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MattsDoorScript.js
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MattsDoorScript.js
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//=========== name spacing ==========
state.DoorControls = state.DoorControls || {};
var statusDoors = {};
//=========== user customization ==========
statusDoors.interactRange = 2; //max range in map units
statusDoors.detectionRange = 2; //max range in map units
statusDoors.DoorPathColor = "#FFFF00";
statusDoors.attribFindHidden = "Perc";
statusDoors.attribOpenLocks = "TT";
statusDoors.attribFindTraps = "FT";
statusDoors.attribRemoveTraps = "TT";
statusDoors.hFlipOnOpen = true; // flip switch control horizontally when opened
statusDoors.vFlipOnOpen = true; // flip switch control vetically when opened
// usePercentageChecks determines how checks against skills are rolled
// when true: attribute score + door modifier >= d100 equals success
// when false: d20 + attribute score >= door modifier equals success
statusDoors.usePercentageChecks = false;
statusDoors.detectHiddenDC = 10;
// =========== script constants - do not modify ==========
statusDoors.lockStatus = "bar1_value";
statusDoors.lockQualityAdj = "bar1_max";
statusDoors.isUnlocked = "0";
statusDoors.isLocked = "1";
statusDoors.trapStatus = "bar2_value";
statusDoors.trapQualityAdj = "bar2_max";
statusDoors.trapNone = "0";
statusDoors.trapActive = "1";
statusDoors.trapResets = "2";
statusDoors.trapTriggered = "3";
statusDoors.trapDisabled = "4";
statusDoors.sideDoorOpen = "bar3_value";
statusDoors.sideDoorClosed = "bar3_max";
statusDoors.doorType = "aura1_radius";
statusDoors.doorTypeVisible = "0";
statusDoors.doorTypeHidden = "1";
statusDoors.doorTypeRevealed = "2";
statusDoors.doorSideActive = "aura2_radius";
statusDoors.doorSideBoth = "0";
statusDoors.doorSideNorth = "1";
statusDoors.doorSideSouth = "2";
// Clean image source: https://wiki.roll20.net/API:Cookbook#getCleanImgsrc
var getCleanImgsrc = function (imgsrc) {
var parts = imgsrc.match(/(.*\/images\/.*)(thumb|med|original|max)([^\?]*)(\?[^?]+)?$/);
if(parts) {
return parts[1]+'thumb'+parts[3]+(parts[4]?parts[4]:`?${Math.round(Math.random()*9999999)}`);
}
return;
};
//=========== constructors ==========
//define a door object
function DungeonDoorControl() {
"use strict";
var thisSwitch,
thisDoor,
thisWall;
this.Load = function (SwitchID) {
try {
thisSwitch = getObj("graphic", SwitchID);
if (thisSwitch === undefined){
throw "Error loading Switch from id: " + SwitchID;
}
thisDoor = getObj("graphic", state.DoorControls[SwitchID].DoorID);
if (thisDoor === undefined){
throw "Error loading Door from id: " + SwitchID;
}
thisWall = getObj("path", state.DoorControls[SwitchID].PathID);
if (thisWall === undefined){
throw "Error loading Wall from id: " + SwitchID;
}
return true;
} catch (err) {
log(err);
return false;
}
};
var SetMultiSide = function (side) {
if(/^\s*[0-9]+\s*$/.test(`${side}`)){
let imgurl =decodeURIComponent(thisDoor.get("sides").split(/\|/)[parseInt(side,10)]);
let img=getCleanImgsrc(imgurl);
if(img){
thisDoor.set({
currentSide: side,
imgsrc: img,
});
} else {
sendChat("Matt's Door Script",`/w gm Not a marketplace image: <code>${imgurl}</code>`);
}
} else {
sendChat("Matt's Door Script",`/w gm Door side indexes need to be set in bar3 current (open) and max (closed).`);
}
};
this.Open = function (pc) {
//do nothing if door already open
if (!this.IsClosed()) return;
//trigger trap if armed and not GM
if (!pc.IsGM() && SameSide(pc) &&( thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapActive || thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapResets)) {
var trapNotes = decodeURIComponent(thisSwitch.get("gmnotes")).replace(/PC/g, pc.CharacterSheet().get("name"));
sendChat("","/desc TRAP! " + trapNotes);
//record the trap was found
state.DoorControls[thisSwitch.get("_id")].TrapFound = true;
//flag trap as triggered if not resetting
if (thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapActive) thisSwitch.set(statusDoors.trapStatus, statusDoors.trapTriggered);
return;
}
//do not open if locked and not GM
if(!pc.IsGM() && SameSide(pc) && thisSwitch.get(statusDoors.lockStatus) === statusDoors.isLocked) {
//sendChat("","/desc This door appears to be locked.");
pc.Announce("cannot open the door because it is locked.");
return;
}
//set the door controls for open state
thisWall.set("layer","gmlayer");
thisSwitch.set({
fliph: statusDoors.hFlipOnOpen,
flipv: statusDoors.vFlipOnOpen,
});
SetMultiSide(thisSwitch.get(statusDoors.sideDoorOpen));
if (!pc.IsGM()) pc.Announce("opens the door.");
};
this.Close = function (pc) {
//do nothing if door already closed
if (this.IsClosed()) return;
//set the door controls for closed state
thisWall.set("layer", "walls");
thisSwitch.set({
fliph: false,
flipv: false,
});
SetMultiSide(thisSwitch.get(statusDoors.sideDoorClosed));
if (!pc.IsGM()) pc.Announce("closes the door.");
};
this.PickLock = function(pc) {
//do nothing if door is open or is GM
if (!this.IsClosed() || pc.IsGM()) return;
//do nothing if door is not locked
if (thisSwitch.get(statusDoors.lockStatus) !== statusDoors.isLocked || !SameSide(pc)) {
pc.Whisper(null, "The door does not appear to be locked.");
return;
}
//do nothing if character can't pick locks
if(!pc.HasSkill(statusDoors.attribOpenLocks)) {
pc.Announce("does not possess the skill to unlock this door.");
return;
}
//check if character has attempted to unlock this lock before
try {
var prevAttempt = state.DoorControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")];
if (prevAttempt === undefined) throw "character has not seen this lock before";
//respond based on first attempt
if (prevAttempt) {
pc.Announce("is familiar with this lock, and quickly unlocks it again.");
thisSwitch.set(statusDoors.lockStatus, statusDoors.isUnlocked);
} else {
pc.Announce("continues to fail at picking this lock");
}
return;
} catch (err) { }
//roll the dice
var charSkill = pc.SkillLevel();
var lockAdjust = (isNaN(thisSwitch.get(statusDoors.lockQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.lockQualityAdj));
if (statusDoors.usePercentageChecks) {
var rollResult = randomInteger(100);
var actionSuccess = (Math.min(charSkill + lockAdjust, 95) >= rollResult) ? true : false;
sendChat("Doors", "/w GM PICK LOCK: " + charSkill + "% chance with " + lockAdjust + "% lock modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
} else {
var rollResult = randomInteger(20);
var actionSuccess = (rollResult + charSkill >= lockAdjust) ? true : false;
sendChat("Doors", "/w GM PICK LOCK: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + lockAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
}
//record the results
state.DoorControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")] = actionSuccess;
//announce the results to the party
if (actionSuccess) {
pc.Announce("has successfully unlocked the door.");
thisSwitch.set(statusDoors.lockStatus, statusDoors.isUnlocked);
} else {
pc.Announce("does not possess the skill to unlock this door.");
}
};
this.FindTraps = function(pc) {
//do nothing if GM
if (pc.IsGM()) return;
//do nothing if character can't find traps, there is no trap, or on the wrong side
if (!pc.HasSkill(statusDoors.attribFindTraps) || thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapNone || !SameSide(pc)) {
pc.Announce("is confident there are no active traps on this side of the door.");
return;
}
//no need to check if trap has already been found
if (state.DoorControls[thisSwitch.get("_id")].TrapFound === true) {
pc.Announce("believes a trap has already been found.");
return;
}
//check if this character as attempted to find traps before on this door
try {
var prevAttempt = state.DoorControls[thisSwitch.get("_id")].TrapFinding[pc.CharacterSheet().get("_id")];
if (prevAttempt === undefined) throw "character has not seen this trap before"
//respond based on previous search
if (prevAttempt) {
pc.Announce("is familiar with this trap, and quickly identifies it.");
} else {
pc.Announce("is confident there are no active traps on this side of the door.");
}
return;
} catch (err) { }
//roll the dice
var charSkill = pc.SkillLevel();
var trapAdjust = (isNaN(thisSwitch.get(statusDoors.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.trapQualityAdj));
if (statusDoors.usePercentageChecks) {
var rollResult = randomInteger(100);
var actionSuccess = (Math.min(charSkill + trapAdjust, 95) >= rollResult) ? true : false;
sendChat("Doors", "/w GM FIND TRAPS: " + charSkill + "% chance with " + trapAdjust + "% trap modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
} else {
var rollResult = randomInteger(20);
var actionSuccess = (rollResult + charSkill >= trapAdjust) ? true : false;
sendChat("Doors", "/w GM FIND TRAPS: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
}
//record the character's results
state.DoorControls[thisSwitch.get("_id")].TrapFinding[pc.CharacterSheet().get("_id")] = actionSuccess;
//announce the results to the party
if (actionSuccess) {
pc.Announce("believes there is a trap on this door.");
state.DoorControls[thisSwitch.get("_id")].TrapFound = true;
} else {
pc.Announce("is confident there are no active traps on this side of the door.");
}
};
this.RemoveTrap = function(pc) {
//do nothing if GM
if (pc.IsGM()) return;
//verify trap has been found
if (state.DoorControls[thisSwitch.get("_id")].TrapFound !== true) {
pc.Whisper(null, "No one has found a trap to remove.");
return;
}
if (!SameSide(pc)) {
pc.Whisper(null, "I am on the wrong side of the door to disarm this trap.");
return;
}
//do nothing if character can't remove traps
if (!pc.HasSkill(statusDoors.attribRemoveTraps)) {
pc.Announce("is confident there are no active traps on this door.");
return;
}
//check if this character as attempted to remove trap before on this door
try {
var prevAttempt = state.DoorControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")];
if (prevAttempt === undefined) throw "character has not tried removing this trap before"
//respond based on previous search
if (prevAttempt) {
switch(thisSwitch.get(statusDoors.trapStatus)) {
case statusDoors.trapDisabled:
pc.Announce("believes this trap has already been disarmed.");
break;
case statusDoors.trapTriggered:
pc.Announce("believes this trap has already been triggered.");
break;
default:
pc.Announce("is familiar with this trap, and disarms it without a problem.");
thisSwitch.set(statusDoors.trapStatus, statusDoors.trapDisabled);
break;
}
} else {
//always fail if first attempt was failed
pc.Announce("believes any trap present has been disabled.");
}
return;
} catch (err) { }
//do not count as an attempt if trap is not active
if (thisSwitch.get(statusDoors.trapStatus) !== statusDoors.trapActive && thisSwitch.get(statusDoors.trapStatus) !== statusDoors.trapResets) {
pc.Announce("believes any trap present has been disabled.");
return;
}
//roll the dice
var charSkill = pc.SkillLevel();
var trapAdjust = (isNaN(thisSwitch.get(statusDoors.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.trapQualityAdj));
if (statusDoors.usePercentageChecks) {
var rollResult = randomInteger(100);
var actionSuccess = (Math.min(charSkill + trapAdjust, 95) >= rollResult) ? true : false;
sendChat("Doors", "/w GM REMOVE TRAP: " + charSkill + "% chance with " + trapAdjust + "% trap modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
} else {
var rollResult = randomInteger(20);
var actionSuccess = (rollResult + charSkill >= trapAdjust) ? true : false;
sendChat("Doors", "/w GM REMOVE TRAP: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
}
//record the character's results
state.DoorControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")] = actionSuccess;
//disarm trap if attempt was successful
if (actionSuccess) {
thisSwitch.set(statusDoors.trapStatus, statusDoors.trapDisabled);
}
//announce pseudo-results to the party
pc.Announce("believes any trap present has been disabled.");
};
var SameSide = function(pc) {
//true if set to both sides
if (thisSwitch.get(statusDoors.doorSideActive) === statusDoors.doorSideBoth) return true;
//determine angle to door based on rotation
var a = (Math.atan2(pc.MapToken().get("top") - thisDoor.get("top"), thisDoor.get("left") - pc.MapToken().get("left")) * 180 / Math.PI + 180 + thisDoor.get("rotation")) % 360;
var isNorth = (a >= 0 && a <=180) ? true : false;
//return true if same side
if (isNorth && thisSwitch.get(statusDoors.doorSideActive) === statusDoors.doorSideNorth) return true;
if (!isNorth && thisSwitch.get(statusDoors.doorSideActive) === statusDoors.doorSideSouth) return true;
return false;
};
this.DetectSecret = function(pc) {
if (IsPathInRange(pc)) {
//roll the dice
var charSkill = pc.SkillLevel();
if (statusDoors.usePercentageChecks) {
var rollResult = randomInteger(100);
var actionSuccess = (charSkill >= rollResult) ? true : false;
sendChat("Doors", "/w GM DETECTION (" + pc.CharacterSheet().get("name") + "): " + charSkill + "% chance vs roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
} else {
var rollResult = randomInteger(20);
var actionSuccess = (rollResult + charSkill >= statusDoors.detectHiddenDC) ? true : false;
sendChat("Doors", "/w GM DETECTION: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + statusDoors.detectHiddenDC + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
}
//reveal door if detected
if (actionSuccess) {
thisSwitch.set({
layer: "objects",
aura1_radius: statusDoors.doorTypeRevealed,
});
pc.Announce("has discovered a hidden door.");
sendPing(thisDoor.get("left"), thisDoor.get("top"), thisDoor.get("_pageid"), null, false);
}
}
};
var IsPathInRange = function (pc) {
//split lastmove into array
var lastmove = pc.MapToken().get("lastmove").split(",");
var P1 = {X: pc.MapToken().get("left"), Y: pc.MapToken().get("top")};
var P2 = {X: 0, Y: 0};
var P3 = {X: thisDoor.get("left"), Y: thisDoor.get("top")};
var dX = 0;
var dY = 0;
var u = 0;
var d = 0;
//loop for each move segment, stop if ever true
for (var i = lastmove.length; i > 0; i -=2) {
//read the next point
P2 = {X: parseInt(lastmove[i-2]), Y: parseInt(lastmove[i-1])};
log("Segment (" + P1.X + "," + P1.Y + ") and (" + P2.X + "," + P2.Y + ") to point (" + P3.X + "," + P3.Y + ")");
//set up delta values
dX = P2.X - P1.X;
dY = P2.Y - P1.Y;
u = ((P3.X - P1.X) * dX + (P3.Y - P1.Y) * dY) / (Math.pow(dX, 2) + Math.pow(dY, 2));
//limit resuts to the move segment
u = ( u > 1) ? 1 : (u < 0) ? 0 : u;
log( " u factor: " + u.toFixed(2));
//calculate distance between segment and point
d = Math.sqrt(Math.pow(((P1.X + u * dX) - P3.X),2) + Math.pow(((P1.Y + u * dY) - P3.Y),2));
log(" distance: " + d.toFixed(2));
if ( d <= statusDoors.detectionRange * 70) return true;
//move P2 to P1
P1 = {X: P2.X, Y: P2.Y};
}
return false;
};
this.IsClosed = function() {
return (thisWall.get("layer") === "walls") ? true : false;
};
this.OnPage = function() {
try { return thisSwitch.get("_pageid") } catch (err) { return undefined; };
};
this.Icon = function() {
return thisDoor;
};
this.Control = function() {
return thisSwitch;
};
this.IsLocked = function() {
return (thisSwitch.get(statusDoors.lockStatus) === statusDoors.isLocked) ? true : false;
};
this.IsTrapped = function() {
return (thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapActive || thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapResets) ? true : false;
};
this.IsHidden = function() {
return (thisSwitch.get(statusDoors.doorType) === statusDoors.doorTypeHidden) ? true : false;
};
};
//define a player object
function PlayerControl() {
var thisAs;
var thisCharacter;
var thisToken;
var roleGM = false;
var thisAttrib;
this.Load = function (msgWho, pageID, proximityObj) {
//set the current speaker
thisAs = msgWho;
//find a character sheet
thisCharacter = findObjs({
_type: "character",
name: msgWho,
})[0];
//determing if running as GM
roleGM = (msgWho.indexOf("(GM)") !== -1) ? true : false;
//find a token on map if not GM
if (thisCharacter) {
thisToken = _.chain(findObjs({
type: 'graphic',
pageid: pageID,
represents: thisCharacter.id
}))
.reduce((m,o)=>{
let dist=0;
if(proximityObj){
dist = Math.pow(o.get("top") - proximityObj.get("top"),2) + Math.pow(o.get("left") - proximityObj.get("left"),2);
}
if(dist<m.dist){
m.pick=o;
}
return m;
},{pick: null, dist:100000})
.value().pick;
}
//clear any previous attributes
thisAttrib = undefined;
}
this.Whisper = function(SendAs, SendMsg) {
sendChat((SendAs === null ? thisAs : SendAs), "/w " + thisAs.split(" ")[0] + " " + SendMsg);
}
this.Announce = function(SendMsg) {
sendChat("character|" + thisCharacter.get("_id"), "/em " + SendMsg);
}
this.InRange = function(obj) {
var distance = Math.sqrt(Math.pow(thisToken.get("top") - obj.get("top"),2) + Math.pow(thisToken.get("left") - obj.get("left"),2));
return (distance > statusDoors.interactRange * 70) ? false : true;
}
this.HasSkill = function(attribName) {
thisAttrib = findObjs({
_type: "attribute",
_characterid: thisCharacter.get("_id"),
name: attribName,
})[0];
try{
if (isNaN(thisAttrib.get("current")) || thisAttrib.get("current") <= 0) throw "character attribute <= 0 or NaN";
return true;
} catch (err) { return false; }
}
this.SkillLevel = function() {
try {
return (isNaN(thisAttrib.get("current"))) ? 0 : parseInt(thisAttrib.get("current"));
} catch (err) { return 0; }
}
this.IsGM = function() {
return roleGM;
}
this.CharacterSheet = function() {
return thisCharacter;
}
this.MapToken = function() {
return thisToken;
}
this.OnPage = function() {
return thisToken.get("_pageid");
}
}
//=========== events ==========
on("chat:message", function (msg) {
//handle only player commands
var cmdNames = ["!OpenDoor", "!CloseDoor", "!PickLock", "!RemoveTrap", "!FindTraps"];
if (msg.type !== "api" || cmdNames.indexOf(msg.content) === -1) return;
//selection must be a single item
try {
if (msg.selected.length !== 1) throw "multiple items selected";
} catch (err) { return; }
//load the door control
var door = new DungeonDoorControl();
if (!door.Load(msg.selected[0]["_id"])) return;
//load the player
var pc = new PlayerControl();
pc.Load(msg.who, getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]).get("_pageid"), door.Icon());
//do nothing if not playing as a Character or GM
if (!pc.CharacterSheet() && !pc.IsGM()) {
pc.Whisper("GM","Please set your 'AS' drop option to a character first.");
return;
}
if (!pc.IsGM()) {
//verify character has token on the map
if (pc.MapToken() === undefined) {
pc.Whisper(null, "I don't have a token on this map.");
return;
}
//verify character token is close enough to the door
if (!pc.InRange(door.Icon())) {
pc.Whisper(null, "I am too far from the door to do that.");
return;
}
}
switch(msg.content) {
case "!OpenDoor":
door.Open(pc);
break;
case "!CloseDoor":
door.Close(pc);
break;
case "!PickLock":
door.PickLock(pc);
break;
case "!RemoveTrap":
door.RemoveTrap(pc);
break;
case "!FindTraps":
door.FindTraps(pc);
break;
}
}); //player chat commands
on("chat:message", function (msg) {
//handle only GM commands
var cmdNames = ["!ObjectList","!DoorsLink","!DoorsResetUse","!DoorsAllOpen","!DoorsAllClose","!DoorsAlign","!DoorsCount","!DoorsDeleteAllLinks","!SideID","!DoorsTableUpdate"];
if (msg.type !== "api" || msg.who.indexOf(" (GM)") === -1 || cmdNames.indexOf(msg.content) === -1) return;
var pc = new PlayerControl();
pc.Load(msg.who, null);
switch(msg.content.split(" ")[0]) {
case "!DoorsLink":
//make sure three items are selected
try {
if (msg.selected.length !== 3) throw "invalid selection";
} catch (err) {
sendChat("Doors", "/w GM Select a graphic named 'Switch', a graphic named 'Door' and a path to use as a wall.");
return;
}
//set up count variables
var linkSet = {};
linkSet.SwitchID = [];
linkSet.PathID = [];
linkSet.DoorID = [];
//identify each type of selected
_.each(msg.selected, function(obj) {
try {
var o = getObj(obj["_type"], obj["_id"]);
if (o.get("_type") === "graphic" && o.get("name") === "Switch") {
linkSet.SwitchID.push(o);
} else if (o.get("_type") === "graphic" && o.get("name") === "Door") {
linkSet.DoorID.push(o);
} else if (o.get("_type") === "path") {
linkSet.PathID.push(o);
}
} catch (err) { }
});
//verify only one of each type role in selection
if (linkSet.SwitchID.length !== 1 || linkSet.DoorID.length !== 1 || linkSet.PathID.length !== 1) {
sendChat("Doors", "/w GM Select a graphic named 'Switch', a graphic named 'Door' and a path to use as a wall.");
return;
}
//add the selected as a door
AddSwitchControl(linkSet.SwitchID[0], linkSet.DoorID[0], linkSet.PathID[0]);
break;
case "!DoorsResetUse":
_.each(state.DoorControls, function(obj) {
obj.UnlockAttempts = {};
obj.TrapFinding = {};
obj.TrapDisarming = {};
obj.TrapFound = false;
});
sendChat("Doors","/w GM All doors have been reset to 'never been seen' status.");
break;
case "!ObjectList":
_.each(msg.selected, function(obj) {
try {
log(getObj(obj["_type"], obj["_id"]));
} catch (err) { }
});
break;
case "!DoorsAllOpen":
var door = new DungeonDoorControl();
_.each(state.DoorControls, function(obj) {
door.Load(obj.SwitchID);
if (door.OnPage() === Campaign().get("playerpageid")) door.Open(pc);
});
break;
case "!DoorsAllClose":
var door = new DungeonDoorControl();
_.each(state.DoorControls, function(obj) {
door.Load(obj.SwitchID);
if (door.OnPage() === Campaign().get("playerpageid")) door.Close(pc);
});
break;
case "!DoorsAlign":
var door = new DungeonDoorControl();
_.each(state.DoorControls, function(obj) {
door.Load(obj.SwitchID);
if(door.OnPage() === Campaign().get("playerpageid")) {
obj.Left = door.Icon().get("left");
obj.Top = door.Icon().get("top");
obj.Rotation = door.Icon().get("rotation");
obj.Width = parseInt(door.Icon().get("width") / 4);
obj.Height = parseInt(door.Icon().get("height") / 4);
door.Control().set({
left: obj.Left,
top: obj.Top,
rotation: obj.Rotation,
width: obj.Width,
height: obj.Height,
});
}
});
break;
case "!DoorsCount":
var iDoors = 0;
var iLocks = 0;
var iTraps = 0;
var iHidden = 0;
var iErrors = 0;
var door = new DungeonDoorControl();
_.each(state.DoorControls, function(obj) {
if (door.Load(obj.SwitchID)) {
iDoors++;
if (door.IsHidden()) iHidden++;
if (door.IsLocked()) iLocks++;
if (door.IsTrapped()) iTraps++;
} else { iErrors++; }
});
sendChat("Doors","/w GM Doors:" + iDoors + ", Locked:" + iLocks + ", Trapped:" + iTraps + ", Hidden:" + iHidden);
if (iErrors > 0) sendChat("","/w GM There were " + iErrors + " doors that did not load properly.");
break;
case "!DoorsDeleteAllLinks":
_.each(state.DoorControls, function(obj) {
getObj("graphic", obj.SwitchID).set("layer","objects");
getObj("graphic", obj.DoorID).set("layer","objects");
getObj("path", obj.PathID).set("layer","objects");
});
state.DoorControls = {};
sendChat("Doors","/w GM All door links have been deleted from state. No doors will function until relinked with !DoorsLink command.");
break;
case "!SideID":
try {
if (msg.selected.length !== 1) throw "selection error";
var obj = getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]);
sendChat("Doors", "/w GM SIDEID: obj [" + obj.get("name") + "] is set to side: " + obj.get("currentSide"));
} catch (err) { sendChat ("SIDE", err); }
break;
case "!DoorsTableUpdate":
//make sure we have one door image selected
if (!msg.selected || msg.selected.length !== 1) {
sendChat("Doors","/w GM Select a single door graphic");
return;
}
var newDoor = getObj("graphic", msg.selected[0]["_id"]);
if (newDoor.get("name") !== "Door") {
sendChat("Doors","/w GM Selected door must be named 'Door'.");
return;
}
//update all doors' 'sides' to selected door's 'sides'
var iErrors = 0;
_.each(state.DoorControls, function(obj) {
try {
thisDoor = getObj("graphic", obj.DoorID);
thisDoor.set({
//imgsrc: decodeURIComponent(newDoor.get("sides").split("|")[thisDoor.get("currentSide")]).replace(/med\.png/g, "thumb.png"),
imgsrc: getCleanImgsrc(decodeURIComponent(newDoor.get("sides").split("|")[thisDoor.get("currentSide")])),
sides: newDoor.get("sides"),
});
} catch (err) {
iErrors++;
log("Error updating door " + obj.DoorID);
}
});
//display results of update
if (iErrors === 0) {
sendChat("Doors","GM Table images updated sucessfully.");
} else {
sendChat("Doors","Table images updated, but " + iErrors + " error(s) occured.");
}
break;
}
}); //GM chat commands
on("change:graphic", function(obj) {
//only reset a valid switch
var o = state.DoorControls[obj.get("_id")];
if (!o) return;
//keep the switch in place
try {
obj.set({
top: o.Top,
left: o.Left,
rotation: o.Rotation,
width: o.Width,
height: o.Height,
layer: (obj.get(statusDoors.doorType) === statusDoors.doorTypeHidden) ? "gmlayer" : "objects",
aura1_color: "transparent",
aura2_color: "transparent",
lastmove: "",
statusmarkers: "",
});
} catch (err) { }
}); //prevents switch movement
on("destroy:graphic", function(obj) {
try {
var o = state.DoorControls[obj.get("_id")];
if (!o) return ;
//move door back to objects layer
try {
getObj("graphic", o.DoorID).set("layer","objects");
} catch (err) { }
//move wall back to objects layer
try {
getObj("path", o.PathID).set("layer","objects");
} catch (err) { }
//remove data from state
delete state.DoorControls[obj.get("_id")];
sendChat("Doors","/w GM A door control has been deleted. Associated controls have been moved to the objects layer.");
} catch (err) { log (err); }
}); //remove link in state when switch deleted
on("change:graphic", function(obj) {
//do nothing if not a character
if(obj.get("represents") === "" || state.DoorControls[obj.get("_id")]) return;
//check controlledby for character
var pcSheet = getObj("character", obj.get("represents"));
if (pcSheet.get("controlledby").replace("all","") === "") return;
//load the player
var pc = new PlayerControl()
pc.Load(pcSheet.get("name"), obj.get("_pageid"),obj);
//dm cannot detect secret doors
if(pc.IsGM()) return;
//no proximity check needed if no skill
if (!pc.HasSkill(statusDoors.attribFindHidden)) return;
//find all secret doors on the same page as the token
var secretSwitches = findObjs({
_type: "graphic",
_pageid: pc.OnPage(),
aura1_radius: statusDoors.doorTypeHidden,
});
//check detection for each hidden door
var door = new DungeonDoorControl();
_.each(secretSwitches, function(secretSwitch) {
if (door.Load(secretSwitch.get("_id"))) door.DetectSecret(pc);
});
}); //check movement for proximity to secret doors
//=========== functions ==========
var AddSwitchControl = function(thisSwitch, thisDoor, thisPath) {
//use the switch as a reference ID in state
var thisID = thisSwitch.get("_id");
//pair items in state data
state.DoorControls[thisID] = ({
SwitchID: thisID,
PathID: thisPath.get("_id"),
DoorID: thisDoor.get("_id"),
Left: thisSwitch.get("left"),
Top: thisSwitch.get("top"),
Rotation: thisSwitch.get("rotation"),
Width: thisSwitch.get("width"),
Height: thisSwitch.get("height"),
});
//set additional state variables
state.DoorControls[thisID].UnlockAttempts = {};
state.DoorControls[thisID].TrapFinding = {};
state.DoorControls[thisID].TrapDisarming = {};
state.DoorControls[thisID].TrapFound = false;
//set default values for locks as traps
thisSwitch.set({
bar1_value: statusDoors.isUnlocked,
bar1_max: "0",
bar2_value: statusDoors.trapNone,
bar2_max: "0",
aura1_radius: statusDoors.doorTypeVisible,
aura1_color: "transparent",
aura2_radius: statusDoors.doorSideBoth,
aura2_color: "transparent",
gmnotes: "PC has triggered a trap.",
});
//format the switch to default role settings
thisSwitch.set({
layer: "objects",
isdrawing: true,
showplayers_name: false,
showplayers_bar1: false,
showplayers_bar2: false,
showplayers_bar3: false,
showplayers_aura1: false,
showplayers_aura2: false,
playersedit_name: false,
playersedit_bar1: false,
playersedit_bar2: false,
playersedit_bar3: false,
playersedit_aura1: false,
playersedit_aura2: false,
controlledby: "all",
});
//move the door graphic to the map layer
thisDoor.set({
layer: "map",
})
//move the lighting path to the walls layer
thisPath.set({
layer: "walls",
stroke: statusDoors.DoorPathColor,
stroke_width: 5,
fill: "transparent",
});
try {
var door = new DungeonDoorControl();
if (!door.Load(thisID)) throw "could not load new door";
sendChat("Doors","/w GM Door has been successfully linked. ID:" + thisID);
} catch (err) { sendChat ("Doors", "/w GM ERROR: " + err); }
} //adds trio as a door control
//=========== non-essential ==========
on("chat:message", function(msg) {
cmdName = "!CleanUp";
if (msg.type !== "api" || msg.content.indexOf(cmdName) === -1) return;
_.each(findObjs({ _type: "graphic", name: "Switch"}), function(o) {
o.set({
layer: "gmlayer",
width: 140,
height: 140,
top: 70,
left: 70,
});
});
_.each(findObjs({ _type: "graphic", name: "Door"}), function(o) {
o.set({
layer: "gmlayer",
width: 140,
height: 140,
top: 70,
left: 70,
});
});
_.each(findObjs({ _type: "path", stroke: statusDoors.DoorPathColor, stroke_width: 5, fill: "transparent"}), function(o) {
o.set({
layer: "gmlayer",
top: 70,
left: 70,
});
});
});