38 Commits

Author SHA1 Message Date
Jakub
7f2a32fbbd Translated using Weblate (Polish)
Currently translated at 100.0% (17 of 17 strings)

Translation: Smart Doors/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/smart-doors/main/pl/
2023-05-06 20:42:46 +00:00
Jakub
24f8fc12b2 Added translation using Weblate (Polish) 2023-05-05 19:46:11 +00:00
5cec10941a Release v1.4.1 2022-10-24 09:36:02 +02:00
Foundry Hub
77f1048518 Translations update from Foundry Hub - Weblate (#30) 2022-10-24 09:31:27 +02:00
02ea8aeb93 Release v1.4.0 2022-10-15 22:35:42 +02:00
59e2d0884f Fix a typo in the manifest 2022-10-15 22:32:29 +02:00
vincent
62c76e3d23 Translated using Weblate (French)
Currently translated at 100.0% (17 of 17 strings)

Translation: Smart Doors/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/smart-doors/main/fr/
2022-10-15 22:32:01 +02:00
0fd9a7b71f Translated using Weblate (German)
Currently translated at 100.0% (17 of 17 strings)

Translation: Smart Doors/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/smart-doors/main/de/
2022-10-15 22:32:01 +02:00
bc46a05f3c Translated using Weblate (English)
Currently translated at 100.0% (17 of 17 strings)

Translation: Smart Doors/main
Translate-URL: https://weblate.foundryvtt-hub.com/projects/smart-doors/main/en/
2022-10-15 22:32:01 +02:00
e53a1b6a21 Update for Foundry v10 2022-10-15 22:29:25 +02:00
2ea4eb04cb Reformat with prettier 2022-10-15 21:48:14 +02:00
Alexander Minges
04d85d818b Fix typos in German translation (#24) 2022-05-09 11:04:19 +02:00
a0cdaff5db Release v1.3.3 2022-02-14 15:35:29 +01:00
30272cfbf4 Remove extra curly brace in french translation (fixes #21) 2022-02-14 15:08:18 +01:00
46581362fb Implement delayed reload to esnure all settings are applied 2022-02-12 18:35:23 +01:00
993cc2b658 Fix typo in readme 2022-02-12 18:34:55 +01:00
644f6795a6 Release v1.3.2 2022-01-17 11:41:12 +01:00
31bc7c82e5 Add german translation 2022-01-17 11:38:56 +01:00
7fd6f1f9a9 Make locked door alert messages localizable (fixes #15) 2022-01-17 11:29:52 +01:00
Brother Sharp
d51c416ac2 add japanese localization 2022-01-17 11:16:11 +01:00
697950e22a Release v1.3.1 2022-01-05 21:15:12 +01:00
78d41d2a40 Don't suppress other key events in the toggleSecretDoors keybinding (fixes #12) 2022-01-05 21:12:52 +01:00
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
23 changed files with 756 additions and 471 deletions

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printWidth: 100
trailingComma: "all"
bracketSpacing: false
arrowParens: "avoid"

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@@ -1,3 +1,74 @@
## 1.4.1
### Translation
- Added portugese (Brazil) translation (thanks eunaumtenhoid!)
## 1.4.0
### Compatibility
- Smart Doors is now compatible with Foundry v10
### Translation
- Updated the english text for several UI items
- Updated the german translation (thanks Athemis!)
- Updated the french translation (thanks rectulo!)
## 1.3.3
### Bugfixes
- Fixed a bug that could cause some settings to not apply if multiple settings were changed at once
- Fixed a bug that caused the french translation to not work
## 1.3.2
### Bugfixes
- The message sent to chat when triggering a locke door alert can now be translated
### Translation
- Added japanese translation (thanks to touge)
- Added german translation
## 1.3.1
### Bugfixes
- The keybinding to toggle secret doors no longer supresses other keybindings that are assigned to the same key
## 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 ## v1.2.4
### Bugfix ### Bugfix
- Fixed a race condition that may cause doors to not be properly synchronized across scenes - Fixed a race condition that may cause doors to not be properly synchronized across scenes

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[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/staebchenfisch)
# Smart Doors # 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). 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 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
![Toggle Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/da5872042ea81e2f41875a193d161331a81a2b6d/media/secret_door_toggle.webp) ![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. 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 ### 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. 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 gray shade to make them easier to discern from regular doors when being zoomed further out.
### Synchronized Doors ### Synchronized Doors
![Synchronized Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/360d724240634dbc6cc493a3b62243a8b28b7056/media/synchronized_doors.webp) ![Synchronized Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/360d724240634dbc6cc493a3b62243a8b28b7056/media/synchronized_doors.webp)

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{
"smart-doors": {
"keybindings": {
"toggleSecretDoor": {
"name": "Geheimtüren umschalten",
"hint": "Solange diese Taste gedrückt ist, werden Türen beim Klicken zwischen normaler Tür und Geheimtür umgeschaltet."
}
},
"settings": {
"doorControlSizeFactor": {
"name": "Skalierungsfaktor des Türsymbols",
"hint": "Legt fest um welchen Faktor die Größe der Türsymbole hochskaliert werden sollen."
},
"highlightSecretDoors": {
"name": "Geheimtüren einfärben",
"hint": "Geheimtüren werden beim Spielleiter in einer anderen Farbe dargestellt, um sie einfacher von anderen Türen unterscheiden zu können."
},
"lockedDoorAlert": {
"name": "Alarm bei verschlossenen Türen",
"hint": "Wenn ein Spieler versucht eine verschlossene Tür zu öffnen, wird eine Nachricht im Chat angezeigt."
},
"synchronizedDoors": {
"name": "Synchronisierte Türen",
"hint": "Erlaubt es den Zustand mehrerer Türen zu synchronisieren."
}
},
"ui": {
"lockedDoorAlert": "Hat versucht eine verschlossene Tür zu öffnen",
"messages": {
"migrating": "Aktualisiere Smart Doors zur Version {version}. Bitte schließe die Anwendung nicht.",
"migrationDone": "Smart Doors wurde erfolgreich auf die Version {version} aktualisiert.",
"unknownVersion": "Die Aktualisierung von Smart Doors ist mit folgendem Fehler fehlgeschlagen: unbekannte Version {version}. Bitte melde diesen Fehler im Bugtracker von Smart Doors. Um Datenverlust zu vermeiden, deaktiviere dieses Modul, bis dieser Fehler behoben ist."
},
"synchronizedDoors": {
"description": "Zustandsänderungen von Türen in der gleichen Synchronisationsgruppe werden szenenübergreifend synchronisiert. Lasse dieses Feld leer, wenn du diese Tür nicht synchronisieren möchtest.",
"groupName": "Synchronisationsgruppe",
"synchronizeSecretStatus": "Geheimtürstatus synchronisieren"
}
}
}
}

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@@ -1,40 +1,40 @@
{ {
"smart-doors": { "smart-doors": {
"settings": { "keybindings": {
"doorControlOutline": { "toggleSecretDoor": {
"name": "Door Control Outline", "name": "Toggle Secret Door",
"hint": "Draw outlines around Door Control icons to increase their visiblity" "hint": "While this key is being pressed, clicking on doors will cause the to toggle between normal and secret door."
}
}, },
"settings": {
"doorControlSizeFactor": { "doorControlSizeFactor": {
"name": "Door Control Size Factor", "name": "Door Control Size Factor",
"hint": "Defines by which factor the size of the door control icons should be scaled up" "hint": "Defines by which factor the size of the door control icons should be scaled up."
}, },
"highlightSecretDoors": { "highlightSecretDoors": {
"name": "Tint Secret Doors", "name": "Tint Secret Doors",
"hint": "Shade secret doors in a different color on the gm screen to differentiate them from normal doors" "hint": "Shade secret doors in a different color on the GM screen to differentiate them from normal doors."
}, },
"lockedDoorAlert": { "lockedDoorAlert": {
"name": "Locked Door Alert", "name": "Locked Door Alert",
"hint": "Send a message in chat when a player tried to open a locked door" "hint": "Send a message in chat when a player tried to open a locked door."
}, },
"synchronizedDoors": { "synchronizedDoors": {
"name": "Synchronized Doors", "name": "Synchronized Doors",
"hint": "Synchronize the state of configured doors" "hint": "Synchronize the state of multiple doors."
},
"toggleSecretDoors": {
"name": "Toggle Secret Doors",
"hint": "Toggle the door type between normal and secret using ctrl+left click"
} }
}, },
"ui": { "ui": {
"lockedDoorAlert": "Just tried to open a locked door",
"messages": { "messages": {
"migrating": "Migrating Smart Doors to version {version}. Please don't close the application.", "migrating": "Migrating Smart Doors to version {version}. Please don't close the application.",
"migrationDone": "Smart Doors successfully migrated to version {version}.", "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." "unknownVersion": "Smart Doors migration failed with the error: Unknown 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."
}, },
"synchronizedDoors": { "synchronizedDoors": {
"description": "State changes of doors in the same synchronization group will be synchronized across scenes. Leave blank to disable synchronization for this door.", "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"
} }
} }
} }

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{
"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 mise à l'échelle."
},
"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",
"hint": "Ombre les portes secrètes en une couleur différent sur l'écran du MJ pour les différencier des portes normales."
},
"lockedDoorAlert": {
"name": "Alerte de porte verrouillée",
"hint": "Envoyer un message dans la conversation lorsqu'un joueur essaie d'ouvrir une porte verrouillée."
},
"synchronizedDoors": {
"name": "Portes synchronisées",
"hint": "Synchroniser l'état de plusieurs portes."
}
},
"keybindings": {
"toggleSecretDoor": {
"name": "Activer porte secrète",
"hint": "Lorsque cette clé est maintenue, cliquer sur les portes permettra de passer d'une porte normale à une porte secrète."
}
},
"ui": {
"synchronizedDoors": {
"description": "Les changements d'état des portes dans le même groupe de synchronisation seront synchronisés à travers les scènes. Laisser vierge pour désactiver la synchronisation pour cette porte.",
"groupName": "Groupe de synchronisation",
"synchronizeSecretStatus": "Synchroniser le statut 'secret'"
},
"lockedDoorAlert": "vient d'essayer d'ouvrir une porte verrouillée",
"messages": {
"migrating": "Migre Smart doors à la version {version}. Ne pas fermer l'application.",
"migrationDone": "Smart doors a migré avec succès à la version {version}.",
"unknownVersion": "La migration de Smart doors est un échec avec l'erreur : version inconnue {version}. SVP, signalez cela dans le traqueur de problème de Smart doors. Pour prévenir de potentielles pertes de donnés, n'utilisez plus le plugin jusqu'à ce que cette erreur soit réparée."
}
}
},
"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"
}
}
}

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{
"smart-doors": {
"keybindings": {
"toggleSecretDoor": {
"name": "シークレット・ドア切替",
"hint": "このキーを押しながらドアをクリックすると、シークレット・ドアと通常のドアを切り替えます。"
}
},
"settings": {
"doorControlSizeFactor": {
"name": "扉アイコンの大きさ",
"hint": "扉アイコンをどの程度大きくスケールアップするか設定します。"
},
"highlightSecretDoors": {
"name": "シークレット・ドア色",
"hint": "シークレット・ドアに異なる色を重ねることで、GM側から視認しやすくなります。"
},
"lockedDoorAlert": {
"name": "ロック中通知",
"hint": "ロックされた扉を誰かが開けようとした時チャットに通知を表示します。"
},
"synchronizedDoors": {
"name": "扉の同期",
"hint": "設定した扉の状態を同期させます。"
}
},
"ui": {
"messages": {
"migrating": "Smart Doorsをバージョン{version}。にマイグレーションしています。FVTTを終了しないでください。",
"migrationDone": "Smart Doorsバージョン{version}のマイグレーションに成功しました。",
"unknownVersion": "Smart Doorsのマイグレーションに失敗しました。エラー不明なバージョン{version}。Smart Doorsのissue trackerに報告していただくか、オンセ工房のDiscordサーバまでご報告ください。データの損失が起こりうる可能性がありますので、このエラーが解消されるまで使用しないでください。"
},
"synchronizedDoors": {
"description": "同じ同期グループにいる扉はシーンをまたいで状態が同期されます。空の場合はこの扉の同期を無効化します。",
"groupName": "同期グループ名",
"synchronizeSecretStatus": "シークレット状態同期"
}
}
}
}

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{
"smart-doors": {
"keybindings": {
"toggleSecretDoor": {
"name": "Przełącznik sekretnych drzwi",
"hint": "Przytrzymując klawisz i klikając na drzwiach przełączasz typ między normalnymi i sekretnymi drzwiami."
}
},
"settings": {
"doorControlSizeFactor": {
"name": "Współczynnik wielkości drzwi",
"hint": "Określa, o jaki współczynnik powinien być skalowany rozmiar ikon sterowania drzwiami."
},
"highlightSecretDoors": {
"name": "Barwienie sekretnych drzwi",
"hint": "Pomaluj sekretne drzwi na inny kolor na ekranie GM, aby odróżnić je od zwykłych drzwi."
},
"lockedDoorAlert": {
"name": "Alarm o zablokowanych drzwiach",
"hint": "Wysyła wiadomość na czacie, gdy gracz próbował otworzyć zablokowane drzwi."
},
"synchronizedDoors": {
"name": "Drzwi zsynchronizowane",
"hint": "Synchronizacja stanu wielu drzwi."
}
},
"ui": {
"lockedDoorAlert": "Próbowałem otworzyć zamknięte drzwi",
"messages": {
"migrationDone": "Smart Doors pomyślnie zmigrował do wersji {version}.",
"migrating": "Migracja Smart Doors do wersji {wersja}. Proszę nie zamykać aplikacji.",
"unknownVersion": "Migracja Smart Doors nie powiodła się z błędem: Unknown Version {version}. Proszę zgłosić to do trackera problemów Smart Doors. Aby zapobiec możliwej utracie danych, nie używaj tej wtyczki, dopóki ten błąd nie zostanie naprawiony."
},
"synchronizedDoors": {
"description": "Zmiany stanu drzwi w tej samej grupie synchronizacyjnej będą synchronizowane na wszystkich scenach. Pozostawić puste, aby wyłączyć synchronizację dla tych drzwi.",
"groupName": "Grupa synchronizacji",
"synchronizeSecretStatus": "Synchronizacja sekretnego statusu"
}
}
}
}

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{
"smart-doors": {
"keybindings": {
"toggleSecretDoor": {
"name": "Alternar porta secreta",
"hint": "Enquanto esta tecla estiver sendo pressionada, clicar nas portas fará com que ela alterne entre a porta normal e a secreta."
}
},
"settings": {
"doorControlSizeFactor": {
"name": "Fator de tamanho de controle de porta",
"hint": "Define por qual fator o tamanho dos ícones de controle de porta deve ser ampliado."
},
"highlightSecretDoors": {
"name": "Tinta portas secretas",
"hint": "Sombreie as portas secretas com uma cor diferente na tela do GM para diferenciá-las das portas normais."
},
"lockedDoorAlert": {
"name": "Alerta de porta trancada",
"hint": "Envie uma mensagem no chat quando um jogador tentar abrir uma porta trancada."
},
"synchronizedDoors": {
"name": "Portas sincronizadas",
"hint": "Sincronize o estado de várias portas."
}
},
"ui": {
"lockedDoorAlert": "Apenas tentei abrir uma porta trancada",
"messages": {
"migrating": "Migrando Smart Doors para a versão {version}. Por favor, não feche o aplicativo.",
"migrationDone": "O Smart Doors migrou com sucesso para a versão {version}.",
"unknownVersion": "A migração do Smart Doors falhou com o erro: Unknown Version {version}. Informe isso ao rastreador de problemas do Smart Doors. Para evitar uma possível perda de dados, não use este plugin até que este erro seja corrigido."
},
"synchronizedDoors": {
"description": "As mudanças de estado das portas no mesmo grupo de sincronização serão sincronizadas nas cenas. Deixe em branco para desabilitar a sincronização para esta porta.",
"groupName": "Grupo de Sincronização",
"synchronizeSecretStatus": "Sincronizar status secreto"
}
}
}
}

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// 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

@@ -1,10 +1,12 @@
{ {
"name": "smart-doors", "id": "smart-doors",
"title": "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.", "description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.",
"version": "1.2.4", "version": "1.4.1",
"minimumCoreVersion" : "0.7.7", "compatibility": {
"compatibleCoreVersion" : "0.7.9", "minimum": 10,
"verified": 10
},
"authors": [ "authors": [
{ {
"name": "Manuel Vögele", "name": "Manuel Vögele",
@@ -13,19 +15,46 @@
} }
], ],
"esmodules": [ "esmodules": [
"lib/libwrapper_shim.js",
"src/main.js" "src/main.js"
], ],
"languages": [ "languages": [
{
"lang": "de",
"name": "Deutsch",
"path": "lang/de.json"
},
{ {
"lang": "en", "lang": "en",
"name": "English", "name": "English",
"path": "lang/en.json" "path": "lang/en.json"
},
{
"lang": "fr",
"name": "Français",
"path": "lang/fr.json"
},
{
"lang": "ja",
"name": "日本語",
"path": "lang/ja.json"
},
{
"lang": "pt-BR",
"name": "Português (Brasil)",
"path": "lang/pt-BR.json"
},
{
"lang": "pl",
"name": "polski",
"path": "lang/pl.json"
} }
], ],
"url": "https://github.com/manuelVo/foundryvtt-smart-doors", "url": "https://github.com/manuelVo/foundryvtt-smart-doors",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json", "manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.4.zip", "download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.4.1.zip",
"readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md", "readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.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

@@ -1,36 +1,66 @@
import {settingsKey} from "../settings.js" import {libWrapper} from "../../lib/libwrapper_shim.js";
import {settingsKey} from "../settings.js";
// Adjust the repositioning formula for the door controls // Adjust the repositioning formula for the door controls
export function hookDoorControlReposition() { export function hookDoorControlReposition() {
DoorControl.prototype.reposition = function () { libWrapper.register(
let gridSize = this.wall.scene.data.grid "smart-doors",
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor") "DoorControl.prototype.reposition",
const pos = this.wall.midpoint.map(p => p - gridSize * 0.2) function () {
this.position.set(...pos) let gridSize = this.wall.scene.grid.size;
} 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 // Set the size of all door controls in relation to the grid size so it'll have a constant percieved size
export function onCanvasReady(currentCanvas) { export function onCanvasReady(currentCanvas) {
const doors = currentCanvas.controls.doors.children const doors = currentCanvas.controls.doors.children;
doors.forEach(control => fixDoorControlSize(control)) doors.forEach(control => fixDoorControlSize(control));
} }
// Set the size of the door control in relation to the grid size so it'll have a constant percieved size // Set the size of the door control in relation to the grid size so it'll have a constant percieved size
export function onDoorControlPostDraw() { export function onDoorControlPostDraw() {
// If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead // If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead
if (!canvas.ready) if (!canvas.ready) return;
return
fixDoorControlSize(this) fixDoorControlSize(this);
} }
// Resizes the door control according to the grid size // Resizes the door control according to the grid size
function fixDoorControlSize(control) { function fixDoorControlSize(control) {
let gridSize = control.wall.scene.data.grid let gridSize = control.wall.scene.grid.size;
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor") gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor");
control.icon.width = control.icon.height = gridSize * 0.4 control.icon.width = control.icon.height = gridSize * 0.4;
control.hitArea = new PIXI.Rectangle(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44); control.hitArea = new PIXI.Rectangle(
control.border.clear().lineStyle(1, 0xFF5500, 0.8).drawRoundedRect(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44, gridSize * 0.05).endFill(); gridSize * -0.02,
control.bg.clear().beginFill(0x000000, 1.0).drawRoundedRect(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44, gridSize * 0.05).endFill(); gridSize * -0.02,
gridSize * 0.44,
gridSize * 0.44,
);
control.border
.clear()
.lineStyle(1, 0xff5500, 0.8)
.drawRoundedRect(
gridSize * -0.02,
gridSize * -0.02,
gridSize * 0.44,
gridSize * 0.44,
gridSize * 0.05,
)
.endFill();
control.bg
.clear()
.beginFill(0x000000, 1.0)
.drawRoundedRect(
gridSize * -0.02,
gridSize * -0.02,
gridSize * 0.44,
gridSize * 0.44,
gridSize * 0.05,
)
.endFill();
} }

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

@@ -1,34 +1,35 @@
import {settingsKey} from "../settings.js" import {settingsKey} from "../settings.js";
const SECRET_DOOR_TINT = 0x000000 const SECRET_DOOR_TINT = 0x888888;
// Tint all secret doors dark grey // Tint all secret doors dark grey
export function onCanvasReady(currentCanvas) { export function onCanvasReady(currentCanvas) {
if (game.settings.get(settingsKey, "highlightSecretDoors")) { if (game.settings.get(settingsKey, "highlightSecretDoors")) {
const types = CONST.WALL_DOOR_TYPES const types = CONST.WALL_DOOR_TYPES;
const secretDoors = canvas.controls.doors.children.filter(control => control.wall.data.door == types.SECRET) const secretDoors = canvas.controls.doors.children.filter(
secretDoors.forEach(control => control.icon.tint = SECRET_DOOR_TINT) control => control.wall.door == types.SECRET,
);
secretDoors.forEach(control => (control.icon.tint = SECRET_DOOR_TINT));
} }
} }
// If door type has been changed, tint the door accordingly // If door type has been changed, tint the door accordingly
export function onUpdateWall(scene, wall, update) { export function onUpdateWall(wall, update, options) {
if (!game.settings.get(settingsKey, "highlightSecretDoors")) if (!game.settings.get(settingsKey, "highlightSecretDoors")) return;
return const types = CONST.WALL_DOOR_TYPES;
const types = CONST.WALL_DOOR_TYPES if (wall.door === types.NONE) return;
if (wall.door === types.NONE)
return
// Find the door control corresponding to the changed door // Find the door control corresponding to the changed door
const changedDoor = canvas.controls.doors.children.find(control => control.wall.data._id === wall._id); const changedDoor = canvas.controls.doors.children.find(control => control.wall.id === wall.id);
// If the changed door doesn't have a control it's not on this scene - ignore it // If the changed door doesn't have a control it's not on this scene - ignore it
if (!changedDoor) if (!changedDoor) return;
return
// The wall object we got passed might be from another scene so we replace it with the door from the current scene // The wall object we got passed might be from another scene so we replace it with the door from the current scene
wall = changedDoor.wall.data wall = changedDoor.wall;
if (wall.door === types.DOOR) if (wall.document.door === types.DOOR) changedDoor.icon.tint = 0xffffff;
changedDoor.icon.tint = 0xFFFFFF else if (wall.document.door === types.SECRET) changedDoor.icon.tint = SECRET_DOOR_TINT;
else if (wall.door === types.SECRET)
changedDoor.icon.tint = SECRET_DOOR_TINT
else else
console.warn("Smart Doors | Encountered unknown door type " + wall.door + " while highlighting secret doors.") console.warn(
"Smart Doors | Encountered unknown door type " +
wall.door +
" while highlighting secret doors.",
);
} }

View File

@@ -1,54 +1,54 @@
import {settingsKey} from "../settings.js" import {settingsKey} from "../settings.js";
// Tint the source door red when a locked alert is hovered // Tint the source door red when a locked alert is hovered
export function onRenderChatMessage(message, html, data) { export function onRenderChatMessage(message, html, data) {
// Tint the door that generated this message // Tint the door that generated this message
const source = message.data.flags.smartdoors?.source const source = message.flags.smartdoors?.source;
if (!source) if (!source) return;
return
// Tint on mouse enter // Tint on mouse enter
const mouseEnter = function () { 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(
if (sourceDoor) door => door.wall.id === source.wall && door.wall.scene.id === source.scene,
sourceDoor.icon.tint = 0xff0000; );
} if (sourceDoor) sourceDoor.icon.tint = 0xff0000;
};
html.on("mouseenter", mouseEnter); html.on("mouseenter", mouseEnter);
// Remove tint on mouse leave // Remove tint on mouse leave
const mouseLeave = function () { 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(
if (sourceDoor) door => door.wall.id === source.wall && door.wall.scene.id === source.scene,
sourceDoor.icon.tint = 0xffffff; );
} if (sourceDoor) sourceDoor.icon.tint = 0xffffff;
};
html.on("mouseleave", mouseLeave); html.on("mouseleave", mouseLeave);
// Localize the message
html.find(".message-content")[0].innerText = game.i18n.localize("smart-doors.ui.lockedDoorAlert");
} }
// Creates a chat message stating that a player tried to open a locked door // Creates a chat message stating that a player tried to open a locked door
export function onDoorLeftClick() { export function onDoorLeftClick() {
// Check if this feature is enabled // Check if this feature is enabled
if (!game.settings.get(settingsKey, "lockedDoorAlert")) if (!game.settings.get(settingsKey, "lockedDoorAlert")) return false;
return false
const state = this.wall.data.ds const state = this.wall.document.ds;
const states = CONST.WALL_DOOR_STATES const states = CONST.WALL_DOOR_STATES;
// Only create messages when the door is locked. // Only create messages when the door is locked.
if (state != states.LOCKED) if (state !== states.LOCKED) return false;
return false
// Generate no message if the gm attempts to open the door // Generate no message if the gm attempts to open the door
if (game.user.isGM) if (game.user.isGM) return false;
return false
// Create and send the chat message // Create and send the chat message
const message = {} const message = {};
message.user = game.user message.user = game.user.id;
if (game.user.character) if (game.user.character) message.speaker = {actor: game.user.character};
message.speaker = {actor: game.user.character} message.content = game.i18n.localize("smart-doors.ui.lockedDoorAlert");
message.content = "Just tried to open a locked door" message.sound = CONFIG.sounds.lock;
message.sound = CONFIG.sounds.lock message.flags = {smartdoors: {source: {wall: this.wall.id, scene: this.wall.scene.id}}};
message.flags = {smartdoors: {source: {wall: this.wall.data._id, scene: this.wall.scene.id}}} ChatMessage.create(message);
ChatMessage.create(message) return true;
return true
} }

View File

@@ -1,133 +1,157 @@
import {settingsKey} from "../settings.js" import {settingsKey} from "../settings.js";
import * as Util from "../util.js" import * as Util from "../util.js";
// Inject settings for synchronized doors // Inject settings for synchronized doors
export function onRederWallConfig(wallConfig, html, data) { export function onRederWallConfig(wallConfig, html, data) {
if (game.settings.get(settingsKey, "synchronizedDoors") && data.isDoor) { if (game.settings.get(settingsKey, "synchronizedDoors") && data.data.door) {
// Inject settings // Inject settings
const synchronizedSettings = ` const synchronizedSettings = `
<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p> <p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
<div class="form-group"> <div class="form-group">
<label for="synchronizationGroup">${game.i18n.localize("smart-doors.ui.synchronizedDoors.groupName")}</label> <label for="synchronizationGroup">${game.i18n.localize(
"smart-doors.ui.synchronizedDoors.groupName",
)}</label>
<input type="text" name="synchronizationGroup"/> <input type="text" name="synchronizationGroup"/>
</div> </div>
` <div class="form-group">
html.find(".form-group").last().after(synchronizedSettings) <label for="synchronizeSecretStatus">${game.i18n.localize(
"smart-doors.ui.synchronizedDoors.synchronizeSecretStatus",
)}</label>
<input type="checkbox" name="synchronizeSecretStatus" value="true"/>
</div>
`;
html.find(".form-group").last().after(synchronizedSettings);
const smartdoorsData = data.object.flags.smartdoors const smartdoorsData = data.object.flags.smartdoors;
// Fill the injected input fields with values // Fill the injected input fields with values
const input = (name) => html.find(`input[name="${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("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup);
input("synchronizeSecretStatus").prop("checked", smartdoorsData?.synchronizeSecretStatus);
// Recalculate config window height // Recalculate config window height
wallConfig.setPosition({height: "auto"}) wallConfig.setPosition({height: "auto"});
} }
} }
// Store our custom data from the WallConfig dialog // Store our custom data from the WallConfig dialog
export async function onWallConfigUpdate(event, formData) { export async function onWallConfigUpdate(event, formData) {
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}} const synchronizeSecretStatus = formData.synchronizeSecretStatus;
let ids = this.options.editTargets; const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}};
let ids = this.editTargets;
if (ids.length == 0) { 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 a synchronization group is set, get the state of existing doors and assume their state
if (formData.synchronizationGroup) { 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 // Search for other doors in the synchronization group that aren't in the list of edited doors
const doorInGroup = Util.findInAllWalls(wall => { const doorInGroup = Util.findInAllWalls(wall => {
// We only search for doors // We only search for doors
if (!wall.door) if (!wall.door) return false;
return false
// We only want doors in the same synchronization group // We only want doors in the same synchronization group
if (wall.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup) if (wall.flags.smartdoors?.synchronizationGroup !== formData.synchronizationGroup)
return false return false;
// Doors on this scene that have their id included in `ids` are currently being changed. Ignore them. // 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 false return true;
return true });
}) if (doorInGroup) {
if (doorInGroup) // ds is the door sate in foundry
updateData.ds = doorInGroup.ds; updateData.ds = doorInGroup.ds;
if (synchronizeSecretStatus) {
// door is the door type in foundry
updateData.door = doorInGroup.door;
}
}
} }
// Update all the edited walls // Update all the edited walls
const updateDataset = ids.reduce((dataset, id) => { const updateDataset = ids.map(id => {
dataset.push({_id: id, ...updateData}) return {_id: id, ...updateData};
return dataset });
}, []) const updateResult = await canvas.scene.updateEmbeddedDocuments("Wall", updateDataset);
return canvas.scene.updateEmbeddedEntity("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 // Update the state of all synchronized doors
export function onDoorLeftClick() { export function onDoorLeftClick() {
const state = this.wall.data.ds const state = this.wall.document.ds;
const states = CONST.WALL_DOOR_STATES const states = CONST.WALL_DOOR_STATES;
// Check if this feature is enabled // Check if this feature is enabled
if (!game.settings.get(settingsKey, "synchronizedDoors")) if (!game.settings.get(settingsKey, "synchronizedDoors")) return false;
return false
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup const synchronizationGroup = this.wall.document.flags.smartdoors?.synchronizationGroup;
// Does this door have a synchronization group? If not there is nothing to do // Does this door have a synchronization group? If not there is nothing to do
if (!synchronizationGroup) if (!synchronizationGroup) return false;
return false
// If the door is locked there is nothing to synchronize // If the door is locked there is nothing to synchronize
if (state === states.LOCKED) if (state === states.LOCKED) return false;
return false
// Calculate new door state // Calculate new door state
const newstate = state === states.CLOSED ? states.OPEN : states.CLOSED const newstate = state === states.CLOSED ? states.OPEN : states.CLOSED;
// Update all doors belonging to the synchronization group // Update all doors belonging to the synchronization group
const updateData = {ds: newstate} const updateData = {ds: newstate};
updateSynchronizedDoors(updateData, synchronizationGroup) updateSynchronizedDoors(updateData, synchronizationGroup);
return true return true;
} }
export function onDoorRightClick() { export function onDoorRightClick() {
const state = this.wall.data.ds const state = this.wall.document.ds;
const states = CONST.WALL_DOOR_STATES const states = CONST.WALL_DOOR_STATES;
// Check if this feature is enabled // Check if this feature is enabled
if (!game.settings.get(settingsKey, "synchronizedDoors")) if (!game.settings.get(settingsKey, "synchronizedDoors")) return false;
return false
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup const synchronizationGroup = this.wall.document.flags.smartdoors?.synchronizationGroup;
// Does this door have a synchronization group? If not there is nothing to do // Does this door have a synchronization group? If not there is nothing to do
if (!synchronizationGroup) if (!synchronizationGroup) return false;
return false
// Only the gm is allowed to lock/unlock doors // Only the gm is allowed to lock/unlock doors
if ( !game.user.isGM ) if (!game.user.isGM) return false;
return false;
// If the door is currently opened we cannot lock the door // If the door is currently opened we cannot lock the door
if ( state === states.OPEN ) if (state === states.OPEN) return false;
return false;
// Calculate new door state // Calculate new door state
const newstate = state === states.LOCKED ? states.CLOSED : states.LOCKED; const newstate = state === states.LOCKED ? states.CLOSED : states.LOCKED;
// Update all doors belonging to the synchronization group // Update all doors belonging to the synchronization group
const updateData = {ds: newstate} const updateData = {ds: newstate};
updateSynchronizedDoors(updateData, synchronizationGroup) updateSynchronizedDoors(updateData, synchronizationGroup);
return true return true;
} }
// Updates all doors in the specified synchronization group with the provided data // Updates all doors in the specified synchronization group with the provided data
async function updateSynchronizedDoors(updateData, synchronizationGroup) { export function updateSynchronizedDoors(updateData, synchronizationGroup) {
// Search for doors belonging to the synchronization group in all scenes // 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.door && wall.flags.smartdoors?.synchronizationGroup === synchronizationGroup,
);
// Update all doors in the synchronization group // Update all doors in the synchronization group
for (const scene of scenes) { return Promise.all(
// When VFTT 0.8 is out look for a way to do this in a single call. scenes.map(scene =>
await scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}})) scene.scene.updateEmbeddedDocuments(
} "Wall",
scene.walls.map(wall => {
return {_id: wall.id, ...updateData};
}),
),
),
);
} }

View File

@@ -1,13 +1,24 @@
import {settingsKey} from "../settings.js" import {toggleSecretDoor} from "../keybindings.js";
import {settingsKey} from "../settings.js";
import {updateSynchronizedDoors} from "./synchronized_doors.js";
// Toggles between normal and secret doors // Toggles between normal and secret doors
export function onDoorLeftClick(event) { 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) // 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 (toggleSecretDoor && game.user.isGM) {
const types = CONST.WALL_DOOR_TYPES const types = CONST.WALL_DOOR_TYPES;
const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR const newtype = this.wall.document.door === types.DOOR ? types.SECRET : types.DOOR;
this.wall.update({door: newtype}) const updateData = {door: newtype};
return true const synchronizationGroup = this.wall.document.flags.smartdoors?.synchronizationGroup;
if (
game.settings.get(settingsKey, "synchronizedDoors") &&
synchronizationGroup &&
this.wall.document.flags.smartdoors?.synchronizeSecretStatus
)
updateSynchronizedDoors(updateData, synchronizationGroup);
else this.wall.document.update(updateData);
return true;
} }
return false return false;
} }

20
src/keybindings.js Normal file
View File

@@ -0,0 +1,20 @@
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: handleToggleSecretDoor,
onUp: handleToggleSecretDoor,
restricted: true,
editable: [{key: "AltLeft"}],
precedence: -1,
});
}
function handleToggleSecretDoor(event) {
toggleSecretDoor = !event.up;
return false;
}

View File

@@ -1,107 +1,116 @@
"use strict"; "use strict";
import * as DoorControlIconScale from "./features/door_control_icon_scale.js" import {libWrapper} from "../lib/libwrapper_shim.js";
import * as DoorControlOutline from "./features/door_control_outline.js" import * as DoorControlIconScale from "./features/door_control_icon_scale.js";
import * as HighlightSecretDoors from "./features/highlight_secret_doors.js" import * as HighlightSecretDoors from "./features/highlight_secret_doors.js";
import * as LockedDoorAlert from "./features/locked_door_alert.js" import * as LockedDoorAlert from "./features/locked_door_alert.js";
import * as SynchronizedDoors from "./features/synchronized_doors.js" import * as SynchronizedDoors from "./features/synchronized_doors.js";
import * as ToggleSecretDoor from "./features/toggle_secret_door.js" import * as ToggleSecretDoor from "./features/toggle_secret_door.js";
import {performMigrations} from "./migration.js" import {performMigrations} from "./migration.js";
import {registerSettings, settingsKey} from "./settings.js" import {registerKeybindings} from "./keybindings.js";
import {registerSettings, settingsKey} from "./settings.js";
Hooks.once("init", () => { Hooks.once("init", () => {
registerSettings() registerSettings();
hookDoorEvents() registerKeybindings();
hookWallConfigUpdate()
hookDoorControlDraw() hookDoorEvents();
DoorControlIconScale.hookDoorControlReposition() hookWallConfigUpdate();
}) hookDoorControlDraw();
DoorControlIconScale.hookDoorControlReposition();
});
Hooks.once("ready", () => { Hooks.once("ready", () => {
performMigrations() performMigrations();
}) });
Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage) Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage);
Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady) Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady);
Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady) Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady);
Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall) Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall);
// Inject our custom settings into the WallConfig dialog // Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig) Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig);
// Hook the update function of the WallConfig dialog so we can store our custom data // Hook the update function of the WallConfig dialog so we can store our custom data
function hookWallConfigUpdate() { function hookWallConfigUpdate() {
// Replace the original function with our custom one // Replace the original function with our custom one
const originalHandler = WallConfig.prototype._updateObject; libWrapper.register(
WallConfig.prototype._updateObject = async function (event, formData) { "smart-doors",
await originalHandler.call(this, event, formData) "WallConfig.prototype._updateObject",
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData) async function (wrapped, event, formData) {
} await wrapped(event, formData);
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData);
},
"WRAPPER",
);
} }
function hookDoorControlDraw() { function hookDoorControlDraw() {
const originalHandler = DoorControl.prototype.draw libWrapper.register(
DoorControl.prototype.draw = async function () { "smart-doors",
const result = await originalHandler.call(this) "DoorControl.prototype.draw",
DoorControlIconScale.onDoorControlPostDraw.call(this) async function (wrapped) {
DoorControlOutline.onDoorControlPostDraw.call(this) const result = await wrapped();
return result DoorControlIconScale.onDoorControlPostDraw.call(this);
} return result;
},
"WRAPPER",
);
} }
// Hook mouse events on DoorControls to perform our logic. // Hook mouse events on DoorControls to perform our logic.
// If we successfully handled the event block the original handler. Forward the event otherwise. // If we successfully handled the event block the original handler. Forward the event otherwise.
function hookDoorEvents() { function hookDoorEvents() {
// Replace the original mousedown handler with our custom one // Replace the original mousedown handler with our custom one
const originalMouseDownHandler = DoorControl.prototype._onMouseDown libWrapper.register(
DoorControl.prototype._onMouseDown = function (event) { "smart-doors",
"DoorControl.prototype._onMouseDown",
function (wrapped, event) {
// Call our handler first. Only allow the original handler to run if our handler returns true // Call our handler first. Only allow the original handler to run if our handler returns true
const eventHandled = onDoorMouseDown.call(this, event) const eventHandled = onDoorMouseDown.call(this, event);
if (eventHandled) if (eventHandled) return;
return return wrapped(event);
return originalMouseDownHandler.call(this, event) },
} "MIXED",
);
// Replace the original rightdown handler with our custom one // Replace the original rightdown handler with our custom one
const originalRightDownHandler = DoorControl.prototype._onRightDown libWrapper.register(
DoorControl.prototype._onRightDown = function (event) { "smart-doors",
"DoorControl.prototype._onRightDown",
function (wrapped, event) {
// Call our handler first. Only allow the original handler to run if our handler returns true // Call our handler first. Only allow the original handler to run if our handler returns true
const eventHandled = onDoorRightDown.call(this, event) const eventHandled = onDoorRightDown.call(this, event);
if (eventHandled) if (eventHandled) return;
return return wrapped(event);
return originalRightDownHandler.call(this, event) },
} "MIXED",
);
} }
// Our custom handler for mousedown events on doors // Our custom handler for mousedown events on doors
function onDoorMouseDown(event) { function onDoorMouseDown(event) {
// If the user doesn't have the "door" permission we don't do anything. // If the user doesn't have the "door" permission we don't do anything.
if (!game.user.can("WALL_DOORS")) if (!game.user.can("WALL_DOORS")) return false;
return false
// If the game is paused don't do anything if the current player isn't the gm // If the game is paused don't do anything if the current player isn't the gm
if ( game.paused && !game.user.isGM ) if (game.paused && !game.user.isGM) return false;
return false
if (ToggleSecretDoor.onDoorLeftClick.call(this, event)) if (ToggleSecretDoor.onDoorLeftClick.call(this, event)) return true;
return true
if (LockedDoorAlert.onDoorLeftClick.call(this)) if (LockedDoorAlert.onDoorLeftClick.call(this)) return true;
return true
if (SynchronizedDoors.onDoorLeftClick.call(this)) if (SynchronizedDoors.onDoorLeftClick.call(this)) return true;
return true
return false return false;
} }
// Our custom handler for rightdown events on doors // Our custom handler for rightdown events on doors
function onDoorRightDown(event) { function onDoorRightDown(event) {
if (SynchronizedDoors.onDoorRightClick.call(this)) return true;
if (SynchronizedDoors.onDoorRightClick.call(this)) return false;
return true
return false
} }

View File

@@ -1,57 +1,58 @@
import {settingsKey} from "./settings.js" import {settingsKey} from "./settings.js";
const currentDataVersion = "1.1.0" const currentDataVersion = "1.1.0";
export function performMigrations() { export function performMigrations() {
if (!game.user.isGM) if (!game.user.isGM) return;
return
let dataVersion = game.settings.get(settingsKey, "dataVersion") let dataVersion = game.settings.get(settingsKey, "dataVersion");
if (dataVersion === "fresh install") if (dataVersion === "fresh install") {
{
game.settings.set(settingsKey, "dataVersion", currentDataVersion); game.settings.set(settingsKey, "dataVersion", currentDataVersion);
return; return;
} }
if (dataVersion === "1.0.0") { if (dataVersion === "1.0.0") {
dataVersion = "1.1.0" dataVersion = "1.1.0";
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrating", {version: dataVersion})) ui.notifications.info(
game.i18n.format("smart-doors.ui.messages.migrating", {version: dataVersion}),
);
// Make a dictionary that maps all door ids to their scenes // Make a dictionary that maps all door ids to their scenes
const walls = game.scenes.reduce((dict, scene) => { const walls = game.scenes.reduce((dict, scene) => {
scene.data.walls.forEach(wall => { scene.walls.forEach(wall => {
if (!wall.door) if (!wall.door) return;
return dict[wall.id] = scene.id;
dict[wall._id] = scene.id });
}) return dict;
return dict }, {});
}, {})
// Migrate all messages that have a (wall) source id // Migrate all messages that have a (wall) source id
game.messages.forEach(async message => { game.messages.forEach(async message => {
const wallId = message.data.flags.smartdoors?.sourceId const wallId = message.flags.smartdoors?.sourceId;
if (!wallId) if (!wallId) return;
return const flags = message.flags;
const flags = message.data.flags delete flags.smartdoors.sourceId;
delete flags.smartdoors.sourceId const scene = walls[wallId];
const scene = walls[wallId]
// If there is no wall with this id anymore we can drop the value. It has no purpose anymore // If there is no wall with this id anymore we can drop the value. It has no purpose anymore
if (!scene) { if (!scene) {
if (!message.data.flags.smartdoors) if (!message.flags.smartdoors) delete flags.smartdoors;
delete flags.smartdoors } else {
}
else {
// Assign the id and the scene id to the new data structure // Assign the id and the scene id to the new data structure
flags.smartdoors.source = {wall: wallId, scene: scene} flags.smartdoors.source = {wall: wallId, scene: scene};
} }
// We have to disable recursive here so deleting keys will actually work // We have to disable recursive here so deleting keys will actually work
message.update({flags: flags}, {diff: false, recursive: false}) message.update({flags: flags}, {diff: false, recursive: false});
}) });
game.settings.set(settingsKey, "dataVersion", dataVersion) game.settings.set(settingsKey, "dataVersion", dataVersion);
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrationDone", {version: dataVersion})) ui.notifications.info(
game.i18n.format("smart-doors.ui.messages.migrationDone", {version: dataVersion}),
);
} }
if (dataVersion != currentDataVersion) if (dataVersion != currentDataVersion)
ui.notifications.error(game.i18n.format("smart-doors.ui.messages.unknownVersion", {version: dataVersion}), {permanent: true}) ui.notifications.error(
game.i18n.format("smart-doors.ui.messages.unknownVersion", {version: dataVersion}),
{permanent: true},
);
} }

View File

@@ -1,8 +1,11 @@
export const settingsKey = "smart-doors"; export const settingsKey = "smart-doors";
function reloadGM() { function reloadGM() {
if (game.user.isGM) if (game.user.isGM) delayedReload();
location.reload() }
function delayedReload() {
window.setTimeout(() => location.reload(), 500);
} }
export function registerSettings() { export function registerSettings() {
@@ -10,8 +13,8 @@ export function registerSettings() {
scope: "world", scope: "world",
config: false, config: false,
type: String, type: String,
default: "fresh install" default: "fresh install",
}) });
game.settings.register(settingsKey, "doorControlSizeFactor", { game.settings.register(settingsKey, "doorControlSizeFactor", {
name: "smart-doors.settings.doorControlSizeFactor.name", name: "smart-doors.settings.doorControlSizeFactor.name",
hint: "smart-doors.settings.doorControlSizeFactor.hint", hint: "smart-doors.settings.doorControlSizeFactor.hint",
@@ -19,34 +22,17 @@ export function registerSettings() {
config: true, config: true,
type: Number, type: Number,
default: 1.5, default: 1.5,
onChange: () => location.reload() onChange: delayedReload,
}) });
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", { game.settings.register(settingsKey, "highlightSecretDoors", {
name: "smart-doors.settings.highlightSecretDoors.name", name: "smart-doors.settings.highlightSecretDoors.name",
hint: "smart-doors.settings.highlightSecretDoors.hint", hint: "smart-doors.settings.highlightSecretDoors.hint",
scope: "world", scope: "world",
config: true, config: true,
type: Boolean, type: Boolean,
default: true, default: false,
onChange: reloadGM, 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", { game.settings.register(settingsKey, "lockedDoorAlert", {
name: "smart-doors.settings.lockedDoorAlert.name", name: "smart-doors.settings.lockedDoorAlert.name",
hint: "smart-doors.settings.lockedDoorAlert.hint", hint: "smart-doors.settings.lockedDoorAlert.hint",
@@ -54,7 +40,7 @@ export function registerSettings() {
config: true, config: true,
type: Boolean, type: Boolean,
default: true, default: true,
}) });
game.settings.register(settingsKey, "synchronizedDoors", { game.settings.register(settingsKey, "synchronizedDoors", {
name: "smart-doors.settings.synchronizedDoors.name", name: "smart-doors.settings.synchronizedDoors.name",
hint: "smart-doors.settings.synchronizedDoors.hint", hint: "smart-doors.settings.synchronizedDoors.hint",
@@ -62,5 +48,5 @@ export function registerSettings() {
config: true, config: true,
type: Boolean, type: Boolean,
default: true, default: true,
}) });
} }

View File

@@ -1,15 +1,17 @@
// Searches through all scenes for walls and returns those that match the given filter criteria. // Searches through all scenes for walls and returns those that match the given filter criteria.
export function filterAllWalls(filterFn) { export function filterAllWalls(filterFn) {
// Find all walls that match the filter criteria // Find all walls that match the filter criteria
const scenes = game.scenes.map((scene) => {return {scene: scene, walls: scene.data.walls.filter(filterFn)}}) const scenes = game.scenes.map(scene => {
return {scene: scene, walls: scene.walls.filter(filterFn)};
});
// Drop all scenes that don't contain any results // Drop all scenes that don't contain any results
return scenes.filter(scene => scene.walls.length > 0) return scenes.filter(scene => scene.walls.length > 0);
} }
// Searches through all scenes for a wall that matches the given filter criteria // Searches through all scenes for a wall that matches the given filter criteria
export function findInAllWalls(filterFn) { export function findInAllWalls(filterFn) {
// TODO The performance of this could be increased by stopping the search on the first hit // TODO The performance of this could be increased by stopping the search on the first hit
const scenes = filterAllWalls(filterFn) const scenes = filterAllWalls(filterFn);
// If results were found take the first wall from the first scene. // If results were found take the first wall from the first scene.
return scenes[0]?.walls[0] return scenes[0]?.walls[0];
} }