41 Commits

Author SHA1 Message Date
cf3cbb892c Release v1.2.9 2021-07-20 11:21:15 +02:00
2ce7e57f43 Bring back the "tint secret doors" feature (resolves #7)
This partially reverts commit 42529d3df6.
2021-07-20 11:18:41 +02:00
e20b259d99 Release v1.2.8 2021-06-27 22:10:25 +02:00
13df0ccecd Update Smart Doors to work with the changed API (between Version 0.8.5 and 0.8.7). Update Smart Doors to work again (fixes #8) 2021-06-27 22:07:56 +02:00
8e565d24ae Release v1.2.7 2021-05-22 19:24:16 +02:00
81f455c63a Port the code to Foundry 0.8.5 2021-05-22 19:23:06 +02:00
42529d3df6 Remove features that are obsolete in 0.8 2021-05-22 19:06:09 +02:00
9a40e53d2e Allow bug reporter 2021-05-20 12:23:44 +02:00
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
38204c7651 Split the module up into multiple files 2020-12-10 00:30:00 +01:00
01df3b9dba Release v1.1.0 2020-12-08 22:15:08 +01:00
e7539b8f22 Ensure doors are on the current scene before tinting them 2020-12-08 21:04:05 +01:00
ff53eed1ee Don't allow to open locked, synchronized doors 2020-12-08 20:44:03 +01:00
7724476128 onWallConfigUpdate now accounts for the fact that wall ids aren't globally unique 2020-12-08 20:34:05 +01:00
597ede53ab Check the scene id when highlighting source doors for Locked Door Alerts 2020-12-08 19:56:28 +01:00
c20b9cdbeb Make the size of Door Control icons consistent 2020-12-08 12:20:28 +01:00
2f12e06e3b Don't tint a secret door when opening it if setting is disabled 2020-12-07 23:29:32 +01:00
408eee8bc0 Toggle between secret and normal door by ctrl+left click 2020-12-07 23:12:34 +01:00
598e323689 Tint secret doors in grey for the GM 2020-12-07 21:09:20 +01:00
d5a273e12e Release v1.0.1 2020-12-07 16:51:52 +01:00
b397d35fdd Add more features to the roadmap 2020-12-07 16:47:38 +01:00
a926560b2c Locked Door Alert: Use the players character (if available) as speaker 2020-12-07 14:48:38 +01:00
f1574115f9 Add a feature description with explanatory videos to the readme 2020-12-07 14:07:15 +01:00
21 changed files with 727 additions and 307 deletions

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@@ -1,2 +1,68 @@
## v1.0.1 (in development)
## 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
- Draw outlines around Door Control icons to increase their visibility
### Other
- Secret doors are now tinted black instead of dark grey.
## v1.1.0
### New features
- Tint secret doors grey for the GM to differentiate them from regular doors
- Toggle doors between secret and normal with ctrl+click
- Makes the size of door controls independent of the scene's grid size
### Bugfixes
- In cloned scenes Locked Door Alerts will now only highlight the door in the correct scene
- When adding a door to a synchronization group it will now assume the correct state if it's being synchronized with it's twin door on a cloned map
- Fixed a bug that allowed synchonized doors to be opened dispite them being locked
- Fixed a bug where secret doors that were synchronized with doors on other scenes wouldn't be tinted corretly after interacting with them
## v1.0.1
- When adding a door to a synchronization group adjust it's state to bring it in sync with the other doors
- Use the players character as speaker for the Locked Door Alert

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@@ -1,6 +1,47 @@
[![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).
## Planned features
## Feature overview
### Consistent Door Control Size
![Consistent Door Control Size demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/e5b5c336d64f2b379914648f57aa07b6a69aadf1/media/door_control_size.webp)
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.
### 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. Ctrl+left click secrets doors to turn them into regular doors. Ctrl+left click can also be done on normal doors to turn them into secret doors. Using this in combination with Tint Secret Doors is recommended so you can actually see what you are doing.
### Locked Door Alerts
![Locked Door Alerts demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/360d724240634dbc6cc493a3b62243a8b28b7056/media/locked_door_alert.webp)
Keep everyone informed who tried to open which door. Whenever a player tries to open a door that is locked, a chat message stating that fact will be sent to all players. Additionally the door locked sound will be played for everyone. When the chat message is hovered with the mouse, the door that the player tried to open will be highlighted.
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 gay shade to make them easier to discern from regular doors when being zoomed further out.
### Synchronized Doors
![Synchronized Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/360d724240634dbc6cc493a3b62243a8b28b7056/media/synchronized_doors.webp)
Keep multiple doors in sync - even across different scenes. Example use cases:
- A tavern has an outdoor and an indoor scene. If a player opens the entrance door on the outdoor map, the entrance door in the indoor map will be opened as well
- An ancient trap that opens the cell of a monster once the door to the treasury is opened.
#### Usage
To set up door synchronization, assign all doors that should be synchronized to the same Synchronization Group. The Synchronization Group can be any text. Doors that have the same Synchronization Group set will be synchronized. This will work across different scenes. At least two doors must be assigned to the same Synchronization Group. If only a single door is assigned to a synchronization group it will behave as any other normal door.
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.
## 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
- Only allow doors to be opened of the character is near
- Doors that can only be opened from one side

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@@ -1,6 +1,14 @@
{
"smart-doors": {
"settings": {
"doorControlSizeFactor": {
"name": "Door Control Size Factor",
"hint": "Defines by which factor the size of the door control icons should be scaled up"
},
"highlightSecretDoors": {
"name": "Tint Secret Doors",
"hint": "Shade secret doors in a different color on the gm screen to differentiate them from normal doors"
},
"lockedDoorAlert": {
"name": "Locked Door Alert",
"hint": "Send a message in chat when a player tried to open a locked door"
@@ -8,15 +16,22 @@
"synchronizedDoors": {
"name": "Synchronized Doors",
"hint": "Synchronize the state of configured doors"
},
"toggleSecretDoors": {
"name": "Toggle Secret Doors",
"hint": "Toggle the door type between normal and secret using ctrl+left click"
}
},
"ui": {
"messages": {
"unknownVersion": "Smart Doors migration failed with the error: Unkown 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."
"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
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@@ -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);
}
}
});

296
main.js
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@@ -1,296 +0,0 @@
"use strict";
const settingsKey = "smart-doors";
const currentDataVersion = "1.0.0"
Hooks.once("init", () => {
registerSettings()
hookDoorEvents()
hookWallConfigUpdate()
})
Hooks.once("ready", () => {
performMigrations()
})
// Tint the source door red when a locked alert is hovered
Hooks.on("renderChatMessage", (message, html, data) => {
// Tint the door that generated this message
const sourceId = message.data.flags.smartdoors?.sourceId
if (!sourceId)
return
// Tint on mouse enter
const mouseEnter = function () {
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id == sourceId);
if (sourceDoor)
sourceDoor.icon.tint = 0xff0000;
}
html.on("mouseenter", mouseEnter);
// Remove tint on mouse leave
const mouseLeave = function () {
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id == sourceId);
if (sourceDoor)
sourceDoor.icon.tint = 0xffffff;
}
html.on("mouseleave", mouseLeave);
})
// Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", (wallConfig, html, data) => {
// Settings for synchronized doors
if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) {
// Inject settings
const synchronizedSettings = `
<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
<div class="form-group">
<label for="synchronizationGroup">${game.i18n.localize("smart-doors.ui.synchronizedDoors.groupName")}</label>
<input type="text" name="synchronizationGroup"/>
</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}"]`)
input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
// Recalculate config window height
wallConfig.setPosition({height: "auto"})
}
})
// Hook the update function of the WallConfig dialog so we can store our custom data
function hookWallConfigUpdate() {
// Replace the original function with our custom one
const originalHandler = WallConfig.prototype._updateObject;
WallConfig.prototype._updateObject = async function (event, formData) {
await originalHandler.call(this, event, formData)
return onWallConfigUpdate.call(this, event, formData)
}
}
// Store our custom data from the WallConfig dialog
async function onWallConfigUpdate(event, formData) {
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}}
let ids = this.options.editTargets;
if (ids.length == 0) {
ids = [this.object.data._id];
}
// If a synchronization group is set, get the state of existing doors and assume their state
if (formData.synchronizationGroup) {
const doorInGroup = findInAllWalls(wall => wall.door && wall.flags.smartdoors?.synchronizationGroup == formData.synchronizationGroup && !ids.includes(wall._id));
if (doorInGroup)
updateData.ds = doorInGroup.ds;
}
// Update all the edited walls
const updateDataset = ids.reduce((dataset, id) => {
dataset.push({_id: id, ...updateData})
return dataset
}, [])
return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
}
// 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) {
// 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)
}
// Replace the original rightdown handler with our custom one
const originalRightDownHandler = DoorControl.prototype._onRightDown
DoorControl.prototype._onRightDown = function (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)
}
}
// Searches through all scenes for walls and returns those that match the given filter criteria.
function filterAllWalls(filterFn) {
// Find all walls that match the filter criteria
const scenes = game.scenes.map((scene) => {return {scene: scene, walls: scene.data.walls.filter(filterFn)}})
// Drop all scenes that don't contain any results
return scenes.filter(scene => scene.walls.length > 0)
}
// Searches through all scenes for a wall that matches the given filter criteria
function findInAllWalls(filterFn) {
// TODO The performance of this could be increased by stopping the search on the first hit
const scenes = filterAllWalls(filterFn)
// If results were found take the first wall from the first scene.
return scenes[0]?.walls[0]
}
// Our custom handler for mousedown events on doors
function onDoorMouseDown(event) {
// If the user doesn't have the "door" permission we don't do anything.
if (!game.user.can("WALL_DOORS"))
return false
// If the game is paused don't do anything if the current player isn't the gm
if ( game.paused && !game.user.isGM )
return false
if (lockedDoorAlertLeftClick.call(this))
return true
if (synchronizedDoorsLeftClick.call(this))
return true
return false
}
// Our custom handler for rightdown events on doors
function onDoorRightDown(event) {
if (synchronizedDoorsRightClick.call(this))
return true
return false
}
// Creates a chat message stating that a player tried to open a locked door
function lockedDoorAlertLeftClick() {
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
// Only create messages when the door is locked.
if (state != states.LOCKED)
return false
// Generate no message if the gm attempts to open the door
if (game.user.isGM)
return false
// Create and send the chat message
const message = {}
message.user = game.user;
message.content = "Just tried to open a locked door"
message.sound = CONFIG.sounds.lock
message.flags = {smartdoors: {sourceId: this.wall.data._id}}
ChatMessage.create(message)
return true
}
// Updates all doors in the specified synchronization group with the provided data
function updateSynchronizedDoors(updateData, synchronizationGroup) {
// Search for doors belonging to the synchronization group in all scenes
let scenes = 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}}))
})
}
// Update the state of all synchronized doors
function synchronizedDoorsLeftClick() {
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Check if this feature is enabled
if (!game.settings.get(settingsKey, "synchronizedDoors"))
return false
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
// Does this door have a synchronization group? If not there is nothing to do
if (!synchronizationGroup)
return false
// If the door is locked there is nothing to synchronize
if (this.state === states.LOCKED)
return false
// Calculate new door state
const newstate = state === states.CLOSED ? states.OPEN : states.CLOSED
// Update all doors belonging to the synchronization group
const updateData = {ds: newstate}
updateSynchronizedDoors(updateData, synchronizationGroup)
return true
}
function synchronizedDoorsRightClick() {
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Check if this feature is enabled
if (!game.settings.get(settingsKey, "synchronizedDoors"))
return false
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
// Does this door have a synchronization group? If not there is nothing to do
if (!synchronizationGroup)
return false
// Only the gm is allowed to lock/unlock doors
if ( !game.user.isGM )
return false;
// If the door is currently opened we cannot lock the door
if ( state === states.OPEN )
return false;
// Calculate new door state
const newstate = state === states.LOCKED ? states.CLOSED : states.LOCKED;
// Update all doors belonging to the synchronization group
const updateData = {ds: newstate}
updateSynchronizedDoors(updateData, synchronizationGroup)
return true
}
function performMigrations() {
const dataVersion = game.settings.get(settingsKey, "dataVersion")
if (dataVersion === "fresh install")
{
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
return;
}
if (dataVersion != currentDataVersion)
ui.notifications.error(game.i18n.localize("smart-doors.ui.messages.unknownVersion"), {permanent: true})
}
function registerSettings() {
game.settings.register(settingsKey, "dataVersion", {
scope: "world",
config: false,
type: String,
default: "fresh install"
})
game.settings.register(settingsKey, "lockedDoorAlert", {
name: "smart-doors.settings.lockedDoorAlert.name",
hint: "smart-doors.settings.lockedDoorAlert.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
})
game.settings.register(settingsKey, "synchronizedDoors", {
name: "smart-doors.settings.synchronizedDoors.name",
hint: "smart-doors.settings.synchronizedDoors.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
})
}

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"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": "1.0.0",
"minimumCoreVersion" : "0.7.7",
"compatibleCoreVersion" : "0.7.8",
"author": "Manuel Vögele",
"version": "1.2.9",
"minimumCoreVersion" : "0.8.7",
"compatibleCoreVersion" : "0.8.8",
"authors": [
{
"name": "Manuel Vögele",
"email": "develop@manuel-voegele.de",
"discord": "Stäbchenfisch#5107"
}
],
"esmodules": [
"./main.js"
"lib/libwrapper_shim.js",
"src/main.js"
],
"languages": [
{
@@ -18,8 +25,9 @@
],
"url": "https://github.com/manuelVo/foundryvtt-smart-doors",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.0.0.zip",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.9.zip",
"readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md",
"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues"
"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues",
"allowBugReporter": true
}

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@@ -0,0 +1,37 @@
import { libWrapper } from "../../lib/libwrapper_shim.js"
import {settingsKey} from "../settings.js"
// Adjust the repositioning formula for the door controls
export function hookDoorControlReposition() {
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
export function onCanvasReady(currentCanvas) {
const doors = currentCanvas.controls.doors.children
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
export function onDoorControlPostDraw() {
// If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead
if (!canvas.ready)
return
fixDoorControlSize(this)
}
// Resizes the door control according to the grid size
function fixDoorControlSize(control) {
let gridSize = control.wall.scene.data.grid
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
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.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();
}

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import {settingsKey} from "../settings.js"
const SECRET_DOOR_TINT = 0x888888
// Tint all secret doors dark grey
export function onCanvasReady(currentCanvas) {
if (game.settings.get(settingsKey, "highlightSecretDoors")) {
const types = CONST.WALL_DOOR_TYPES
const secretDoors = canvas.controls.doors.children.filter(control => control.wall.data.door == types.SECRET)
secretDoors.forEach(control => control.icon.tint = SECRET_DOOR_TINT)
}
}
// If door type has been changed, tint the door accordingly
export function onUpdateWall(scene, wall, update) {
if (!game.settings.get(settingsKey, "highlightSecretDoors"))
return
const types = CONST.WALL_DOOR_TYPES
if (wall.door === types.NONE)
return
// Find the door control corresponding to the changed door
const changedDoor = canvas.controls.doors.children.find(control => control.wall.data._id === wall._id);
// If the changed door doesn't have a control it's not on this scene - ignore it
if (!changedDoor)
return
// The wall object we got passed might be from another scene so we replace it with the door from the current scene
wall = changedDoor.wall.data
if (wall.door === types.DOOR)
changedDoor.icon.tint = 0xFFFFFF
else if (wall.door === types.SECRET)
changedDoor.icon.tint = SECRET_DOOR_TINT
else
console.warn("Smart Doors | Encountered unknown door type " + wall.door + " while highlighting secret doors.")
}

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import {settingsKey} from "../settings.js"
// Tint the source door red when a locked alert is hovered
export function onRenderChatMessage(message, html, data) {
// Tint the door that generated this message
const source = message.data.flags.smartdoors?.source
if (!source)
return
// Tint on mouse enter
const mouseEnter = function () {
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.id === source.wall && door.wall.scene.id === source.scene);
if (sourceDoor)
sourceDoor.icon.tint = 0xff0000;
}
html.on("mouseenter", mouseEnter);
// Remove tint on mouse leave
const mouseLeave = function () {
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.id === source.wall && door.wall.scene.id === source.scene);
if (sourceDoor)
sourceDoor.icon.tint = 0xffffff;
}
html.on("mouseleave", mouseLeave);
}
// Creates a chat message stating that a player tried to open a locked door
export function onDoorLeftClick() {
// 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
// Generate no message if the gm attempts to open the door
if (game.user.isGM)
return false
// Create and send the chat message
const message = {}
message.user = game.user.id;
if (game.user.character)
message.speaker = {actor: game.user.character}
message.content = "Just tried to open a locked door"
message.sound = CONFIG.sounds.lock
message.flags = {smartdoors: {source: {wall: this.wall.data._id, scene: this.wall.scene.id}}}
ChatMessage.create(message)
return true
}

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import {settingsKey} from "../settings.js"
import * as Util from "../util.js"
// Inject settings for synchronized doors
export function onRederWallConfig(wallConfig, html, data) {
if (game.settings.get(settingsKey, "synchronizedDoors") && data.isDoor) {
// Inject settings
const synchronizedSettings = `
<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
<div class="form-group">
<label for="synchronizationGroup">${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}"]`); // 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 synchronizeSecretStatus = formData.synchronizeSecretStatus;
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}};
let ids = this.editTargets;
if (ids.length == 0) {
ids = [this.object.id];
}
// If a synchronization group is set, get the state of existing doors and assume their state
if (formData.synchronizationGroup) {
// Update the synchronizeSecretStatus flag
updateData.flags.smartdoors.synchronizeSecretStatus = synchronizeSecretStatus;
// Search for other doors in the synchronization group that aren't in the list of edited doors
const doorInGroup = Util.findInAllWalls(wall => {
// We only search for doors
if (!wall.data.door)
return false
// We only want doors in the same synchronization group
if (wall.data.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
return false
// Doors on this scene that have their id included in `ids` are currently being changed. Ignore them.
if (wall.parent.id === canvas.scene.id && ids.includes(wall.id))
return false
return true
})
if (doorInGroup) {
// ds is the door sate in foundry
updateData.ds = doorInGroup.data.ds;
if (synchronizeSecretStatus) {
// door is the door type in foundry
updateData.door = doorInGroup.data.door;
}
}
}
// Update all the edited walls
const updateDataset = ids.map(id => {return {_id: id, ...updateData}});
const updateResult = await canvas.scene.updateEmbeddedDocuments("Wall", updateDataset);
// If door is synchronized, synchronize secret status among synchronized doors
if (formData.synchronizationGroup)
await updateSynchronizedDoors(updateData, formData.synchronizationGroup);
return updateResult;
}
// Update the state of all synchronized doors
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, "synchronizedDoors"))
return false
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
// Does this door have a synchronization group? If not there is nothing to do
if (!synchronizationGroup)
return false
// If the door is locked there is nothing to synchronize
if (state === states.LOCKED)
return false
// Calculate new door state
const newstate = state === states.CLOSED ? states.OPEN : states.CLOSED
// Update all doors belonging to the synchronization group
const updateData = {ds: newstate}
updateSynchronizedDoors(updateData, synchronizationGroup)
return true
}
export function onDoorRightClick() {
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Check if this feature is enabled
if (!game.settings.get(settingsKey, "synchronizedDoors"))
return false
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
// Does this door have a synchronization group? If not there is nothing to do
if (!synchronizationGroup)
return false
// Only the gm is allowed to lock/unlock doors
if ( !game.user.isGM )
return false;
// If the door is currently opened we cannot lock the door
if ( state === states.OPEN )
return false;
// Calculate new door state
const newstate = state === states.LOCKED ? states.CLOSED : states.LOCKED;
// Update all doors belonging to the synchronization group
const updateData = {ds: newstate}
updateSynchronizedDoors(updateData, synchronizationGroup)
return true
}
// Updates all doors in the specified synchronization group with the provided data
export function updateSynchronizedDoors(updateData, synchronizationGroup) {
// Search for doors belonging to the synchronization group in all scenes
let scenes = Util.filterAllWalls(wall => wall.data.door && wall.data.flags.smartdoors?.synchronizationGroup === synchronizationGroup);
// Update all doors in the synchronization group
return Promise.all(scenes.map(scene => scene.scene.updateEmbeddedDocuments("Wall", scene.walls.map((wall) => {return {_id: wall.id, ...updateData}}))));
}

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import {settingsKey} from "../settings.js"
import {updateSynchronizedDoors} from "./synchronized_doors.js";
// Toggles between normal and secret doors
export function onDoorLeftClick(event) {
// 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
const updateData = {door: newtype}
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
if (game.settings.get(settingsKey, "synchronizedDoors") && synchronizationGroup && this.wall.data.flags.smartdoors?.synchronizeSecretStatus)
updateSynchronizedDoors(updateData, synchronizationGroup)
else
this.wall.document.update(updateData)
return true
}
return false
}

102
src/main.js Normal file
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"use strict";
import {libWrapper} from "../lib/libwrapper_shim.js";
import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
import * as HighlightSecretDoors from "./features/highlight_secret_doors.js"
import * as LockedDoorAlert from "./features/locked_door_alert.js"
import * as SynchronizedDoors from "./features/synchronized_doors.js"
import * as ToggleSecretDoor from "./features/toggle_secret_door.js"
import {performMigrations} from "./migration.js"
import {registerSettings, settingsKey} from "./settings.js"
Hooks.once("init", () => {
registerSettings()
hookDoorEvents()
hookWallConfigUpdate()
hookDoorControlDraw()
DoorControlIconScale.hookDoorControlReposition()
})
Hooks.once("ready", () => {
performMigrations()
})
Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage)
Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady)
Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
// Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig)
// Hook the update function of the WallConfig dialog so we can store our custom data
function hookWallConfigUpdate() {
// Replace the original function with our custom one
libWrapper.register("smart-doors", "WallConfig.prototype._updateObject", async function (wrapped, event, formData) {
await wrapped(event, formData);
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData)
}, "WRAPPER");
}
function hookDoorControlDraw() {
libWrapper.register("smart-doors", "DoorControl.prototype.draw", async function (wrapped) {
const result = await wrapped();
DoorControlIconScale.onDoorControlPostDraw.call(this)
return result;
}, "WRAPPER");
}
// Hook mouse events on DoorControls to perform our logic.
// If we successfully handled the event block the original handler. Forward the event otherwise.
function hookDoorEvents() {
// Replace the original mousedown handler with our custom one
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 wrapped(event);
}, "MIXED");
// Replace the original rightdown handler with our custom one
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 wrapped(event);
}, "MIXED");
}
// Our custom handler for mousedown events on doors
function onDoorMouseDown(event) {
// If the user doesn't have the "door" permission we don't do anything.
if (!game.user.can("WALL_DOORS"))
return false
// If the game is paused don't do anything if the current player isn't the gm
if ( game.paused && !game.user.isGM )
return false
if (ToggleSecretDoor.onDoorLeftClick.call(this, event))
return true
if (LockedDoorAlert.onDoorLeftClick.call(this))
return true
if (SynchronizedDoors.onDoorLeftClick.call(this))
return true
return false
}
// Our custom handler for rightdown events on doors
function onDoorRightDown(event) {
if (SynchronizedDoors.onDoorRightClick.call(this))
return true
return false
}

57
src/migration.js Normal file
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import {settingsKey} from "./settings.js"
const currentDataVersion = "1.1.0"
export function performMigrations() {
if (!game.user.isGM)
return
let dataVersion = game.settings.get(settingsKey, "dataVersion")
if (dataVersion === "fresh install")
{
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
return;
}
if (dataVersion === "1.0.0") {
dataVersion = "1.1.0"
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrating", {version: dataVersion}))
// Make a dictionary that maps all door ids to their scenes
const walls = game.scenes.reduce((dict, scene) => {
scene.data.walls.forEach(wall => {
if (!wall.data.door)
return
dict[wall.id] = scene.id;
})
return dict
}, {})
// Migrate all messages that have a (wall) source id
game.messages.forEach(async message => {
const wallId = message.data.flags.smartdoors?.sourceId
if (!wallId)
return
const flags = message.data.flags
delete flags.smartdoors.sourceId
const scene = walls[wallId]
// If there is no wall with this id anymore we can drop the value. It has no purpose anymore
if (!scene) {
if (!message.data.flags.smartdoors)
delete flags.smartdoors
}
else {
// Assign the id and the scene id to the new data structure
flags.smartdoors.source = {wall: wallId, scene: scene}
}
// We have to disable recursive here so deleting keys will actually work
message.update({flags: flags}, {diff: false, recursive: false})
})
game.settings.set(settingsKey, "dataVersion", dataVersion)
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrationDone", {version: dataVersion}))
}
if (dataVersion != currentDataVersion)
ui.notifications.error(game.i18n.format("smart-doors.ui.messages.unknownVersion", {version: dataVersion}), {permanent: true})
}

57
src/settings.js Normal file
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export const settingsKey = "smart-doors";
function reloadGM() {
if (game.user.isGM)
location.reload()
}
export function registerSettings() {
game.settings.register(settingsKey, "dataVersion", {
scope: "world",
config: false,
type: String,
default: "fresh install"
})
game.settings.register(settingsKey, "doorControlSizeFactor", {
name: "smart-doors.settings.doorControlSizeFactor.name",
hint: "smart-doors.settings.doorControlSizeFactor.hint",
scope: "client",
config: true,
type: Number,
default: 1.5,
onChange: () => location.reload()
})
game.settings.register(settingsKey, "highlightSecretDoors", {
name: "smart-doors.settings.highlightSecretDoors.name",
hint: "smart-doors.settings.highlightSecretDoors.hint",
scope: "world",
config: true,
type: Boolean,
default: false,
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", {
name: "smart-doors.settings.lockedDoorAlert.name",
hint: "smart-doors.settings.lockedDoorAlert.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
})
game.settings.register(settingsKey, "synchronizedDoors", {
name: "smart-doors.settings.synchronizedDoors.name",
hint: "smart-doors.settings.synchronizedDoors.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
})
}

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src/util.js Normal file
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// Searches through all scenes for walls and returns those that match the given filter criteria.
export function filterAllWalls(filterFn) {
// Find all walls that match the filter criteria
const scenes = game.scenes.map((scene) => {return {scene: scene, walls: scene.data.walls.filter(filterFn)}})
// Drop all scenes that don't contain any results
return scenes.filter(scene => scene.walls.length > 0)
}
// Searches through all scenes for a wall that matches the given filter criteria
export function findInAllWalls(filterFn) {
// TODO The performance of this could be increased by stopping the search on the first hit
const scenes = filterAllWalls(filterFn)
// If results were found take the first wall from the first scene.
return scenes[0]?.walls[0]
}