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