Files
foundryvtt-smart-doors/main.js

470 lines
16 KiB
JavaScript

"use strict";
const settingsKey = "smart-doors";
const currentDataVersion = "1.1.0"
Hooks.once("init", () => {
registerSettings()
hookDoorEvents()
hookWallConfigUpdate()
hookDoorControlDraw()
})
Hooks.once("ready", () => {
performMigrations()
})
// Tint the source door red when a locked alert is hovered
Hooks.on("renderChatMessage", (message, html, data) => {
// Tint the door that generated this message
const source = message.data.flags.smartdoors?.source
if (!source)
return
// 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);
if (sourceDoor)
sourceDoor.icon.tint = 0xff0000;
}
html.on("mouseenter", mouseEnter);
// 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);
if (sourceDoor)
sourceDoor.icon.tint = 0xffffff;
}
html.on("mouseleave", mouseLeave);
})
// Adjust the repositioning formula for the door controls
DoorControl.prototype.reposition = function () {
let gridSize = this.wall.scene.data.grid
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
const pos = this.wall.midpoint.map(p => p - gridSize * 0.2)
this.position.set(...pos)
}
function hookDoorControlDraw() {
const originalHandler = DoorControl.prototype.draw
DoorControl.prototype.draw = async function () {
const result = await originalHandler.call(this)
onDoorControlPostDraw.call(this)
return result
}
}
// Set the size of the door control in relation to the grid size so it'll have a constant percieved size
function onDoorControlPostDraw() {
// If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead
if (!canvas.ready)
return
fixDoorControlSize(this)
}
// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size
Hooks.on("canvasReady", (currentCanvas, wall, update) => {
const doors = currentCanvas.controls.doors.children
doors.forEach(control => fixDoorControlSize(control))
})
// Resizes the door control according to the grid size
function fixDoorControlSize(control) {
let gridSize = control.wall.scene.data.grid
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
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.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();
}
const SECRET_DOOR_TINT = 0x222222
// Tint all secret doors dark grey
Hooks.on("canvasReady", () => {
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
Hooks.on("updateWall", (scene, wall, update) => {
if (!game.settings.get(settingsKey, "highlightSecretDoors"))
return
const types = CONST.WALL_DOOR_TYPES
if (wall.door === types.NONE)
return
const changedDoor = canvas.controls.doors.children.find(control => control.wall.data._id === wall._id);
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.")
})
// Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", (wallConfig, html, data) => {
// Settings for synchronized doors
if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) {
// Inject settings
const synchronizedSettings = `
<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
<div class="form-group">
<label for="synchronizationGroup">${game.i18n.localize("smart-doors.ui.synchronizedDoors.groupName")}</label>
<input type="text" name="synchronizationGroup"/>
</div>
`
html.find(".form-group").last().after(synchronizedSettings)
const smartdoorsData = data.object.flags.smartdoors
// Fill the injected input fields with values
const input = (name) => html.find(`input[name="${name}"]`)
input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
// Recalculate config window height
wallConfig.setPosition({height: "auto"})
}
})
// Hook the update function of the WallConfig dialog so we can store our custom data
function hookWallConfigUpdate() {
// Replace the original function with our custom one
const originalHandler = WallConfig.prototype._updateObject;
WallConfig.prototype._updateObject = async function (event, formData) {
await originalHandler.call(this, event, formData)
return onWallConfigUpdate.call(this, event, formData)
}
}
// Store our custom data from the WallConfig dialog
async function onWallConfigUpdate(event, formData) {
const updateData = {flags: {smartdoors: {synchronizationGroup: formData.synchronizationGroup}}}
let ids = this.options.editTargets;
if (ids.length == 0) {
ids = [this.object.data._id];
}
// If a synchronization group is set, get the state of existing doors and assume their state
if (formData.synchronizationGroup) {
// Search for other doors in the synchronization group that aren't in the list of edited doors
const doorInGroup = findInAllWalls(wall => {
// We only search for doors
if (!wall.door)
return false
// We only want doors in the same synchronization group
if (wall.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))
return false
return true
})
if (doorInGroup)
updateData.ds = doorInGroup.ds;
}
// Update all the edited walls
const updateDataset = ids.reduce((dataset, id) => {
dataset.push({_id: id, ...updateData})
return dataset
}, [])
return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
}
// Hook mouse events on DoorControls to perform our logic.
// If we successfully handled the event block the original handler. Forward the event otherwise.
function hookDoorEvents() {
// Replace the original mousedown handler with our custom one
const originalMouseDownHandler = DoorControl.prototype._onMouseDown
DoorControl.prototype._onMouseDown = function (event) {
// Call our handler first. Only allow the original handler to run if our handler returns true
const eventHandled = onDoorMouseDown.call(this, event)
if (eventHandled)
return
return originalMouseDownHandler.call(this, event)
}
// Replace the original rightdown handler with our custom one
const originalRightDownHandler = DoorControl.prototype._onRightDown
DoorControl.prototype._onRightDown = function (event) {
// Call our handler first. Only allow the original handler to run if our handler returns true
const eventHandled = onDoorRightDown.call(this, event)
if (eventHandled)
return
return originalRightDownHandler.call(this, event)
}
}
// Searches through all scenes for walls and returns those that match the given filter criteria.
function filterAllWalls(filterFn) {
// Find all walls that match the filter criteria
const scenes = game.scenes.map((scene) => {return {scene: scene, walls: scene.data.walls.filter(filterFn)}})
// Drop all scenes that don't contain any results
return scenes.filter(scene => scene.walls.length > 0)
}
// Searches through all scenes for a wall that matches the given filter criteria
function findInAllWalls(filterFn) {
// TODO The performance of this could be increased by stopping the search on the first hit
const scenes = filterAllWalls(filterFn)
// If results were found take the first wall from the first scene.
return scenes[0]?.walls[0]
}
// Our custom handler for mousedown events on doors
function onDoorMouseDown(event) {
// If the user doesn't have the "door" permission we don't do anything.
if (!game.user.can("WALL_DOORS"))
return false
// If the game is paused don't do anything if the current player isn't the gm
if ( game.paused && !game.user.isGM )
return false
if (toggleSecretDoorLeftClick.call(this, event))
return true
if (lockedDoorAlertLeftClick.call(this))
return true
if (synchronizedDoorsLeftClick.call(this))
return true
return false
}
// Our custom handler for rightdown events on doors
function onDoorRightDown(event) {
if (synchronizedDoorsRightClick.call(this))
return true
return false
}
// Toggles between normal and secret doors
function toggleSecretDoorLeftClick(event) {
if (event.data.originalEvent.ctrlKey && game.user.isGM && game.settings.get(settingsKey, "toggleSecretDoors")) {
const types = CONST.WALL_DOOR_TYPES
const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
this.wall.update({door: newtype})
return true
}
return false
}
// Creates a chat message stating that a player tried to open a locked door
function lockedDoorAlertLeftClick() {
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Check if this feature is enabled
if (!game.settings.get(settingsKey, "lockedDoorAlert"))
return false
// Only create messages when the door is locked.
if (state != states.LOCKED)
return false
// Generate no message if the gm attempts to open the door
if (game.user.isGM)
return false
// Create and send the chat message
const message = {}
message.user = game.user
if (game.user.character)
message.speaker = {actor: game.user.character}
message.content = "Just tried to open a locked door"
message.sound = CONFIG.sounds.lock
message.flags = {smartdoors: {source: {wall: this.wall.data._id, scene: this.wall.scene.id}}}
ChatMessage.create(message)
return true
}
// Updates all doors in the specified synchronization group with the provided data
function updateSynchronizedDoors(updateData, synchronizationGroup) {
// Search for doors belonging to the synchronization group in all scenes
let scenes = filterAllWalls(wall => wall.door && wall.flags.smartdoors?.synchronizationGroup == synchronizationGroup);
// Update all doors in the synchronization group
scenes.forEach((scene) => {
scene.scene.updateEmbeddedEntity("Wall", scene.walls.map((wall) => {return {_id: wall._id, ...updateData}}))
})
}
// Update the state of all synchronized doors
function synchronizedDoorsLeftClick() {
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Check if this feature is enabled
if (!game.settings.get(settingsKey, "synchronizedDoors"))
return false
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
// Does this door have a synchronization group? If not there is nothing to do
if (!synchronizationGroup)
return false
// If the door is locked there is nothing to synchronize
if (this.state === states.LOCKED)
return false
// Calculate new door state
const newstate = state === states.CLOSED ? states.OPEN : states.CLOSED
// Update all doors belonging to the synchronization group
const updateData = {ds: newstate}
updateSynchronizedDoors(updateData, synchronizationGroup)
return true
}
function synchronizedDoorsRightClick() {
const state = this.wall.data.ds
const states = CONST.WALL_DOOR_STATES
// Check if this feature is enabled
if (!game.settings.get(settingsKey, "synchronizedDoors"))
return false
const synchronizationGroup = this.wall.data.flags.smartdoors?.synchronizationGroup
// Does this door have a synchronization group? If not there is nothing to do
if (!synchronizationGroup)
return false
// Only the gm is allowed to lock/unlock doors
if ( !game.user.isGM )
return false;
// If the door is currently opened we cannot lock the door
if ( state === states.OPEN )
return false;
// Calculate new door state
const newstate = state === states.LOCKED ? states.CLOSED : states.LOCKED;
// Update all doors belonging to the synchronization group
const updateData = {ds: newstate}
updateSynchronizedDoors(updateData, synchronizationGroup)
return true
}
function performMigrations() {
if (!game.user.isGM)
return
let dataVersion = game.settings.get(settingsKey, "dataVersion")
if (dataVersion === "fresh install")
{
game.settings.set(settingsKey, "dataVersion", currentDataVersion);
return;
}
if (dataVersion === "1.0.0") {
dataVersion = "1.1.0"
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrating", {version: dataVersion}))
// 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)
return
dict[wall._id] = scene.id
})
return dict
}, {})
// Migrate all messages that have a (wall) source id
game.messages.forEach(async message => {
const wallId = message.data.flags.smartdoors?.sourceId
if (!wallId)
return
const flags = message.data.flags
delete flags.smartdoors.sourceId
const scene = walls[wallId]
// If there is no wall with this id anymore we can drop the value. It has no purpose anymore
if (!scene) {
if (!message.data.flags.smartdoors)
delete flags.smartdoors
}
else {
// Assign the id and the scene id to the new data structure
flags.smartdoors.source = {wall: wallId, scene: scene}
}
// We have to disable recursive here so deleting keys will actually work
message.update({flags: flags}, {diff: false, recursive: false})
})
game.settings.set(settingsKey, "dataVersion", dataVersion)
ui.notifications.info(game.i18n.format("smart-doors.ui.messages.migrationDone", {version: dataVersion}))
}
if (dataVersion != currentDataVersion)
ui.notifications.error(game.i18n.format("smart-doors.ui.messages.unknownVersion", {version: dataVersion}), {permanent: true})
}
function reloadGM() {
if (game.user.isGM)
location.reload()
}
function registerSettings() {
game.settings.register(settingsKey, "dataVersion", {
scope: "world",
config: false,
type: String,
default: "fresh install"
})
game.settings.register(settingsKey, "doorControlSizeFactor", {
name: "smart-doors.settings.doorControlSizeFactor.name",
hint: "smart-doors.settings.doorControlSizeFactor.hint",
scope: "client",
config: true,
type: Number,
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: true,
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",
scope: "world",
config: true,
type: Boolean,
default: true,
})
game.settings.register(settingsKey, "synchronizedDoors", {
name: "smart-doors.settings.synchronizedDoors.name",
hint: "smart-doors.settings.synchronizedDoors.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
})
}