4 Commits

8 changed files with 74 additions and 11 deletions

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@@ -1,3 +1,12 @@
## 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

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@@ -10,12 +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.
### 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)
@@ -29,6 +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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@@ -5,6 +5,10 @@
"name": "Door Control Size Factor",
"hint": "Defines by which factor the size of the door control icons should be scaled up"
},
"highlightSecretDoors": {
"name": "Tint Secret Doors",
"hint": "Shade secret doors in a different color on the gm screen to differentiate them from normal doors"
},
"lockedDoorAlert": {
"name": "Locked Door Alert",
"hint": "Send a message in chat when a player tried to open a locked door"

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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": "1.2.7",
"minimumCoreVersion" : "0.8.5",
"compatibleCoreVersion" : "0.8.5",
"version": "1.2.9",
"minimumCoreVersion" : "0.8.7",
"compatibleCoreVersion" : "0.8.8",
"authors": [
{
"name": "Manuel Vögele",
@@ -25,7 +25,7 @@
],
"url": "https://github.com/manuelVo/foundryvtt-smart-doors",
"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.7.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",
"changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md",
"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues",

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

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@@ -33,7 +33,7 @@ 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.id];
}

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@@ -2,6 +2,7 @@
import {libWrapper} from "../lib/libwrapper_shim.js";
import * as DoorControlIconScale from "./features/door_control_icon_scale.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"
@@ -24,6 +25,9 @@ Hooks.once("ready", () => {
Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage)
Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady)
Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
// Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig)

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@@ -1,5 +1,10 @@
export const settingsKey = "smart-doors";
function reloadGM() {
if (game.user.isGM)
location.reload()
}
export function registerSettings() {
game.settings.register(settingsKey, "dataVersion", {
scope: "world",
@@ -16,6 +21,15 @@ export function registerSettings() {
default: 1.5,
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: false,
onChange: reloadGM,
})
game.settings.register(settingsKey, "toggleSecretDoors", {
name: "smart-doors.settings.toggleSecretDoors.name",
hint: "smart-doors.settings.toggleSecretDoors.hint",