3 Commits

11 changed files with 151 additions and 43 deletions

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@@ -1,28 +1,12 @@
## 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
## v1.1.0
### New features
- Draw outlines around Door Control icons to increase their visibility
- Execute a macro when someone interacts with a door
### Other
- Secret doors are now tinted black instead of dark grey.
- Setting hints will now be shown below the title of the setting (before it was above)
## v1.1.0
### New features
- Tint secret doors grey for the GM to differentiate them from regular doors
- Toggle doors between secret and normal with ctrl+click

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@@ -22,7 +22,7 @@ Which where the secret doors again? This tints all secret doors grey in the GM v
### Toggle Secret Doors
![Toggle Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/da5872042ea81e2f41875a193d161331a81a2b6d/media/secret_door_toggle.webp)
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.
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.
### Locked Door Alerts
@@ -44,7 +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.
## Features ideas
## Planned Features
- 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

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@@ -17,6 +17,10 @@
"name": "Locked Door Alert",
"hint": "Send a message in chat when a player tried to open a locked door"
},
"macros": {
"name": "Door Interaction Macros",
"hint": "Trigger a macro when a door is being interacted with"
},
"synchronizedDoors": {
"name": "Synchronized Doors",
"hint": "Synchronize the state of configured doors"
@@ -27,7 +31,22 @@
}
},
"ui": {
"form": {
"macroExecuteEverywhere": {
"name": "Execute on all clients",
"hint": "If disabled the macro will be executed on the GMs client"
},
"macroName": {
"name": "Macro Name",
"hint": "The name of the macro that should be executed when this door is interacted with. No macro is executed if left blank."
},
"macroArguments": {
"name": "Marco Parameters",
"hint": "The parameters passed to the macro. Any JSON string is valid."
}
},
"messages": {
"argsInvalidJson": "The macro arguments must be valid JSON. See console for details.",
"migrating": "Migrating Smart Doors to version {version}. Please don't close the application.",
"migrationDone": "Smart Doors successfully migrated to version {version}.",
"unknownVersion": "Smart Doors migration failed with the error: Unkown Version {version}. Please report this to the Smart Doors issue tracker. To prevent possible data loss don't use this plugin until this error is fixed."

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@@ -2,16 +2,10 @@
"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": "1.2.3",
"version": "1.1.0",
"minimumCoreVersion" : "0.7.7",
"compatibleCoreVersion" : "0.7.9",
"authors": [
{
"name": "Manuel Vögele",
"email": "develop@manuel-voegele.de",
"discord": "Stäbchenfisch#5107"
}
],
"compatibleCoreVersion" : "0.7.8",
"author": "Manuel Vögele",
"esmodules": [
"src/main.js"
],
@@ -24,7 +18,7 @@
],
"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/v1.2.3.zip",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.1.0.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"

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@@ -0,0 +1,55 @@
import {settingsKey} from "../settings.js"
import {textInput, checkboxInput, injectSettings} from "../form.js"
// Inject settings for synchronized doors
export function onRederWallConfig(wallConfig, html, data) {
if (data.isDoor && game.settings.get(settingsKey, "macros")) {
const settings = [
textInput("macroName", data.object.flags.smartdoors?.macro?.name),
textInput("macroArguments", JSON.stringify(data.object.flags.smartdoors?.macro?.args ?? undefined)),
checkboxInput("macroExecuteEverywhere", data.object.flags.smartdoors?.macro?.executeEverywhere),
]
injectSettings(html, settings)
}
}
// Check data input by the user for validity
export async function onWallConfigPreUpdate(event, formData) {
const args = formData.macroArguments || "null"
try {
// Check if args can be converted to JSON
JSON.parse(args)
}
catch (error) {
ui.notifications.error(game.i18n.localize("smart-doors.ui.messages.argsInvalidJson"))
// Rethrow the error to stop the update and prevent the dialog from closing
throw(error)
}
// The JSON is valid. Assign "null" instead of an empty string if necessary
formData.macroArguments = args
}
// Store our custom data from the WallConfig dialog
export async function onWallConfigUpdate(event, formData) {
let ids = this.options.editTargets;
if (ids.length == 0) {
ids = [this.object.data._id];
}
const updateData = {flags: {smartdoors: {macro: {
name: formData.macroName,
args: JSON.parse(formData.macroArguments),
executeEverywhere: formData.macroExecuteEverywhere
}}}}
// Update all the edited walls
const updateDataset = ids.reduce((dataset, id) => {
dataset.push({_id: id, ...updateData})
return dataset
}, [])
return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
}

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@@ -26,13 +26,13 @@ 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)
return false

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@@ -3,7 +3,7 @@ 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) {
if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) {
// Inject settings
const synchronizedSettings = `
<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
@@ -18,9 +18,6 @@ export function onRederWallConfig(wallConfig, html, data) {
// Fill the injected input fields with values
const input = (name) => html.find(`input[name="${name}"]`)
input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
// Recalculate config window height
wallConfig.setPosition({height: "auto"})
}
}

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@@ -2,8 +2,7 @@ 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) {
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})

38
src/form.js Normal file
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@@ -0,0 +1,38 @@
function formEntry(name, input) {
return `
<div class="form-group">
<label for="${name}">${game.i18n.localize(`smart-doors.ui.form.${name}.name`)}</label>
${input}
</div>
<p class="notes">${game.i18n.localize(`smart-doors.ui.form.${name}.hint`)}</p>
`
}
export function injectSettings(html, settings) {
html.find(".form-group").last().after(settings.join(""))
}
export function textInput(name, value) {
return formEntry(name, `<input type="text" name="${escapeHtml(name)}" value="${escapeHtml(value ?? "")}"/>`)
}
export function selectInput(name, values) {
// TODO Set selected option
let html = `<select name="${name}">`
html += values.reduce((html, value) => html + `<option value="${escapeHtml(value)}">${game.i18n.localize(`smart-doors.ui.form.${name}.options.${value}`)}</option>`, "")
html += "</select>"
return formEntry(name, html)
}
export function checkboxInput(name, checked) {
return formEntry(name, `<input type="checkbox" name="${escapeHtml(name)}" value="true" ${checked ? "checked" : ""}/>`)
}
function escapeHtml(unsafe) {
return unsafe
.replace(/&/g, "&amp;")
.replace(/</g, "&lt;")
.replace(/>/g, "&gt;")
.replace(/"/g, "&quot;")
.replace(/'/g, "&#039;");
}

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@@ -2,13 +2,14 @@
import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
import * as DoorControlOutline from "./features/door_control_outline.js"
import * as ExecuteMacro from "./features/execute_macro.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"
import {registerSettings} from "./settings.js"
Hooks.once("init", () => {
registerSettings()
@@ -30,15 +31,28 @@ Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
// Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig)
Hooks.on("renderWallConfig", (wallConfig, html, data) => {
SynchronizedDoors.onRederWallConfig(wallConfig, html, data)
ExecuteMacro.onRederWallConfig(wallConfig, html, data)
// Recalculate config window position and height
wallConfig.element[0].style.top = "" // This forces foundry to re-calculate the top position
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 ExecuteMacro.onWallConfigPreUpdate.call(this, event, formData)
await originalHandler.call(this, event, formData)
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData)
return Promise.all([
SynchronizedDoors.onWallConfigUpdate.call(this, event, formData),
ExecuteMacro.onWallConfigUpdate.call(this, event, formData),
])
}
}

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@@ -63,4 +63,12 @@ export function registerSettings() {
type: Boolean,
default: true,
})
game.settings.register(settingsKey, "macros", {
name: "smart-doors.settings.macros.name",
hint: "smart-doors.settings.macros.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
})
}