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Issue with Matt's Door Script

March 30 (3 years ago)

Hi !

I've been trying recently to make a "Window" version of the "Door" script, but I don't really feel like understanding and changing 1200 lines of code..

I tried changing it by making some "find&replace" of the words "door, Door, doors, Doors, door." etc.. and replace them with "window, Window, windows, Windows, window."  but the script doesn't seem like to work anymore lol ("!WindowsLink" won't link anything)

Any idea, code pros ? :(


Here's the original Door script :

//========== 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 = "FindHiddenDoors";
statusDoors.attribOpenLocks = "PickLocks";
statusDoors.attribFindTraps = "FindTraps";
statusDoors.attribRemoveTraps = "RemoveTraps";

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 = true;
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";


//========== constructors ==========

//define a door object
function DungeonDoorControl() {

var thisSwitch;
var thisDoor;
var 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) {
thisDoor.set({
currentSide: side,
imgsrc: decodeURIComponent(thisDoor.get("sides").split("|")[side]).replace(/med\.png/g, "thumb.png"),
});
}

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("Matt's Door Script",`!roll20AM --audio,play,nomenu|locked`);
pc.Whisper(null, "La porte semble fermée.");
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()) {
sendChat("Matt's Door Script",`!roll20AM --audio,play,nomenu|door-open`);
pc.Announce("ouvre la porte.");
}
}

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()) {
sendChat("Matt's Door Script",`!roll20AM --audio,play,nomenu|door-close`);
pc.Announce("ferme la porte.");
}
}

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) {

//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 = findObjs({
_type: "graphic",
_pageid: pageID,
represents: thisCharacter.get("_id"),
})[0];
}

//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 player
var pc = new PlayerControl();
pc.Load(msg.who, getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]).get("_pageid"));

//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;
}

//load the door control
var door = new DungeonDoorControl();
if (!door.Load(msg.selected[0]["_id"])) return;

if (!pc.IsGM()) {

//verify character has token on the map
if (pc.MapToken() == undefined) {
pc.Whisper(null, "Je n'ai pas de token dans cette map.");
return;
}

//verify character token is close enough to the door
if (!pc.InRange(door.Icon())) {
pc.Whisper(null, "Je suis trop loin de la porte.");
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"),
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"));

//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,
});
});
});

March 31 (3 years ago)
The Aaron
Roll20 Production Team
API Scripter

What's the problem you're trying to solve by creating a window specific version?

April 02 (3 years ago)

Well, I'm not a professional programmer so what I did was replacing all the words "door, Door" etc.. with "window, Window", to make it use different variables and not interact with the original Door script.

Of course, I also changed the necessary name of the door, from "Door" to "Window", and I also changed the commands (for example !DoorsLink becomes !WindowsLink)

But doing that is breaking the script, the doors still works but the windows won't..

Here's a full iteration of the modified script :


//=========== name spacing ==========


state.WindowControls = state.WindowControls || {};
var statusWindows = {};


//=========== user customization ==========


statusWindows.interactRange = 2; //max range in map units
statusWindows.detectionRange = 2; //max range in map units
statusWindows.WindowPathColor = "#FFFF00";


statusWindows.attribFindHidden = "Perc";
statusWindows.attribOpenLocks = "TT";
statusWindows.attribFindTraps = "FT";
statusWindows.attribRemoveTraps = "TT";


statusWindows.hFlipOnOpen = true; // flip switch control horizontally when opened
statusWindows.vFlipOnOpen = true; // flip switch control vetically when opened


// usePercentageChecks determines how checks against skills are rolled
// when true: attribute score + fenetre modifier >= d100 equals success
// when false: d20 + attribute score >= fenetre modifier equals success
statusWindows.usePercentageChecks = false;
statusWindows.detectHiddenDC = 10;


// =========== script constants - do not modify ==========


statusWindows.lockStatus = "bar1_value";
statusWindows.lockQualityAdj = "bar1_max";


statusWindows.isUnlocked = "0";
statusWindows.isLocked = "1";


statusWindows.trapStatus = "bar2_value";
statusWindows.trapQualityAdj = "bar2_max";


statusWindows.trapNone = "0";
statusWindows.trapActive = "1";
statusWindows.trapResets = "2";
statusWindows.trapTriggered = "3";
statusWindows.trapDisabled = "4";


statusWindows.sideWindowOpen = "bar3_value";
statusWindows.sideWindowClosed = "bar3_max";


statusWindows.fenetreType = "aura1_radius";
statusWindows.fenetreTypeVisible = "0";
statusWindows.fenetreTypeHidden = "1";
statusWindows.fenetreTypeRevealed = "2";


statusWindows.fenetreSideActive = "aura2_radius";
statusWindows.fenetreSideBoth = "0";
statusWindows.fenetreSideNorth = "1";
statusWindows.fenetreSideSouth = "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 fenetre object
function DungeonWindowControl() {
"use strict";


var thisSwitch,
thisWindow,
thisWall;


this.Load = function (SwitchID) {
try {
thisSwitch = getObj("graphic", SwitchID);
if (thisSwitch === undefined){
throw "Error loading Switch from id: " + SwitchID;
}
thisWindow = getObj("graphic", state.WindowControls[SwitchID].WindowID);
if (thisWindow === undefined){
throw "Error loading Window from id: " + SwitchID;
}
thisWall = getObj("path", state.WindowControls[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(thisWindow.get("sides").split(/\|/)[parseInt(side,10)]);
let img=getCleanImgsrc(imgurl);
if(img){
thisWindow.set({
currentSide: side,
imgsrc: img,
});
} else {
sendChat("Matt's Window Script",``);
}
} else {
sendChat("Matt's Window Script",`/w gm Window side indexes need to be set in bar3 current (open) and max (closed).`);
}
};


this.Open = function (pc) {


//do nothing if fenetre already open
if (!this.IsClosed()) return;


//trigger trap if armed and not GM
if (!pc.IsGM() && SameSide(pc) &&( thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapActive || thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapResets)) {
var trapNotes = decodeURIComponent(thisSwitch.get("gmnotes")).replace(/PC/g, pc.CharacterSheet().get("name"));
sendChat("","/desc TRAP! " + trapNotes);


//record the trap was found
state.WindowControls[thisSwitch.get("_id")].TrapFound = true;


//flag trap as triggered if not resetting
if (thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapActive) thisSwitch.set(statusWindows.trapStatus, statusWindows.trapTriggered);
return;
}


//do not open if locked and not GM
if(!pc.IsGM() && SameSide(pc) && thisSwitch.get(statusWindows.lockStatus) === statusWindows.isLocked) {
sendChat("Matt's Window Script",`!roll20AM --audio,play,nomenu|locked`);
pc.Whisper(null, "La fenêtre semble bloquée.");
return;
}


//set the fenetre controls for open state
thisWall.set("layer","gmlayer");
thisSwitch.set({
fliph: statusWindows.hFlipOnOpen,
flipv: statusWindows.vFlipOnOpen,
});
SetMultiSide(thisSwitch.get(statusWindows.sideWindowOpen));
if (!pc.IsGM()) {
sendChat("Matt's Window Script",`!roll20AM --audio,play,nomenu|window-open`);
pc.Announce("ouvre la fenêtre.");
}
};



this.Close = function (pc) {


//do nothing if fenetre already closed
if (this.IsClosed()) return;


//set the fenetre controls for closed state
thisWall.set("layer", "walls");
thisSwitch.set({
fliph: false,
flipv: false,
});
SetMultiSide(thisSwitch.get(statusWindows.sideWindowClosed));
if (!pc.IsGM()) {
sendChat("Matt's Window Script",`!roll20AM --audio,play,nomenu|window-close`);
pc.Announce("ferme la fenêtre.");
}
};


this.PickLock = function(pc) {


//do nothing if fenetre is open or is GM
if (!this.IsClosed() || pc.IsGM()) return;


//do nothing if fenetre is not locked
if (thisSwitch.get(statusWindows.lockStatus) !== statusWindows.isLocked || !SameSide(pc)) {
pc.Whisper(null, "The fenetre does not appear to be locked.");
return;
}


//do nothing if character can't pick locks
if(!pc.HasSkill(statusWindows.attribOpenLocks)) {
pc.Announce("does not possess the skill to unlock this fenetre.");
return;
}


//check if character has attempted to unlock this lock before
try {
var prevAttempt = state.WindowControls[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(statusWindows.lockStatus, statusWindows.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(statusWindows.lockQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusWindows.lockQualityAdj));


if (statusWindows.usePercentageChecks) {
var rollResult = randomInteger(100);
var actionSuccess = (Math.min(charSkill + lockAdjust, 95) >= rollResult) ? true : false;
sendChat("Windows", "/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("Windows", "/w GM PICK LOCK: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + lockAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
}


//record the results
state.WindowControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")] = actionSuccess;


//announce the results to the party
if (actionSuccess) {
pc.Announce("has successfully unlocked the fenetre.");
thisSwitch.set(statusWindows.lockStatus, statusWindows.isUnlocked);
} else {
pc.Announce("does not possess the skill to unlock this fenetre.");
}
};


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(statusWindows.attribFindTraps) || thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapNone || !SameSide(pc)) {
pc.Announce("is confident there are no active traps on this side of the fenetre.");
return;
}


//no need to check if trap has already been found
if (state.WindowControls[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 fenetre
try {
var prevAttempt = state.WindowControls[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 fenetre.");
}
return;
} catch (err) { }


//roll the dice
var charSkill = pc.SkillLevel();
var trapAdjust = (isNaN(thisSwitch.get(statusWindows.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusWindows.trapQualityAdj));


if (statusWindows.usePercentageChecks) {
var rollResult = randomInteger(100);
var actionSuccess = (Math.min(charSkill + trapAdjust, 95) >= rollResult) ? true : false;
sendChat("Windows", "/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("Windows", "/w GM FIND TRAPS: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
}


//record the character's results
state.WindowControls[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 fenetre.");
state.WindowControls[thisSwitch.get("_id")].TrapFound = true;
} else {
pc.Announce("is confident there are no active traps on this side of the fenetre.");
}
};


this.RemoveTrap = function(pc) {


//do nothing if GM
if (pc.IsGM()) return;


//verify trap has been found
if (state.WindowControls[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 fenetre to disarm this trap.");
return;
}


//do nothing if character can't remove traps
if (!pc.HasSkill(statusWindows.attribRemoveTraps)) {
pc.Announce("is confident there are no active traps on this fenetre.");
return;
}


//check if this character as attempted to remove trap before on this fenetre
try {
var prevAttempt = state.WindowControls[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(statusWindows.trapStatus)) {
case statusWindows.trapDisabled:
pc.Announce("believes this trap has already been disarmed.");
break;
case statusWindows.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(statusWindows.trapStatus, statusWindows.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(statusWindows.trapStatus) !== statusWindows.trapActive && thisSwitch.get(statusWindows.trapStatus) !== statusWindows.trapResets) {
pc.Announce("believes any trap present has been disabled.");
return;
}


//roll the dice
var charSkill = pc.SkillLevel();
var trapAdjust = (isNaN(thisSwitch.get(statusWindows.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusWindows.trapQualityAdj));


if (statusWindows.usePercentageChecks) {
var rollResult = randomInteger(100);
var actionSuccess = (Math.min(charSkill + trapAdjust, 95) >= rollResult) ? true : false;
sendChat("Windows", "/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("Windows", "/w GM REMOVE TRAP: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
}


//record the character's results
state.WindowControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")] = actionSuccess;


//disarm trap if attempt was successful
if (actionSuccess) {
thisSwitch.set(statusWindows.trapStatus, statusWindows.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(statusWindows.fenetreSideActive) === statusWindows.fenetreSideBoth) return true;


//determine angle to fenetre based on rotation
var a = (Math.atan2(pc.MapToken().get("top") - thisWindow.get("top"), thisWindow.get("left") - pc.MapToken().get("left")) * 180 / Math.PI + 180 + thisWindow.get("rotation")) % 360;
var isNorth = (a >= 0 && a <=180) ? true : false;


//return true if same side
if (isNorth && thisSwitch.get(statusWindows.fenetreSideActive) === statusWindows.fenetreSideNorth) return true;
if (!isNorth && thisSwitch.get(statusWindows.fenetreSideActive) === statusWindows.fenetreSideSouth) return true;
return false;
};


this.DetectSecret = function(pc) {


if (IsPathInRange(pc)) {


//roll the dice
var charSkill = pc.SkillLevel();


if (statusWindows.usePercentageChecks) {
var rollResult = randomInteger(100);
var actionSuccess = (charSkill >= rollResult) ? true : false;
sendChat("Windows", "/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 >= statusWindows.detectHiddenDC) ? true : false;
sendChat("Windows", "/w GM DETECTION: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + statusWindows.detectHiddenDC + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED"));
}


//reveal fenetre if detected
if (actionSuccess) {
thisSwitch.set({
layer: "objects",
aura1_radius: statusWindows.fenetreTypeRevealed,
});
pc.Announce("has discovered a hidden fenetre.");
sendPing(thisWindow.get("left"), thisWindow.get("top"), thisWindow.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: thisWindow.get("left"), Y: thisWindow.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 <= statusWindows.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 thisWindow;
};


this.Control = function() {
return thisSwitch;
};


this.IsLocked = function() {
return (thisSwitch.get(statusWindows.lockStatus) === statusWindows.isLocked) ? true : false;
};


this.IsTrapped = function() {
return (thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapActive || thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapResets) ? true : false;
};


this.IsHidden = function() {
return (thisSwitch.get(statusWindows.fenetreType) === statusWindows.fenetreTypeHidden) ? 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 > statusWindows.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 = ["!OpenWindow", "!CloseWindow", "!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 fenetre control
var fenetre = new DungeonWindowControl();
if (!fenetre.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"), fenetre.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 fenetre
if (!pc.InRange(fenetre.Icon())) {
pc.Whisper(null, "I am too far from the fenetre to do that.");
return;
}
}


switch(msg.content) {
case "!OpenWindow":
fenetre.Open(pc);
break;
case "!CloseWindow":
fenetre.Close(pc);
break;
case "!PickLock":
fenetre.PickLock(pc);
break;
case "!RemoveTrap":
fenetre.RemoveTrap(pc);
break;
case "!FindTraps":
fenetre.FindTraps(pc);
break;
}
}); //player chat commands


on("chat:message", function (msg) {


//handle only GM commands
var cmdNames = ["!ObjectList","!WindowsLink","!WindowsResetUse","!WindowsAllOpen","!WindowsAllClose","!WindowsAlign","!WindowsCount","!WindowsDeleteAllLinks","!SideID","!WindowsTableUpdate"];
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 "!WindowsLink":


//make sure three items are selected
try {
if (msg.selected.length !== 3) throw "invalid selection";
} catch (err) {
sendChat("Windows", "/w GM Select a graphic named 'Switch', a graphic named 'Window' and a path to use as a wall.");
return;
}


//set up count variables
var linkSet = {};
linkSet.SwitchID = [];
linkSet.PathID = [];
linkSet.WindowID = [];


//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") === "Window") {
linkSet.WindowID.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.WindowID.length !== 1 || linkSet.PathID.length !== 1) {
sendChat("Windows", "/w GM Select a graphic named 'Switch', a graphic named 'Window' and a path to use as a wall.");
return;
}


//add the selected as a fenetre
AddSwitchControl(linkSet.SwitchID[0], linkSet.WindowID[0], linkSet.PathID[0]);
break;


case "!WindowsResetUse":
_.each(state.WindowControls, function(obj) {
obj.UnlockAttempts = {};
obj.TrapFinding = {};
obj.TrapDisarming = {};
obj.TrapFound = false;
});
sendChat("Windows","/w GM All fenetres 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 "!WindowsAllOpen":
var fenetre = new DungeonWindowControl();
_.each(state.WindowControls, function(obj) {
fenetre.Load(obj.SwitchID);
if (fenetre.OnPage() === Campaign().get("playerpageid")) fenetre.Open(pc);
});
break;


case "!WindowsAllClose":
var fenetre = new DungeonWindowControl();
_.each(state.WindowControls, function(obj) {
fenetre.Load(obj.SwitchID);
if (fenetre.OnPage() === Campaign().get("playerpageid")) fenetre.Close(pc);
});
break;


case "!WindowsAlign":
var fenetre = new DungeonWindowControl();
_.each(state.WindowControls, function(obj) {
fenetre.Load(obj.SwitchID);
if(fenetre.OnPage() === Campaign().get("playerpageid")) {
obj.Left = fenetre.Icon().get("left");
obj.Top = fenetre.Icon().get("top");
obj.Rotation = fenetre.Icon().get("rotation");
obj.Width = parseInt(fenetre.Icon().get("width") / 4);
obj.Height = parseInt(fenetre.Icon().get("height") / 4);
fenetre.Control().set({
left: obj.Left,
top: obj.Top,
rotation: obj.Rotation,
width: obj.Width,
height: obj.Height,
});
}
});
break;


case "!WindowsCount":
var iWindows = 0;
var iLocks = 0;
var iTraps = 0;
var iHidden = 0;
var iErrors = 0;
var fenetre = new DungeonWindowControl();
_.each(state.WindowControls, function(obj) {
if (fenetre.Load(obj.SwitchID)) {
iWindows++;
if (fenetre.IsHidden()) iHidden++;
if (fenetre.IsLocked()) iLocks++;
if (fenetre.IsTrapped()) iTraps++;
} else { iErrors++; }
});
sendChat("Windows","/w GM Windows:" + iWindows + ", Locked:" + iLocks + ", Trapped:" + iTraps + ", Hidden:" + iHidden);
if (iErrors > 0) sendChat("","/w GM There were " + iErrors + " fenetres that did not load properly.");
break;


case "!WindowsDeleteAllLinks":
_.each(state.WindowControls, function(obj) {
getObj("graphic", obj.SwitchID).set("layer","objects");
getObj("graphic", obj.WindowID).set("layer","objects");
getObj("path", obj.PathID).set("layer","objects");
});
state.WindowControls = {};
sendChat("Windows","/w GM All fenetre links have been deleted from state. No fenetres will function until relinked with !WindowsLink 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("Windows", "/w GM SIDEID: obj [" + obj.get("name") + "] is set to side: " + obj.get("currentSide"));
} catch (err) { sendChat ("SIDE", err); }
break;


case "!WindowsTableUpdate":


//make sure we have one fenetre image selected
if (!msg.selected || msg.selected.length !== 1) {
sendChat("Windows","/w GM Select a single fenetre graphic");
return;
}
var newWindow = getObj("graphic", msg.selected[0]["_id"]);
if (newWindow.get("name") !== "Window") {
sendChat("Windows","/w GM Selected fenetre must be named 'Window'.");
return;
}


//update all fenetres' 'sides' to selected fenetre's 'sides'
var iErrors = 0;
_.each(state.WindowControls, function(obj) {
try {
thisWindow = getObj("graphic", obj.WindowID);
thisWindow.set({
//imgsrc: decodeURIComponent(newWindow.get("sides").split("|")[thisWindow.get("currentSide")]).replace(/med\.png/g, "thumb.png"),
imgsrc: getCleanImgsrc(decodeURIComponent(newWindow.get("sides").split("|")[thisWindow.get("currentSide")])),
sides: newWindow.get("sides"),
});
} catch (err) {
iErrors++;
log("Error updating fenetre " + obj.WindowID);
}
});


//display results of update
if (iErrors === 0) {
sendChat("Windows","GM Table images updated sucessfully.");
} else {
sendChat("Windows","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.WindowControls[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(statusWindows.fenetreType) === statusWindows.fenetreTypeHidden) ? "gmlayer" : "objects",
aura1_color: "transparent",
aura2_color: "transparent",
lastmove: "",
statusmarkers: "",
});
} catch (err) { }


}); //prevents switch movement


on("destroy:graphic", function(obj) {


try {
var o = state.WindowControls[obj.get("_id")];
if (!o) return ;


//move fenetre back to objects layer
try {
getObj("graphic", o.WindowID).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.WindowControls[obj.get("_id")];
sendChat("Windows","/w GM A fenetre 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.WindowControls[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 fenetres
if(pc.IsGM()) return;


//no proximity check needed if no skill
if (!pc.HasSkill(statusWindows.attribFindHidden)) return;


//find all secret fenetres on the same page as the token
var secretSwitches = findObjs({
_type: "graphic",
_pageid: pc.OnPage(),
aura1_radius: statusWindows.fenetreTypeHidden,
});


//check detection for each hidden fenetre
var fenetre = new DungeonWindowControl();
_.each(secretSwitches, function(secretSwitch) {
if (fenetre.Load(secretSwitch.get("_id"))) fenetre.DetectSecret(pc);
});
}); //check movement for proximity to secret fenetres


//=========== functions ==========


var AddSwitchControl = function(thisSwitch, thisWindow, thisPath) {


//use the switch as a reference ID in state
var thisID = thisSwitch.get("_id");


//pair items in state data
state.WindowControls[thisID] = ({
SwitchID: thisID,
PathID: thisPath.get("_id"),
WindowID: thisWindow.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.WindowControls[thisID].UnlockAttempts = {};
state.WindowControls[thisID].TrapFinding = {};
state.WindowControls[thisID].TrapDisarming = {};
state.WindowControls[thisID].TrapFound = false;


//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 fenetre graphic to the map layer
thisWindow.set({
layer: "map",
})


//move the lighting path to the walls layer
thisPath.set({
layer: "walls",
stroke: statusWindows.WindowPathColor,
stroke_width: 5,
fill: "transparent",
});


try {
var fenetre = new DungeonWindowControl();
if (!fenetre.Load(thisID)) throw "could not load new fenetre";
sendChat("Windows","/w GM Window has been successfully linked. ID:" + thisID);
} catch (err) { sendChat ("Windows", "/w GM ERROR: " + err); }
} //adds trio as a fenetre 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: "Window"}), function(o) {
o.set({
layer: "gmlayer",
width: 140,
height: 140,
top: 70,
left: 70,
});
});


_.each(findObjs({ _type: "path", stroke: statusWindows.WindowPathColor, stroke_width: 5, fill: "transparent"}), function(o) {
o.set({
layer: "gmlayer",
top: 70,
left: 70,
});
});
});

April 02 (3 years ago)
The Aaron
Roll20 Production Team
API Scripter

What I meant was "How are windows different from doors for you?"  as in, "why do you need to modify the script?" or "what additional functionality are you trying to get?"  I'm trying to figure out what you actually need to do, so I can make some recommendations.

April 02 (3 years ago)

Edited April 02 (3 years ago)

Oh !

Well, what I modified in the original script was some translations, and some sound effects when door opens, closes, or is locked

However it won't work well with windows for two reasons :

1) in text it'll say "x opens the door" when it's actually a window

2) the sound effects are doors effects, not windows one


Hope I clarified it a bit

April 04 (3 years ago)
The Aaron
Roll20 Production Team
API Scripter

hmm.  If I were doing this, I'd modify the script to inspect something about the token to determine which sound effect and what words to speak, then use the same script for both.   I'll have to look more closely at the code, but I believe you always have access to the token, so you could put something in the GM Notes to tell you if it's a door or window.

April 04 (3 years ago)

I'll try working around this, but I wouldn't mind some help, so I'll keep an eye on your messages !