14 Commits

Author SHA1 Message Date
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
948a7eb06d When adding a new door to a synchronization group bring it in sync with the other doors 2020-12-05 18:17:24 +01:00
5 changed files with 293 additions and 29 deletions

15
CHANGELOG.md Normal file
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@@ -0,0 +1,15 @@
## 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 @@
# 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.
### Tint Secret Doors
![Tint Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/dc5d328cd9bc4a0e2aacc5c86ab59e15739cc6d1/media/tint_secret_doors.webp)
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 demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/da5872042ea81e2f41875a193d161331a81a2b6d/media/secret_door_toggle.webp)
Easily reveal secret doors to players. Strg+left click secrets doors to turn them into regular doors. Strg+left click can also be done on normal doors to turn them into secret doors. Using this in combination with Tint Secret Doors is recommended so you can actually see what you are doing.
### 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.
### 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.
## Planned Features
- 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"
@@ -8,11 +16,17 @@
"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.",

235
main.js
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@@ -1,12 +1,13 @@
"use strict";
const settingsKey = "smart-doors";
const currentDataVersion = "1.0.0"
const currentDataVersion = "1.1.0"
Hooks.once("init", () => {
registerSettings()
hookDoorEvents()
hookWallConfigUpdate()
hookDoorControlDraw()
})
Hooks.once("ready", () => {
@@ -16,13 +17,13 @@ Hooks.once("ready", () => {
// 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)
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.data._id == sourceId);
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id === source.wall && door.wall.scene.id === source.scene);
if (sourceDoor)
sourceDoor.icon.tint = 0xff0000;
}
@@ -30,13 +31,88 @@ Hooks.on("renderChatMessage", (message, html, data) => {
// Remove tint on mouse leave
const mouseLeave = function () {
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id == sourceId);
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id === source.wall && door.wall.scene.id === source.scene);
if (sourceDoor)
sourceDoor.icon.tint = 0xffffff;
}
html.on("mouseleave", mouseLeave);
})
// Adjust the repositioning formula for the door controls
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)
}
function hookDoorControlDraw() {
const originalHandler = DoorControl.prototype.draw
DoorControl.prototype.draw = async function () {
const result = await originalHandler.call(this)
onDoorControlPostDraw.call(this)
return result
}
}
// Set the size of the door control in relation to the grid size so it'll have a constant percieved size
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)
}
// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size
Hooks.on("canvasReady", (currentCanvas, wall, update) => {
const doors = currentCanvas.controls.doors.children
doors.forEach(control => fixDoorControlSize(control))
})
// 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();
}
const SECRET_DOOR_TINT = 0x222222
// Tint all secret doors dark grey
Hooks.on("canvasReady", () => {
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
Hooks.on("updateWall", (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.")
})
// Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", (wallConfig, html, data) => {
// Settings for synchronized doors
@@ -73,22 +149,37 @@ function hookWallConfigUpdate() {
// Store our custom data from the WallConfig dialog
async function onWallConfigUpdate(event, formData) {
// TODO Bring newly merged doors in sync
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}}
let ids = this.options.editTargets;
if (ids.length == 0) {
ids = [this.object.data._id];
}
const ids = this.options.editTargets;
if (ids.length > 0) {
// Multiple walls are edited at once. Update all of them
// If a synchronization group is set, get the state of existing doors and assume their state
if (formData.synchronizationGroup) {
// Search for other doors in the synchronization group that aren't in the list of edited doors
const doorInGroup = findInAllWalls(wall => {
// We only search for doors
if (!wall.door)
return false
// We only want doors in the same synchronization group
if (wall.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
return false
// Doors on this scene that have their id included in `ids` are currently being changed. Ignore them.
if (wall.scene === canvas.scene && ids.includes(wall._id))
return false
return true
})
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)
}
else {
// Only one wall is being edited
return this.object.update(updateData);
}
}
// Hook mouse events on DoorControls to perform our logic.
@@ -117,7 +208,18 @@ function hookDoorEvents() {
// Searches through all scenes for walls and returns those that match the given filter criteria.
function filterAllWalls(filterFn) {
return game.scenes.map((scene) => {return {scene: scene, walls: scene.data.walls.filter(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
@@ -129,6 +231,9 @@ function onDoorMouseDown(event) {
if ( game.paused && !game.user.isGM )
return false
if (toggleSecretDoorLeftClick.call(this, event))
return true
if (lockedDoorAlertLeftClick.call(this))
return true
@@ -140,12 +245,24 @@ function onDoorMouseDown(event) {
// Our custom handler for rightdown events on doors
function onDoorRightDown(event) {
if (synchronizedDoorsRightClick.call(this))
return true
return false
}
// Toggles between normal and secret doors
function toggleSecretDoorLeftClick(event) {
if (event.data.originalEvent.ctrlKey && game.user.isGM && game.settings.get(settingsKey, "toggleSecretDoors")) {
const types = CONST.WALL_DOOR_TYPES
const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
this.wall.update({door: newtype})
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
@@ -165,10 +282,12 @@ function lockedDoorAlertLeftClick() {
// Create and send the chat message
const message = {}
message.user = game.user;
message.user = game.user
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: {sourceId: this.wall.data._id}}
message.flags = {smartdoors: {source: {wall: this.wall.data._id, scene: this.wall.scene.id}}}
ChatMessage.create(message)
return true
}
@@ -176,7 +295,7 @@ function lockedDoorAlertLeftClick() {
// 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);
let scenes = filterAllWalls(wall => wall.door && wall.flags.smartdoors?.synchronizationGroup === synchronizationGroup);
// Update all doors in the synchronization group
scenes.forEach((scene) => {
@@ -200,7 +319,7 @@ function synchronizedDoorsLeftClick() {
return false
// If the door is locked there is nothing to synchronize
if (this.state === states.LOCKED)
if (state === states.LOCKED)
return false
// Calculate new door state
@@ -246,14 +365,62 @@ function synchronizedDoorsRightClick() {
}
function performMigrations() {
const dataVersion = game.settings.get(settingsKey, "dataVersion")
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.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.localize("smart-doors.ui.messages.unknownVersion"), {permanent: true})
ui.notifications.error(game.i18n.format("smart-doors.ui.messages.unknownVersion", {version: dataVersion}), {permanent: true})
}
function reloadGM() {
if (game.user.isGM)
location.reload()
}
function registerSettings() {
@@ -263,6 +430,32 @@ function registerSettings() {
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: true,
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",

View File

@@ -2,7 +2,7 @@
"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",
"version": "1.1.0",
"minimumCoreVersion" : "0.7.7",
"compatibleCoreVersion" : "0.7.8",
"author": "Manuel Vögele",
@@ -18,7 +18,8 @@
],
"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/v1.1.0.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"
}