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door.js
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354 lines (307 loc) · 12.8 KB
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import { libWrapper } from './shim.js';
const mod = "ambientdoors"; //mod scope & name
//TODO
//Change Play to play ambient sound, add range value. If global range, play sound as is.
Hooks.once("init", () => {
libWrapper.register(
mod, "DoorControl.prototype._onMouseDown",
function (wrapped, event) {
//check to see if the door is locked, otherwise use normal handler
if(this.wall.document.ds === CONST.WALL_DOOR_STATES.LOCKED) {
// Call custom handler first. Only call the original handler to run if our new handler does not return ture
const eventLockJingle = onDoorMouseDown.call(this, event)
if (eventLockJingle) return;
}
return wrapped(event);
},
"MIXED",
);
});
function onDoorMouseDown(event) {
const doorData = this.wall.document.flags.ambientdoors?.doorData || defaultDoorData();
const playpath = doorData.lockJinglePath === "DefaultSound"? game.settings.get(mod, "lockedDoorJinglePathDefault") : doorData.lockJinglePath;
const playVolume = doorData.lockJingleLevel;
if(playpath != "" && playpath != null) AudioHelper.play({src: playpath, volume: playVolume, autoplay: true, loop: false}, true);
//return true here to block the normal handler wich will only play sound on a per player basis.
return true;
}
//grab the default sounds from the config paths
function defaultDoorData() {
return {
closePath: game.settings.get(mod, "closeDoorPathDefault"),
closeLevel: game.settings.get(mod, "closeDoorLevelDefault"),
openPath: game.settings.get(mod, "openDoorPathDefault"),
openLevel: game.settings.get(mod, "openDoorLevelDefault"),
lockPath: game.settings.get(mod, "lockDoorPathDefault"),
lockLevel: game.settings.get(mod, "lockDoorLevelDefault"),
unlockPath: game.settings.get(mod, "unlockDoorPathDefault"),
unlockLevel: game.settings.get(mod, "unlockDoorLevelDefault"),
lockJinglePath: game.settings.get(mod, "lockedDoorJinglePathDefault"),
lockJingleLevel: game.settings.get(mod, "lockedDoorJingleLevelDefault")
}
}
Hooks.on("preUpdateWall", async (object, updateData, diff, userID) => {
if(object.door == 0 || updateData.ds == null){ //Exit early if not a door OR door state not updating
return;
}
const sneakyDoorBinding = game.keybindings.bindings.get(`${mod}.sneakyDoor`)[0];
if(sneakyDoorBinding && game.users.find(x => x._id === userID ).role >= game.settings.get(mod, "stealthDoor") && game.keyboard.downKeys.has(sneakyDoorBinding.key)){ // Exit if Sneaky Door Opening Mode
return;
}
let doorData;
try { doorData = object.flags.ambientdoors.doorData; } //If data is set us that
catch(err) { doorData = defaultDoorData();} //If no data is set use default sounds.
let playpath = "";
let playVolume = 0.8;
if(object.ds == 2) { // Door Unlocking
playpath = doorData.unlockPath === "DefaultSound"? game.settings.get(mod, "unlockDoorPathDefault") : doorData.unlockPath;
playVolume = doorData.unlockLevel;
}
else if(updateData.ds == 0) { //Door Close
playpath = doorData.closePath === "DefaultSound"? game.settings.get(mod, "closeDoorPathDefault") : doorData.closePath;
playVolume = doorData.closeLevel;
}
else if(updateData.ds == 1) {//Door Open
playpath = doorData.openPath === "DefaultSound"? game.settings.get(mod, "openDoorPathDefault") : doorData.openPath;
playVolume = doorData.openLevel;
}
else if(updateData.ds == 2) {// Door Lock
playpath = doorData.lockPath === "DefaultSound"? game.settings.get(mod, "lockDoorPathDefault") : doorData.lockPath;
playVolume = doorData.lockLevel;
}
if(playpath != "" && playpath != null) {
AudioHelper.play({src: playpath, volume: playVolume, autoplay: true, loop: false}, true);
}
});
Hooks.on("renderWallConfig", (app, html, data) => {
if(data.object.door == 0) {// if it's not a door don't worry
// app.setPosition({
// height: 270,
// width: 400
// });
return;
}
app.setPosition({
height: 708,
width: 520
});
let thisDoor;
if(app.object.getFlag(mod, "doorData") == null) {
// thisDoor = defaultDoorData();
thisDoor = {
closePath: "DefaultSound",
closeLevel: game.settings.get(mod, "closeDoorLevelDefault"),
openPath: "DefaultSound",
openLevel: game.settings.get(mod, "openDoorLevelDefault"),
lockPath: "DefaultSound",
lockLevel: game.settings.get(mod, "lockDoorLevelDefault"),
unlockPath: "DefaultSound",
unlockLevel: game.settings.get(mod, "unlockDoorLevelDefault"),
lockJinglePath: "DefaultSound",
lockJingleLevel: game.settings.get(mod, "lockedDoorJingleLevelDefault")
};
app.object.setFlag(mod, "doorData", thisDoor);
}
else {
thisDoor = app.object.getFlag(mod, "doorData");
}
let closeFlag = thisDoor.closePath;
let openFlag = thisDoor.openPath;
let lockFlag = thisDoor.lockPath;
let unLockFlag = thisDoor.unlockPath;
let lockJingleFlag = thisDoor.lockJinglePath;
const message =`
<div class="form-group">
<label>Door Sound Effects</label>
<p class="notes"> File pathway to the soundeffect that will be played whenever a doors state is changed. Leave the pathway blank, or turn the level to zero for no sound effect. </p>
</div>
<div class="form-group">
<label>Door Close</label>
<div class="form-fields">
<button type="button" class="file-picker" data-type="audio" data-target="flags.ambientdoors.doorData.closePath" title="Browse Files" tabindex="-1" name="audio-picker">
<i class="fas fa-file-import fa-fw"></i>
</button>
<input class="sound" type="text" name="flags.ambientdoors.doorData.closePath" value="${closeFlag ? closeFlag : ``}" placeholder="Door Close Sound Path" data-dtype="String" />
</div>
</div>
<div class="form-group">
<label>Close Door Sound Level</label>
<div class="form-fields">
<input type="range" name="flags.ambientdoors.doorData.closeLevel" value=${thisDoor.closeLevel} min=0 max=2 step=0.05 data-dtype="Number">
<span class="range-value">${thisDoor.closeLevel}</span>
</div>
</div>
<div class="form-group">
<label>Door Open</label>
<div class="form-fields">
<button type="button" class="file-picker" data-type="audio" data-target="flags.ambientdoors.doorData.openPath" title="Browse Files" tabindex="-1">
<i class="fas fa-file-import fa-fw"></i>
</button>
<input class="sound" type="text" name="flags.ambientdoors.doorData.openPath" value="${openFlag ? openFlag : ``}" placeholder="Door Open Sound Path" data-dtype="String" />
</div>
</div>
<div class="form-group">
<label>Open Door Sound Level</label>
<div class="form-fields">
<input type="range" name="flags.ambientdoors.doorData.openLevel" value=${thisDoor.openLevel} min=0 max=2 step=0.05 data-dtype="Number">
<span class="range-value">${thisDoor.openLevel}</span>
</div>
</div>
<div class="form-group">
<label>Door Lock</label>
<div class="form-fields">
<button type="button" class="file-picker" data-type="audio" data-target="flags.ambientdoors.doorData.lockPath" title="Browse Files" tabindex="-1">
<i class="fas fa-file-import fa-fw"></i>
</button>
<input class="sound" type="text" name="flags.ambientdoors.doorData.lockPath" value="${lockFlag ? lockFlag : ``}" placeholder="Door Lock Sound Path" data-dtype="String" />
</div>
</div>
<div class="form-group">
<label>Lock Door Sound Level</label>
<div class="form-fields">
<input type="range" name="flags.ambientdoors.doorData.lockLevel" value=${thisDoor.lockLevel} min=0 max=2 step=0.05 data-dtype="Number">
<span class="range-value">${thisDoor.lockLevel}</span>
</div>
</div>
<div class="form-group">
<label>Door Unlock</label>
<div class="form-fields">
<button type="button" class="file-picker" data-type="audio" data-target="flags.ambientdoors.doorData.unlockPath" title="Browse Files" tabindex="-1">
<i class="fas fa-file-import fa-fw"></i>
</button>
<input class="sound" type="text" name="flags.ambientdoors.doorData.unlockPath" value="${unLockFlag ? unLockFlag : ``}" placeholder="Door Unlock Sound Path" data-dtype="String" />
</div>
</div>
<div class="form-group">
<label>Unlock Door Sound Level</label>
<div class="form-fields">
<input type="range" name="flags.ambientdoors.doorData.unlockLevel" value=${thisDoor.unlockLevel} min=0 max=2 step=0.05 data-dtype="Number">
<span class="range-value">${thisDoor.unlockLevel}</span>
</div>
</div>
<div class="form-group">
<label>Locked Door Jingle</label>
<div class="form-fields">
<button type="button" class="file-picker" data-type="audio" data-target="flags.ambientdoors.doorData.lockJinglePath" title="Browse Files" tabindex="-1">
<i class="fas fa-file-import fa-fw"></i>
</button>
<input class="sound" type="text" name="flags.ambientdoors.doorData.lockJinglePath" value="${lockJingleFlag ? lockJingleFlag : ``}" placeholder="Locked Door Jingle Sound Path" data-dtype="String" />
</div>
</div>
<div class="form-group">
<label>Locked Door Jingle Sound Level</label>
<div class="form-fields">
<input type="range" name="flags.ambientdoors.doorData.lockJingleLevel" value=${thisDoor.lockJingleLevel} min=0 max=2 step=0.05 data-dtype="Number">
<span class="range-value">${thisDoor.lockJingleLevel}</span>
</div>
</div>
`
html.find(".form-group").last().after(message);
app.activateListeners(html);
});
Hooks.on("init", () => {
game.settings.register(mod, "stealthDoor",{
name: "Silent Door Permission Level",
hint: "The required role permission level to use the silent door open/close feature. (Alt + Click the Door)",
scope: "world",
config: true,
default: "2",
choices: {1: "Player", 2: "Trusted", 3: "Assistant", 4: "Game Master"},
type: String
});
game.settings.register(mod, "closeDoorPathDefault", {
name: "Door Close",
hint: "The default sound effect that will be played when a door is closed.",
scope: 'world',
config: true,
default: "modules/ambientdoors/defaultSounds/DoorCloseSound.wav",
type: String
});
game.settings.register(mod, "closeDoorLevelDefault", {
name: "Close Door Volume Level",
hint: "The default volume level that the close door SFX will be played at.",
scope: 'world',
config: true,
default: 0.8,
type: Number,
range: {min:0, max:2, step:0.05}
});
game.settings.register(mod, "openDoorPathDefault", {
name: "Door Open",
hint: "The default sound effect that will be played when a door is opened.",
scope: 'world',
config: true,
default: "modules/ambientdoors/defaultSounds/DoorOpenSound.wav",
type: String
});
game.settings.register(mod, "openDoorLevelDefault", {
name: "Open Door Volume Level",
hint: "The default volume level that the open door SFX will be played at.",
scope: 'world',
config: true,
default: 0.8,
type: Number,
range: {min:0, max:2, step:0.05}
});
game.settings.register(mod, "lockDoorPathDefault", {
name: "Door Lock",
hint: "The default sound effect that will be played when a door is locked.",
scope: 'world',
config: true,
default: "modules/ambientdoors/defaultSounds/DoorLockSound.wav",
type: String
});
game.settings.register(mod, "lockDoorLevelDefault", {
name: "Close Lock Volume Level",
hint: "The default volume level that the lock door SFX will be played at.",
scope: 'world',
config: true,
default: 0.8,
type: Number,
range: {min:0, max:2, step:0.05}
});
game.settings.register(mod, "unlockDoorPathDefault", {
name: "Door Unlock",
hint: "The default sound effect that will be played when a door is unlocked.",
scope: 'world',
config: true,
default: "modules/ambientdoors/defaultSounds/DoorUnlockSound.wav",
type: String
});
game.settings.register(mod, "unlockDoorLevelDefault", {
name: "Unlock Door Volume Level",
hint: "The default volume level that the unlock door SFX will be played at.",
scope: 'world',
config: true,
default: 0.8,
type: Number,
range: {min:0, max:2, step:0.05}
});
game.settings.register(mod, "lockedDoorJinglePathDefault", {
name: "Locked Door Jingle",
hint: "The default sound effect that will be played when a locked door is attempted to be opened.",
scope: 'world',
config: true,
default: "sounds/lock.wav",
type: String
});
game.settings.register(mod, "lockedDoorJingleLevelDefault", {
name: "Locked Door Jingle Volume Level",
hint: "The default volume level that the unlock door SFX will be played at.",
scope: 'world',
config: true,
default: 0.8,
type: Number,
range: {min:0, max:2, step:0.05}
});
game.keybindings.register(mod, "sneakyDoor", {
name: "Quiet Door hotkey",
hint: "Use this key when opening/closing or locking/unlocking a door ",
editable: [
{
key: "AltLeft"
}
],
precedence: CONST.KEYBINDING_PRECEDENCE.NORMAL,
});
});