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28
CHANGELOG.md
28
CHANGELOG.md
@@ -1,3 +1,31 @@
|
|||||||
|
## v1.2.4
|
||||||
|
### Bugfix
|
||||||
|
- Fixed a race condition that may cause doors to not be properly synchronized across scenes
|
||||||
|
|
||||||
|
## v1.2.3
|
||||||
|
### Other
|
||||||
|
- Smart Doors is now compatible with Arms Reach
|
||||||
|
|
||||||
|
## v1.2.2
|
||||||
|
### Bugfix
|
||||||
|
- Disabled features are now less likely to interfere with other modules, increasing compatibility.
|
||||||
|
- This module can now be used together with the `Arms Reach` module if the `Toggle Secret Doors` feature is disabled in the settings.
|
||||||
|
|
||||||
|
### Other
|
||||||
|
- Warn the user about incompatibility if they use this module together with `Arms Reach` and have incompatible features enabled.
|
||||||
|
|
||||||
|
## v1.2.1
|
||||||
|
### Other
|
||||||
|
- Verified compatibility with 0.7.9
|
||||||
|
|
||||||
|
## v1.2.0
|
||||||
|
### New features
|
||||||
|
- Draw outlines around Door Control icons to increase their visibility
|
||||||
|
|
||||||
|
### Other
|
||||||
|
- Secret doors are now tinted black instead of dark grey.
|
||||||
|
|
||||||
|
|
||||||
## v1.1.0
|
## 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
|
||||||
|
|||||||
@@ -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 icons will be rendered with an outline to improve their visibility on bright backgrounds.
|
||||||
|
|
||||||
### Tint Secret Doors
|
### Tint Secret Doors
|
||||||

|

|
||||||
|
|
||||||
@@ -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
|
||||||

|

|
||||||
|
|
||||||
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
|
||||||
|
|||||||
@@ -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"
|
||||||
|
|||||||
152
lib/outline_filter/outline_filter.js
Normal file
152
lib/outline_filter/outline_filter.js
Normal file
@@ -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>
|
||||||
|
* 
|
||||||
|
*
|
||||||
|
* @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
475
main.js
@@ -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,
|
|
||||||
})
|
|
||||||
}
|
|
||||||
16
module.json
16
module.json
@@ -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": "1.2.4",
|
||||||
"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/v1.2.4.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"
|
||||||
|
|||||||
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() {
|
||||||
|
// 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
|
||||||
|
}
|
||||||
133
src/features/synchronized_doors.js
Normal file
133
src/features/synchronized_doors.js
Normal file
@@ -0,0 +1,133 @@
|
|||||||
|
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
|
||||||
|
async 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
|
||||||
|
for (const scene of scenes) {
|
||||||
|
// When VFTT 0.8 is out look for a way to do this in a single call.
|
||||||
|
await scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
|
||||||
|
}
|
||||||
|
}
|
||||||
13
src/features/toggle_secret_door.js
Normal file
13
src/features/toggle_secret_door.js
Normal file
@@ -0,0 +1,13 @@
|
|||||||
|
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
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, 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
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