.get(settingsKey, "synchronizedDoors"))
|
if (!game.settings.get(settingsKey, "synchronizedDoors")) return false;
|
||||||
return false
|
|
||||||
|
|
||||||
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
|
const synchronizationGroup = this.wall.document.flags.smartdoors?.synchronizationGroup;
|
||||||
|
|
||||||
// Does this door have a synchronization group? If not there is nothing to do
|
// Does this door have a synchronization group? If not there is nothing to do
|
||||||
if (!synchronizationGroup)
|
if (!synchronizationGroup) return false;
|
||||||
return false
|
|
||||||
|
|
||||||
// Only the gm is allowed to lock/unlock doors
|
// Only the gm is allowed to lock/unlock doors
|
||||||
if ( !game.user.isGM )
|
if (!game.user.isGM) return false;
|
||||||
return false;
|
|
||||||
|
|
||||||
// If the door is currently opened we cannot lock the door
|
// If the door is currently opened we cannot lock the door
|
||||||
if ( state === states.OPEN )
|
if (state === states.OPEN) return false;
|
||||||
return false;
|
|
||||||
|
|
||||||
// Calculate new door state
|
// Calculate new door state
|
||||||
const newstate = state === states.LOCKED ? states.CLOSED : states.LOCKED;
|
const newstate = state === states.LOCKED ? states.CLOSED : states.LOCKED;
|
||||||
|
|
||||||
// Update all doors belonging to the synchronization group
|
// Update all doors belonging to the synchronization group
|
||||||
const updateData = {ds: newstate}
|
const updateData = {ds: newstate};
|
||||||
updateSynchronizedDoors(updateData, synchronizationGroup)
|
updateSynchronizedDoors(updateData, synchronizationGroup);
|
||||||
|
|
||||||
return true
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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) {
|
export 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) => {
|
return Promise.all(
|
||||||
scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
|
scenes.map(scene =>
|
||||||
})
|
scene.scene.updateEmbeddedDocuments(
|
||||||
|
"Wall",
|
||||||
|
scene.walls.map(wall => {
|
||||||
|
return {_id: wall.id, ...updateData};
|
||||||
|
}),
|
||||||
|
),
|
||||||
|
),
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,12 +1,24 @@
|
|||||||
import {settingsKey} from "../settings.js"
|
import {toggleSecretDoor} from "../keybindings.js";
|
||||||
|
import {settingsKey} from "../settings.js";
|
||||||
|
import {updateSynchronizedDoors} from "./synchronized_doors.js";
|
||||||
|
|
||||||
// Toggles between normal and secret doors
|
// Toggles between normal and secret doors
|
||||||
export function onDoorLeftClick(event) {
|
export function onDoorLeftClick() {
|
||||||
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)
|
||||||
const types = CONST.WALL_DOOR_TYPES
|
if (toggleSecretDoor && game.user.isGM) {
|
||||||
const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
|
const types = CONST.WALL_DOOR_TYPES;
|
||||||
this.wall.update({door: newtype})
|
const newtype = this.wall.document.door === types.DOOR ? types.SECRET : types.DOOR;
|
||||||
return true
|
const updateData = {door: newtype};
|
||||||
|
const synchronizationGroup = this.wall.document.flags.smartdoors?.synchronizationGroup;
|
||||||
|
if (
|
||||||
|
game.settings.get(settingsKey, "synchronizedDoors") &&
|
||||||
|
synchronizationGroup &&
|
||||||
|
this.wall.document.flags.smartdoors?.synchronizeSecretStatus
|
||||||
|
)
|
||||||
|
updateSynchronizedDoors(updateData, synchronizationGroup);
|
||||||
|
else this.wall.document.update(updateData);
|
||||||
|
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
return false
|
return false;
|
||||||
}
|
}
|
||||||
|
|||||||
38
src/form.js
38
src/form.js
@@ -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, "&")
|
|
||||||
.replace(/</g, "<")
|
|
||||||
.replace(/>/g, ">")
|
|
||||||
.replace(/"/g, """)
|
|
||||||
.replace(/'/g, "'");
|
|
||||||
}
|
|
||||||
20
src/keybindings.js
Normal file
20
src/keybindings.js
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
import {settingsKey} from "./settings.js";
|
||||||
|
|
||||||
|
export let toggleSecretDoor = false;
|
||||||
|
|
||||||
|
export function registerKeybindings() {
|
||||||
|
game.keybindings.register(settingsKey, "toggleSecretDoor", {
|
||||||
|
name: "smart-doors.keybindings.toggleSecretDoor.name",
|
||||||
|
hint: "smart-doors.keybindings.toggleSecretDoor.hint",
|
||||||
|
onDown: handleToggleSecretDoor,
|
||||||
|
onUp: handleToggleSecretDoor,
|
||||||
|
restricted: true,
|
||||||
|
editable: [{key: "AltLeft"}],
|
||||||
|
precedence: -1,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleToggleSecretDoor(event) {
|
||||||
|
toggleSecretDoor = !event.up;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
151
src/main.js
151
src/main.js
@@ -1,121 +1,116 @@
|
|||||||
"use strict";
|
"use strict";
|
||||||
|
|
||||||
import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
|
import {libWrapper} from "../lib/libwrapper_shim.js";
|
||||||
import * as DoorControlOutline from "./features/door_control_outline.js"
|
import * as DoorControlIconScale from "./features/door_control_icon_scale.js";
|
||||||
import * as ExecuteMacro from "./features/execute_macro.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 {registerKeybindings} from "./keybindings.js";
|
||||||
|
import {registerSettings, settingsKey} from "./settings.js";
|
||||||
|
|
||||||
Hooks.once("init", () => {
|
Hooks.once("init", () => {
|
||||||
registerSettings()
|
registerSettings();
|
||||||
hookDoorEvents()
|
registerKeybindings();
|
||||||
hookWallConfigUpdate()
|
|
||||||
hookDoorControlDraw()
|
hookDoorEvents();
|
||||||
DoorControlIconScale.hookDoorControlReposition()
|
hookWallConfigUpdate();
|
||||||
})
|
hookDoorControlDraw();
|
||||||
|
DoorControlIconScale.hookDoorControlReposition();
|
||||||
|
});
|
||||||
|
|
||||||
Hooks.once("ready", () => {
|
Hooks.once("ready", () => {
|
||||||
performMigrations()
|
performMigrations();
|
||||||
})
|
});
|
||||||
|
|
||||||
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);
|
||||||
|
|
||||||
// Inject our custom settings into the WallConfig dialog
|
// Inject our custom settings into the WallConfig dialog
|
||||||
Hooks.on("renderWallConfig", (wallConfig, html, data) => {
|
Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig);
|
||||||
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"})
|
|
||||||
})
|
|
||||||
|
|
||||||
// Hook the update function of the WallConfig dialog so we can store our custom data
|
// Hook the update function of the WallConfig dialog so we can store our custom data
|
||||||
function hookWallConfigUpdate() {
|
function hookWallConfigUpdate() {
|
||||||
// Replace the original function with our custom one
|
// Replace the original function with our custom one
|
||||||
const originalHandler = WallConfig.prototype._updateObject;
|
libWrapper.register(
|
||||||
WallConfig.prototype._updateObject = async function (event, formData) {
|
"smart-doors",
|
||||||
await ExecuteMacro.onWallConfigPreUpdate.call(this, event, formData)
|
"WallConfig.prototype._updateObject",
|
||||||
|
async function (wrapped, event, formData) {
|
||||||
await originalHandler.call(this, event, formData)
|
await wrapped(event, formData);
|
||||||
|
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData);
|
||||||
return Promise.all([
|
},
|
||||||
SynchronizedDoors.onWallConfigUpdate.call(this, event, formData),
|
"WRAPPER",
|
||||||
ExecuteMacro.onWallConfigUpdate.call(this, event, formData),
|
);
|
||||||
])
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function hookDoorControlDraw() {
|
function hookDoorControlDraw() {
|
||||||
const originalHandler = DoorControl.prototype.draw
|
libWrapper.register(
|
||||||
DoorControl.prototype.draw = async function () {
|
"smart-doors",
|
||||||
const result = await originalHandler.call(this)
|
"DoorControl.prototype.draw",
|
||||||
DoorControlIconScale.onDoorControlPostDraw.call(this)
|
async function (wrapped) {
|
||||||
DoorControlOutline.onDoorControlPostDraw.call(this)
|
const result = await wrapped();
|
||||||
return result
|
DoorControlIconScale.onDoorControlPostDraw.call(this);
|
||||||
}
|
return result;
|
||||||
|
},
|
||||||
|
"WRAPPER",
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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() {
|
||||||
// Replace the original mousedown handler with our custom one
|
// Replace the original mousedown handler with our custom one
|
||||||
const originalMouseDownHandler = DoorControl.prototype._onMouseDown
|
libWrapper.register(
|
||||||
DoorControl.prototype._onMouseDown = function (event) {
|
"smart-doors",
|
||||||
// Call our handler first. Only allow the original handler to run if our handler returns true
|
"DoorControl.prototype._onMouseDown",
|
||||||
const eventHandled = onDoorMouseDown.call(this, event)
|
function (wrapped, event) {
|
||||||
if (eventHandled)
|
// Call our handler first. Only allow the original handler to run if our handler returns true
|
||||||
return
|
const eventHandled = onDoorMouseDown.call(this, event);
|
||||||
return originalMouseDownHandler.call(this, event)
|
if (eventHandled) return;
|
||||||
}
|
return wrapped(event);
|
||||||
|
},
|
||||||
|
"MIXED",
|
||||||
|
);
|
||||||
|
|
||||||
// Replace the original rightdown handler with our custom one
|
// Replace the original rightdown handler with our custom one
|
||||||
const originalRightDownHandler = DoorControl.prototype._onRightDown
|
libWrapper.register(
|
||||||
DoorControl.prototype._onRightDown = function (event) {
|
"smart-doors",
|
||||||
// Call our handler first. Only allow the original handler to run if our handler returns true
|
"DoorControl.prototype._onRightDown",
|
||||||
const eventHandled = onDoorRightDown.call(this, event)
|
function (wrapped, event) {
|
||||||
if (eventHandled)
|
// Call our handler first. Only allow the original handler to run if our handler returns true
|
||||||
return
|
const eventHandled = onDoorRightDown.call(this, event);
|
||||||
return originalRightDownHandler.call(this, event)
|
if (eventHandled) return;
|
||||||
}
|
return wrapped(event);
|
||||||
|
},
|
||||||
|
"MIXED",
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Our custom handler for mousedown events on doors
|
// Our custom handler for mousedown events on doors
|
||||||
function onDoorMouseDown(event) {
|
function onDoorMouseDown(event) {
|
||||||
// If the user doesn't have the "door" permission we don't do anything.
|
// If the user doesn't have the "door" permission we don't do anything.
|
||||||
if (!game.user.can("WALL_DOORS"))
|
if (!game.user.can("WALL_DOORS")) return false;
|
||||||
return false
|
|
||||||
// If the game is paused don't do anything if the current player isn't the gm
|
// If the game is paused don't do anything if the current player isn't the gm
|
||||||
if ( game.paused && !game.user.isGM )
|
if (game.paused && !game.user.isGM) return false;
|
||||||
return false
|
|
||||||
|
|
||||||
if (ToggleSecretDoor.onDoorLeftClick.call(this, event))
|
if (ToggleSecretDoor.onDoorLeftClick.call(this, event)) return true;
|
||||||
return true
|
|
||||||
|
|
||||||
if (LockedDoorAlert.onDoorLeftClick.call(this))
|
if (LockedDoorAlert.onDoorLeftClick.call(this)) return true;
|
||||||
return true
|
|
||||||
|
|
||||||
if (SynchronizedDoors.onDoorLeftClick.call(this))
|
if (SynchronizedDoors.onDoorLeftClick.call(this)) return true;
|
||||||
return true
|
|
||||||
|
|
||||||
return false
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Our custom handler for rightdown events on doors
|
// Our custom handler for rightdown events on doors
|
||||||
function onDoorRightDown(event) {
|
function onDoorRightDown(event) {
|
||||||
|
if (SynchronizedDoors.onDoorRightClick.call(this)) return true;
|
||||||
|
|
||||||
if (SynchronizedDoors.onDoorRightClick.call(this))
|
return false;
|
||||||
return true
|
|
||||||
|
|
||||||
return false
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,57 +1,58 @@
|
|||||||
import {settingsKey} from "./settings.js"
|
import {settingsKey} from "./settings.js";
|
||||||
|
|
||||||
const currentDataVersion = "1.1.0"
|
const currentDataVersion = "1.1.0";
|
||||||
|
|
||||||
export function performMigrations() {
|
export function performMigrations() {
|
||||||
if (!game.user.isGM)
|
if (!game.user.isGM) return;
|
||||||
return
|
|
||||||
|
|
||||||
let dataVersion = game.settings.get(settingsKey, "dataVersion")
|
let dataVersion = game.settings.get(settingsKey, "dataVersion");
|
||||||
if (dataVersion === "fresh install")
|
if (dataVersion === "fresh install") {
|
||||||
{
|
|
||||||
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
|
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dataVersion === "1.0.0") {
|
if (dataVersion === "1.0.0") {
|
||||||
dataVersion = "1.1.0"
|
dataVersion = "1.1.0";
|
||||||
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrating", {version: dataVersion}))
|
ui.notifications.info(
|
||||||
|
game.i18n.format("smart-doors.ui.messages.migrating", {version: dataVersion}),
|
||||||
|
);
|
||||||
|
|
||||||
// Make a dictionary that maps all door ids to their scenes
|
// Make a dictionary that maps all door ids to their scenes
|
||||||
const walls = game.scenes.reduce((dict, scene) => {
|
const walls = game.scenes.reduce((dict, scene) => {
|
||||||
scene.data.walls.forEach(wall => {
|
scene.walls.forEach(wall => {
|
||||||
if (!wall.door)
|
if (!wall.door) return;
|
||||||
return
|
dict[wall.id] = scene.id;
|
||||||
dict[wall._id] = scene.id
|
});
|
||||||
})
|
return dict;
|
||||||
return dict
|
}, {});
|
||||||
}, {})
|
|
||||||
|
|
||||||
// Migrate all messages that have a (wall) source id
|
// Migrate all messages that have a (wall) source id
|
||||||
game.messages.forEach(async message => {
|
game.messages.forEach(async message => {
|
||||||
const wallId = message.data.flags.smartdoors?.sourceId
|
const wallId = message.flags.smartdoors?.sourceId;
|
||||||
if (!wallId)
|
if (!wallId) return;
|
||||||
return
|
const flags = message.flags;
|
||||||
const flags = message.data.flags
|
delete flags.smartdoors.sourceId;
|
||||||
delete flags.smartdoors.sourceId
|
const scene = walls[wallId];
|
||||||
const scene = walls[wallId]
|
|
||||||
// If there is no wall with this id anymore we can drop the value. It has no purpose anymore
|
// If there is no wall with this id anymore we can drop the value. It has no purpose anymore
|
||||||
if (!scene) {
|
if (!scene) {
|
||||||
if (!message.data.flags.smartdoors)
|
if (!message.flags.smartdoors) delete flags.smartdoors;
|
||||||
delete flags.smartdoors
|
} else {
|
||||||
}
|
|
||||||
else {
|
|
||||||
// Assign the id and the scene id to the new data structure
|
// Assign the id and the scene id to the new data structure
|
||||||
flags.smartdoors.source = {wall: wallId, scene: scene}
|
flags.smartdoors.source = {wall: wallId, scene: scene};
|
||||||
}
|
}
|
||||||
|
|
||||||
// We have to disable recursive here so deleting keys will actually work
|
// We have to disable recursive here so deleting keys will actually work
|
||||||
message.update({flags: flags}, {diff: false, recursive: false})
|
message.update({flags: flags}, {diff: false, recursive: false});
|
||||||
})
|
});
|
||||||
|
|
||||||
game.settings.set(settingsKey, "dataVersion", dataVersion)
|
game.settings.set(settingsKey, "dataVersion", dataVersion);
|
||||||
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrationDone", {version: dataVersion}))
|
ui.notifications.info(
|
||||||
|
game.i18n.format("smart-doors.ui.messages.migrationDone", {version: dataVersion}),
|
||||||
|
);
|
||||||
}
|
}
|
||||||
if (dataVersion != currentDataVersion)
|
if (dataVersion != currentDataVersion)
|
||||||
ui.notifications.error(game.i18n.format("smart-doors.ui.messages.unknownVersion", {version: dataVersion}), {permanent: true})
|
ui.notifications.error(
|
||||||
|
game.i18n.format("smart-doors.ui.messages.unknownVersion", {version: dataVersion}),
|
||||||
|
{permanent: true},
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,8 +1,11 @@
|
|||||||
export const settingsKey = "smart-doors";
|
export const settingsKey = "smart-doors";
|
||||||
|
|
||||||
function reloadGM() {
|
function reloadGM() {
|
||||||
if (game.user.isGM)
|
if (game.user.isGM) delayedReload();
|
||||||
location.reload()
|
}
|
||||||
|
|
||||||
|
function delayedReload() {
|
||||||
|
window.setTimeout(() => location.reload(), 500);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function registerSettings() {
|
export function registerSettings() {
|
||||||
@@ -10,8 +13,8 @@ export function registerSettings() {
|
|||||||
scope: "world",
|
scope: "world",
|
||||||
config: false,
|
config: false,
|
||||||
type: String,
|
type: String,
|
||||||
default: "fresh install"
|
default: "fresh install",
|
||||||
})
|
});
|
||||||
game.settings.register(settingsKey, "doorControlSizeFactor", {
|
game.settings.register(settingsKey, "doorControlSizeFactor", {
|
||||||
name: "smart-doors.settings.doorControlSizeFactor.name",
|
name: "smart-doors.settings.doorControlSizeFactor.name",
|
||||||
hint: "smart-doors.settings.doorControlSizeFactor.hint",
|
hint: "smart-doors.settings.doorControlSizeFactor.hint",
|
||||||
@@ -19,34 +22,17 @@ export function registerSettings() {
|
|||||||
config: true,
|
config: true,
|
||||||
type: Number,
|
type: Number,
|
||||||
default: 1.5,
|
default: 1.5,
|
||||||
onChange: () => location.reload()
|
onChange: delayedReload,
|
||||||
})
|
});
|
||||||
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",
|
||||||
scope: "world",
|
scope: "world",
|
||||||
config: true,
|
config: true,
|
||||||
type: Boolean,
|
type: Boolean,
|
||||||
default: true,
|
default: false,
|
||||||
onChange: reloadGM,
|
onChange: reloadGM,
|
||||||
})
|
});
|
||||||
game.settings.register(settingsKey, "toggleSecretDoors", {
|
|
||||||
name: "smart-doors.settings.toggleSecretDoors.name",
|
|
||||||
hint: "smart-doors.settings.toggleSecretDoors.hint",
|
|
||||||
scope: "world",
|
|
||||||
config: true,
|
|
||||||
type: Boolean,
|
|
||||||
default: true,
|
|
||||||
})
|
|
||||||
game.settings.register(settingsKey, "lockedDoorAlert", {
|
game.settings.register(settingsKey, "lockedDoorAlert", {
|
||||||
name: "smart-doors.settings.lockedDoorAlert.name",
|
name: "smart-doors.settings.lockedDoorAlert.name",
|
||||||
hint: "smart-doors.settings.lockedDoorAlert.hint",
|
hint: "smart-doors.settings.lockedDoorAlert.hint",
|
||||||
@@ -54,7 +40,7 @@ export function registerSettings() {
|
|||||||
config: true,
|
config: true,
|
||||||
type: Boolean,
|
type: Boolean,
|
||||||
default: true,
|
default: true,
|
||||||
})
|
});
|
||||||
game.settings.register(settingsKey, "synchronizedDoors", {
|
game.settings.register(settingsKey, "synchronizedDoors", {
|
||||||
name: "smart-doors.settings.synchronizedDoors.name",
|
name: "smart-doors.settings.synchronizedDoors.name",
|
||||||
hint: "smart-doors.settings.synchronizedDoors.hint",
|
hint: "smart-doors.settings.synchronizedDoors.hint",
|
||||||
@@ -62,13 +48,5 @@ export function registerSettings() {
|
|||||||
config: true,
|
config: true,
|
||||||
type: Boolean,
|
type: Boolean,
|
||||||
default: true,
|
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,
|
|
||||||
})
|
|
||||||
}
|
}
|
||||||
|
|||||||
10
src/util.js
10
src/util.js
@@ -1,15 +1,17 @@
|
|||||||
// Searches through all scenes for walls and returns those that match the given filter criteria.
|
// Searches through all scenes for walls and returns those that match the given filter criteria.
|
||||||
export function filterAllWalls(filterFn) {
|
export function filterAllWalls(filterFn) {
|
||||||
// Find all walls that match the filter criteria
|
// Find all walls that match the filter criteria
|
||||||
const scenes = game.scenes.map((scene) => {return {scene: scene, walls: scene.data.walls.filter(filterFn)}})
|
const scenes = game.scenes.map(scene => {
|
||||||
|
return {scene: scene, walls: scene.walls.filter(filterFn)};
|
||||||
|
});
|
||||||
// Drop all scenes that don't contain any results
|
// Drop all scenes that don't contain any results
|
||||||
return scenes.filter(scene => scene.walls.length > 0)
|
return scenes.filter(scene => scene.walls.length > 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Searches through all scenes for a wall that matches the given filter criteria
|
// Searches through all scenes for a wall that matches the given filter criteria
|
||||||
export function findInAllWalls(filterFn) {
|
export function findInAllWalls(filterFn) {
|
||||||
// TODO The performance of this could be increased by stopping the search on the first hit
|
// TODO The performance of this could be increased by stopping the search on the first hit
|
||||||
const scenes = filterAllWalls(filterFn)
|
const scenes = filterAllWalls(filterFn);
|
||||||
// If results were found take the first wall from the first scene.
|
// If results were found take the first wall from the first scene.
|
||||||
return scenes[0]?.walls[0]
|
return scenes[0]?.walls[0];
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user