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5 Commits
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@@ -1,3 +1,11 @@
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## 1.2.6
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### Compatibility
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- Smart Doors now uses the libwrapper module and as a result is now compatible with the module "FoundryVTT Arms Reach"
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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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@@ -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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61
lib/libwrapper_shim.js
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61
lib/libwrapper_shim.js
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@@ -0,0 +1,61 @@
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// SPDX-License-Identifier: MIT
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// Copyright © 2021 fvtt-lib-wrapper Rui Pinheiro
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'use strict';
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// A shim for the libWrapper library
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export let libWrapper = undefined;
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Hooks.once('init', () => {
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// Check if the real module is already loaded - if so, use it
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if(globalThis.libWrapper && !(globalThis.libWrapper.is_fallback ?? true)) {
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libWrapper = globalThis.libWrapper;
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return;
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}
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// Fallback implementation
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libWrapper = class {
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static get is_fallback() { return true };
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static register(module, target, fn, type="MIXED", {chain=undefined}={}) {
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const is_setter = target.endsWith('#set');
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target = !is_setter ? target : target.slice(0, -4);
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const split = target.split('.');
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const fn_name = split.pop();
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const root_nm = split.splice(0,1)[0];
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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.
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const obj = split.reduce((x,y)=>x[y], globalThis[root_nm] ?? _eval(root_nm));
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let iObj = obj;
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let descriptor = null;
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while(iObj) {
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descriptor = Object.getOwnPropertyDescriptor(iObj, fn_name);
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if(descriptor) break;
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iObj = Object.getPrototypeOf(iObj);
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}
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if(!descriptor || descriptor?.configurable === false) throw `libWrapper Shim: '${target}' does not exist, could not be found, or has a non-configurable descriptor.`;
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let original = null;
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const wrapper = (chain ?? type != 'OVERRIDE') ? function() { return fn.call(this, original.bind(this), ...arguments); } : function() { return fn.apply(this, arguments); };
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if(!is_setter) {
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if(descriptor.value) {
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original = descriptor.value;
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descriptor.value = wrapper;
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}
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else {
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original = descriptor.get;
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descriptor.get = wrapper;
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}
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}
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else {
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if(!descriptor.set) throw `libWrapper Shim: '${target}' does not have a setter`;
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original = descriptor.set;
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descriptor.set = wrapper;
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}
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descriptor.configurable = true;
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Object.defineProperty(obj, fn_name, descriptor);
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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": "1.2.4",
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"version": "1.2.6",
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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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@@ -13,6 +13,7 @@
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}
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],
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"esmodules": [
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"lib/libwrapper_shim.js",
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"src/main.js"
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],
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"languages": [
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@@ -24,7 +25,7 @@
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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/v1.2.4.zip",
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"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.6.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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@@ -1,13 +1,14 @@
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import { libWrapper } from "../../lib/libwrapper_shim.js"
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import {settingsKey} from "../settings.js"
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// Adjust the repositioning formula for the door controls
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export function hookDoorControlReposition() {
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DoorControl.prototype.reposition = function () {
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libWrapper.register("smart-doors", "DoorControl.prototype.reposition", function () {
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let gridSize = this.wall.scene.data.grid
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gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
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const pos = this.wall.midpoint.map(p => p - gridSize * 0.2)
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this.position.set(...pos)
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}
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}, "OVERRIDE");
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}
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// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size
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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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@@ -121,7 +143,7 @@ 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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async 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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@@ -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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31
src/main.js
31
src/main.js
@@ -1,5 +1,6 @@
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"use strict";
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import {libWrapper} from "../lib/libwrapper_shim.js";
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import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
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import * as DoorControlOutline from "./features/door_control_outline.js"
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import * as HighlightSecretDoors from "./features/highlight_secret_doors.js"
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@@ -35,45 +36,41 @@ Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig)
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// Hook the update function of the WallConfig dialog so we can store our custom data
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function hookWallConfigUpdate() {
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// Replace the original function with our custom one
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const originalHandler = WallConfig.prototype._updateObject;
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WallConfig.prototype._updateObject = async function (event, formData) {
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await originalHandler.call(this, event, formData)
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libWrapper.register("smart-doors", "WallConfig.prototype._updateObject", async function (wrapped, event, formData) {
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await wrapped(event, formData);
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return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData)
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}
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}, "WRAPPER");
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}
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function hookDoorControlDraw() {
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const originalHandler = DoorControl.prototype.draw
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DoorControl.prototype.draw = async function () {
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const result = await originalHandler.call(this)
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libWrapper.register("smart-doors", "DoorControl.prototype.draw", async function (wrapped) {
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const result = await wrapped();
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DoorControlIconScale.onDoorControlPostDraw.call(this)
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DoorControlOutline.onDoorControlPostDraw.call(this)
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return result
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}
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return result;
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}, "WRAPPER");
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}
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// Hook mouse events on DoorControls to perform our logic.
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// If we successfully handled the event block the original handler. Forward the event otherwise.
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function hookDoorEvents() {
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// Replace the original mousedown handler with our custom one
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const originalMouseDownHandler = DoorControl.prototype._onMouseDown
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DoorControl.prototype._onMouseDown = function (event) {
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libWrapper.register("smart-doors", "DoorControl.prototype._onMouseDown", function (wrapped, event) {
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// Call our handler first. Only allow the original handler to run if our handler returns true
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const eventHandled = onDoorMouseDown.call(this, event)
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if (eventHandled)
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return
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return originalMouseDownHandler.call(this, event)
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}
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return wrapped(event);
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}, "MIXED");
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// Replace the original rightdown handler with our custom one
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const originalRightDownHandler = DoorControl.prototype._onRightDown
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DoorControl.prototype._onRightDown = function (event) {
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libWrapper.register("smart-doors", "DoorControl.prototype._onRightDown", function (wrapped, event) {
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// Call our handler first. Only allow the original handler to run if our handler returns true
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const eventHandled = onDoorRightDown.call(this, event)
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if (eventHandled)
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return
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return originalRightDownHandler.call(this, event)
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}
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return wrapped(event);
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}, "MIXED");
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}
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// Our custom handler for mousedown events on doors
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Reference in New Issue
Block a user