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16
CHANGELOG.md
16
CHANGELOG.md
@@ -1,3 +1,19 @@
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## v1.2.4
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### Bugfix
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- Fixed a race condition that may cause doors to not be properly synchronized across scenes
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## v1.2.3
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### Other
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- Smart Doors is now compatible with Arms Reach
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## v1.2.2
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### Bugfix
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- Disabled features are now less likely to interfere with other modules, increasing compatibility.
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- This module can now be used together with the `Arms Reach` module if the `Toggle Secret Doors` feature is disabled in the settings.
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### Other
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- Warn the user about incompatibility if they use this module together with `Arms Reach` and have incompatible features enabled.
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## v1.2.1
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### Other
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- Verified compatibility with 0.7.9
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@@ -22,7 +22,7 @@ Which where the secret doors again? This tints all secret doors grey in the GM v
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### Toggle Secret Doors
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Easily reveal secret doors to players. Strg+left click secrets doors to turn them into regular doors. Strg+left click can also be done on normal doors to turn them into secret doors. Using this in combination with Tint Secret Doors is recommended so you can actually see what you are doing.
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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.
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### Locked Door Alerts
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@@ -44,7 +44,7 @@ To set up door synchronization, assign all doors that should be synchronized to
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Once a Synchronization Group is set up for multiple doors, simply open/close/lock/unlock one of the doors to achieve the same effect on other doors as well.
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## Planned Features
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## Features ideas
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- Attach macros to doors that are being executed when the door is being opened/closed
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- Give out keys to players, that allow them to lock/unlock associated doors
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- Doors that can only be seen from one side when closed
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12
module.json
12
module.json
@@ -2,10 +2,16 @@
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"name": "smart-doors",
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"title": "Smart Doors",
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"description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.",
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"version": "1.2.1",
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"version": "1.2.4",
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"minimumCoreVersion" : "0.7.7",
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"compatibleCoreVersion" : "0.7.9",
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"author": "Manuel Vögele",
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"authors": [
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{
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"name": "Manuel Vögele",
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"email": "develop@manuel-voegele.de",
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"discord": "Stäbchenfisch#5107"
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}
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],
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"esmodules": [
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"src/main.js"
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],
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@@ -18,7 +24,7 @@
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],
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"url": "https://github.com/manuelVo/foundryvtt-smart-doors",
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"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
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"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.1.zip",
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"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.4.zip",
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"readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md",
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"changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md",
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"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues"
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@@ -26,13 +26,13 @@ export function onRenderChatMessage(message, html, data) {
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// Creates a chat message stating that a player tried to open a locked door
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export function onDoorLeftClick() {
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const state = this.wall.data.ds
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const states = CONST.WALL_DOOR_STATES
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// Check if this feature is enabled
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if (!game.settings.get(settingsKey, "lockedDoorAlert"))
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return false
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const state = this.wall.data.ds
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const states = CONST.WALL_DOOR_STATES
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// Only create messages when the door is locked.
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if (state != states.LOCKED)
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return false
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@@ -3,7 +3,7 @@ import * as Util from "../util.js"
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// Inject settings for synchronized doors
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export function onRederWallConfig(wallConfig, html, data) {
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if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) {
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if (game.settings.get(settingsKey, "synchronizedDoors") && data.isDoor) {
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// Inject settings
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const synchronizedSettings = `
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<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
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@@ -121,12 +121,13 @@ export function onDoorRightClick() {
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}
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// Updates all doors in the specified synchronization group with the provided data
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function updateSynchronizedDoors(updateData, synchronizationGroup) {
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async function updateSynchronizedDoors(updateData, synchronizationGroup) {
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// Search for doors belonging to the synchronization group in all scenes
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let scenes = Util.filterAllWalls(wall => wall.door && wall.flags.smartdoors?.synchronizationGroup === synchronizationGroup);
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// Update all doors in the synchronization group
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scenes.forEach((scene) => {
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scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
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})
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for (const scene of scenes) {
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// When VFTT 0.8 is out look for a way to do this in a single call.
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await scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
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}
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}
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@@ -2,7 +2,8 @@ import {settingsKey} from "../settings.js"
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// Toggles between normal and secret doors
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export function onDoorLeftClick(event) {
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if (event.data.originalEvent.ctrlKey && game.user.isGM && game.settings.get(settingsKey, "toggleSecretDoors")) {
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// We don't trust the event to be filled with the expected data for compatibilty with arms reach (which passes a broken event)
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if (game.settings.get(settingsKey, "toggleSecretDoors") && event.data?.originalEvent?.ctrlKey && game.user.isGM) {
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const types = CONST.WALL_DOOR_TYPES
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const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
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this.wall.update({door: newtype})
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@@ -8,7 +8,7 @@ import * as SynchronizedDoors from "./features/synchronized_doors.js"
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import * as ToggleSecretDoor from "./features/toggle_secret_door.js"
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import {performMigrations} from "./migration.js"
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import {registerSettings} from "./settings.js"
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import {registerSettings, settingsKey} from "./settings.js"
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Hooks.once("init", () => {
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registerSettings()
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