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12
CHANGELOG.md
12
CHANGELOG.md
@@ -1,3 +1,15 @@
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||||
## v1.1.0
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||||
### New features
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||||
- Tint secret doors grey for the GM to differentiate them from regular doors
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||||
- Toggle doors between secret and normal with ctrl+click
|
||||
- Makes the size of door controls independent of the scene's grid size
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||||
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||||
### Bugfixes
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- In cloned scenes Locked Door Alerts will now only highlight the door in the correct scene
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- 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
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- Fixed a bug that allowed synchonized doors to be opened dispite them being locked
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- Fixed a bug where secret doors that were synchronized with doors on other scenes wouldn't be tinted corretly after interacting with them
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||||
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## v1.0.1
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- When adding a door to a synchronization group adjust it's state to bring it in sync with the other doors
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- Use the players character as speaker for the Locked Door Alert
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||||
|
||||
27
README.md
27
README.md
@@ -3,15 +3,32 @@ Makes doors smarter. Allows doors to synchronize across multiple scenes and send
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||||
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||||
## Feature overview
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||||
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### Locked door alerts
|
||||

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### Consistent Door Control Size
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||||

|
||||
|
||||
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.
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||||
|
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### Tint Secret Doors
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||||

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||||
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||||
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.
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||||
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||||
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||||
### Toggle Secret Doors
|
||||

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||||
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||||
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.
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||||
|
||||
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||||
### Locked Door Alerts
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||||

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||||
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||||
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.
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||||
If the GM tries to open a locked door the sound will only played for him and no chat message will be sent.
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||||
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||||
### Synchronized doors
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||||

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### Synchronized Doors
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||||

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Keep multiple doors in sync - even across different scenes. Example use cases:
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- 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
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@@ -22,7 +39,7 @@ To set up door synchronization, assign all doors that should be synchronized to
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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.
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||||
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## Planned features
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## Planned Features
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- Attach macros to doors that are being executed when the door is being opened/closed
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- Give out keys to players, that allow them to lock/unlock associated doors
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- Doors that can only be seen from one side when closed
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||||
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16
lang/en.json
16
lang/en.json
@@ -1,6 +1,14 @@
|
||||
{
|
||||
"smart-doors": {
|
||||
"settings": {
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"doorControlSizeFactor": {
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"name": "Door Control Size Factor",
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"hint": "Defines by which factor the size of the door control icons should be scaled up"
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},
|
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"highlightSecretDoors": {
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"name": "Tint Secret Doors",
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"hint": "Shade secret doors in a different color on the gm screen to differentiate them from normal doors"
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},
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"lockedDoorAlert": {
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"name": "Locked Door Alert",
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"hint": "Send a message in chat when a player tried to open a locked door"
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@@ -8,11 +16,17 @@
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"synchronizedDoors": {
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"name": "Synchronized Doors",
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"hint": "Synchronize the state of configured doors"
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},
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"toggleSecretDoors": {
|
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"name": "Toggle Secret Doors",
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"hint": "Toggle the door type between normal and secret using ctrl+left click"
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}
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},
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"ui": {
|
||||
"messages": {
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"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."
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||||
"migrating": "Migrating Smart Doors to version {version}. Please don't close the application.",
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||||
"migrationDone": "Smart Doors successfully migrated to version {version}.",
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"unknownVersion": "Smart Doors migration failed with the error: Unkown Version {version}. Please report this to the Smart Doors issue tracker. To prevent possible data loss don't use this plugin until this error is fixed."
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},
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"synchronizedDoors": {
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"description": "State changes of doors in the same synchronization group will be synchronized across scenes. Leave blank to disable synchronization for this door.",
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||||
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||||
199
main.js
199
main.js
@@ -1,12 +1,13 @@
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||||
"use strict";
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const settingsKey = "smart-doors";
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||||
const currentDataVersion = "1.0.0"
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||||
const currentDataVersion = "1.1.0"
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||||
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||||
Hooks.once("init", () => {
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registerSettings()
|
||||
hookDoorEvents()
|
||||
hookWallConfigUpdate()
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||||
hookDoorControlDraw()
|
||||
})
|
||||
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||||
Hooks.once("ready", () => {
|
||||
@@ -16,13 +17,13 @@ Hooks.once("ready", () => {
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||||
// Tint the source door red when a locked alert is hovered
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Hooks.on("renderChatMessage", (message, html, data) => {
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// Tint the door that generated this message
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const sourceId = message.data.flags.smartdoors?.sourceId
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if (!sourceId)
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const source = message.data.flags.smartdoors?.source
|
||||
if (!source)
|
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return
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||||
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||||
// Tint on mouse enter
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const mouseEnter = function () {
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const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id == sourceId);
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const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id === source.wall && door.wall.scene.id === source.scene);
|
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if (sourceDoor)
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sourceDoor.icon.tint = 0xff0000;
|
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}
|
||||
@@ -30,13 +31,88 @@ Hooks.on("renderChatMessage", (message, html, data) => {
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||||
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// Remove tint on mouse leave
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const mouseLeave = function () {
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const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id == sourceId);
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const sourceDoor = canvas.controls.doors.children.find(door => door.wall.data._id === source.wall && door.wall.scene.id === source.scene);
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if (sourceDoor)
|
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sourceDoor.icon.tint = 0xffffff;
|
||||
}
|
||||
html.on("mouseleave", mouseLeave);
|
||||
})
|
||||
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||||
// 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() {
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||||
// 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
|
||||
@@ -81,7 +157,19 @@ async function onWallConfigUpdate(event, formData) {
|
||||
|
||||
// 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));
|
||||
// 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;
|
||||
}
|
||||
@@ -143,6 +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
|
||||
|
||||
@@ -154,12 +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
|
||||
@@ -184,7 +287,7 @@ function lockedDoorAlertLeftClick() {
|
||||
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
|
||||
}
|
||||
@@ -192,7 +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) => {
|
||||
@@ -216,7 +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
|
||||
@@ -262,14 +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() {
|
||||
@@ -279,6 +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",
|
||||
|
||||
@@ -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": "1.0.1",
|
||||
"version": "1.1.0",
|
||||
"minimumCoreVersion" : "0.7.7",
|
||||
"compatibleCoreVersion" : "0.7.8",
|
||||
"author": "Manuel Vögele",
|
||||
@@ -18,7 +18,7 @@
|
||||
],
|
||||
"url": "https://github.com/manuelVo/foundryvtt-smart-doors",
|
||||
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.0.1.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"
|
||||
|
||||
Reference in New Issue
Block a user