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5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| a4d5e6a131 | |||
| 3c632a342d | |||
| 82b495f4c3 | |||
| f67899500e | |||
| 38204c7651 |
12
CHANGELOG.md
12
CHANGELOG.md
@@ -1,3 +1,15 @@
|
||||
## v1.2.1
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||||
### Other
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||||
- Verified compatibility with 0.7.9
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||||
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## v1.2.0
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### New features
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||||
- Draw outlines around Door Control icons to increase their visibility
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### Other
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- Secret doors are now tinted black instead of dark grey.
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||||
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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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@@ -8,6 +8,11 @@ Makes doors smarter. Allows doors to synchronize across multiple scenes and send
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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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### Door Control Outline
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Door Control icons will be rendered with an outline to improve their visibility on bright backgrounds.
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### Tint Secret Doors
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||||

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@@ -1,6 +1,10 @@
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{
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||||
"smart-doors": {
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"settings": {
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||||
"doorControlOutline": {
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"name": "Door Control Outline",
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"hint": "Draw outlines around Door Control icons to increase their visiblity"
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},
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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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||||
152
lib/outline_filter/outline_filter.js
Normal file
152
lib/outline_filter/outline_filter.js
Normal file
@@ -0,0 +1,152 @@
|
||||
/*
|
||||
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||||
This is a modified version of the PIXI outline filter (https://github.com/pixijs/pixi-filters/tree/master/filters/outline)
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||||
and is licensed under the MIT license.
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||||
|
||||
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;
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||||
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;
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||||
uniform sampler2D uSampler;
|
||||
|
||||
uniform vec2 thickness;
|
||||
uniform vec4 outlineColor;
|
||||
uniform vec4 filterClamp;
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||||
|
||||
const float DOUBLE_PI = 3.14159265358979323846264 * 2.;
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||||
|
||||
void main(void) {
|
||||
vec4 ownColor = texture2D(uSampler, vTextureCoord);
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||||
vec4 curColor;
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||||
float maxAlpha = 0.;
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||||
vec2 displaced;
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||||
for (float angle = 0.; angle <= DOUBLE_PI; angle += \${angleStep}) {
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||||
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);
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||||
// Original line:
|
||||
// gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha);
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||||
gl_FragColor = vec4(ownColor.rgb + outlineColor.rgb * (resultAlpha - ownColor.a), resultAlpha);
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||||
}
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||||
`
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||||
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/**
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* OutlineFilter, originally by mishaa
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* http://www.html5gamedevs.com/topic/10640-outline-a-sprite-change-certain-colors/?p=69966
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||||
* http://codepen.io/mishaa/pen/emGNRB<br>
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||||
* 
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||||
*
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||||
* @class
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||||
* @extends PIXI.Filter
|
||||
* @memberof PIXI.filters
|
||||
* @see {@link https://www.npmjs.com/package/@pixi/filter-outline|@pixi/filter-outline}
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||||
* @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters}
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||||
* @param {number} [thickness=1] The tickness of the outline. Make it 2 times more for resolution 2
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||||
* @param {number} [color=0x000000] The color of the outline.
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||||
* @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.
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||||
*
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||||
* @example
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||||
* someSprite.filters = [new OutlineFilter(2, 0x99ff99)];
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||||
*/
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||||
class OutlineFilter extends PIXI.Filter {
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||||
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||||
constructor(thickness = 1, color = 0x000000, quality = 0.1) {
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||||
const samples = Math.max(
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quality * OutlineFilter.MAX_SAMPLES,
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OutlineFilter.MIN_SAMPLES
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||||
);
|
||||
const angleStep = (Math.PI * 2 / samples).toFixed(7);
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||||
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super(vertex, fragment.replace(/\$\{angleStep\}/, angleStep));
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this.uniforms.thickness = new Float32Array([0, 0]);
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/**
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* The thickness of the outline.
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* @member {number}
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||||
* @default 1
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*/
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this.thickness = thickness;
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this.uniforms.outlineColor = new Float32Array([0, 0, 0, 1]);
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this.color = color;
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this.quality = quality;
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||||
}
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||||
|
||||
apply(filterManager, input, output, clear) {
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this.uniforms.thickness[0] = this.thickness / input._frame.width;
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this.uniforms.thickness[1] = this.thickness / input._frame.height;
|
||||
|
||||
filterManager.applyFilter(this, input, output, clear);
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||||
}
|
||||
|
||||
/**
|
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* The color of the glow.
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||||
* @member {number}
|
||||
* @default 0x000000
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||||
*/
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||||
get color() {
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return PIXI.utils.rgb2hex(this.uniforms.outlineColor);
|
||||
}
|
||||
set color(value) {
|
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PIXI.utils.hex2rgb(value, this.uniforms.outlineColor);
|
||||
}
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||||
}
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||||
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||||
/**
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||||
* The minimum number of samples for rendering outline.
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||||
* @static
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||||
* @member {number} MIN_SAMPLES
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||||
* @memberof PIXI.filters.OutlineFilter
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||||
* @default 1
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||||
*/
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||||
OutlineFilter.MIN_SAMPLES = 1;
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||||
|
||||
/**
|
||||
* The maximum number of samples for rendering outline.
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||||
* @static
|
||||
* @member {number} MAX_SAMPLES
|
||||
* @memberof PIXI.filters.OutlineFilter
|
||||
* @default 100
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||||
*/
|
||||
OutlineFilter.MAX_SAMPLES = 100;
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||||
|
||||
export { OutlineFilter };
|
||||
475
main.js
475
main.js
@@ -1,475 +0,0 @@
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||||
"use strict";
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||||
|
||||
const settingsKey = "smart-doors";
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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()
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||||
hookDoorEvents()
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||||
hookWallConfigUpdate()
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||||
hookDoorControlDraw()
|
||||
})
|
||||
|
||||
Hooks.once("ready", () => {
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||||
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
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||||
const source = message.data.flags.smartdoors?.source
|
||||
if (!source)
|
||||
return
|
||||
|
||||
// Tint on mouse enter
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const mouseEnter = function () {
|
||||
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;
|
||||
}
|
||||
html.on("mouseenter", mouseEnter);
|
||||
|
||||
// Remove tint on mouse leave
|
||||
const mouseLeave = function () {
|
||||
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;
|
||||
}
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||||
html.on("mouseleave", mouseLeave);
|
||||
})
|
||||
|
||||
// Adjust the repositioning formula for the door controls
|
||||
DoorControl.prototype.reposition = function () {
|
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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
|
||||
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) {
|
||||
// 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)
|
||||
}
|
||||
|
||||
// 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 (toggleSecretDoorLeftClick.call(this, event))
|
||||
return true
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
// 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
|
||||
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
|
||||
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
|
||||
}
|
||||
|
||||
// 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 (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() {
|
||||
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.format("smart-doors.ui.messages.unknownVersion", {version: dataVersion}), {permanent: true})
|
||||
}
|
||||
|
||||
function reloadGM() {
|
||||
if (game.user.isGM)
|
||||
location.reload()
|
||||
}
|
||||
|
||||
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: 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",
|
||||
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,
|
||||
})
|
||||
}
|
||||
@@ -2,12 +2,12 @@
|
||||
"name": "smart-doors",
|
||||
"title": "Smart Doors",
|
||||
"description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.",
|
||||
"version": "1.1.0",
|
||||
"version": "1.2.1",
|
||||
"minimumCoreVersion" : "0.7.7",
|
||||
"compatibleCoreVersion" : "0.7.8",
|
||||
"compatibleCoreVersion" : "0.7.9",
|
||||
"author": "Manuel Vögele",
|
||||
"esmodules": [
|
||||
"./main.js"
|
||||
"src/main.js"
|
||||
],
|
||||
"languages": [
|
||||
{
|
||||
@@ -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/v1.1.0.zip",
|
||||
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.1.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"
|
||||
|
||||
36
src/features/door_control_icon_scale.js
Normal file
36
src/features/door_control_icon_scale.js
Normal file
@@ -0,0 +1,36 @@
|
||||
import {settingsKey} from "../settings.js"
|
||||
|
||||
// Adjust the repositioning formula for the door controls
|
||||
export function hookDoorControlReposition() {
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
// 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();
|
||||
}
|
||||
24
src/features/door_control_outline.js
Normal file
24
src/features/door_control_outline.js
Normal file
@@ -0,0 +1,24 @@
|
||||
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
|
||||
}
|
||||
34
src/features/highlight_secret_doors.js
Normal file
34
src/features/highlight_secret_doors.js
Normal file
@@ -0,0 +1,34 @@
|
||||
import {settingsKey} from "../settings.js"
|
||||
|
||||
const SECRET_DOOR_TINT = 0x000000
|
||||
|
||||
// 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.")
|
||||
}
|
||||
54
src/features/locked_door_alert.js
Normal file
54
src/features/locked_door_alert.js
Normal file
@@ -0,0 +1,54 @@
|
||||
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.data._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.data._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() {
|
||||
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
|
||||
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
|
||||
}
|
||||
132
src/features/synchronized_doors.js
Normal file
132
src/features/synchronized_doors.js
Normal file
@@ -0,0 +1,132 @@
|
||||
import {settingsKey} from "../settings.js"
|
||||
import * as Util from "../util.js"
|
||||
|
||||
// Inject settings for synchronized doors
|
||||
export function onRederWallConfig(wallConfig, html, data) {
|
||||
if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) {
|
||||
// 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"})
|
||||
}
|
||||
}
|
||||
|
||||
// Store our custom data from the WallConfig dialog
|
||||
export 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) {
|
||||
// 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.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)
|
||||
}
|
||||
|
||||
// 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
|
||||
function updateSynchronizedDoors(updateData, synchronizationGroup) {
|
||||
// Search for doors belonging to the synchronization group in all scenes
|
||||
let scenes = Util.filterAllWalls(wall => wall.door && wall.flags.smartdoors?.synchronizationGroup === synchronizationGroup);
|
||||
|
||||
// Update all doors in the synchronization group
|
||||
scenes.forEach((scene) => {
|
||||
scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
|
||||
})
|
||||
}
|
||||
12
src/features/toggle_secret_door.js
Normal file
12
src/features/toggle_secret_door.js
Normal file
@@ -0,0 +1,12 @@
|
||||
import {settingsKey} from "../settings.js"
|
||||
|
||||
// Toggles between normal and secret doors
|
||||
export function onDoorLeftClick(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
|
||||
}
|
||||
107
src/main.js
Normal file
107
src/main.js
Normal file
@@ -0,0 +1,107 @@
|
||||
"use strict";
|
||||
|
||||
import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
|
||||
import * as DoorControlOutline from "./features/door_control_outline.js"
|
||||
import * as HighlightSecretDoors from "./features/highlight_secret_doors.js"
|
||||
import * as LockedDoorAlert from "./features/locked_door_alert.js"
|
||||
import * as SynchronizedDoors from "./features/synchronized_doors.js"
|
||||
import * as ToggleSecretDoor from "./features/toggle_secret_door.js"
|
||||
|
||||
import {performMigrations} from "./migration.js"
|
||||
import {registerSettings} from "./settings.js"
|
||||
|
||||
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
|
||||
const originalHandler = WallConfig.prototype._updateObject;
|
||||
WallConfig.prototype._updateObject = async function (event, formData) {
|
||||
await originalHandler.call(this, event, formData)
|
||||
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData)
|
||||
}
|
||||
}
|
||||
|
||||
function hookDoorControlDraw() {
|
||||
const originalHandler = DoorControl.prototype.draw
|
||||
DoorControl.prototype.draw = async function () {
|
||||
const result = await originalHandler.call(this)
|
||||
DoorControlIconScale.onDoorControlPostDraw.call(this)
|
||||
DoorControlOutline.onDoorControlPostDraw.call(this)
|
||||
return result
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
}
|
||||
|
||||
// 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
57
src/migration.js
Normal file
@@ -0,0 +1,57 @@
|
||||
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.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})
|
||||
}
|
||||
66
src/settings.js
Normal file
66
src/settings.js
Normal file
@@ -0,0 +1,66 @@
|
||||
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, "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", {
|
||||
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",
|
||||
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,
|
||||
})
|
||||
}
|
||||
15
src/util.js
Normal file
15
src/util.js
Normal file
@@ -0,0 +1,15 @@
|
||||
// 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]
|
||||
}
|
||||
Reference in New Issue
Block a user