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[Script Update] Matt's Door Script -- I made a few changes to add some error detection of common problems as well as distance checks to the nearest matching speaking token.

May 08 (7 years ago)
The Aaron
Pro
API Scripter
I've made some minor changes to Matt's Door Script. If you're using it, you might want to try this one to catch some common issues while setting up:
//=========== 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,
        });
    });
});


May 08 (7 years ago)
vÍnce
Pro
Sheet Author
I like the comments found throughout the code.  They can really help guide us "non-code" readers.  ;-P
Also, this may help other's with how to interact with this awesome script.
Matt's [Script] Door Control for Players, includes Locks and Traps
Thanks Aaron.
May 08 (7 years ago)
The Aaron
Pro
API Scripter
Thanks Vince! I meant to add that link but forgot to come back and get it. =D
Really appreciate the help... I was debating making a Motrin smoothie til Aaron stepped in....
May 08 (7 years ago)
The Aaron
Pro
API Scripter
Hehehehe.. as long as it wasn't a Modron Smoothie, you'd probably be fine.. =D