13 Commits

16 changed files with 736 additions and 482 deletions

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@@ -1,3 +1,27 @@
## v1.2.3
### Other
- Smart Doors is now compatible with Arms Reach
## v1.2.2
### Bugfix
- Disabled features are now less likely to interfere with other modules, increasing compatibility.
- This module can now be used together with the `Arms Reach` module if the `Toggle Secret Doors` feature is disabled in the settings.
### Other
- Warn the user about incompatibility if they use this module together with `Arms Reach` and have incompatible features enabled.
## v1.2.1
### Other
- Verified compatibility with 0.7.9
## v1.2.0
### New features
- Draw outlines around Door Control icons to increase their visibility
### Other
- Secret doors are now tinted black instead of dark grey.
## v1.1.0 ## v1.1.0
### New features ### New features
- Tint secret doors grey for the GM to differentiate them from regular doors - Tint secret doors grey for the GM to differentiate them from regular doors

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@@ -8,6 +8,11 @@ Makes doors smarter. Allows doors to synchronize across multiple scenes and send
Door Control icons will be rendered the same size in every scene, regardless of the configured grid size. The size of the icons is configurable. Door Control icons will be rendered the same size in every scene, regardless of the configured grid size. The size of the icons is configurable.
### Door Control Outline
![Door Control Outline demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/3b0018ddf424a2a369273029e0e1184a8bed848c/media/door_control_outline.webp)
Door Control icons will be rendered with an outline to improve their visibility on bright backgrounds.
### Tint Secret Doors ### Tint Secret Doors
![Tint Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/dc5d328cd9bc4a0e2aacc5c86ab59e15739cc6d1/media/tint_secret_doors.webp) ![Tint Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/dc5d328cd9bc4a0e2aacc5c86ab59e15739cc6d1/media/tint_secret_doors.webp)
@@ -17,7 +22,7 @@ Which where the secret doors again? This tints all secret doors grey in the GM v
### Toggle Secret Doors ### Toggle Secret Doors
![Toggle Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/da5872042ea81e2f41875a193d161331a81a2b6d/media/secret_door_toggle.webp) ![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. Easily reveal secret doors to players. Ctrl+left click secrets doors to turn them into regular doors. Ctrl+left click can also be done on normal doors to turn them into secret doors. Using this in combination with Tint Secret Doors is recommended so you can actually see what you are doing.
### Locked Door Alerts ### Locked Door Alerts
@@ -39,7 +44,7 @@ To set up door synchronization, assign all doors that should be synchronized to
Once a Synchronization Group is set up for multiple doors, simply open/close/lock/unlock one of the doors to achieve the same effect on other doors as well. Once a Synchronization Group is set up for multiple doors, simply open/close/lock/unlock one of the doors to achieve the same effect on other doors as well.
## Planned Features ## Features ideas
- Attach macros to doors that are being executed when the door is being opened/closed - Attach macros to doors that are being executed when the door is being opened/closed
- Give out keys to players, that allow them to lock/unlock associated doors - Give out keys to players, that allow them to lock/unlock associated doors
- Doors that can only be seen from one side when closed - Doors that can only be seen from one side when closed

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@@ -1,6 +1,10 @@
{ {
"smart-doors": { "smart-doors": {
"settings": { "settings": {
"doorControlOutline": {
"name": "Door Control Outline",
"hint": "Draw outlines around Door Control icons to increase their visiblity"
},
"doorControlSizeFactor": { "doorControlSizeFactor": {
"name": "Door Control Size Factor", "name": "Door Control Size Factor",
"hint": "Defines by which factor the size of the door control icons should be scaled up" "hint": "Defines by which factor the size of the door control icons should be scaled up"

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@@ -0,0 +1,152 @@
/*
This is a modified version of the PIXI outline filter (https://github.com/pixijs/pixi-filters/tree/master/filters/outline)
and is licensed under the MIT license.
The MIT License
Copyright (c) 2013-2017 Mathew Groves, Chad Engler
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
const vertex = `attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
varying vec2 vTextureCoord;
void main(void)
{
gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = aTextureCoord;
}`
const fragment = `varying vec2 vTextureCoord;
uniform sampler2D uSampler;
uniform vec2 thickness;
uniform vec4 outlineColor;
uniform vec4 filterClamp;
const float DOUBLE_PI = 3.14159265358979323846264 * 2.;
void main(void) {
vec4 ownColor = texture2D(uSampler, vTextureCoord);
vec4 curColor;
float maxAlpha = 0.;
vec2 displaced;
for (float angle = 0.; angle <= DOUBLE_PI; angle += \${angleStep}) {
displaced.x = vTextureCoord.x + thickness.x * cos(angle);
displaced.y = vTextureCoord.y + thickness.y * sin(angle);
curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));
maxAlpha = max(maxAlpha, curColor.a);
}
float resultAlpha = max(maxAlpha, ownColor.a);
// Original line:
// gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha);
gl_FragColor = vec4(ownColor.rgb + outlineColor.rgb * (resultAlpha - ownColor.a), resultAlpha);
}
`
/**
* OutlineFilter, originally by mishaa
* http://www.html5gamedevs.com/topic/10640-outline-a-sprite-change-certain-colors/?p=69966
* http://codepen.io/mishaa/pen/emGNRB<br>
* ![original](../tools/screenshots/dist/original.png)![filter](../tools/screenshots/dist/outline.png)
*
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
* @see {@link https://www.npmjs.com/package/@pixi/filter-outline|@pixi/filter-outline}
* @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters}
* @param {number} [thickness=1] The tickness of the outline. Make it 2 times more for resolution 2
* @param {number} [color=0x000000] The color of the outline.
* @param {number} [quality=0.1] The quality of the outline from `0` to `1`, using a higher quality
* setting will result in slower performance and more accuracy.
*
* @example
* someSprite.filters = [new OutlineFilter(2, 0x99ff99)];
*/
class OutlineFilter extends PIXI.Filter {
constructor(thickness = 1, color = 0x000000, quality = 0.1) {
const samples = Math.max(
quality * OutlineFilter.MAX_SAMPLES,
OutlineFilter.MIN_SAMPLES
);
const angleStep = (Math.PI * 2 / samples).toFixed(7);
super(vertex, fragment.replace(/\$\{angleStep\}/, angleStep));
this.uniforms.thickness = new Float32Array([0, 0]);
/**
* The thickness of the outline.
* @member {number}
* @default 1
*/
this.thickness = thickness;
this.uniforms.outlineColor = new Float32Array([0, 0, 0, 1]);
this.color = color;
this.quality = quality;
}
apply(filterManager, input, output, clear) {
this.uniforms.thickness[0] = this.thickness / input._frame.width;
this.uniforms.thickness[1] = this.thickness / input._frame.height;
filterManager.applyFilter(this, input, output, clear);
}
/**
* The color of the glow.
* @member {number}
* @default 0x000000
*/
get color() {
return PIXI.utils.rgb2hex(this.uniforms.outlineColor);
}
set color(value) {
PIXI.utils.hex2rgb(value, this.uniforms.outlineColor);
}
}
/**
* The minimum number of samples for rendering outline.
* @static
* @member {number} MIN_SAMPLES
* @memberof PIXI.filters.OutlineFilter
* @default 1
*/
OutlineFilter.MIN_SAMPLES = 1;
/**
* The maximum number of samples for rendering outline.
* @static
* @member {number} MAX_SAMPLES
* @memberof PIXI.filters.OutlineFilter
* @default 100
*/
OutlineFilter.MAX_SAMPLES = 100;
export { OutlineFilter };

475
main.js
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@@ -1,475 +0,0 @@
"use strict";
const settingsKey = "smart-doors";
const currentDataVersion = "1.1.0"
Hooks.once("init", () => {
registerSettings()
hookDoorEvents()
hookWallConfigUpdate()
hookDoorControlDraw()
})
Hooks.once("ready", () => {
performMigrations()
})
// Tint the source door red when a locked alert is hovered
Hooks.on("renderChatMessage", (message, html, data) => {
// Tint the door that generated this message
const 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);
})
// 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
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,
})
}

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@@ -2,12 +2,18 @@
"name": "smart-doors", "name": "smart-doors",
"title": "Smart Doors", "title": "Smart Doors",
"description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.", "description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.",
"version": "1.1.0", "version": "1.2.3",
"minimumCoreVersion" : "0.7.7", "minimumCoreVersion" : "0.7.7",
"compatibleCoreVersion" : "0.7.8", "compatibleCoreVersion" : "0.7.9",
"author": "Manuel Vögele", "authors": [
{
"name": "Manuel Vögele",
"email": "develop@manuel-voegele.de",
"discord": "Stäbchenfisch#5107"
}
],
"esmodules": [ "esmodules": [
"./main.js" "src/main.js"
], ],
"languages": [ "languages": [
{ {
@@ -18,7 +24,7 @@
], ],
"url": "https://github.com/manuelVo/foundryvtt-smart-doors", "url": "https://github.com/manuelVo/foundryvtt-smart-doors",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json", "manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.1.0.zip", "download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.3.zip",
"readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md", "readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md", "changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md",
"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues" "bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues"

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@@ -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();
}

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@@ -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
}

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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.")
}

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import {settingsKey} from "../settings.js"
// Tint the source door red when a locked alert is hovered
export function onRenderChatMessage(message, html, data) {
// Tint the door that generated this message
const source = message.data.flags.smartdoors?.source
if (!source)
return
// Tint on mouse enter
const mouseEnter = function () {
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.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() {
// Check if this feature is enabled
if (!game.settings.get(settingsKey, "lockedDoorAlert"))
return false
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Only create messages when the door is locked.
if (state != states.LOCKED)
return false
// Generate no message if the gm attempts to open the door
if (game.user.isGM)
return false
// Create and send the chat message
const message = {}
message.user = game.user
if (game.user.character)
message.speaker = {actor: game.user.character}
message.content = "Just tried to open a locked door"
message.sound = CONFIG.sounds.lock
message.flags = {smartdoors: {source: {wall: this.wall.data._id, scene: this.wall.scene.id}}}
ChatMessage.create(message)
return true
}

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import {settingsKey} from "../settings.js"
import * as Util from "../util.js"
// Inject settings for synchronized doors
export function onRederWallConfig(wallConfig, html, data) {
if (game.settings.get(settingsKey, "synchronizedDoors") && data.isDoor) {
// Inject settings
const synchronizedSettings = `
<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
<div class="form-group">
<label for="synchronizationGroup">${game.i18n.localize("smart-doors.ui.synchronizedDoors.groupName")}</label>
<input type="text" name="synchronizationGroup"/>
</div>
`
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}}))
})
}

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import {settingsKey} from "../settings.js"
// Toggles between normal and secret doors
export function onDoorLeftClick(event) {
// We don't trust the event to be filled with the expected data for compatibilty with arms reach (which passes a broken event)
if (game.settings.get(settingsKey, "toggleSecretDoors") && event.data?.originalEvent?.ctrlKey && game.user.isGM) {
const types = CONST.WALL_DOOR_TYPES
const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
this.wall.update({door: newtype})
return true
}
return false
}

107
src/main.js Normal file
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@@ -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, settingsKey} from "./settings.js"
Hooks.once("init", () => {
registerSettings()
hookDoorEvents()
hookWallConfigUpdate()
hookDoorControlDraw()
DoorControlIconScale.hookDoorControlReposition()
})
Hooks.once("ready", () => {
performMigrations()
})
Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage)
Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady)
Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
// Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig)
// Hook the update function of the WallConfig dialog so we can store our custom data
function hookWallConfigUpdate() {
// Replace the original function with our custom one
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
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import {settingsKey} from "./settings.js"
const currentDataVersion = "1.1.0"
export function performMigrations() {
if (!game.user.isGM)
return
let dataVersion = game.settings.get(settingsKey, "dataVersion")
if (dataVersion === "fresh install")
{
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
return;
}
if (dataVersion === "1.0.0") {
dataVersion = "1.1.0"
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrating", {version: dataVersion}))
// Make a dictionary that maps all door ids to their scenes
const walls = game.scenes.reduce((dict, scene) => {
scene.data.walls.forEach(wall => {
if (!wall.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
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export const settingsKey = "smart-doors";
function reloadGM() {
if (game.user.isGM)
location.reload()
}
export function registerSettings() {
game.settings.register(settingsKey, "dataVersion", {
scope: "world",
config: false,
type: String,
default: "fresh install"
})
game.settings.register(settingsKey, "doorControlSizeFactor", {
name: "smart-doors.settings.doorControlSizeFactor.name",
hint: "smart-doors.settings.doorControlSizeFactor.hint",
scope: "client",
config: true,
type: Number,
default: 1.5,
onChange: () => location.reload()
})
game.settings.register(settingsKey, "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
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@@ -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]
}