8 Commits

13 changed files with 48 additions and 234 deletions

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@@ -1,3 +1,20 @@
## 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 ## 1.2.6
### Compatibility ### Compatibility
- Smart Doors now uses the libwrapper module and as a result is now compatible with the module "FoundryVTT Arms Reach" - Smart Doors now uses the libwrapper module and as a result is now compatible with the module "FoundryVTT Arms Reach"

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@@ -10,17 +10,6 @@ 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)
@@ -34,6 +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 gay 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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@@ -1,10 +1,6 @@
{ {
"smart-doors": { "smart-doors": {
"settings": { "settings": {
"doorControlOutline": {
"name": "Door Control Outline",
"hint": "Draw outlines around Door Control icons to increase their visiblity"
},
"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"

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@@ -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 };

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@@ -2,9 +2,9 @@
"name": "smart-doors", "name": "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": "1.2.6", "version": "1.2.9",
"minimumCoreVersion" : "0.7.7", "minimumCoreVersion" : "0.8.7",
"compatibleCoreVersion" : "0.7.9", "compatibleCoreVersion" : "0.8.8",
"authors": [ "authors": [
{ {
"name": "Manuel Vögele", "name": "Manuel Vögele",
@@ -25,8 +25,9 @@
], ],
"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/v1.2.6.zip", "download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.9.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
} }

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@@ -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
}

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@@ -1,6 +1,6 @@
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) {

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@@ -9,7 +9,7 @@ export function onRenderChatMessage(message, html, data) {
// 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(door => door.wall.id === source.wall && door.wall.scene.id === source.scene);
if (sourceDoor) if (sourceDoor)
sourceDoor.icon.tint = 0xff0000; sourceDoor.icon.tint = 0xff0000;
} }
@@ -17,7 +17,7 @@ export function onRenderChatMessage(message, html, data) {
// 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(door => door.wall.id === source.wall && door.wall.scene.id === source.scene);
if (sourceDoor) if (sourceDoor)
sourceDoor.icon.tint = 0xffffff; sourceDoor.icon.tint = 0xffffff;
} }
@@ -34,7 +34,7 @@ export function onDoorLeftClick() {
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
@@ -43,7 +43,7 @@ export function onDoorLeftClick() {
// 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 = "Just tried to open a locked door" message.content = "Just tried to open a locked door"

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@@ -33,9 +33,9 @@ export function onRederWallConfig(wallConfig, html, data) {
export async function onWallConfigUpdate(event, formData) { export async function onWallConfigUpdate(event, formData) {
const synchronizeSecretStatus = formData.synchronizeSecretStatus; const synchronizeSecretStatus = formData.synchronizeSecretStatus;
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}}; const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}};
let ids = this.options.editTargets; 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
@@ -46,33 +46,30 @@ export async function onWallConfigUpdate(event, formData) {
// 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.data.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.data.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 // ds is the door sate in foundry
updateData.ds = doorInGroup.ds; updateData.ds = doorInGroup.data.ds;
if (synchronizeSecretStatus) { if (synchronizeSecretStatus) {
// door is the door type in foundry // door is the door type in foundry
updateData.door = doorInGroup.door updateData.door = doorInGroup.data.door;
} }
} }
} }
// Update all the edited walls // Update all the edited walls
const updateDataset = ids.reduce((dataset, id) => { const updateDataset = ids.map(id => {return {_id: id, ...updateData}});
dataset.push({_id: id, ...updateData}) const updateResult = await canvas.scene.updateEmbeddedDocuments("Wall", updateDataset);
return dataset
}, [])
const updateResult = await canvas.scene.updateEmbeddedEntity("Wall", updateDataset);
// If door is synchronized, synchronize secret status among synchronized doors // If door is synchronized, synchronize secret status among synchronized doors
if (formData.synchronizationGroup) if (formData.synchronizationGroup)
@@ -143,13 +140,10 @@ export function onDoorRightClick() {
} }
// Updates all doors in the specified synchronization group with the provided data // Updates all doors in the specified synchronization group with the provided data
export 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.data.door && wall.data.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(scenes.map(scene => scene.scene.updateEmbeddedDocuments("Wall", scene.walls.map((wall) => {return {_id: wall.id, ...updateData}}))));
// When VFTT 0.8 is out look for a way to do this in a single call.
await scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
}
} }

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@@ -12,7 +12,7 @@ export function onDoorLeftClick(event) {
if (game.settings.get(settingsKey, "synchronizedDoors") && synchronizationGroup && this.wall.data.flags.smartdoors?.synchronizeSecretStatus) if (game.settings.get(settingsKey, "synchronizedDoors") && synchronizationGroup && this.wall.data.flags.smartdoors?.synchronizeSecretStatus)
updateSynchronizedDoors(updateData, synchronizationGroup) updateSynchronizedDoors(updateData, synchronizationGroup)
else else
this.wall.update(updateData) this.wall.document.update(updateData)
return true return true
} }

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@@ -2,7 +2,6 @@
import {libWrapper} from "../lib/libwrapper_shim.js"; import {libWrapper} from "../lib/libwrapper_shim.js";
import * as DoorControlIconScale from "./features/door_control_icon_scale.js" import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
import * as DoorControlOutline from "./features/door_control_outline.js"
import * as HighlightSecretDoors from "./features/highlight_secret_doors.js" import * as 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"
@@ -46,7 +45,6 @@ function hookDoorControlDraw() {
libWrapper.register("smart-doors", "DoorControl.prototype.draw", async function (wrapped) { libWrapper.register("smart-doors", "DoorControl.prototype.draw", async function (wrapped) {
const result = await wrapped(); const result = await wrapped();
DoorControlIconScale.onDoorControlPostDraw.call(this) DoorControlIconScale.onDoorControlPostDraw.call(this)
DoorControlOutline.onDoorControlPostDraw.call(this)
return result; return result;
}, "WRAPPER"); }, "WRAPPER");
} }

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

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@@ -21,22 +21,13 @@ export function registerSettings() {
default: 1.5, default: 1.5,
onChange: () => location.reload() onChange: () => location.reload()
}) })
game.settings.register(settingsKey, "doorControlOutline", {
name: "smart-doors.settings.doorControlOutline.name",
hint: "smart-doors.settings.doorControlOutline.hint",
scope: "client",
config: true,
type: Boolean,
default: true,
onChange: () => location.reload(),
})
game.settings.register(settingsKey, "highlightSecretDoors", { 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", { game.settings.register(settingsKey, "toggleSecretDoors", {