26 Commits

Author SHA1 Message Date
c222d3019c Release v1.3.0 2022-01-05 12:02:14 +01:00
a2541bf934 Add french translation (thanks Elfenduli) (provided by & closes #11) 2022-01-05 12:00:37 +01:00
3dbaf84db3 Update code for Foundry 9 2022-01-05 11:49:14 +01:00
cf3cbb892c Release v1.2.9 2021-07-20 11:21:15 +02:00
2ce7e57f43 Bring back the "tint secret doors" feature (resolves #7)
This partially reverts commit 42529d3df6.
2021-07-20 11:18:41 +02:00
e20b259d99 Release v1.2.8 2021-06-27 22:10:25 +02:00
13df0ccecd Update Smart Doors to work with the changed API (between Version 0.8.5 and 0.8.7). Update Smart Doors to work again (fixes #8) 2021-06-27 22:07:56 +02:00
8e565d24ae Release v1.2.7 2021-05-22 19:24:16 +02:00
81f455c63a Port the code to Foundry 0.8.5 2021-05-22 19:23:06 +02:00
42529d3df6 Remove features that are obsolete in 0.8 2021-05-22 19:06:09 +02:00
9a40e53d2e Allow bug reporter 2021-05-20 12:23:44 +02:00
01857f6ef4 Release v1.2.6 2021-05-05 01:10:57 +02:00
1215ddf55a Use libWrapper for function hooks (resolves #5) 2021-05-05 01:06:33 +02:00
2eca460637 Release v1.2.5 2021-03-14 00:40:54 +01:00
3461db568e Add ko-fi button 2021-03-14 00:40:54 +01:00
47c5eecd9c Add option for synchronizing the secret door state (resolves #3) 2021-03-14 00:35:33 +01:00
0f1975f9ae Release v1.2.4 2021-02-11 23:04:29 +01:00
aafa18a2c2 Fix a race condition that may cause doors to not synchronize across scenes 2021-02-11 23:03:18 +01:00
69b6542a18 Release v1.2.3 2021-02-10 11:07:27 +01:00
6b36b62e71 Make compatbile with the Arms Reach module 2021-02-10 11:06:03 +01:00
f905657e41 Reword "Planned features" section to "Feature ideas" 2021-02-10 10:56:17 +01:00
a2053c7328 Fix the naming of the Ctrl key (it was called Strg before) 2021-01-27 15:57:41 +01:00
e17845dd57 Release v1.2.2 2021-01-27 13:06:38 +01:00
ff6769f6a4 Inform the user about incompatibilities between Smart Doors and Arms Reach and offer help for conflict resolution 2021-01-27 13:06:33 +01:00
869fedd128 Always check first if a feature is enabled before doing anything else to increase compatibility with other modules 2021-01-27 12:43:47 +01:00
2a9d7e7acb Put more detailed author information in module.json 2021-01-13 23:42:52 +01:00
17 changed files with 279 additions and 277 deletions

View File

@@ -1,3 +1,55 @@
## 1.3.0
### New features
- The keybinding for the Toggle Secret Door feature can now be reconfigured via Foundries keybinding configuration (the default key has changed to AltLeft)
### Compatibility
- Smart Doors is now compatible with Foundry 9
### Translation
- Added french translation (thanks to Elfenduli)
## 1.2.9
### Feature revival
- The "Tint secret doors" feature is back, but will remain disabled by default.
## 1.2.8
### Compatibility
- Smart Doors is now compatible with Foundry 0.8.8
- Due to API changes inside Foundry, Smart Doors is no longer compatible with Foundry versions older than 0.8.7
## 1.2.7
### Compatibility
- Smart Doors is now compatible with Foundry 0.8.5
### Feature removals
- The door icons now have outlines by defualt in Foundry. As a result the "Door Icon Outline" feature was removed.
- Secret doors now have a different icon from regular doors in Foundry, making the "Tint Secret Doors" feature redundant. As a result it was removed.
## 1.2.6
### Compatibility
- Smart Doors now uses the libwrapper module and as a result is now compatible with the module "FoundryVTT Arms Reach"
## 1.2.5
### New features
- Synchronized doors can now be configured to synchronize their secret door status as well
## 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

View File

@@ -1,3 +1,5 @@
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch)
# Smart Doors
Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors (and also tells you which of the doors).
@@ -8,21 +10,10 @@ 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 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 demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/dc5d328cd9bc4a0e2aacc5c86ab59e15739cc6d1/media/tint_secret_doors.webp)
Which where the secret doors again? This tints all secret doors grey in the GM view, allowing to easily differentiate between normal and secret doors.
### Toggle Secret Doors
![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. Alt+left click secrets doors to turn them into regular doors. Alt+left click can also be done on normal doors to turn them into secret doors. The keybinding for this feature can be reconfigured.
### Locked Door Alerts
@@ -32,6 +23,10 @@ Keep everyone informed who tried to open which door. Whenever a player tries to
If the GM tries to open a locked door the sound will only played for him and no chat message will be sent.
### Tint Secret Doors
This tints secret doors in a gay shade to make them easier to discern from regular doors when being zoomed further out.
### Synchronized Doors
![Synchronized Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/360d724240634dbc6cc493a3b62243a8b28b7056/media/synchronized_doors.webp)
@@ -44,7 +39,7 @@ 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.
## Planned Features
## Features ideas
- 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
- Doors that can only be seen from one side when closed

View File

@@ -1,10 +1,12 @@
{
"smart-doors": {
"keybindings": {
"toggleSecretDoor": {
"name": "Toggle Secret Door",
"hint": "While this key is being pressed, clicking on doors will cause the to toggle between normal and secret door"
}
},
"settings": {
"doorControlOutline": {
"name": "Door Control Outline",
"hint": "Draw outlines around Door Control icons to increase their visiblity"
},
"doorControlSizeFactor": {
"name": "Door Control Size Factor",
"hint": "Defines by which factor the size of the door control icons should be scaled up"
@@ -20,10 +22,6 @@
"synchronizedDoors": {
"name": "Synchronized Doors",
"hint": "Synchronize the state of configured doors"
},
"toggleSecretDoors": {
"name": "Toggle Secret Doors",
"hint": "Toggle the door type between normal and secret using ctrl+left click"
}
},
"ui": {
@@ -34,7 +32,8 @@
},
"synchronizedDoors": {
"description": "State changes of doors in the same synchronization group will be synchronized across scenes. Leave blank to disable synchronization for this door.",
"groupName": "Synchronization Group"
"groupName": "Synchronization Group",
"synchronizeSecretStatus": "Synchronize Secret Status"
}
}
}

35
lang/fr.json Normal file
View File

@@ -0,0 +1,35 @@
{
"smart-doors": {
"settings": {
"doorControlSizeFactor": {
"name": "Facteur de taille de commande de porte",
"hint": "Définit par quel facteur la taille des icônes de contrôle de porte doit être agrandie"
},
"highlightSecretDoors": {
"name": "Teinte des portes secrètes",
"indice": "Ombragez les portes secrètes d'une couleur différente sur l'écran gm pour les différencier des portes normales"
},
"lockedDoorAlert": {
"name": "Alerte de porte verrouillée",
"hint": "Envoyer un message dans le chat lorsqu'un joueur essaie d'ouvrir une porte verrouillée"
},
"synchronizedDoors": {
"name": "Portes synchronisées",
"hint": "Synchroniser l'état des portes configurées"
}
}
},
"ui": {
"messages": {
"migrating": "Migration de Smart Doors vers la version {version}. Veuillez ne pas fermer l'application.",
"migrationDone": "Smart Doors a migré avec succès vers la version {version}.",
"unknownVersion": "La migration de Smart Doors a échoué avec l'erreur : Version inconnue {version}. Veuillez le signaler à l'outil de suivi des problèmes Smart Doors. Pour éviter une éventuelle perte de données, n'utilisez pas ce plug-in tant que cette erreur n'est pas corrigée."
},
"synchronizedDoors": {
"description": "Les changements d'état des portes dans le même groupe de synchronisation seront synchronisés entre les scènes. Laissez vide pour désactiver la synchronisation pour cette porte.",
"groupName": "Groupe de synchronisation",
"synchronizeSecretStatus": "Synchroniser le statut Secret"
}
}
}
}

61
lib/libwrapper_shim.js Normal file
View File

@@ -0,0 +1,61 @@
// SPDX-License-Identifier: MIT
// Copyright © 2021 fvtt-lib-wrapper Rui Pinheiro
'use strict';
// A shim for the libWrapper library
export let libWrapper = undefined;
Hooks.once('init', () => {
// Check if the real module is already loaded - if so, use it
if(globalThis.libWrapper && !(globalThis.libWrapper.is_fallback ?? true)) {
libWrapper = globalThis.libWrapper;
return;
}
// Fallback implementation
libWrapper = class {
static get is_fallback() { return true };
static register(module, target, fn, type="MIXED", {chain=undefined}={}) {
const is_setter = target.endsWith('#set');
target = !is_setter ? target : target.slice(0, -4);
const split = target.split('.');
const fn_name = split.pop();
const root_nm = split.splice(0,1)[0];
const _eval = eval; // The browser doesn't expose all global variables (e.g. 'Game') inside globalThis, but it does to an eval. We copy it to a variable to have it run in global scope.
const obj = split.reduce((x,y)=>x[y], globalThis[root_nm] ?? _eval(root_nm));
let iObj = obj;
let descriptor = null;
while(iObj) {
descriptor = Object.getOwnPropertyDescriptor(iObj, fn_name);
if(descriptor) break;
iObj = Object.getPrototypeOf(iObj);
}
if(!descriptor || descriptor?.configurable === false) throw `libWrapper Shim: '${target}' does not exist, could not be found, or has a non-configurable descriptor.`;
let original = null;
const wrapper = (chain ?? type != 'OVERRIDE') ? function() { return fn.call(this, original.bind(this), ...arguments); } : function() { return fn.apply(this, arguments); };
if(!is_setter) {
if(descriptor.value) {
original = descriptor.value;
descriptor.value = wrapper;
}
else {
original = descriptor.get;
descriptor.get = wrapper;
}
}
else {
if(!descriptor.set) throw `libWrapper Shim: '${target}' does not have a setter`;
original = descriptor.set;
descriptor.set = wrapper;
}
descriptor.configurable = true;
Object.defineProperty(obj, fn_name, descriptor);
}
}
});

View File

@@ -1,152 +0,0 @@
/*
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 };

View File

@@ -2,11 +2,18 @@
"name": "smart-doors",
"title": "Smart Doors",
"description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.",
"version": "1.2.1",
"minimumCoreVersion" : "0.7.7",
"compatibleCoreVersion" : "0.7.9",
"author": "Manuel Vögele",
"version": "1.3.0",
"minimumCoreVersion" : "9.238",
"compatibleCoreVersion" : "9",
"authors": [
{
"name": "Manuel Vögele",
"email": "develop@manuel-voegele.de",
"discord": "Stäbchenfisch#5107"
}
],
"esmodules": [
"lib/libwrapper_shim.js",
"src/main.js"
],
"languages": [
@@ -14,12 +21,18 @@
"lang": "en",
"name": "English",
"path": "lang/en.json"
},
{
"lang": "fr",
"name": "Français",
"path": "lang/fr.json"
}
],
"url": "https://github.com/manuelVo/foundryvtt-smart-doors",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.1.zip",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.3.0.zip",
"readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md",
"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues"
"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues",
"allowBugReporter": true
}

View File

@@ -1,13 +1,14 @@
import { libWrapper } from "../../lib/libwrapper_shim.js"
import {settingsKey} from "../settings.js"
// Adjust the repositioning formula for the door controls
export function hookDoorControlReposition() {
DoorControl.prototype.reposition = function () {
libWrapper.register("smart-doors", "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)
}
}, "OVERRIDE");
}
// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size

View File

@@ -1,24 +0,0 @@
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
}

View File

@@ -1,6 +1,6 @@
import {settingsKey} from "../settings.js"
const SECRET_DOOR_TINT = 0x000000
const SECRET_DOOR_TINT = 0x888888
// Tint all secret doors dark grey
export function onCanvasReady(currentCanvas) {

View File

@@ -9,7 +9,7 @@ export function onRenderChatMessage(message, html, data) {
// 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);
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.id === source.wall && door.wall.scene.id === source.scene);
if (sourceDoor)
sourceDoor.icon.tint = 0xff0000;
}
@@ -17,7 +17,7 @@ export function onRenderChatMessage(message, html, data) {
// 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);
const sourceDoor = canvas.controls.doors.children.find(door => door.wall.id === source.wall && door.wall.scene.id === source.scene);
if (sourceDoor)
sourceDoor.icon.tint = 0xffffff;
}
@@ -26,15 +26,15 @@ export function onRenderChatMessage(message, html, data) {
// Creates a chat message stating that a player tried to open a locked door
export function onDoorLeftClick() {
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Check if this feature is enabled
if (!game.settings.get(settingsKey, "lockedDoorAlert"))
return false
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Only create messages when the door is locked.
if (state != states.LOCKED)
if (state !== states.LOCKED)
return false
// Generate no message if the gm attempts to open the door
@@ -43,7 +43,7 @@ export function onDoorLeftClick() {
// Create and send the chat message
const message = {}
message.user = game.user
message.user = game.user.id;
if (game.user.character)
message.speaker = {actor: game.user.character}
message.content = "Just tried to open a locked door"

View File

@@ -3,7 +3,7 @@ import * as Util from "../util.js"
// Inject settings for synchronized doors
export function onRederWallConfig(wallConfig, html, data) {
if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) {
if (game.settings.get(settingsKey, "synchronizedDoors") && data.isDoor) {
// Inject settings
const synchronizedSettings = `
<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
@@ -11,13 +11,18 @@ export function onRederWallConfig(wallConfig, html, data) {
<label for="synchronizationGroup">${game.i18n.localize("smart-doors.ui.synchronizedDoors.groupName")}</label>
<input type="text" name="synchronizationGroup"/>
</div>
<div class="form-group">
<label for="synchronizeSecretStatus">${game.i18n.localize("smart-doors.ui.synchronizedDoors.synchronizeSecretStatus")}</label>
<input type="checkbox" name="synchronizeSecretStatus" value="true"/>
</div>
`
html.find(".form-group").last().after(synchronizedSettings)
const smartdoorsData = data.object.flags.smartdoors
// Fill the injected input fields with values
const input = (name) => html.find(`input[name="${name}"]`)
const input = (name) => html.find(`input[name="${name}"]`); // input is a helper function to search for a input field by it's name
input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
input("synchronizeSecretStatus").prop("checked", smartdoorsData?.synchronizeSecretStatus);
// Recalculate config window height
wallConfig.setPosition({height: "auto"})
@@ -26,37 +31,51 @@ export function onRederWallConfig(wallConfig, html, data) {
// 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;
const synchronizeSecretStatus = formData.synchronizeSecretStatus;
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}};
let ids = this.editTargets;
if (ids.length == 0) {
ids = [this.object.data._id];
ids = [this.object.id];
}
// If a synchronization group is set, get the state of existing doors and assume their state
if (formData.synchronizationGroup) {
// Update the synchronizeSecretStatus flag
updateData.flags.smartdoors.synchronizeSecretStatus = synchronizeSecretStatus;
// 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)
if (!wall.data.door)
return false
// We only want doors in the same synchronization group
if (wall.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
if (wall.data.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))
if (wall.parent.id === canvas.scene.id && ids.includes(wall.id))
return false
return true
})
if (doorInGroup)
updateData.ds = doorInGroup.ds;
if (doorInGroup) {
// ds is the door sate in foundry
updateData.ds = doorInGroup.data.ds;
if (synchronizeSecretStatus) {
// door is the door type in foundry
updateData.door = doorInGroup.data.door;
}
}
}
// Update all the edited walls
const updateDataset = ids.reduce((dataset, id) => {
dataset.push({_id: id, ...updateData})
return dataset
}, [])
return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
const updateDataset = ids.map(id => {return {_id: id, ...updateData}});
const updateResult = await canvas.scene.updateEmbeddedDocuments("Wall", updateDataset);
// If door is synchronized, synchronize secret status among synchronized doors
if (formData.synchronizationGroup)
await updateSynchronizedDoors(updateData, formData.synchronizationGroup);
return updateResult;
}
// Update the state of all synchronized doors
@@ -121,12 +140,10 @@ export function onDoorRightClick() {
}
// Updates all doors in the specified synchronization group with the provided data
function updateSynchronizedDoors(updateData, synchronizationGroup) {
export 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);
let scenes = Util.filterAllWalls(wall => wall.data.door && wall.data.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}}))
})
return Promise.all(scenes.map(scene => scene.scene.updateEmbeddedDocuments("Wall", scene.walls.map((wall) => {return {_id: wall.id, ...updateData}}))));
}

View File

@@ -1,11 +1,20 @@
import {toggleSecretDoor} from "../keybindings.js";
import {settingsKey} from "../settings.js"
import {updateSynchronizedDoors} from "./synchronized_doors.js";
// Toggles between normal and secret doors
export function onDoorLeftClick(event) {
if (event.data.originalEvent.ctrlKey && game.user.isGM && game.settings.get(settingsKey, "toggleSecretDoors")) {
export function onDoorLeftClick() {
// We don't trust the event to be filled with the expected data for compatibilty with arms reach (which passes a broken event)
if (toggleSecretDoor && 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})
const updateData = {door: newtype}
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
if (game.settings.get(settingsKey, "synchronizedDoors") && synchronizationGroup && this.wall.data.flags.smartdoors?.synchronizeSecretStatus)
updateSynchronizedDoors(updateData, synchronizationGroup)
else
this.wall.document.update(updateData)
return true
}
return false

15
src/keybindings.js Normal file
View File

@@ -0,0 +1,15 @@
import {settingsKey} from "./settings.js";
export let toggleSecretDoor = false;
export function registerKeybindings() {
game.keybindings.register(settingsKey, "toggleSecretDoor", {
name: "smart-doors.keybindings.toggleSecretDoor.name",
hint: "smart-doors.keybindings.toggleSecretDoor.hint",
onDown: () => toggleSecretDoor = true,
onUp: () => toggleSecretDoor = false,
restricted: true,
editable: [{key: "AltLeft"}],
precedence: -1,
});
}

View File

@@ -1,17 +1,20 @@
"use strict";
import {libWrapper} from "../lib/libwrapper_shim.js";
import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
import * as DoorControlOutline from "./features/door_control_outline.js"
import * as HighlightSecretDoors from "./features/highlight_secret_doors.js"
import * as LockedDoorAlert from "./features/locked_door_alert.js"
import * as SynchronizedDoors from "./features/synchronized_doors.js"
import * as ToggleSecretDoor from "./features/toggle_secret_door.js"
import {performMigrations} from "./migration.js"
import {registerSettings} from "./settings.js"
import {registerKeybindings} from "./keybindings.js"
import {registerSettings, settingsKey} from "./settings.js"
Hooks.once("init", () => {
registerSettings()
registerKeybindings()
hookDoorEvents()
hookWallConfigUpdate()
hookDoorControlDraw()
@@ -35,45 +38,40 @@ 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)
libWrapper.register("smart-doors", "WallConfig.prototype._updateObject", async function (wrapped, event, formData) {
await wrapped(event, formData);
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData)
}
}, "WRAPPER");
}
function hookDoorControlDraw() {
const originalHandler = DoorControl.prototype.draw
DoorControl.prototype.draw = async function () {
const result = await originalHandler.call(this)
libWrapper.register("smart-doors", "DoorControl.prototype.draw", async function (wrapped) {
const result = await wrapped();
DoorControlIconScale.onDoorControlPostDraw.call(this)
DoorControlOutline.onDoorControlPostDraw.call(this)
return result
}
return result;
}, "WRAPPER");
}
// 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) {
libWrapper.register("smart-doors", "DoorControl.prototype._onMouseDown", function (wrapped, 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)
}
return wrapped(event);
}, "MIXED");
// Replace the original rightdown handler with our custom one
const originalRightDownHandler = DoorControl.prototype._onRightDown
DoorControl.prototype._onRightDown = function (event) {
libWrapper.register("smart-doors", "DoorControl.prototype._onRightDown", function (wrapped, 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)
}
return wrapped(event);
}, "MIXED");
}
// Our custom handler for mousedown events on doors

View File

@@ -20,9 +20,9 @@ export function performMigrations() {
// 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)
if (!wall.data.door)
return
dict[wall._id] = scene.id
dict[wall.id] = scene.id;
})
return dict
}, {})

View File

@@ -21,32 +21,15 @@ export function registerSettings() {
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,
default: false,
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",