11 Commits

15 changed files with 127 additions and 249 deletions

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@@ -1,3 +1,31 @@
## 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"

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@@ -10,21 +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 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 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
@@ -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.
### 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 demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/360d724240634dbc6cc493a3b62243a8b28b7056/media/synchronized_doors.webp)

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@@ -1,10 +1,12 @@
{
"smart-doors": {
"settings": {
"doorControlOutline": {
"name": "Door Control Outline",
"hint": "Draw outlines around Door Control icons to increase their visiblity"
"keybindings": {
"toggleSecretDoor": {
"name": "Toggle Secret Door",
"hint": "While this key is being pressed, clicking on doors will cause the to toggle between normal and secret door"
}
},
"settings": {
"doorControlSizeFactor": {
"name": "Door Control Size Factor",
"hint": "Defines by which factor the size of the door control icons should be scaled up"
@@ -20,10 +22,6 @@
"synchronizedDoors": {
"name": "Synchronized Doors",
"hint": "Synchronize the state of configured doors"
},
"toggleSecretDoors": {
"name": "Toggle Secret Doors",
"hint": "Toggle the door type between normal and secret using ctrl+left click"
}
},
"ui": {

35
lang/fr.json Normal file
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@@ -0,0 +1,35 @@
{
"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 agrandie"
},
"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"
},
"lockedDoorAlert": {
"name": "Alerte de porte verrouillée",
"hint": "Envoyer un message dans le chat lorsqu'un joueur essaie d'ouvrir une porte verrouillée"
},
"synchronizedDoors": {
"name": "Portes synchronisées",
"hint": "Synchroniser l'état des portes configurées"
}
}
},
"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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@@ -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",
"title": "Smart Doors",
"description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.",
"version": "1.2.6",
"minimumCoreVersion" : "0.7.7",
"compatibleCoreVersion" : "0.7.9",
"version": "1.3.0",
"minimumCoreVersion" : "9.238",
"compatibleCoreVersion" : "9",
"authors": [
{
"name": "Manuel Vögele",
@@ -21,12 +21,18 @@
"lang": "en",
"name": "English",
"path": "lang/en.json"
},
{
"lang": "fr",
"name": "Français",
"path": "lang/fr.json"
}
],
"url": "https://github.com/manuelVo/foundryvtt-smart-doors",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.6.zip",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.3.0.zip",
"readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md",
"changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md",
"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues"
"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"
const SECRET_DOOR_TINT = 0x000000
const SECRET_DOOR_TINT = 0x888888
// Tint all secret doors dark grey
export function onCanvasReady(currentCanvas) {

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@@ -9,7 +9,7 @@ export function onRenderChatMessage(message, html, data) {
// Tint on mouse enter
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)
sourceDoor.icon.tint = 0xff0000;
}
@@ -17,7 +17,7 @@ export function onRenderChatMessage(message, html, data) {
// Remove tint on mouse leave
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)
sourceDoor.icon.tint = 0xffffff;
}
@@ -34,7 +34,7 @@ export function onDoorLeftClick() {
const states = CONST.WALL_DOOR_STATES
// Only create messages when the door is locked.
if (state != states.LOCKED)
if (state !== states.LOCKED)
return false
// Generate no message if the gm attempts to open the door
@@ -43,7 +43,7 @@ export function onDoorLeftClick() {
// Create and send the chat message
const message = {}
message.user = game.user
message.user = game.user.id;
if (game.user.character)
message.speaker = {actor: game.user.character}
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) {
const synchronizeSecretStatus = formData.synchronizeSecretStatus;
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}};
let ids = this.options.editTargets;
let ids = this.editTargets;
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
@@ -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
const doorInGroup = Util.findInAllWalls(wall => {
// We only search for doors
if (!wall.door)
if (!wall.data.door)
return false
// 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
// 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 true
})
if (doorInGroup) {
// ds is the door sate in foundry
updateData.ds = doorInGroup.ds;
updateData.ds = doorInGroup.data.ds;
if (synchronizeSecretStatus) {
// door is the door type in foundry
updateData.door = doorInGroup.door
updateData.door = doorInGroup.data.door;
}
}
}
// Update all the edited walls
const updateDataset = ids.reduce((dataset, id) => {
dataset.push({_id: id, ...updateData})
return dataset
}, [])
const updateResult = await canvas.scene.updateEmbeddedEntity("Wall", updateDataset);
const updateDataset = ids.map(id => {return {_id: id, ...updateData}});
const updateResult = await canvas.scene.updateEmbeddedDocuments("Wall", updateDataset);
// If door is synchronized, synchronize secret status among synchronized doors
if (formData.synchronizationGroup)
@@ -143,13 +140,10 @@ export function onDoorRightClick() {
}
// 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
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
for (const scene of scenes) {
// 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}}))
}
return Promise.all(scenes.map(scene => scene.scene.updateEmbeddedDocuments("Wall", scene.walls.map((wall) => {return {_id: wall.id, ...updateData}}))));
}

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@@ -1,10 +1,11 @@
import {toggleSecretDoor} from "../keybindings.js";
import {settingsKey} from "../settings.js"
import {updateSynchronizedDoors} from "./synchronized_doors.js";
// 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)
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 newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
const updateData = {door: newtype}
@@ -12,7 +13,7 @@ export function onDoorLeftClick(event) {
if (game.settings.get(settingsKey, "synchronizedDoors") && synchronizationGroup && this.wall.data.flags.smartdoors?.synchronizeSecretStatus)
updateSynchronizedDoors(updateData, synchronizationGroup)
else
this.wall.update(updateData)
this.wall.document.update(updateData)
return true
}

15
src/keybindings.js Normal file
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@@ -0,0 +1,15 @@
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: () => toggleSecretDoor = true,
onUp: () => toggleSecretDoor = false,
restricted: true,
editable: [{key: "AltLeft"}],
precedence: -1,
});
}

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@@ -2,17 +2,19 @@
import {libWrapper} from "../lib/libwrapper_shim.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 LockedDoorAlert from "./features/locked_door_alert.js"
import * as SynchronizedDoors from "./features/synchronized_doors.js"
import * as ToggleSecretDoor from "./features/toggle_secret_door.js"
import {performMigrations} from "./migration.js"
import {registerKeybindings} from "./keybindings.js"
import {registerSettings, settingsKey} from "./settings.js"
Hooks.once("init", () => {
registerSettings()
registerKeybindings()
hookDoorEvents()
hookWallConfigUpdate()
hookDoorControlDraw()
@@ -46,7 +48,6 @@ function hookDoorControlDraw() {
libWrapper.register("smart-doors", "DoorControl.prototype.draw", async function (wrapped) {
const result = await wrapped();
DoorControlIconScale.onDoorControlPostDraw.call(this)
DoorControlOutline.onDoorControlPostDraw.call(this)
return result;
}, "WRAPPER");
}

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@@ -20,9 +20,9 @@ export function performMigrations() {
// Make a dictionary that maps all door ids to their scenes
const walls = game.scenes.reduce((dict, scene) => {
scene.data.walls.forEach(wall => {
if (!wall.door)
if (!wall.data.door)
return
dict[wall._id] = scene.id
dict[wall.id] = scene.id;
})
return dict
}, {})

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@@ -21,32 +21,15 @@ export function registerSettings() {
default: 1.5,
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", {
name: "smart-doors.settings.highlightSecretDoors.name",
hint: "smart-doors.settings.highlightSecretDoors.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
default: false,
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", {
name: "smart-doors.settings.lockedDoorAlert.name",
hint: "smart-doors.settings.lockedDoorAlert.hint",