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5 Commits
| Author | SHA1 | Date | |
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| 2eca460637 | |||
| 3461db568e | |||
| 47c5eecd9c | |||
| 0f1975f9ae | |||
| aafa18a2c2 |
@@ -1,3 +1,11 @@
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## 1.2.5
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### New features
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- Synchronized doors can now be configured to synchronize their secret door status as well
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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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@@ -1,3 +1,5 @@
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[](https://ko-fi.com/staebchenfisch)
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# Smart Doors
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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).
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@@ -34,7 +34,8 @@
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},
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"synchronizedDoors": {
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"description": "State changes of doors in the same synchronization group will be synchronized across scenes. Leave blank to disable synchronization for this door.",
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"groupName": "Synchronization Group"
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"groupName": "Synchronization Group",
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"synchronizeSecretStatus": "Synchronize Secret Status"
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}
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}
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}
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@@ -2,7 +2,7 @@
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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": "1.2.3",
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"version": "1.2.5",
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"minimumCoreVersion" : "0.7.7",
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"compatibleCoreVersion" : "0.7.9",
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"authors": [
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@@ -24,7 +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/v1.2.3.zip",
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"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.5.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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@@ -11,13 +11,18 @@ export function onRederWallConfig(wallConfig, html, data) {
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<label for="synchronizationGroup">${game.i18n.localize("smart-doors.ui.synchronizedDoors.groupName")}</label>
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<input type="text" name="synchronizationGroup"/>
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</div>
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<div class="form-group">
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<label for="synchronizeSecretStatus">${game.i18n.localize("smart-doors.ui.synchronizedDoors.synchronizeSecretStatus")}</label>
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<input type="checkbox" name="synchronizeSecretStatus" value="true"/>
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</div>
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`
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html.find(".form-group").last().after(synchronizedSettings)
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const smartdoorsData = data.object.flags.smartdoors
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// Fill the injected input fields with values
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const input = (name) => html.find(`input[name="${name}"]`)
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const input = (name) => html.find(`input[name="${name}"]`); // input is a helper function to search for a input field by it's name
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input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
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input("synchronizeSecretStatus").prop("checked", smartdoorsData?.synchronizeSecretStatus);
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// Recalculate config window height
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wallConfig.setPosition({height: "auto"})
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@@ -26,7 +31,8 @@ export function onRederWallConfig(wallConfig, html, data) {
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// Store our custom data from the WallConfig dialog
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export async function onWallConfigUpdate(event, formData) {
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const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}}
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const synchronizeSecretStatus = formData.synchronizeSecretStatus;
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const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}};
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let ids = this.options.editTargets;
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if (ids.length == 0) {
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ids = [this.object.data._id];
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@@ -34,6 +40,9 @@ export async function onWallConfigUpdate(event, formData) {
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// If a synchronization group is set, get the state of existing doors and assume their state
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if (formData.synchronizationGroup) {
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// Update the synchronizeSecretStatus flag
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updateData.flags.smartdoors.synchronizeSecretStatus = synchronizeSecretStatus;
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// Search for other doors in the synchronization group that aren't in the list of edited doors
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const doorInGroup = Util.findInAllWalls(wall => {
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// We only search for doors
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@@ -47,8 +56,15 @@ export async function onWallConfigUpdate(event, formData) {
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return false
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return true
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})
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if (doorInGroup)
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if (doorInGroup) {
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// ds is the door sate in foundry
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updateData.ds = doorInGroup.ds;
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if (synchronizeSecretStatus) {
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// door is the door type in foundry
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updateData.door = doorInGroup.door
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}
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}
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}
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// Update all the edited walls
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@@ -56,7 +72,13 @@ export async function onWallConfigUpdate(event, formData) {
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dataset.push({_id: id, ...updateData})
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return dataset
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}, [])
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return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
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const updateResult = await canvas.scene.updateEmbeddedEntity("Wall", updateDataset);
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// If door is synchronized, synchronize secret status among synchronized doors
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if (formData.synchronizationGroup)
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await updateSynchronizedDoors(updateData, formData.synchronizationGroup);
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return updateResult;
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}
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// Update the state of all synchronized doors
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@@ -121,12 +143,13 @@ 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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export 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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@@ -1,4 +1,5 @@
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import {settingsKey} from "../settings.js"
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import {updateSynchronizedDoors} from "./synchronized_doors.js";
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// Toggles between normal and secret doors
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export function onDoorLeftClick(event) {
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@@ -6,7 +7,13 @@ export function onDoorLeftClick(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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const updateData = {door: newtype}
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const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
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if (game.settings.get(settingsKey, "synchronizedDoors") && synchronizationGroup && this.wall.data.flags.smartdoors?.synchronizeSecretStatus)
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updateSynchronizedDoors(updateData, synchronizationGroup)
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else
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this.wall.update(updateData)
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return true
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}
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return false
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